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sluggCDN

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Everything posted by sluggCDN

  1. sluggCDN

    Armed Assault so far....

    Here are the high level system specs that make ArmA enjoyable. I think anything below it would hardly suffice to run ArmA the way it's supposed to: CPU: Intel Core 2 Duo 6400, 2.13ghz (motherboard: Intel D975XBX2, Crossfire) RAM: 2 gig DDR2 800 Videocard: ATI Radeon X1950Pro PCI-E, 256mb (a solid video card is a key component for ArmA) I believe ArmA requires a good current generation video card like ATI Radeon X1950Pro or at least GeForce 7600 to increase your FPS. Once you have the game running without system lag on your machine only then you can really start judging it. I always was a huge OFP fan since the release of its demo in 2001. It requires a special mindset - minimal in-game thinking is rudimentary. The transition from OFP to ArmA for me was seamless. And this is the point most of the people miss. If you were waiting to be impressed and blown away by a re-invented, new generation game with a cutting edge technology and never seen before special effects you were waisting you time. ArmA is what OFP should be - it's OFP ver 1.5. It's not OFP 2. ArmA is for devoted OFP fans and it's great it was kept this way! Sure there are things to be pissed off about that could have been done better (rusting tires and vehicle hulks, tracers, slow cumbersome character animation system); but BIS and the community will come up with fixes. Hey, in the last year before ArmA release I wasn't playing OFP, I was playing FFUR. And no Battlefield could have matched it! SoGutted you are just playing the wrong game on a mediocre system which was sold to you as the latest generation system by a cunning salesperson - ArmA is simply not for you.
  2. sluggCDN

    Hardware Issues: Tips/Tricks/Solutions

    @ sneakyman There are a number of reasons. But the main criterion is the expandability of my new system. Here is my train of thought: AMD vs Intel - that's really the same as "what's better, Pepsi or Coke?" As for the nVidia chipset, for me it was the least preferable option since ArmA doesn't work with SLI, which would be my next step in system upgrade. I've yet to hear a complaint about Crossfire & ArmA incompatibility. Crossfire is an ATI feature which gives your system great expansion capabilities. It's much more flexible and robust than nVidia SLI technology. Even if ArmA doesn't work with Crossfire, it's still a more flexible system expansion feature. On top of this I find ATI Radeon family of cards far more visually pleasing in terms of colour, crispness and clarity of onscreen graphics rendering. I am a graphic designer by trade and use my system as a workstation as well. ATI cards are more versatile than nVidia in general. nVidia is purely a gaming oriented brand. In terms of Intel vs. AMD, again it's my personal preference to go for Intel. I guess I'm an Intel's loyal customer . It kind of makes sense to buy an Intel processor and an Intel motherboard if you want full system integration and stability. As far as I know the motherboard I chose is the latest, best Intel product. Can't go wrong with that: crossfire, 1066mhz fsb, all latest Intel cpu support; ultimately lots of room for expansion. So if your options are: SLI vs Crossfire, I'd go with Crossfire - more stable and flexible, and far more expansion options. Another plus - it just might work with ArmA . This choice also sorts out your doubts in terms of whether to go for an nVidia or ATI videocard. ATI has more options for future system upgrade/expansion (Crossfire). As for the ATI motherboards: ATI motherboards seem to be camping with AMD processors and I personally prefer Intel over AMD; same as Pepsi vs. Coke. http://www.ncix.com/product....tid=110
  3. sluggCDN

    Hardware Issues: Tips/Tricks/Solutions

    Found my IDEAL ArmA system. I just put together a new system which finally allows me to play ArmA the way it should be played. I was experimenting with my old system maxing it out to the fullest and still falling short of desired result in terms of game's performance. What I found that a videocard is what makes it happen, not so much a processor. OLD SYSTEM: P4 3 ghz HT, socket 478 3 gig ram, DDR 400 ATI Radeo X1600 PRO 512mb DDR2, AGP NEW SYSTEM: Core 2 Duo 6400 2.13 ghz Intel D975 XBX2 Crossfire motherboard, socket LGA775 2 gig ram, DDR2 800 ATI Radeon X1950 PRO 256mb GDDR3, PCI-E the major pain in ArmA with the old system was aiming and navigating in forest and urban environment - it was very frustrating due to enormous lag when I'd enable dynamic shadows or had more the 20 units in my view. All other graphic settings were set to low, with AA at normal and terrain very-low (without grass) and anisotropic effects disabled; screen res.: 1152x864, view distance 900m. the new system allows me to set screen res to 1280x1024 with high AA, high anisotropic effects, high textures, normal dynamic shadows, normal terrain and object detail. I experience NO LAG regardless wether I'm in a city or open field (the forest is yet to be tested). I originally planned to use AT Radeon X1650 PRO 512mb, PCI-E, DDR2. But it gave me very poor performance, I was amazed that with the new processor core2duo, motherboard and ram I was getting the same performance as on my old Pentium4 system when using X1650Pro PCIE card. I switched to the ATI X1950 videocard and it's magic - it solved all the performance issues I had. I know I'm on a right path now in terms of my system configuration. Adding the second ATI Radeon X1950 PRO card as a Crossfire pair will make it even smoother. And of course extra ram will be gravy too. So there you have it.
  4. sluggCDN

    This game is boring

    A question: what is it with some ppl when they desperately need to have the beginning, the middle and then the end, some story to get some sort of closure. I personally believe the campaign in OFP was absolutely cheesie and cornie. I played games since the original Wolfenstein; from my experience there are very few games with an exciting storyline (HL or HL2, but then there is no HL without a plot). ArmA doesn't need a story to justify its existence - it's a milsim. I find ArmA campaign very realistically developed - rhetorics aside, just straight action. ArmA isn't a soap drama about some boy named Dave Armstrong. I really like the story concept - it's sort of like a disjointed frontline documentary you got to participate in; what's going on around you doesn't make any sense, you are just busy saving your ass - let the historians figure it all out afterwards. Swift and disorienting. What really made me play OFP for the last 2 years was such things like ROX-CTI or MF-CTI. Each time you start playing a CTI game you have your own campaign minus again some stupid storyline and "luke warm" cutscenes of a the main hero flying a heli into the sunset.
  5. I considered and tested it. The fact that you still hold movement key and hit R just shows you developed a habit. u know u will stop when reloading. It's also becasue u probably use A,W,S, Z keys with your left hand for movement. The right hand is on the mouse. You keep the "forward" key depressed and reach for "R". I use Forward, Backward, Left, Right arrows with my left hand for movement. So to reload by pressing the R key I let the arrows go and reach for it. I cannot possibly accidently touch the movement keys I just let them go. I'm not contesting whether AWSZ key system is better than arrows one, it's just a tested combination I adopted to. It's an aquired behaviour, the way u adopted to the rigid OFP controls. I don't touch or hold the movement keys when reloading - I know they do nothing after I hit R. And in OFP/ArmA accidents is what gets you killed. You can adjust your behaviour, it's the same as switching to a new game, in a night u will adopt. Yet if the interruptible reloading feature is introduced it will be far more realistic and flexible for the gameplay. Introducing a separate key for that is even more rediculous. When u reload you can still look around with your mouse btw, that can stay. Yet it's the movement keys that should release the reload, maybe sprint key only. I can't quite remember how they did it in America's Army. I got great respect for their control and movement system - you can tell they consulted ppl who really been dodging bullets and implemented most of the aspects with a great deal of insight and common sense. Do they have a complete motion lock while reloading too?
  6. totally agree with these points especially with the interruptible reloading request. Reloading can be overidden by moving forward, backward and sideways inputs as well as stance change when u need to hit the deck. If reloading is interrupted magazine change would be incomplete - a player would stay with an old mag in the well. No transition animation are needed - just a quick termination of the reload animation and activation of the other move the player has chosen. Maynot be pretty, but functional - ArmA isn't about prettiness BIS almighty, please amaze us once again!!! Can I just through in the little change, removal of tracers from all sniper rifles, and the fix of the tracers on/off option in the settings
  7. sluggCDN

    Cant move while reloading

    I agree you can do it while walking, but not running for example from cover to cover, jumping over logs (lets say it's a forest environment) or sprinting at full speed, or when you are going up or down stairs. For the purposes of this game it would suffice to allow a player to stop the reloading animation by choosing to move. The problem is that no matter whether it's an m136 or a handgun until the animation is complete a player can't do anything - neither drop to the ground nor move. Just to say that BIS tried and couldn't do it is an assumption. I would assume it's just not on their priority list, and we as a community have to let them know - just like with tracers. Nother thing that comes to mind is complete immobility when looking through a binocular
  8. sluggCDN

    Cant move while reloading

    MeNeZ I agree with you 101%. A player has to be able to snap out of a reloading animation whenever he needs to. If you reload and you have to move all of a sudden because u are exposed or a new threat has appeared, u got to be able to do it. No transitionary animations are needed if it's that difficult to do. The reloding animation should just be terminated, the reloading won't be complete, but at least a player now can move, change position and then resume reloading. As far as the reloading while on the move is concerned I believe it's implemented correctly in ArmA. It's in the same category of questions as why can't we jump in ArmA. Well, are soldiers loaded with at least 40lbs of ammo/equip. really capable of jumping? I can't boast with my own combat experience or memories of military service, but I played airsoft quite a bit. Those who did/does will agree with me, it's almost impossible to place a mag into a rifle mag well while running. U stop, take cover, release the empty mag, get the new mag out of a pouch and jam it into the well; also extra seconds are spent on placing the empty mag back into the pouch/pocket. With an MG/LMG it's even harder. This issue isn't only about reloading. Many times you start hitting an AI just before lets say they go prone. U unload a half a mag into them, but the death animation starts only after 3-4sec when the "go-to-prone" animation is finished. This can be misleading since you can't really tell you got them and you waist a mag as opposed to just a few rounds. Never mind the situation when you got only one second to dispose a threat and switch to another target that got you in its sights already. In my opinion this issue has to be addressed in the next patch along with the sniper rifle tracers issue.
  9. sluggCDN

    STALKER has ruined my ARMA!

    ya, hahaha, enjoy - the joke is at my expense.
  10. sluggCDN

    STALKER has ruined my ARMA!

    ummmm. Stalker AI blows, so does the weapon/damage implementation. Stalker has graphics, but the gameplay is just rediculously arcade. In STALKER you can charge headlong towards enemy and literally dodge bullets. Or how about absorbing two mags, point blank from a handgun into your chest and still have 50% life in you? I even managed to live after being hit about 8 times from an AK. I believe THQ forced the Stalker's devs to turn down weapons power so the gunfights are longer and more exciting (a la HL2). Otherwise quite a few new players would be too disappointed - I mean there would be a tremendous outcry in the Rambo community due to frustratingly short and realistic gunfights. I'm in Stalker only for the atmosphere. Besides it's optimized VERY well. I can run the game on the highest graphic settings on a upgraded 4-year old machine (see my specs below). I'm looking into how to tweak Stalker's weapons configs so at least it's somewhat close to reality. An AK is a leathal weapon after all, which it is not in Stalker. It's like shooting a powerful slingshot. I'll be absolutely happy with Stalker after I figure out how to change the weapons characteristics. However nothing bits ArmA. STALKER will unfortunately live another year to be replaced by something like Crysis. Yet ArmA will still stand tall due to its community. I honestly expected far more from STALKER, but THQ managed to turn it into another FPS, good-looking, but otherwise marginally original. My system specs: P4 HT 3ghz 3 gig DDR RAM Socket 478 asus motherboard ATI X1600 Pro AGP, 512mb
  11. sluggCDN

    The weapons thread.

    churnedfortaste thanks for explaining - it makes sense...... in real life. I'll test whether it's the case in ArmA, whether it's actually zeroed in at 500m. But I have a hunch it's just another oversight. I remember one ex-serviceman made a comment on this forum about this issue. I'd think someone with military background would have been informed on this subject. Yet he was pointing at it as something to be corrected.
  12. sluggCDN

    The weapons thread.

    I have serious beef with the M24 & Mk12 scope. it's misaligned in the game. In order to hit a target that is 300m away you have to aim 2 dots under the target which is absolutely absurd. It's a bug that has to be corrected. I believe its simply incorrectly positioned sniper scope cross-hair texture. Another serious oversight is tracers in the sniper rifles. HELLO!!! Â BIS is harping on how much they are devoted to high degree of realism in ArmA and then adds tracer rounds to M24!!! Tracers should only be present in MG's and AA guns or optional in assault rifles with the toggleable option in settings (it's not functioning now). I'm willing to let the recoil go - the dispersion in ArmA is based purely on a script. I can even predict sometimes where the next round will go. It's hardly random. Overall it's OK by me.
  13. sluggCDN

    Taking Cover

    I would accept this "cover system" only under one condition: no point of view switch - no 1st to 3rd person transition. This feature is the reason number one why I don't even want to touch R6:Vegas. I would give it a try if the 3rd person, over the shoulder feature, would be toggeable. - I use 3rd view in OFP/ARMA only when driving; probably wouldn't use it if I had TrackIR. If I was forced such a feature upon I'd forget about ArmA very fast. The only thing that doesn't work for me in this cover system is the ability to see things from around the corner without physically (or virtually) being in the position to see them. The "out of body experience" is something that doesn't belong in ArmA. If it was realized it would have to be optional. ArmA tries to implement things as close as they are in real life - it's BIS credo, the guiding principle. The above mentioned system completely falls out of the realm of realism. Once it's implemented what's next? - the ability to absorb 30 rounds in the face with a few scratches, rocket launchers with thermonuclear missiles, magical healing serums, and walking robots. - Oh, have I just described Battlefiels 2142.
  14. sluggCDN

    gun recoil

    I think it's awesome that BIS simulated this tiny detail - a rifle pulling slightly to the right after a shot is fired. In reality if you are right-handed this happens due to the pull on the trigger when your gun pivots slighly around the pistol grip, on top of everything else. But then we still have tracers in sniper rifles... C'mon BIS!!!!!
  15. sluggCDN

    Patch 1.05 impressions

    love it! lots of issues corrected. One thing - Disabling tracers in rifles still doesn't function. Can't turn off tracers. M24 still has tracers - how can a sniper rifle have tracers. I know it's minor but.... implementation of grass rendering in the distance is kinda funny - green sheets stretching over the ground surface. I guess it's as good as it gets.
  16. sluggCDN

    I dont get this AI

    did you also try telling them to Hold their positions. select them all with "~" and then "1" + "1"? That way they won't chase a tank. That's on top of telling them to stay low and giving them "Danger" ROE.
  17. sluggCDN

    I have two questions

    there never was a key in OFP to answer AI's "where are you" request. This simply indicates that AI squade mate is too far away from you, not in formation. In OFP and in ArmA I would basically select that unit with the given "Fx" key (F1, F2, F3, F4, etc - u get the idea) and order/point and click on the spot which I want him to go to, usually next to me on the ground. I would wait until he catches up and then order him to "fall back into formation": "Fx" + 1 + 1
  18. sluggCDN

    I have two questions

    there never was a key in OFP to answer AI's "where are you" request. This simply indicates that AI squade mate is too far away from you, not in formation. In OFP and in ArmA I would basically select that unit with the given "Fx" key (F1, F2, F3, F4, etc - u get the idea) and order/point and click on the spot which I want him to go to, usually next to me on the ground. I would wait until he catches up and then order him to "fall back into formation": "Fx" + 1 + 1
  19. sluggCDN

    Infantry, prepare to be amazed

    I will be pretty amazed when they will remove tracers from sniper rifles - since we are talking 'bout realism here... If we have tracers on sniper rifles why don't we have them on handguns then? Star Wars all the way!!!!
  20. sluggCDN

    How is the AI?

    I didn't play ArmA campaign or SP missions. Instead I dug out the ArmA version of MFCTI and played against AI opponent. I was really surprised by AI behaviour. Of course bots are no campers. But they don't seem to be always running in a suicidal charge either. They do exhibit proper formation / fire movement. They would outflank you or suppress and close the distance with you. I played MFCTI online with my buddies who have at least 5 years of OFP experience and would consider themselves absolute vets. And even they were scratching their heads - kept on respawning over and over again. As anything in this game AI behaviour has to be customized in settings if you really want to be challenged. In Difficulty control panel AI intellegence has to be set to "custom" (maximum, 1.0 setting). Then you'll get the most out of it. But then again I saw many times an APC being engaged by AI with a hand gun. Good thing AI doesn't do the same with tanks. Can't wait for 1.05 patch. BTW is it me or isn't it supposed to be out already. Today is Feb.27th. Only one day left in the month of February. C'mon, BIS, don't f**k this up! It was promised by the end of February, I can't believe they are leaving it till the last day!!!
  21. sluggCDN

    Amazon.com US AA Pre-Order - $19.95

    This just tells you about the confidence level the US retail might have for ArmA now. Hard to say why - perhaps it's because the US average consumer is shifting towards the new generation graphic cards & dual-core/core2 duo cpu's in time for the new generation graphics games. And ArmA isn't a particularly dual-core friendly game. It has somewhat outdate game engine geared for an outdate PC platform of the Pentium4 cpu. Just my guess...
  22. sluggCDN

    A Question!

    @ Luciano, why don't you make yourself a favour - go to the bathroom and get yourself a "hand-relief", a Playboy magazine can help there too. I just can't believe j**ks like that!
  23. sluggCDN

    Health system

    This is a great idea that can be fully implemented in a CTI type of game. Each saved wounded would result into bonus points being added to the team's cache. The bonus points would enable the team to purchase more units and expand faster. Of course I'm talking about the MF CTI mod type of game. The current ArmA CTI is just a bizzard smorgasbord of different MP game modes - it doesn't work that well IMHO - more like a large scale capture the flag game mode. So in short a number of simplified injury effects has to be implemented then: blood lose and possibility of death if bleeding heavily, incapacitation with the soldier being immobilized, lying motionless, maybe rolling on the ground in pain. These soldiers have to be either dragged, or carried off the field, or transported in a vehicle to the base. There shouldn't necessarily be a function in the game that allows to bring an incapacitated soldier to life and full health. The evacuation feature would then be a point-earning feature. I'm so happy ArmA still doesn't have the magic healing med kits!!!
  24. sluggCDN

    New Interview with BIS

    Forget about armour. How about making sure sniper rifiles don't shoot tracers!!!. Can they do that little thing. Please, BIS! Also, in game as it stands now you can fire semi-auto on the move either runnign or walking. But firing full-auto would stop you dead in you tracks. Maybe one shouldn't be able to shoot when sprinting but could fire when walking slowly. In-game example: I'm firing short bursts from behind a corner. I'm getting engaged. I'm trying to hide behind a corner while supressing the enemy, but can't move and fire at same time - I have to let my trigger go, then I can move. As a result I get hit while frozen in full-auto mode fire. In many cases I got to make a split-second decision which the full-auto move lock makes very difficult; it has a potential to make life difficult for quite a few players in the game. Major show stopper! Little but deadly.
  25. sluggCDN

    ArmAGraph - a Arma population overview

    I believe, as many stated already, that ArmA's poor optimization and performance issues is what stops most of the ppl from visiting and playing on the servers. The experience at times is utterly frustrating. I'd imagine after a few hours of agonizing over the slideshow or crashing-to-desktop ppl simply decide to wait till the solution arrives later. It's kinda the reverse snowball effect. If there are highly populated servers ppl flock to them; if there are empty servers ppl avoid them; 50 ppl may visit ArmA MP lobby just to see the list of empty servers - result: they turn around and leave. I personally don't like roaming 5 sq.km of empty virtual space by myself. I can do it off-line. I bet the same is true for any other average MP weekend warrior. So unless there are stable servers full of ppl ArmA MP situation will remain the same.
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