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mcbane

"CQB Mode" - Is this possible?

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I didn't want to just put this in suggestions, as it's more of a question to the edit-savvy...

One of the great things about ArmA is it's infantry simulation and movement. Realistic point of view, realistic gunfights, etc. But the movement/engine seems to be set up for imprecise movement, in favor of generalized group movement/tactics. Some thing (leaping over fences, leaning, shift to walk) have improved and make urban fighting more plausible, but it's still pretty "groggy" and sluggish.

Much better than the original OFP, though :p

Would it be possible to code/script in a mode where, upon clicking the action button, you can enter CQB mode, where your movement is not as exaggerated/floaty as normal? For instance:

Normal ArmA 2:

-Floating crosshair

-Using sights enables zoom

-Using sights slows you down

-Only one way to throw a grenade (overhand)

Now, entering CQB mode (these are just a few ideas):

-Crosshair is locked to middle of screen (for quicker shot alignment)

-Using sights does NOT zoom (aimpoint and iron, at least)

-Using sights does NOT slow you down (to cater toward a fast paced CQB environment)

-Underhand grenade toss (shorter range)

-Tighter movement. Movement in ArmA 2 simulates marching/running, not so much quick movement in confined spaces. Is there a way to change the movement to be as precise as it is when walking (holding shift), but still move a bit faster?

Most infantry engagements in ArmA2 are at 25-50m or more. CQB demands different tactics. Anyone given this a thought?

Edited by mcbane

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you could play arma2 shooting around open fields and then when you come into a city, alt+tab and open up counterstrike.

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you could play arma2 shooting around open fields and then when you come into a city, alt+tab and open up counterstrike.

Lmao.

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Not a very helpful comment. I've suggest something similar in the past. It fell on deaf ears.

Call of Juarez -- Bound in Blood seems to change the FOV contextually. A step in the right direction, I think.

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Actually all you need for a better CQB simulation is removing some collision contraints at doors, indoors spaces etc. because this is where the CQB feeling is lost. Any time you move you hit something and this fragment the game. Noone would ever hit the weapon on walls in such stupid way, in real...

And less lag.

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One of the great things about ArmA is it's infantry simulation and movement.

Indeed, but I think the default movements are already quite good for CQB too. You can :

-run fast

-run

-run crouched

-advance at moderate speed with iron sights up

-advance more slowly with iron sights up (iron sights+shift or crouched+ iron sights)

This makes it easy to find the good rhythm in CQB, imo.

-Using sights does NOT zoom (aimpoint and iron, at least)

I agree completely, this zoom, which restricts the FOV, is a hindrance for CQB, especially for players who don't use the crosshair.

You can use the very useful AT GUI Pack (at_gui_fov_aim) to disable this zoom. This makes it a bit harder to spot enemies at mid distances though, so don't forget to zoom manually :).

Actually all you need for a better CQB simulation is removing some collision contraints at doors, indoors spaces etc. because this is where the CQB feeling is lost. Any time you move you hit something and this fragment the game. Noone would ever hit the weapon on walls in such stupid way, in real...

And less lag.

If this aspect of the game could be improved, it would definitely give more fluidity to CQB.

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