Big Dawg KS 6 Posted June 24, 2010 Great Betas...I hope you guys dont forgot the AI firing problem.[Hold Fire, means Hold Fire, never shooting]. if not in a beta i hope it made it in OA!. This is by design. I don't think BIS will ever change this, Suma seemed pretty adamant about it. Share this post Link to post Share on other sites
Smurf 12 Posted June 24, 2010 This is by design. I don't think BIS will ever change this, Suma seemed pretty adamant about it. But it worked well before in OFP and ARMA. =\ Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 24, 2010 But it worked well before in OFP and ARMA. =\ It was the same in ArmA, and the reason it changed was because in OFP if you ordered your AI to hold fire, the whole group could be getting slaughtered and they still wouldn't defend themselves until given the order to open fire. Think about it, would a real person comply with a hold fire order if it meant certain death for them? Maybe a select few, but ordinarily I doubt it. Share this post Link to post Share on other sites
DaveP 66 Posted June 24, 2010 I think what's needed is a 'return fire' setting, such that they will only open fire on units that actively fire at them Share this post Link to post Share on other sites
Smurf 12 Posted June 25, 2010 Think about it, would a real person comply with a hold fire order if it meant certain death for them? Maybe a select few, but ordinarily I doubt it. The problem is: They open fire even if they're not spotted by the enemy, I had to restart missions many times because of that ¬¬ In A1 they only open fire when they receive fire. But thats not the topic to discuss this, lets finish this already. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 25, 2010 I think what's needed is a 'return fire' setting, such that they will only open fire on units that actively fire at them That's what they do actually, sort of kind of. There is an invisible signal sent to the AI that they have been spotted and will be engaged immediately. Why wait for the enemy to get low and in position, when AI can get them when they are more vulnerable? They know they cover is gone, so they open up. Attack is the best defense etc. And we don't get to set them to "never fire" because they will be slaughtered, and it's our own damned fault leading them into this situation in the first place :) There is much the game needs, but I don't think "never fire" is one of them. What I would want though is for the player to be able to issue "attackEnable true/false" for other personnel, so that also team leaders can start giving orders. But who knows what OA opens up in terms of Teams. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted June 25, 2010 But who knows what OA opens up in terms of Teams. Looks like some feature that was abandoned for ArmA2, what makes you think it will come back for OA? Share this post Link to post Share on other sites
CarlGustaffa 4 Posted June 25, 2010 (edited) Seems to me a few features that never quite made it into Arma2 finally gets made properly (destruction not fully implemented, CQB sights withdrawn on the first patch etc). Was kinda just hoping that Teams would be one of them. Some of the related commands work and do stuff, but I haven't seen it used anywhere (might have been looking in the wrong places though). It does seem to have something to do with "agents" though, which at least I don't fully understand the concept of, but does exist in Arma2. Edited June 25, 2010 by CarlGustaffa Share this post Link to post Share on other sites
myshaak 0 Posted June 25, 2010 @Rommel Thanks for all your info! I have a question too: - Do the German units speak differently? I'm not hoping for a complete german radio comm, but maybe english with strong german accent? Share this post Link to post Share on other sites
fabrizio_t 58 Posted June 25, 2010 @Rommel, what about AT units efficacy? Are they finally able to handle M136 / SMAW decently? Do they still keep switching between primary and secondary (AT) weapon ? Thank you for all the provided information. Share this post Link to post Share on other sites
Alwarren 2767 Posted June 25, 2010 I think what's needed is a 'return fire' setting, such that they will only open fire on units that actively fire at them As much as I hate to admit it, I liked Dragon Rising's ROE settings like "Fire on my lead" and "Return Fire only". It made sense. Share this post Link to post Share on other sites
cole 0 Posted June 25, 2010 As much as I hate to admit it, I liked Dragon Rising's ROE settings like "Fire on my lead" and "Return Fire only". It made sense. Agreed, the only thing that made sense in the whole game. Share this post Link to post Share on other sites
call_911 10 Posted June 25, 2010 @Romell your not helping these last 3-4 days go by very quick:bounce3: Share this post Link to post Share on other sites
hund 0 Posted June 25, 2010 (edited) - Do the German units speak differently? I'm not hoping for a complete german radio comm, but maybe english with strong german accent? They speak English, unless they are takistani, then they speak Persian. CDF peace keepers probably speak Chernorussian. On the other hand, your text and GUI will be in german (a recurring nightmare to those of us who got A2 from ze german publishers - but at least I got to brush up on my german). EDIT: So, aside from forgetting that there are actual Germans in the game, I negliected to actually answer anything, since I don't know what language the KSK blokes will be spewing forth. Might be German, who knows? My money is still on English tho. Movie-German might be funny too. "Don't vorry kaptain Torpedo, you vill only feel a little prick!" Edited June 25, 2010 by Hund Share this post Link to post Share on other sites
cole 0 Posted June 25, 2010 Movie-German might be funny too. "Too, attack ze choppah!" Share this post Link to post Share on other sites
james mckenzie-smith 1 Posted June 25, 2010 "Too, attack ze choppah!" "Oh, no, for two, zee vorr is over." Share this post Link to post Share on other sites
Murklor 10 Posted June 25, 2010 32 voices has nothing to do with stereo.It's about the software and hardware being capable of simultaneously playing 32 different sounds from different 3-dimensional sources. ArmA 2 uses XAudio 2, which means you can play in mono, stereo and multi-channel surround sound. It's a shame they didn't include EAX support in ArmA 2, which can handle 128 voices with all kinds of neat effects. Still doesn't beat good old Aureal 3D, but it sure as hell beats XAudio 2. Is this the "samples" option as seen in the pictures Rommel posted? If so its 24 to 64... Since sample rate doesnt usally go above 24bits nor have 32/64khz steps, that doesnt make much sense. Either way, I hope the boost in audio channels is enough. I notice sound cut outs in just about every round of Army2 I play. Share this post Link to post Share on other sites
SteveJA 12 Posted June 25, 2010 yeah i find that quite an annoying problem, if you place a few cars around you, your footsteps become silent, or in a raging battle, sounds are missed for explosions etc, so hopefull this is improved :) :) Share this post Link to post Share on other sites
Kr3v 10 Posted June 25, 2010 Any idea in how to know how many samples our pc can handle ? Share this post Link to post Share on other sites
Mafia101 0 Posted June 25, 2010 http://games.tiscali.cz/reviews/arma-2-operace-arrowhead-recenze/ Long waited, Tiscali review is finally here! :D Share this post Link to post Share on other sites
sniper pilot 36 Posted June 25, 2010 Long waited, Tiscali review is finally here! :D Wow! Tiscali still have not upgraded their pc's since ArmA1! Fail. Share this post Link to post Share on other sites
roberthammer 582 Posted June 25, 2010 They founded some bugs - like one takistan unit have broken shadow lod or humwee have only one light in the night /irl humwee got 2 lights just like normal car/ Share this post Link to post Share on other sites
sparks50 0 Posted June 25, 2010 (edited) Not exactly game breaking stuff, I bet it will be fixed fast. There is a screenshot of the PMC SUV there(with an AI seen walking through it), so its definably there. Perhaps its just not selectable in editor? Edited June 25, 2010 by sparks50 Share this post Link to post Share on other sites
DaveP 66 Posted June 25, 2010 Is this the "samples" option as seen in the pictures Rommel posted? If so its 24 to 64... Since sample rate doesnt usally go above 24bits nor have 32/64khz steps, that doesnt make much sense.Either way, I hope the boost in audio channels is enough. I notice sound cut outs in just about every round of Army2 I play. In saying samples I assume they mean maximum simultaneous samples Share this post Link to post Share on other sites
Placebo 29 Posted June 25, 2010 Long waited, Tiscali review is finally here! :D 7/10 from Tiscali? That's like 17/10 from IGN, nice ;) Share this post Link to post Share on other sites