guyguy1
Member-
Content Count
141 -
Joined
-
Last visited
-
Medals
Everything posted by guyguy1
-
The thing that bugs me is that there hasn't been any mentions of a resistance/rebel force in all the previews that I've read. Aside from the two conflicting sides as well as the civilians, I hope there will be a resistance force similar to the one in OFP so that the player and AI can dynamically build the resistance's capabilities (examples: collecting ammo from enemy casualties, stealing tanks, fuel & ammo trucks). It would also make the game more complex because the resistance (hopefully armed civilian fighters in uniforms) have relations with other civilians and therefore could become a deciding factor in the war (depending on whether the player, as the bluefor or opfor, befriends or offends the population). In addition to the dynamic the technology, I think that depending on the diplomatic relations and conditions affecting the sides, the resistance should force either grow or shrink in manpower (example: civilian towns become less populated because resistance fighters leave to a training camp due to friendly side winning battles). Just my take..hope it's considered (If not already)
-
Does anyone know what will be new in ArmA besides the visuals (graphics, motion capture, limited dynamic destruction) and background (Large island, modern setting)? I know that the graphics and collision detection system are improved, as well as the unit animations, but will there be more vehicles&guns? Better physics and ballistics? Improved AI, SOUNDS, and more detailed unit damage models? None of these were explained before, as far as I can remember. I read that ArmA was an improved OFP, which means that most things are still the same (feel free to correct me)?What do you guys know about it?
-
I agree. Although i would like a random screenshot now and then, I think BI is right to not show too much of the game and info since showing a load of screenshots would just raise peoples' expectations too high. IMO i like it better when I'm anxious about a game rather than knowing everything.
-
not really...most of the troops on the ground in iraq (western armes) have the level IV body armor systems as standard issue. Not many western forces still equip their grunts with those fragmentation vests anymore, unless they can't provide enough level IV vests for about 10% of their soldiers (like the United States). For the most part though, most of the western forces wear level IV protection.
-
First it was the "please sir" topic, then came  the "money" topic..and now this?
-
me three..yaarrgh!! I guess we'll get more info once the release date draws nearer (even though each day seems like a week with ArmA in my mind).
-
hey everybody i finished the campaign, and entered the general's name and his nickname after clicking on the man with the suitcase but it didn't work. Can someone PM me the login info???
-
Very Important: -Improved Sounds (Weapon sounds especially) -Improved Vehicle Damage Models (aside from the damage model of the vehicle itself, I hope that when i shoot the front of a bus/truck loaded with men with a RPG not everybody in the back dies<--locational damage) -Detailed Animations & Physics (No more flying Humvees&Jeeps,) -Improved AI (i too, like many others, found it hard to baby my soldiers around during a battle) Important: -Improved Radio Chatter (Realistic Voices&Speech patterns if possible) -Improved Flight Handling (Planes only) -Weapons do different amounts of damage (AK47,74,and m16 and other US weapon variants did the same damage) -Improved Ballistics -Mounted Weapons On Vehicles Somewhat Important: -Ability to Carry More Weapons -AI that drive better (No more driving in half circles) -Good sountrack -Lots of missions
-
I really hope that teammates help each other out. What I mean by this is, for instance, a sniper shoots someone and he goes down; I wanna see his buddy drag him away, as it would be the logical thing to do. The one thing that would be needed for all of this is high quality animations. Hopefully the animations in this game are more detailed (example..when you're running, you don't always repeat the same animation patterns). IMO some analysis of combat footage in Iraq is an excellent place to start because it shows a wide variety of movement patterns if you look at the soldiers/marines. Just a thought..but a thought could turn into reality, too .
-
I'd like to be able to carry 2 rifles (assault, combat, or sniper), or 2 SMGs (Carry one in hand and one on back).
-
in OFP there wasnt much balance regarding tanks and air vehicles (which is good), but the assault rifles (m16, ak74, ak47) did the same damage. The BMP seemed to have stronger armor than the bradley (correct me if I'm wrong, but that seems inaccurate) in OFP. I did a lot of testing and I found that the T80 had weaker armor than the M1A1 and that the M60 had weaker armor than the T72 (no balance..good). I'm assuming that there will be even less cheap forms of balance in AA than in OFP Â
-
I remember reading in wikipedia about Operation Flashpoint 2 (you gotta type that in to get the description) not long ago saying that BI had developed an system to measure the deflection, penetration, trajectory, and other thigns that affect bullets. Is this true? Anyways..regarding suggestion, I'd like to see soldiers talking over the radio show some emotion and emphasis on words, as well as just shouting orders (without radio). Just my take. Can anyone confirm the thing posted on wikipedia.org?
-
Exactly  . Any modern army with a powerful military force definitely has enough money to purchase protective vests for their soldiers. 2 or 3 shots to kill a man on average is a little unrealstic from average engagement range (100 meters or so?), I suppose. It all depends on the how far the bullet comes from. The bullet will have to hit the protective plate every single time in order for someone to survive multiple hits to the torso (hope BI did some accurate damage boxes for the models). The new ballistic plates provided by the army for soldiers in Iraq can withstand 12 shots from 5.56 mm rounds and 4 or 5 from 7.62 mm rounds before becoming rendered useless, however the user should be badly bruised/knocked out of action after 2, 3, or possibly more, depending on the range at which the bullet was fired from (Hope BI took into accurate ballistics into consideration..this is really important IMO beacuse the helmets can protect against bullets too...if fired from far enough). I'd like to see a soldier survive multiple hits because of body armor, but not too many so that the game turns into a Half Life 2. Here's a specification for the performance of model AA4 plates fielded by the US army currently. 7.62 × 54mm lead core ball ammunition, Dragunov Sniper Rifle at 0 meters 7.62 × 54mm AP, Dragunov Sniper Rifle at 0 meters 7.62 × 51mm NATO ball ammunition at 0 meters 7.62 × 51mm AP M-61 at 0 meters 7.62 × 51mm Swiss Munitions AP (WC Core) at 0 meters 7.62 × 39mm mild steel core, AK-47 at 0 meters 7.62 × 63mm AP at 0 meters 5.56 × 45mm SS109/M855 at 0 meters 5.56 × 45mm M193 ball at 0 meters 5.45 × 39mm Russian ball at 0 meters 12 gauge slug at 0 meters almost guaranteed stoppage since these rounds can be defeated at point blank range
-
The standard issue body armor for the US military is the Interceptor body armor system. The vest itself is rated to stop a 9 mm round (forgot the velocity), fragmentation, and the plate insets in the front and back are capable of stopping .308 rounds (7.62 mm) travelling up to 2750 fps Link. The PASGT helmet can stop rounds and shrapnel similar to the size of a .22 round at up to 750 meters/second as well as the .44 magnum and 9mm calibers at limited speeds, although if it stopped something at 750 meters per second the user would be most likely killed. Even though it can stop fragments & bullets, the impact and shock would definitely knock you out or kill you, but will at the least knock the user down if he or she is lucky enough. Source for the ballistic ratings. In Afghanistan this helmet been capable of stopping a 7.62 mm round from an AK, but only from long distances (probably over 300/400 meters away or near the AK's effective range), and has saved lives by doing so (Not joking). Although you can take multiple hits with the body armor on (with plates), you would be badly bruised and have the wind knocked out of you, maybe killed. Nonetheless its totally possible to survive a few (2 or 3 at most) hits; occasionally being able to continue to fight, granted that you're wearing it with the plate inserts. I really Hope BI took some time to develop realistic ballistics because the one shot one kill to the chest in OFP got kinda repetitive..(even with 9 mm from it's effective range limit of 50 meters) Grayace - The American who was shot in the video was hit in the chest where the ballistic plate was located, and "allahuakbar" means god is great. Just wanted to clear things up a little  anyhow..GO BI!!! Â
-
I hope the AI in Armed Assault drive more intelligently. When I tell them to get in a vehicle and follow me, they usually drive in circles or get jammed trying to undo their vehicular knot they always tie.
-
Nvidia just came out with it's dual SLI config for the dell XPS 600 today (jan 5). The SLI slots can be fitted with 4 256 MB Nvidia cards (6800 series and up). IMO they're overdoing it...I want vid card companies to come up with a good & reliable card that doesnt GUZZLE POWER (im not sure how much power this graphics config will use but im sure itll be insane). Anyways..just some news. If you want a new graphics card then you should stick to ATI for image quality but if you want stability then stick to Nvidia.
-
I agree with firelord. High res textures that can be supported by pix shader 3 are a must. But maybe by the time this game comes out pixel shader 4.0 could be out too...(or a newer version than 3.0)
-
You are not right! The AK47 and AK47cz do quite more damage then AK74 and you will notice killing soldiers by fewer hits if you try! regarding this post way way way back. I couldnt resist @lowang you're wrong. I did some shooting against a few russian BRDMs with the XM 177, the m16, the AK 47 variants, and the AK 74 variants, and they all destroyed it after 87 shots (it did the paper crumble effect), thus proving that they do the same damage. I also did tests against soldiers and humvees as well. Still, same damage. I sure hope BI accurately models weapon damage and penetration in ArmA and Game2 .
-
I hope the radio sounds are improved. The soldiers in OFP talked like the windows narrator and it just sounded weird. If you've ever seen the OFP2 site (Link Here) you can hear the radioman showing the psychological effects of an engagement through his speech (although it needs a little imrovement on tone of voice). I hope BI made strides to improve the radio sounds in ArmA..as well as everything else (Duh).
-
I believe theyre taking the current Korean situation and putting a north and a south side with the United States aiding the south. We probably won't know what country the north & south sides originate from but I'm pretty sure that the US is in the game. I don't think Australia will be in ArmA, maybe you could share where you got that info from (link)?
-
I'm all for the China vs USA idea for this game. Just seems realistic because of all the tension building between the two nations right now and since they're basically the strongest countries in the world.
-
I hope game2 (arma even) will have a better aiming/recoil system. In OFP it seemed like there was a elastic band that tied the barrel of the gun to something; after every shot the aiming point would bounce back down to the same exact point where the gun was fired. For example, if you take an m60 or pkm and just spray the entire magazine, you will find that the aiming point only bounces up and down at the same two spots every time. I hope this has already been change in ArmA because it's kinda unrealistic and makes it far too easy to hit a target consecutively.
-
Does anybody know if ArmA will still have the texture replacement system used in OFP where a soldier got hit in a certain area and the textures on his model would be changed  or will ArmA be featuring damage decals where a unit takes a hit and shows blood spots where they took the projectiles? I was hoping for a detailed damage decal system like that of Ghost Recon in which you could see blood spots of various sizes from fragmentation and larger blood spots from rifles/SMGs/pistols (I can post some screenshots if you don't know what I'm talking about). It's kinda hard to tell if this is being featured from the screenshots and video so I'm not too sure about it. What do you guys think?
-
Psh you guys think your systems are bad....i have a 1.5 ghz p4 processor and GeForce 2 (It's loud and it sucks). I can run Half Life 2 quite decently though (with everything on low), so I think i should be OK for ArmA
-
awww man...i tried to use one of those free internet translator programs but they weren't sophisticated enough to translate words that had letters with the accents on them.