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ARMA 2 DE 1.01 (final) Impressions - Post ALL Impressions/Videos/Screenies Here

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Maybe I'm just missing the key command but is there a way to stop healing your buddies and grab your gun? I keep getting bum rushed when I'm trying to help me buds out.

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I uploaded a new video: http://www.youtube.com/watch?v=F3VTj...e=email&fmt=22

Since 1.01beta the AI got much much better so to speak and is afaik now beyond Arma1 AI.

This Patch has improved much - still a big shame the game got released in germany in that unpatched shape...

Enjoy!

I came.
Whoa. That's actually really, really impressive. With all the flak the AI has been getting I was beginning to lower my expectations, but this proved me wrong.

Oh, dear God. Where do I even start? :butbut:

Absolutely, completely disappointing. If anything, it simply confirmed several criticisms of the AI. Four people fighting an entire squad of enemies without once getting shot back at. No, no, no. :confused_o:

I have seen it twice now, and I can say with complete honesty that I never once saw them shoot at you. Not once. When you, at the start of the video, used your scope to zoom in on the enemy squad and everyone started shooting, I saw them react by running for cover with only minimal random milling about. Okay. So far so good, I guess.

But then, at 0:28, you suddenly decided to zoom your aim out. You had a perfectly decent opportunity to keep zooming in on them, watching how the AI reacts. But no, you inexplicably zoomed out again, using the free look -thingy to look at your teammates to the left and right! No offense, but why would you even do that?! Did you wonder if they were still there, or something? :confused: Later, when you finally started zooming in again, the catastrophic clusterfuck was a fact. They would run or crawl sporadically around, randomly standing completely still, aiming at absolutely nothing, only to be picked off by you. It was a freaking turkey shoot. Just look at 2:00 and onwards, where you're just shooting leasurely at a whole squad of enemies just running around in the open like headless chickens. Or at 2:55 to 2:59, where you're aiming straight at an enemy just standing stiffly upright like a freaking scarecrow, not even reacting to the bullets swishing past his ears.

And the friendly AI didn't exactly sweep me off my feet, either. But don't get me wrong; it wasn't really bad in itself, it just wasn't very good either. They would run after you, lay down and shoot at enemies, sometimes yelling "Cover me!" (Even at times when they weren't really doing anything in particular that needed any covering. :raisebrow: ) In short, they hardly did anything they weren't already able to do in Operation Flashpoint and ArmA 1.

Phew. Okay, I'm seriously done with the negative, now. Time to focus on things they did that impressed me in some way.

1) At 9:38, we saw a soldier leaning from a corner.

2) At certain points, we saw friendly soldiers sidestepping and backing away, and generally maneuvering more intelligently. Weird that we never saw any of the enemies doing that.

3) At roughly 4:50 and onwards, we saw friendly soldiers maneuvering around corners, moving one at a time and covering each other. That was cool, although at one point, "4" would claim to be "engaging" someone, without there actually being anyone around to engage. :raisebrow: But hey, that wasn't really all that important. Overall, the scene showing the troops moving around the house was pretty impressive.

---

Look, maybe the AI in version 1.01, and even ArmA 2 in general is very good and massively improved. But unlike some in this thread, I saw absolutely nothing of the sort in this particular video. Maybe the enemy was just unlucky. Maybe you had turned their skill-level all the way down? I know you have posted two other videos, "Arma2 - Firefight, Razor Team vs. Russian MG Troop and NAPA Motorized Infantry" and "Arma2 - Utes CDF Firefight vs. Russia+NAPA with 'Ambient Combat Manager'". I haven't seen them yet; they're buffering as I write this. Maybe I'll see a completely different side of the AI there, I don't know. But this particular video left me with nothing but a foul taste and a sense of utter frustration and disbelief.

Edited by St!gar
Improved the spelling a little.

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You don't have played the game yet, did you?

Also you should read the Video comments, most of your questions have been answered there.

About the way i play: It was meant to show the AI, not my Skills as Team-Member nor my Shooting-Skills...

But yes they shot at us with their crappy old RPD Machineguns until their Machinegunners were taken out (shortly after the beginning already) and then they were above max. Range for their old AK47s i guess....

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You don't have played the game yet, did you?

No. That's why I'm really anxious for someone to show me how the AI is.

Also you should read the Video comments, most of your questions have been answered there.

I did. Not much info there. It didn't, for example, answer why the heck the enemies were running blindly, mindlessly and seemingly randomly around in the open like in some really, really perverse shooting gallery. You said that they didn't fire at you because they were out of range, but really, being out of range was the least of the AI's problems...

About the way i play: It was meant to show the AI, not my Skills as Team-Member nor my Shooting-Skills...

I didn't complain about your skills, did I? :confused: Like I said; I honestly couldn't care less. I'm interested in the AI.

Edited by St!gar

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My System:

Intel Core2Quad E6600 runs with 3,02 Ghz

3Gb 800 Mhz DDR II

ATI HD4850 (oc with PCIE 100 Mhz)

Reso: 1440*900 (16:10 Widescreen)

view distance: 2900

fillrate: 125% (gives some AA effects)

Textures: High

Video Memory: high

Aniso-Filtering: high

Landscape Details: normal

Model Details: very high

Shadows: normal

Postprocessing: very high

ingame i have 30 fps in woodland, citys 40< outisde on landscapes

ArmA II runs good :)

Exp. ingame:

Im using Beta Patch 1.01

Campaign:

i only started mission 1 because i had big KI problems and so i´ve chosen to wait for further patches (they where running around smth. like 400m from each other, the leader said all the time "fall back to formation" so i couldnt continue to next waypoint)

Editor / Ki:

made some missions with tank battles and inf, choppers who where dropping infantry. i had some issues where the drop of units from MH60 didnt work because the ki wasnt enable to land and just flew on an random position after the drop-waypoint and stayed there forever.

it seems like the KI has Problems with larger troop´s, my missions worked always with small units (smth. like BLUFOR: 1 Tank, 1 Squad, 1 HMVEE ; and on OPFOR the same counts of it). But creating a large field of battle always ended up in a mass of units lying around without doing anything.

Online:

sorry but at moment it isnt fun to play warfare missions, after joining the server i often stand in the middle of nowhere unable to see positions on the map or vote a commander, sometimes i cant see my money or can buy something because theres no "buy unit" in the action-menu. i played 6-7 times warfare now and i couldnt just play 1 time with any errors.

In LAN warfare i dont know how to move units to attack locations at the map, maybe someone can tell me how2?

More fun is to play DM or TDM at moment but im more a coop guy.

In coop missions i have problems in forrests because the ki shoot very good (i didnt know the dificulty in that mission but it was develish hard and im an arma player with 1< year experience) i first saw supressive fire, i was in a forrest with other human players (10<) and was lying behind a stump and the ki just didnt stop shooting, i was unable to move from there and later i died.

An Problem is still the pinpointing from KI to human player, once i shot a RPG it seems like every ki unit knows where i am and that often ends in dead (like in arma). The good points are that KI is rly using more cover now and can more interact with the landscape, also they can look behind walls now (dont know the word exactly i mean that Q-E stuff)

Bugs:

- when i connect to a server often a blackscreen appears with the message:"connecting to Server" after 3 mins the connection stop than with a "connection interrupt" message, that sgould be fixed that players dont need to wait everytime 3 minutes

- when i shoot the javelin luncher the technical part in front of the luncher flyes with the rocket away

- you can fire the SAW LMG with 30 rounds STANAG ammo

- you can fire the XM8 Sniper with MG36 rounds (that are 100 rounds / clip, normaly it should be 30 /clip)

- the BTR 90 use only PK ammo against airplanes / choppers

- the M136 Luncher ammo uses 6 slots of the invantory (like a javelin missle) but the SMAW ammo uses only 2 slots, everyone would use the SMAW (500m) or Javelin instead of good old M136 :(

- the baretta shotgun is more like a colt ? i dont see spread on walls, looks and feels more like a singe shot

- sunglases sometimes displayed white for me in menu

- if found some missing splash-effects when shooting into water, or the splash wasnt displayed on the surface - the splash came from the ground of the sea

missing features:

- there are Stinger/Strela/Tunguska/Avanger ingame but no contermessures like FLAIR´s

- we got an huge C130 Hercules but cant open the rear door to get some supply in it (same for MV 22 Osprey)

- theres a plane- tractor what should be used to hook planes on it and drive them to the runway but that dont work, the Hercules can so only land and start on one airport in the whole map because the radiant of turn around is enormous for that plane (sadly makes it pretty useless)

- no slingload for Choppers

i already post in enother thread that most of that features already got implented in VBS 2, i cant realy understand why they dont want to give them ArmA II too.

Sound

The Sound is pretty good AND pretty poor,

i use a 5.1 Sourround System and a X-Fi Card.

it seems like ArmA II dont support Hardware mixing of channels,

so i often have problems with Wave Sounds become louder than everthing else, or sound of running motor are extrem loud and the start driving sound is played in a normal way. Also the first and thierd person sounds are pretty different, often the thierd person sound is gdamned loud (UH1) and the first person one nearly silent. The quality is very different, i realy realy enjouy the explosions 1km away and the tank move / stopp / start sounds are all pretty good and work perfect together. But there are some pretty creepy sounds too. When stopping the engine from the MH60, UH1, C130 Hercules you can clearly hear that a ogg file is played because there is no dynamic-change between the move and the stop sound, the hercules as an example is the shitiest one, if i stop the engine while flying the sound just becomes stopped and the proppeller-stop sound appears after a while, after hitting W the move Sound appears instantly, pretty creepy. All in all i have to say that some Mods already done a much better job in sound design than BIS did :(

Graphics

Graphics are horrible, nah just a joke, they are stunning and horrible real!

BIS shows how a simulation have to like like, this graphic is better than crysis!

the only 2 points i got:

- overhaul the particle effects from explosions, the fog and dusty effects are very good but the explosions ones are not that nice (looks like ArmA)

- rework the groundtextures for far away textures

Steering / Control

for Newbis very hard ( i remember myself)

For ArmA players no problem. Steering is ok for me, could be better but i dont care about it anymore.

thats my review for ArmA II, its a very nice game but still unfinished in my eyes.

sorry for my shitty english :P

regards - Topper Harley

Edited by Topper Harley

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Simply put...ARMA 2 is brilliant!! Thanks BIS for creating another masterpiece!

There will always be critics who sit around and complain about this and that...how unfortunate they cannot see the bigger picture. Maybe those folks should go play on Wii or playstation, the digital refuge of dumb gaming.

I downloaded this beauty from Germany and have no regrets. I will probably end up buying a hard copy when it comes out later in the USA, just to be sure.

And while it's not perfect, nothing ever is. So, in my opinion, patch on to perfection!!!

Thanks again!

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it seems like the KI has Problems with larger troop´s, my missions worked always with small units (smth. like BLUFOR: 1 Tank, 1 Squad, 1 HMVEE ; and on OPFOR the same counts of it). But creating a large field of battle always ended up in a mass of units lying around without doing anything.

That's a real shame. The big battles are the cool ones. :plain:

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Bugs:

- you can fire the SAW LMG with 30 rounds STANAG ammo

- the baretta shotgun is more like a colt ? i dont see spread on walls, looks and feels more like a singe shot

Those are not bugs. The first is a realism feature. The second is because they are slug rounds, and clearly labelled as such in the inventory.

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I noticed that double capacity magazines in ArmA 2 have really small ammunition counts. Is this intentional?

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Those are not bugs. The first is a realism feature. The second is because they are slug rounds, and clearly labelled as such in the inventory.

didnt know that, just couldnt imagine how a STANAG should work with that SAW ;)

i will take a look ingame for slug / spread rounds

Edit:

theres only one sort of ammonation in ArmA II for shotguns, its calles gauge

in the right corner you see that theres only one hit decal

http://img.photobucket.com/albums/v713/spucknapp/shotgunstuff.jpg

Edited by Topper Harley

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Its really unplayable for me with my 9800gtx. going to order a 4890 soon, just for arma2 pfff. wish they would improve the code!

anyone here with a ati 4890?

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didnt know that, just couldnt imagine how a STANAG should work with that SAW ;)

i will take a look ingame for slug / spread rounds

Edit:

theres only one sort of ammonation in ArmA II for shotguns, its calles gauge

in the right corner you see that theres only one hit decal

http://img.photobucket.com/albums/v713/spucknapp/shotgunstuff.jpg

m249_400x266.jpg

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Its really unplayable for me with my 9800gtx. going to order a 4890 soon, just for arma2 pfff. wish they would improve the code!

anyone here with a ati 4890?

Yep, I have a 4890; you kind of have to play around with the settings; but at this point the game is looking very good and playing very well - most things are maxed out except for the object detail, terrain detail, and the fill rate (refer to MadDogX's excellent post for more info).

Although I would imagine that a 4870 would run almost as well and it is significantly cheaper...

Peace,

DreDay

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Edit:

theres only one sort of ammonation in ArmA II for shotguns, its calles gauge

in the right corner you see that theres only one hit decal

Slug ammo, it fires one slug. Buckshot (think that's the right word?) ammo is the one that fires pellets that spread out.

I thing "geschoss" translates to slug/bullet.

The red colour of the cartridge also indicates slugs I think.

You could call the lack of buckshot ammo a missing feature, but it wouldn't be much use in the game. Not denying it would be cool, ACE mod in ArmA features it (using some scripting to simulate buckshot).

Edited by Maddmatt

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In the mean time as the Forums went Down i uploaded some new Vids to YT (i'll leave out the bug videos here, they are intendant for the bug-tracker anyway - if interested they are in my YT Profile):

I like Utes very much, not only because the game runs 2.5x as fast as with Chernarus lol, but also because of the Rocky landscape...

Are you saying that in the second video, you setup a couple of groups to fight each other, added a 'magilogic', and the rest happens all by itself?

If so, holy crap!!!

Unfortunately that is not something that they are very good at. They will go into a house if you would order them to go to a specific position, but that's about it.

I have a feeling that a house searching 'magilogic' will appear in the future. We have to have good control over who gets affected though. We definately don't want UH60s perform house searches, although some information so far suggests that is currently the case :o

Btw, I like how the trucks seems to have greater survivability now.

Earlier I was annoyed with the tank sounds. But this time when you heard them on idle, they was fantastic. Sounds like a turbine now. Too bad east doesn't have the T80, as currently sound alone is enough to give away the tank type/side.

But, one thing bothers me to the extreme. I'm listening to this on headphones, and the stereo image is completely whacked. It's like if you have full volume on left ear due to vehicle position, the right ear is completely deaf? Is this because the sound is 5.1/7.1 and is better there, or does these limitations exist ingame when you setup and play with headphones?

- the M136 Luncher ammo uses 6 slots of the invantory (like a javelin missle) but the SMAW ammo uses only 2 slots, everyone would use the SMAW (500m) or Javelin instead of good old M136

EXCELLENT!!! Truly excellent. Now I can let everyone carry the M136 as a true single shot weapon as it is to have some means of getting around enemy vehicles, while the multishot SMAW available only to the AT Specialist (or USMC Assaultman). Meaning less AT spamming in missions, while the mission doesn't become unplayable without the AT specialist.

Negatives I've noticed so far by watching the videos, that I don't think have already been covered:

* Explosion sounds could be vastly more varied.

* I didn't hear a 'flySound' for the artillery and mortar shells.

* No decent jet roar from jet airplanes.

* Some videos reflect a current problem I have in Arma. When too many sounds are played, some sounds are completely stopped. Is this an Arma2 sound engine problem, or a sound hardware problem?

* No variation in the muzzle flash. Looks horrible at night with the same texture going on and on and on.

Video request:

* Demonstration of all artillery munitions. I can't believe we haven't seen SADARM in action yet ;)

Expert/mod questions (devs too ;)):

* How do you think the artillery/mortar 'carrier' munitions are made? Is it a proper timed fuze? With this is mind, do you think it would be possible to make a VT fuze for HE airbursts (would require new warheads with different hit/splash/range values but no biggie)?

* Given that we have a SADARM (with how many submunitions?), do you think it is possible to create multiplayer capable APICM/DPICM munitions?

theres only one sort of ammonation in ArmA II for shotguns, its calles gauge

in the right corner you see that theres only one hit decal

Biki lists M1014 ammo as a 'slug' type, so it shouldn't have any spread. Btw, I think shotguns are most frequently used to break down doors, locks, and hinges, at least by the military.

Edited by CarlGustaffa
Added M1014 info

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Its really unplayable for me with my 9800gtx. going to order a 4890 soon, just for arma2 pfff. wish they would improve the code!

anyone here with a ati 4890?

Curious, what settings are you playing it at, per option as well as your resolution. I have the same card so I'm interested.

Carl: I think that sound issue you mention may be a result of a hardware limitation. I'm only speculating on this. I have a Asus Xonar DX and I haven't experienced any multitude of sounds preventing other sounds from being triggered (a voice limit so to speak) in ArmA1, I can't speak for ArmA2 yet. The only sound issue I had with ArmA was that with EAX enabled you can hear vehicles at full blast from across the island.

Edited by Steakslim

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you dont like the jet roar CG? I find it as real as it gets... without the super ear deafening like IRL... but the roar, rumble, earth shaking of a jet flying by is there and for me is very good indeed...

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without the super ear deafening like IRL...

That's the part I'm missing :)

Roger on the sound issue. I think I better upgrade from onboard soon, ehh? :)

Has anyone tried KVSK/M107 yet? Do they have anti material capabilities yet (multipurpose ammunition), or just ball ammo like in Arma1?

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Roger on the sound issue. I think I better upgrade from onboard soon, ehh? :)

Well like i said, I'm only speculating on the cause. How many events occure at the same time for you, sound wise, before other sound fx start to drop? Just an estimate or guess.

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you dont like the jet roar CG? I find it as real as it gets... without the super ear deafening like IRL... but the roar, rumble, earth shaking of a jet flying by is there and for me is very good indeed...

IF the A-10 sounds like it does in the vids when it flies by, with that roar, that's a killer of realism right there. That roar is usually only heard on afterburning aircraft, which the A-10 ISNT. Same with the AV-8 and the SU-25. I don't know if its still there right now, i'm waiting for an english release. Those sounds though sound messed up on two counts, first of all, airshows are never the place to go for aircraft sounds, they put stuff in the fuel to make the engines louder than they actually are. Also, that sound would only really go with afterburning aircraft, not anything else.

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can i ask questions?

how is the AAR this time around? is it the same as ofp/arma1 or there are some changes put in? i know this feature wasn't promised but i just wanted to know :)

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The thing that really worries me is the lack of optimization on the performance front.

ArmA 2 should not be this power and resource hog as it evidently is in this release. There is really nothing ground-breaking graphics wise and, as such, it shouldn't require the latest and greatest video card to run smoothly. Heck, who am I kidding, not even the latest and greatest cards are able to run this game effectively.

Honestly, what games as of late really test the newest graphics cards? None. Most reviews show great performance with 2000+ x 1000+ resolution with AA and AF. ArmA 2 can't even get decent performance with top of the line equipment at 1280x1024. I'm sorry, this is borderline pathetic. A HD 4890 can't run ArmA 2 on max quality settings at 1280x1024? Really? This isn't Crysis 2. It doesn't use DirectX 10.

It can surely, and I hope it will be for BIS' sake, optimized in the future. I haven't read anything on BIS' part indicating this is even an issue. Why do people see this as an acceptable part of the game?

From what I have gathered so far, BIS has spent all this time trying to, and failing at implementing, shiny graphics and a few AI updates. The core gameplay has not been tinkered with. Evidence of this is the old hit point system where M240's can destroy tanks. This was a well documented irk the community had with the original damage system.

I'm not trying to troll. I feel as if I have been caught up in the hype that is ArmA 2. The game that was supposed to fix what was wrong with ArmA, not just improve the graphics. g-c put it right early on in this thread, this is more like a expansion pack rather than a completely new game.

After all the glitz and new toys to play with, I reckon this is nothing more than a more polished version of ArmA. Maybe BIS should take on or outsource some of the improvements to the modders next time. This community has a lot of talent and I hope they and BIS can prove me wrong. I hope that I am wrong for what I want is an enjoyable gaming experience.

For those who are currently enjoying your gaming experience, kudos to you.

Edited by TonnyRat

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The thing that really worries me is the lack of optimization on the performance front.

ArmA 2 should not be this power and resource hog as it evidently is in this release. There is really nothing ground-breaking graphics wise and, as such, it shouldn't require the latest and greatest video card to run smoothly. Heck, who am I kidding, not even the latest and greatest cards are able to run this game effectively.

Honestly, what games as of late really test the newest graphics cards? None. Most reviews show great performance with 2000+ x 1000+ resolution with AA and AF. ArmA 2 can't even get decent performance with top of the line equipment at 1280x1024. I'm sorry, this is borderline pathetic. A HD 4890 can't run ArmA 2 on max quality settings at 1280x1024? Really? This isn't Crysis 2. It doesn't use DirectX 10.

It can surely, and I hope it will be for BIS' sake, optimized in the future. I haven't read anything on BIS' part indicating this is even an issue. Why do people see this as an acceptable part of the game?

From what I have gathered so far, BIS has spent all this time trying to, and failing at implementing, shiny graphics and a few AI updates. The core gameplay has not been tinkered with. Evidence of this is the old hit point system where M240's can destroy tanks. This was a well documented irk the community had with the original damage system.

I'm not trying to troll. I feel as if I have been caught up in the hype that is ArmA 2. The game that was supposed to fix what was wrong with ArmA, not just improve the graphics. g-c put it right early on in this thread, this is more like a expansion pack rather than a completely new game.

After all the glitz and new toys to play with, I reckon this is nothing more than a more polished version of ArmA. Maybe BIS should take on or outsource some of the improvements to the modders next time. This community has a lot of talent and I hope they and BIS can prove me wrong. I hope that I am wrong for what I want is an enjoyable gaming experience.

For those who are currently enjoying your gaming experience, kudos to you.

This is the only thing that irks me with Arma 2. I was hoping that we would see smoother performance with the multicore support, but I guess adding all those bells and whistles are going to prove taxing nonetheless.

I wouldn't compare performance/graphics to a game like Crysis though. You gotta understand that Arma 2 is a much grander sim, and there's a lot more going on in the background which requires resources from our computers.

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The m136 shouldnt be lile that if you ask me

It should have been a one shot and throw away un-reloadable weapon that shouldnt take up any ammo space at all, but due to some engine limit it is not going to happen any time soon i think.

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