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MulleDK19

Bohemia Interactive's future ARMA 3!

What do you think?  

159 members have voted

  1. 1. What do you think?

    • Awesome, I really, really want this!
    • Would be cool, but I don't really care.
    • No, I don't like it that much.
    • You're an idiot.


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b

* grass: AI cannot see through vegetation, or not as well as you might think. You can see the AI sinking at distance in the terrain, that is there to simulate the greenery one could use to hide in (especially if the height of the grass would be longer, at least in some places).

* aimbotting: there are no bots. there is a certain different between bots and AI, the most important being that the AI think for themselves and react to certain parameters, while bots are scripted units, that will use the same type of approach each time (usually aggressiveness).

* wounded gun shaking: i really doubt one will be able to shoot properly if wounded in the upper part of the body...

* your version of improved hit boxes: it works exactly the way you described it (minus the fact that when shot in the leg your avatar will only crawl). I for one would love to be able to affect speed based on lower part body injury

* unit setting type: you can already choose your weapon (based on the mission you are playing), as well as in the campaign, without forcing a switch weapon with your AI. try the editor.

* choosing squad: already possible, depends on the mission though. if you are talking about the campaign, then the layout is there for a certain reason..

* snipers: they work (most of them as they should). in OA you can set your MOA, so no need to aim higher anymore.

* dogs of war scenario: why do you limit yourself to the campaign missions? There are literally hundreds of custom missions, that goes without saying the amount of freedom the mission editor gives you when creating your own custom scenarios...

Thanks for the reply PuFu

I guess it depends on what you type in the search for your results. Im so use to using II instead of 2, Arma III like what i typed produced different results completely to Arma 3. Webmaster can easily resolve that making II = 2 and III = 3 for searches' any way.

Grass and AI

Now after seeing what is happening i understand its not the grass, its the AI that is the problem. That being fixed like in how it is for OFDR, be great, those that have played OFDR will know you can go back to cover and at least know your partially safe again

Wounded gun Shaking

I know this depends greatly on the situation, but do know when it comes to life and death things change. My great grandfather severed in the Anglo-Boer war as a desert rat, he had a shoulder shot - shattering his shoulder yet he continued to shot 3 more attackers.

Hit boxes

Ok i never new that was in place already, it really felt like a single shot to the chest for a heart or lung shot did not do much with AK etc, but if my memory servers me well, im sure a single shot to the chest wont kill with a AK, or is it just me, stock Arma II

Unit Setting Type

What i was trying to explain is, every time i go to play a new scenario, i have to do like what you explained as what i have been doing, why cant i have a setting in the options that saves it based on my choice like Sniper Grenadier etc. Never have to choose what i need to be again

Choosing Squad

Ok, i have not found a way to alter my squad. There is the units section at the start, you got "Gear" that you can change, then there is "Team Switch" that never seems to do any thing, i guess im doing some thing wrong and this is where those changes are made?

Champagne mode and Scenario - Sniper

Ok my Operation Arrowhead arrived today, :) so i'll check this out. Thanks a heap for the info. So i imagine this wont be a problem in Arma III, as what is happening in stock Arma II now?

Dogs of War Scenario

I did struggle to explain this well, srry. When Arma III gets released if it could have what ever the main Map is, that same map in Scenario's with 1000 odd enemies, no support, just living off the enemies ammo, and you kill all. Like this mod from laggy Behind Enemy Lines

Many thanks to every one :)

Edited by Tigerpaws

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If Arma 3 used Euphoria it would be over for all the other want-to-be combat sims.

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Wounded gun Shaking

I know this depends greatly on the situation, but do know when it comes to life and death things change. My great grandfather severed in the Anglo-Boer war as a desert rat, he had a shoulder shot - shattering his shoulder yet he continued to shot 3 more attackers.

Its certainly not impossible to hit targets with the aimshake, its more a matter of keeping calm and lining up your shots.

Of greater annoyance is that it actually affects your mouse-input (ie the direction you are pointing contra your weapon) whereas a preferable solution would be operation-flashpoint style keeping your mouse-input absolute but the WEAPON would lag behind/shake *shrug*

-k

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If Arma 3 used Euphoria it would be over for all the other want-to-be combat sims.

lolno.

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Well I like the game a LOT already so it's only some little things. The main thing I am disappointed with, is the lack of interesting multiplayer matches, which I think may be the players fault? I find the insurgency thing to be a bit messy and people tend to all just join one team which is boring. Then there is a kind of warfare mode (I forgot the name) which I find to be too slow. You have to drive massive distances in very slow vehicles and you have to upgrade your rank and then when you finally get the good stuff, you can't use it how you want. For example you can't just jump in a Black Hawk and fill it with your guys and fly away. They can only be used for recovering wrecks or something. Basically restrictions and rules galore. Very stuffy atmosphere.

The only one I really play is Capture The Island which I think is really good. I love it in fact, but it can get a bit tiresome when I play nothing else but that. I wish people would make more missions of their own, even little ones that only last 20 minutes or something. I used to make them when I used to play the demo, and I had some great matches with random people. I don't see that very much in the full game, at least not with a good ping. So that's my main wish... Somehow make multiplayer more exciting. Don't be scared of silly fun things like capture the flag game modes (or especially Team Fortress). It would work great even in a game like this. Besides that, here is my general wishlist and suggestions:

1) All cutscenes skippable.

2) The ability to load a savegame from within the game. For example if I get shot in a single player mission, I should be able to just load an earlier savegame instead of waiting for the medic to come and find me.

3) Get rid of words like "Revert" and "Suspend". Use the normal, standard, gaming terminology in the menus. It needs to say, "Save, Load, Restart, and Save & Exit." Also change "Receiving" to "Loading". Also if you press escape and the menu appears, if you press escape again, the menu should close. Sometimes I press escape by mistake and then press escape again and it saves and quits the game! Also, restarting the mission should not delete all the save games.

4) Have a better single player campaign with less bugs. Maybe make it less elaborate? Give me a few days and I could make a bunch of missions better than the Arma 2 campaign. Also the campaign really needs to use all the key features of your game, in the single player campaign. If you can drive tanks, choppers, jet fighters, motorbikes, and fire rocket launchers, etc.. then have either entire missions or parts of missions that involve the player doing all these things. OA did a far better job of this than the original campaign, but even that has lots of room for improvement.

5) In single player / campaign, focus a bit more on switching team members. This is one of my favourite features! But it wasn't used very much. It reminds me of classic old games like Hidden & Dangerous and even party based RPG games. So the player approaches an enemy compound in camo gear. The player then switches to a scout who sneaks inside the compound and carefully plants some explosives without being seen. Before he can return to the squad, a guard goes for a cigarette break and near where your guy needs to escape. So you switch to your sniper who takes out the smoker. But the shot was heard, and the compound becomes alive with men rushing around looking for you. You quickly run your scout back to the party, and then as the enemy charges at you with trucks and bad guys, you switch to your heavy weapons specialist and use rocket launchers and tripod mounted machine guns to "go ape" on them.

6) Let us bind 3rd, 4th, 5th, 6th button mice buttons to various things in the game, without having to resort to hotkeys/macros.

7) Let us have reverse controls when in aircraft, but not in vehicles / on foot.

8> Make AI a bit more realistic. It's frustrating to get shot by a rag tag AI from 500 metres away, through the branches of several trees, when I'm laying prone in grass, and I'm behind a tree trunk with only a few inches of my body peeking out the side. Also they seem a bit too good at spotting people. Often when I approach and I'm sneaking through the bushes at 700+ metres away, they will spot me and start shooting. Often it seems almost impossible to infiltrate an area silently, but maybe that's just in the CTI game mode I usually play.

9) Provide an "Enemy spotted" command to the comms menu, and have it figure out the direction based on wherever the player is looking. This is mainly for single player, but could maybe be used in multiplayer too. So I do space, scroll down to "Enemy sighted!", and it automatically says, "12 O'Clock" or whatever direction.

10) Provide a way for players to make missions and campaigns, to then be validated somehow by the game, and then uploaded and shared with other players to download, all done from within the game. That would be really nice.

11) Come up with some clever trickery for the AI to help it on big single player missions. Currently the game is slowed down terribly by all the AI. Many of them are units that don't really do anything, they are just there to make the situation look more real. For these units, (vehicles mainly), I wonder if they could be given basic waypoints to follow, without the AI actually being active, or perhaps even without there being a character in the vehicle at all. eg: If a chopper flies overhead, it looks cool but you wouldn't even know that there was no pilot.

12) In addition to number 1, I wonder if it would be possible to have all, except mission criticial AI, activate and de-activate based on the player's distance. So units that are say 7000 metres away or more, could be completely deactivated like a dummy, until the player gets within their general vicinity, and then their AI is activated and they can start patrolling/chatting/ and doing whatever they should be doing. Maybe the game has something like this already, I don't know.

13) Improve texture loading and pop up (this is particularly bad on buildings). I also wonder if the engine could be improved to look better and load areas as you get near, rather than loading so much stuff around you. There is a game called Vanguard: Saga of Heroes which does a great job of this. The devs should check it out. It has a slight pause as you go load in to zones/areas/chunks, but this was not intentional. The game had financial problems and was rushed to release, and if they had more time, I think they would have achieved a completely seamless world but with great graphics and long distance views.

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I just want proper physics and good framerates (i mean ssmething like 50 fps in CTI :D). No need for Arma3.

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I would love to see ArmA3 bring back the OFP playability and shift towards tactical team-oriented shooter rather than lone-wolf realism lovers paradise :) There is no other game that can provide as much entertainment and complex enough mechanics to simulate emmersive fight between two player slotted teams :)

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2) The ability to load a savegame from within the game. For example if I get shot in a single player mission, I should be able to just load an earlier savegame instead of waiting for the medic to come and find me.

3) Get rid of words like "Revert" and "Suspend". Use the normal, standard, gaming terminology in the menus. It needs to say, "Save, Load, Restart, and Save & Exit." Also change "Receiving" to "Loading". Also if you press escape and the menu appears, if you press escape again, the menu should close. Sometimes I press escape by mistake and then press escape again and it saves and quits the game! Also, restarting the mission should not delete all the save games.

Revert is NOT restart. Revert is used to load an earlier saved game. Escape > Save. Escape > Revert > Choose saved game.

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1) All cutscenes skippable.

Agreed. However, it would require extra scripting everytime someone wants to make a cutscene since you would have to jump all units to the final position of the cutscene in those midgame ones. The cutscenes in ArmA II don't work the same way they do in other games.

2) The ability to load a savegame from within the game. For example if I get shot in a single player mission, I should be able to just load an earlier savegame instead of waiting for the medic to come and find me.[/Quote]

I'm either misunderstanding you or that isn't possible.

3) Get rid of words like "Revert" and "Suspend". Use the normal, standard, gaming terminology in the menus. It needs to say, "Save, Load, Restart, and Save & Exit." Also change "Receiving" to "Loading". Also if you press escape and the menu appears, if you press escape again, the menu should close. Sometimes I press escape by mistake and then press escape again and it saves and quits the game! Also, restarting the mission should not delete all the save games.

I don't see a problem with the way it presently is or the way that you want to make it either.

4) Have a better single player campaign with less bugs. Maybe make it less elaborate? Give me a few days and I could make a bunch of missions better than the Arma 2 campaign. Also the campaign really needs to use all the key features of your game, in the single player campaign. If you can drive tanks, choppers, jet fighters, motorbikes, and fire rocket launchers, etc.. then have either entire missions or parts of missions that involve the player doing all these things. OA did a far better job of this than the original campaign, but even that has lots of room for improvement.

I doubt you could. You can do so many different things in this game that I don't think it is even possible to include them all in a campaign not to mention if you stick with realism you need: Humvee driver, truck driver, bradley driver, abrams driver, abrams gunner, abrams commander, blackhawk pilot, blackhawk crew chief, apache gunner, apache pilot, a-10 pilot, normal soldier, fire team leader, squad leader, platoon leader, company commander, special forces operator, special forces leader, sniper, spotter, medic, engineer, artillery operator. That is a 23 mission campaign right there if you only include one mission in each role. humvee driver, truck driver, and soldier could probably be combined. So 20. Generally speaking you need at least 3 missions per character in order to have a good story or you need incredibly detailed missions. That is A LOT of work. Not to mention I skipped all the stuff from the enemy perspective.

5) In single player / campaign, focus a bit more on switching team members. This is one of my favourite features! But it wasn't used very much. It reminds me of classic old games like Hidden & Dangerous and even party based RPG games. So the player approaches an enemy compound in camo gear. The player then switches to a scout who sneaks inside the compound and carefully plants some explosives without being seen. Before he can return to the squad, a guard goes for a cigarette break and near where your guy needs to escape. So you switch to your sniper who takes out the smoker. But the shot was heard, and the compound becomes alive with men rushing around looking for you. You quickly run your scout back to the party, and then as the enemy charges at you with trucks and bad guys, you switch to your heavy weapons specialist and use rocket launchers and tripod mounted machine guns to "go ape" on them.

They tried this in Armed Assault to some degree and most of the community hated it. You never felt like you were a character in a story or anything just some guy. Not to mention what does the AI do when you switch? Immediately open fire and ruin your well laid plan or what? You can already do this in the Harvest Red campaign btw. Or at least in the middle portions of it.

8> Make AI a bit more realistic. It's frustrating to get shot by a rag tag AI from 500 metres away, through the branches of several trees, when I'm laying prone in grass, and I'm behind a tree trunk with only a few inches of my body peeking out the side. Also they seem a bit too good at spotting people. Often when I approach and I'm sneaking through the bushes at 700+ metres away, they will spot me and start shooting. Often it seems almost impossible to infiltrate an area silently, but maybe that's just in the CTI game mode I usually play.

That is largely the mission makers fault as well as the difficulty setting you have on. Those are responsible for setting AI skill.

9) Provide an "Enemy spotted" command to the comms menu, and have it figure out the direction based on wherever the player is looking. This is mainly for single player, but could maybe be used in multiplayer too. So I do space, scroll down to "Enemy sighted!", and it automatically says, "12 O'Clock" or whatever direction.

I don't understand this one.

11) Come up with some clever trickery for the AI to help it on big single player missions. Currently the game is slowed down terribly by all the AI. Many of them are units that don't really do anything, they are just there to make the situation look more real. For these units, (vehicles mainly), I wonder if they could be given basic waypoints to follow, without the AI actually being active, or perhaps even without there being a character in the vehicle at all. eg: If a chopper flies overhead, it looks cool but you wouldn't even know that there was no pilot.

They have a way to do something similar now since Operation Arrowhead. The problem is that it is more resource intensive.

12) In addition to number 1, I wonder if it would be possible to have all, except mission criticial AI, activate and de-activate based on the player's distance. So units that are say 7000 metres away or more, could be completely deactivated like a dummy, until the player gets within their general vicinity, and then their AI is activated and they can start patrolling/chatting/ and doing whatever they should be doing. Maybe the game has something like this already, I don't know.

I don't like this idea. Sometimes you need guys moving around all over the map. If you have a guy 8 kilometers away who is eventually supposed to attack you how will he ever get closer if his AI and ability to move do not exist? It would be fine to do on a mission making basis but I don't want it hardcoded.

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- Losing remaining ammo if reloading before a clip is empty.

[/i]

Dont you fucking dare!! Mine goes into my smock so that if I need to I can consolidate rounds remaining at a later time...

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Dont you fucking dare!! Mine goes into my smock so that if I need to I can consolidate rounds remaining at a later time...

They could simply add the possibility to move bullets from one magazine to another in the Gear menu.

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They could simply add the possibility to move bullets from one magazine to another in the Gear menu.

Yeah that could work. :)

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Yeah that could work. :)

That way you could also divide bullets.

At the moment, if you have 2 magazines, you could share one with someone else. But if you only have 1 left, you can't give like half to another one.

With the feature I suggest, you could basically take an empty magazine, then put half the bullets into that magazine, and give it to a mate.

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That way you could also divide bullets.

At the moment, if you have 2 magazines, you could share one with someone else. But if you only have 1 left, you can't give like half to another one.

With the feature I suggest, you could basically take an empty magazine, then put half the bullets into that magazine, and give it to a mate.

I was actually just thinking the same thing the other day :)

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I would throw in something simple, hip firing for machineguns.

How? By "AllowHipFiring=1;" in weapon config.

How would it work? Basically defined weapon when fired without aiming down sight, in standing or kneeling position would use hip firing animation for virtually no recoil but at price of accuracy, by either increased spread, or better, some kind of "wandering" invisible sight, simulation of weapon beign pointed in less predictible direction.

Currently shoulder fired general purpose machinegun recoils like a bitch, which is OK, but using hip firing would allow effective supressive fire during quick advance or in fast short-range firefight.

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Humvee driver, truck driver, bradley driver, abrams driver, abrams gunner, abrams commander, blackhawk pilot, blackhawk crew chief, apache gunner, apache pilot, a-10 pilot, normal soldier, fire team leader, squad leader, platoon leader, company commander, special forces operator, special forces leader, sniper, spotter, medic, engineer, artillery operator. That is a 23 mission campaign right there if you only include one mission in each role.
I don't mean everything, I just mean the main things. The average person doesn't want to drive a humvee or a bmx in a game like this, but all I'm saying is that for a game that lets you do so much, it's weird only have you do so little in the campaign. I mean, one mission where you drive a tank, one where you are a sniper, one where you fly an apache, and one where you fly a plane, that pretty much covers it. As for the realism, that's easily achieved. For example you can just do it by having you switch to different characters through the story, or have it as some Rambo type guy who can do anything. They already managed it in the OA campaign, that was so so much better than Harvest Red. But the price was being too short :/

They tried this in Armed Assault to some degree and most of the community hated it. You never felt like you were a character in a story or anything just some guy. Not to mention what does the AI do when you switch? Immediately open fire and ruin your well laid plan or what? You can already do this in the Harvest Red campaign btw. Or at least in the middle portions of it.

The AI does whatever you tell them to do. You can already tell them to hold fire and open fire so that's not a problem. The game already gives you more control over your team mates than Hidden & Dangerous had, and that game was amazing. And yeah I know Harvest Red let you do it sometimes, but it wasn't much, and that campaign was pretty horrible imo. I'm talking about having a mission or two where you play as the squad leader, and they elaborate on that more. Say for example, you get stranded behind enemy lines (Bravo 2 Zero style), and your objective is to flee the country which means travelling 150 miles north, through an enemy occupied country. Your guys are a bit scared but they trust their sarge! So you give them a pep talk and then lead them out the country. The first step is to travel a few miles east to an enemy compound where you plan to steel some supplies and maybe a jeep. When you get there, you dictate how to deal with it. You can just run in guns blazing, or you can set up your guys in a kind of ambush or try to do it stealthily like I described earlier. That's what H&D was all about, and they made an entire game out of that kind of gameplay, and it was amazing. Arma 2 is already setup to do that really, it just needs someone to make the missions.
I don't understand this one.
Well for example, say your squad is all facing west, and just shot some guy over that way, and they are all still facing that way, kind of expecting that more enemies might approach. Meanwhile, you have run 100 metres to the North by yourself, and you have spotted a couple of enemies heading towards you from the north west. I would like to be able to press Space, then --> Enemy Sighted, and my character will then say, "Enemy man sighted, 400 metres, 11 O'Clock" and it will alert my AI squad mates to turn and face that direction and immediately get ready to help me out and attack them. So it would act like a kick up the butt to AI characters, but in multiplayer it would be like a shortcut to save me from typing all that out.

They have a way to do something similar now since Operation Arrowhead. The problem is that it is more resource intensive.

What kind of resource? What I'm talking about would be to make it less resource intensive (on the computer). Take the Manhattan mission for example, from Harvest Red. In multiplayer the game runs smooth as silk for me, but in that mission, it drops down to almost single digit fps and runs really badly. All I'm thinking is that there are a LOT of AI's in that mission, and maybe they could be handled a bit better. There is the first guy you talk to, and then another guy in the tent behind (or is it a few guys?). Then there's the guy in the chopper who flies you to places. Then there is the camp on the coast where you get info and there's about half a dozen guys there. Then there's at least 1 civilian in every town. And then there's the friendly squad at the first waypoint, etc..etc.. I'm guessing there are maybe 50 AI's active in that mission, and I'm just thinking that there might be a way to replace some of them with more of a puppet character, which just stands still or wanders around smoking or scratching it's ass or something, but doesn't actually have any active AI. It doesn't respond to anything, etc.

I don't like this idea. Sometimes you need guys moving around all over the map. If you have a guy 8 kilometers away who is eventually supposed to attack you how will he ever get closer if his AI and ability to move do not exist? It would be fine to do on a mission making basis but I don't want it hardcoded.

Well I said, "except mission critical AI". So in that scenario, obviously the guy who is supposed to attack you is critical, so would need to have the normal AI. But some random civilian who wanders around one of the towns 10 miles away, and doesn't actually serve any purpose at all (other than making the town look more real), doesn't need to be there until you get within range. I'm not sure how the game handles this currently, but I get the impression that it tries to load and manage everything at once. So what I'm suggesting is that none essential people (like that civvy) are either not loaded at all, or are just loaded as a kind of static switched off character, which would be easier to process. Then once you get within say 2000 metres or something, they are activated and they will start wandering around and acting like a civilian.

Edited by Pummel

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I would like to be able to press Space, then --> Enemy Sighted, and my character will then say, "Enemy man sighted, 400 metres, 11 O'Clock" and it will alert my AI squad mates to turn and face that direction and immediately get ready to help me out and attack them. So it would act like a kick up the butt to AI characters, but in multiplayer it would be like a shortcut to save me from typing all that out.

You mean like you already can, by holding the right mouse button down over a target?

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The AI does whatever you tell them to do. You can already tell them to hold fire and open fire so that's not a problem.

The problem arises when you switch out of team leader role into another role, the newly AI-enabled leader will counter your order and suddenly everyone opens fire :)

The game already gives you more control over your team mates than Hidden & Dangerous had, and that game was amazing.

H&D and H&D2 were amazing games. The method for synchronising your units' actions was just sublime, as long as the plan went according to plan ;)

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H&D and H&D2 were amazing games. The method for synchronising your units' actions was just sublime, as long as the plan went according to plan ;)

yeah. good memories. of using brain as weapon.

same about first RS games[last ones was Raven Shield and Athena Sword].

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You mean like you already can, by holding the right mouse button down over a target?

Why are you giving me sarcasm? Am I not doing something positive? I obviously don't know you can do this or I wouldn't have suggested it... I'm not sure that you can do it how I described. I would test it but I haven't been able to play the game since the patch.

The problem arises when you switch out of team leader role into another role, the newly AI-enabled leader will counter your order and suddenly everyone opens fire :)

Yeah that's true. But as we are talking about Arma 3, maybe they could add an option to retain leadership. Or something.

H&D and H&D2 were amazing games. The method for synchronising your units' actions was just sublime, as long as the plan went according to plan ;)

Yeah I loved them, and the early Rainbow Six games like the above poster said. It's sad that those games seem to have died out now.

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Why are you giving me sarcasm? Am I not doing something positive? I obviously don't know you can do this or I wouldn't have suggested it... I'm not sure that you can do it how I described. I would test it but I haven't been able to play the game since the patch.

Check what button you have "reveal target" bound to. Mine is right mouse, so when I see an enemy off in the distance that my AI compadres have yet to spot, I right click him a few times, then my character reports the enemy to my mates via MBITR.

Eg, "3 O'CLOCK, ENEMY MACHINEGUNNERS, 50 METRES. TITS."

This has been around since the original OFP. I have no idea how you've been playing without it.

Yeah I loved them, and the early Rainbow Six games like the above poster said. It's sad that those games seem to have died out now.

You are in one of the last bastions of this genre. If someone says Codemasters I'll personally mail my fist to you and have it beat you to death on arrival.

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Why are you giving me sarcasm? Am I not doing something positive? I obviously don't know you can do this or I wouldn't have suggested it... I'm not sure that you can do it how I described. I would test it but I haven't been able to play the game since the patch.

Sarcasm isn't always a negative gesture.

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in short "same, but better", BIS.

generally love OFP, Arma2 and think they move in Right directions.

and strongly oppose proposed by topicstarter suggestion to turn Arma2 into mess[like some other games become].

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in short "same, but better", BIS.

generally love OFP, Arma2 and think they move in Right directions.

and strongly oppose proposed by topicstarter suggestion to turn Arma2 into mess[like some other games become].

Into mess? The thread is about improving ARMA 2. Making it a mess would be to add CoD sounds and cinematics and gameplay... Which this thread does not intend to do.

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