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jungleboy1

Close quarters/Wall hugging

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Well, other games such as the latest R6 series and a few other from "ubi" means that their combat is more or less using cover to cover strategies (if you know what i mean). Im trying to say that ARMA 2 should at least try and work a little on the close quarters, i know this is a problem and i know people have posted up about it and it also might be impossible to implement just like bf2 havent. If it was more like you could hug walls etc.. it would make it more realistic because the problem is when u aim around a wall it feels unrealistic compared to the cover system in vegas 2.

Its like you pop your head out for a few seconds and the enemy goes prone and sprays the corner so if you pop it out once more even your finger, you die.

If they used the cover system it would help tactical wise and probably help with the general problem in arma about close quarter combat. I know theve improved the ai actually using cover instead of in the open in ARMA and OFP. The problem is they dont actually hug the wall and i think if thats put in place not as a mod but as part of a patch there would be no issues joining servers and CQB would be fixed.

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its a good idea, but the problem is that there isn't close quarter combat in Arma 2.

in the editor you cant put people inside buildings, and i didn't see a mission/scenario with CQB. maybe cutscenes

but it would be good idea for Urban Warfare game

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yeah but they are making Arrowhead a sort of standalone so they could just implement it in there. I mean why not give it a try in beta if it dont work get rid of it??? Jeez! 15 years of solid gaming and i feel everyone disagrees with me.

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You can put people in buildings in the editor NMDANNY. Some sort of subtle first person cover system would be good, but not like Vegas 2 where your character doesn't even look around the corner and the view goes into third person. My opinion of course.

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yeah sure i was gonna say sabre not 3rd person unless u want to actually switch to it manually. But cant think of a game with 1st person cover system though. Might be an idea for BIS to become the first.

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I think it would be cool to have a cover system like Gears of War or GTA IV, it would do a lot to help the clunky movement. Let's be realistic though, it will never happen in ArmA 2. I bet the whole engine would have to be rewritten. As for games with first person cover, the new Call of Juarez Bound in Blood has it and it works well. You can see it in this video starting around 20 seconds in:

Edited by randir14

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The current 3rd person cheating method is already too much... We need better CQB maneuverability but not anything like the vegas system.

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In my opinion the current CQB maneuverability is already ok, and in some cases actually too good. Weapon length and weight, for example, don't really come into play. There's practically no advantage in picking say an M4 over an M16, even though the latter is quite a bit longer. Both are just as easy to maneuver in Arma and the lack of fatigue makes weapon weight irrelevant. You can be in "high ready" all day long.

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Arma2's weapons do clip with walls occasionally, as a matter of fact. So a pistol is better than a DMR.

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The will on one hand not want to collide with walls, but on the other hand the system that prevents it does it by simply pushing your character back (which is hard to notice in 1st person view) when you try to push your weapon into the wall by turning into it. You can see that when there is no room for your character to get pushed back (in a small corridor), you cannot turn without lowering your weapon (which currently is a rather slow animation as it's not a "CQB lower weapon" but rather an "out of combat lower weapon"). Some things let you simply blend through them, for example if you lay prone on a mediocre slope on a hill with your rifle pointed forward, 1st person will look fine, but 3rd person will have 1/2 your soldier blended into the terrain (and I'm not referring to grass).

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One thing I thought would be in Arma 2 was player collision. What I mean is if a player is standing with his back against the wall, he then wouldn't be able to lay down as there isn't enough room behind him. He would have to either move forward or turn to the left or right to be able to lay down, the best example of this is in CoD 4.

Atm you can lay down right next to a building with your legs going through that building and your head sticking out (unless this is a bug?).

*added*

I also think the current cover system is fine, you have the ability to peak round corners and see the enemy before they see you, if you get spotted and pinned in cover that is your fault, you can always run back or wait for reinforcements. I don't use the 3rd person view unless flying copters, for picking up and dropping MHQ's and such. But mostly I try to play on servers where 3rd person is disabled as someone on here said it is cheat vision :)

Edited by Booga

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Arma2's weapons do clip with walls occasionally, as a matter of fact. So a pistol is better than a DMR.

Yeah, but an MP5 doesn't seem any better than an M16

Granted I haven't looked at the configs to confirm this, but at least in Arma1 this really was the case: All primary weapons had the same "collision model". It would be great to be barking up the wrong tree, and that weapon length really mattered, but it certainly doesn't seem so ingame.

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It's more the 45 degree angle off your weapon while peaking corners that I dislike.

Especially when aiming trough a sight... always keep your weapon lined up and don't angle it when you are aiming.

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It's more the 45 degree angle off your weapon while peaking corners that I dislike.

Especially when aiming trough a sight... always keep your weapon lined up and don't angle it when you are aiming.

Yep, that's one of the many flaws with the lean system ;) nobody in his right mind tilts his weapon...

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yeah they need to work on the rooms and buildings side of 1st person CQB because this is impossible the weapons and the actual soldier hardly can fit into the damn buildings. They are soo tiny for all this gear to get in. The doors look unproportionate sometimes, this makes it impossible for a good CQB looking through cover.

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A first-person wallhugging system used like in the upcoming Red Orchestra: Heroes of Stalingrad would be great.

As seen here (at 1:00): http://www.gametrailers.com/player/55367.html

Cool. But i really cant with games anymore where you "float" around. Check when he is behind that red cover and goes right to left. He doesnt bob anything. Just moves sideways like he is on rails. :)

Cool ideas for sure. But im getting too old for that sliding style.

Alex

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Cool. But i really cant with games anymore where you "float" around. Check when he is behind that red cover and goes right to left. He doesnt bob anything. Just moves sideways like he is on rails. :)

Cool ideas for sure. But im getting too old for that sliding style.

Alex

I'm sure you can implement it in a way where you can change your direction aswell.

The hugging is not really necessary, but it can be implemented.

This is just an example, the Heroes of Stalingrad game is still in early alpha status. You can tell by the rough edges it has and obviously the commentary on this vid.

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There was an addon made for ArmA1 which removed the walls collision, the feeling was far better indeed (the only drawback was that it added some bugs - can see through walls etc.)

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Fuck no to a cover system in Vegas style.

That there is like the game that almost singlehandedly destroyed tactical gaming.

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The cover system in vegas 2 was complete BS in regards to realism. Then again so was most of the rest of the game.

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i still see the sluggish movement as the biggest problem for cqb..

the simulation of the gear-weight is simply overdone

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Yet we can run at 20 KM/H and sprint at 25... I wouldn't call it overdone, I'd call that badly tuned. Anyway, the actual "takes time before you start to move" doesn't feel wrong at all, unless you're used to other games that let you change speed in an instant.

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