znashin
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Everything posted by znashin
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Can you set no compass and no map for individual player slots or teams? For instance could you have one side with compass' and the other team without or have only the team leader with a compass and map? I'm fond of forcing team work
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Is it possible to mod a new voice set in? I'd really like the russians to speak russian.
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should you be able to move and shoot in ARMA?
znashin replied to --DST-- HIGHLANDER's topic in ARMA - GENERAL
I tried to play ctf once or twice in ofp and hated it. Started playing it on the arma demo when I got bored of the coop map and I really like it. The netcode is great. Playing with peeps with similar, low pings I haven't got a single criticism. I think alot of people are going to be pleasantly surprised when they get the 1.03 patch because alot of the complaints I keep hearing I just can't relate to at all. In fact I'd advise those of you who have only been playing 1.02 to download and try it. I've talked to afew people that stopped playing their 1.02 copies in favour of the demo! After playing for afew hours I popped my head over a sandbag and nailed three baddies at about a hundred meters. They were spread out with about twenty or thirty meters between each other. I had to zoom in/out for each. It took me four or five seconds max. It takes me less than one second to get a general bead, sighted, with a distinctly average pc. I regularly prowl around the enemy town and have no problem with cqb with the current controls either. Run/walk, stop, shoot, run/walk. Simple. I would, however, like to see the pistol and rpg readying actions speeded up a tad. I would also love to see the sprint action interupt any current action such as pistol drawing or nading, if only to stop the moans. Saying the new controls gives too much power to campers is abit silly. Saying they are a game breaker is just f***ing rediculous. Sorry, but it is. Like mentioned, camping has it's own problems. 1: nades are deadly. Deadly. This means a camper will be dead soon after he makes his first kill if he stays in a place that has a concealed/uncovered approach within nading distance. This is especially true for roof camping. One camper can't possibly cover all four plus approaches to his tent. Easy to loft a nade onto a rooftop. 2: The bigger the area a camper covers, the more area he has to cover. ie the more area there is for someone to spot him from and effectively get the drop, or afew free shots, on him. This isn't a de_dust type game where a sniper only has to worry about what is in front of him down an alley. 3: Camping a narrow field of view such as a street or a valley will lower your value to your team and lead to people flanking you, probably taking you to point 1. 4: Flag campers will generally find that people coming for the flag won't dive at it, they will prowl around it for at least afew minutes. When the camper has been staring at a flag for seven minutes with nothing to do and is in a predictable spot within one hundred meters of the flag I don't rate his chances much against a pumped up, cautious assault team or even a solo assault. 5:I could go on but you get the idea. Besides, camping is boring. Talking about it even more so. Campers present a threat that makes you think about the terrain and use your head to combat. Bring them on, I say Someone mentioned that he was going to look at making a map that substitutes flags for objectives. Couldn't agree more. All the time I've been playing ctf my mind has been ticking over with ideas for making it better. Lack of scoreboard (or a different score system), objs instead of flags (objs could be retrieval, destruction, assassination, escape etc), limited spawns (spawn times, spawn areas, spawn amounts) are some things that would flesh out an otherwise pretty vacuuous experience. -
Playing the demo I picked up a weird clip of ammo from the back of a truck and it put the ammo into my pistol ammo inventory. It was HE something something something and had an icon (in my pistol ammo slot) that showed it as having a red tip. Pretty sure it was ammo for the underslung ak grenade launcher. The truck was out of spawn but I think it was the soviet truck. Sorry if this is a rep.
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Sorry, not read anything but the first post. If that quote is true then something is fundamentally wrong. I've been playing pc games for fifteen years and not once has the minimum requirement been anything but that. Often less, but hey ho they have to sell games. If that site said you don't have the minimum to play and then you bought it and could play on max then you are being misinformed in a big way. Apols if I misunderstood.
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Arming a grenade and holding on to it while the fuse burns is sometimes called "cooking a grenade".
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Sounds to me like people are just so used to ofp that they want arma to play like ofp. I can't see anything wrong with the anims and the way the model moves. It was good in ofp and, for my money, it's good in arma.
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There are silenced weapons on either side in the demo. I don't hear rpg explosions. Vehicles just change colour when they hit.
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Not given this much thought and haven't tested it at all but ... if you turned off the cross-hairs and set your float zone to zero wouldn't this mean that roughly the centre of your screen is where your gun is pointing? I think this would simulate "instinctive shooting" (shooting without the aid of sighting down the barrel) better than messing with the cross-hairs. It would add the skill of judging your shot and also make medium or longer range shots out of the question which they certainly would be in real life.
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I was watching a CRW doc last night that said flashbangs are as loud as standing next to a jet engine. BANG!!!
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Is that an official portable-ladder addon? The kind of you can just put anywhere? Or did you make it for ArmA? Entry tools.
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Yes that doesn't look too clever does it. I can't really see a way round it though. If you march bots round a corner in single file into the path of an enemy squad thats already prone and lined up to fire, the results are going to be predictable. Still though, the video does show that the ai isn't as responsive as it needs to be. Now you are just being ridiculous.
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Maybe have a grappling hook and rope for three storey buildings... wouldn't have to be animated or look great so long as it functions.
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Generally only when their opinions are BS. People are moaning about the ai and comparing it to games without any ai at all. The ai makes decisions. It isn't told to do anything except what the mission maker defines. This makes the ai very dynamic and gives even the simplest mission massive replayability. Developement of games is a compromise. If all you want is cqb immersion and convincing looking ai then r6 is probably your best bet. That's all it is expected to do. If you want vehicles, battlefield ranges, 400km^2 islands and the most diversity of any computer game, then stick to arma. But don't expect the land to look like oblivion's, the ai to win chess tourneys, the cars to handle like gran tourismo or the planes to fly like ms flight simulator. For me there's nothing in it. In six months time this game, standing on the shoulders of ofp, will be fantastic. You'll see if you stick with it or come back to it. People aren't holding the developement back by taking contrary stances on peoples opinions. It's called debate. If all they do is say "that's BS", "it's not for kids" or "go play bf2" then ignore them. Don't just say "this is what's wrong with the game" though because it doesn't take a mastermind to see the ai, in it's current form, is struggling and hasn't come forward as much as alot of us had hoped.
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No, I did mean resistence. I remember it quite vividly for some reason. It's in the same memory block in my brain as that freedom radio Fox or Jackal or whatever his name was. No wait! Trauling through my memories I think it actually was that kid on the radio. I think Vic tells him he's going to get company and to get out of Dodge. Maybe I picked the gun up off of a spetz commander. My memory isn't what it used to be and it used to be bad
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Did come out a tad harsh didn't it. If you like playing snipers the over-play of them probably annoys you as much as me. It wasn't meant as an attack on anyone. People can and should play the game the way they enjoy it the most. It's the mission designers I'm at odds with. Of course! Will they be modded as much as the m4? Of course not! There was that sweet ak from the mission in resistance where you play the kid on a little island defending against spetznasties. I think it was called the ak-101 but I've no idea what the scope was. Some weird flattened affair with a big flat crosshair. Seemed more powerful than the aug's or H&K's anyway.
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That's a really nice pic Martin$ch.
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I play the demo and far from complaints all I've got for the system is praise. At about 100-150m while prone and holding breath the m4 aimpoint hits a standing target about two out of three times which sounds about right to me. It certainly feels right. The mgs can be used effectively at longer ranges in short bursts and are a formed squads worst nightmare. Sniper rifles. Hmm. I've never been a big fan of sniper rifles in fps. afaik in real life they are never used defensively or for suppression and they always seem to be over-used by kids that like to think of themselves as Riggs from lethal weapon. If a mission has a sniper rifle in it it should be for a specific task that has been written into the mission, not for some kid who likes to stay safe and rack up kills while his buddies in a squad risk their lives trying to get the job done and protect each other. Wind mod? Why not. It'd be close to last on my list of things to change in arma though. It makes me laugh in the coop demo mission when everyone makes a grab for the sniper rifles and leave the SAWs. The longest engagement range on that mission is about 350m (from spawn to the other side of town) iirc. Shots that take one short burst from a SAW. I had to laugh harder when someone called it a sniper's mission. I thought "No. It'd be a sniper's mission if we were on that hill 400m south, only had one or two targets and had a safe way to extricate ourselves after we'd done the damage." Don't get me wrong, I like sniping in ofp/arma more than in any other game, and think it's just about the only game where sniping actually approximates it's real life role. I just think it's waaaaaayyyyy over-used. People take them just for the mystique sometimes when the squad would be much better served with another riflemen, mgunner or crew.
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Really good stuff Hope it all works out.
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Afew things. They use the same ai. When you try to do the mp coop mission with ~10 men vs ~40 men and 4 apcs your chances, on paper, are less than 1:4. The only other conditions are your skill as a player and your skill as a commander ... This isn't good. Maybe your men were targeting, or trying to target, something in front of you and in cover. However, I suspect that this is evidence of the no-acquire bug people have been complaining about. I've certainly stumbled on alot of unreactive ai. Can't remember this happening in ofp. I've heard this bandied around alot and tbfh it's total horse manure. The ai's shooting skills leave alot to be desired. Bullet for bullet they miss more than they hit. I've played the coop demo alot and this is gospel. In fact I'd go as far as to say my survival rate when recieving enemy fire is 50%+. Going prone at medium distance (100-150m) against riflemen on flat ground more often than not results in 5-20 rounds going over my head. As for getting stuck at 25m against a rifleman while you are both stood up ... what do you expect? This is supposed to resemble realism. I've never shot a gun in my life but I'm pretty sure even I could hit a target at fifty feet with a rifle. At long range the ai can't even see you. This leads me to believe you never commanded in ofp. It's very daunting at first but soon gets functional and, with alot of practice, even slick. Of course, it's never going to be rts slick. Tell your point men to advance. If they hit trouble tell them to return to formation. Yes you are. Try to work out why this happening and stop repeating the mistakes. There's alot of players that can complete the coop demo single handed with one life in ~15mins. Agreed. There could be more formations. There could also be more bugs (FF and pathfinding) and too many formations. Your idea about having spacing options is a good one though. No idea what your point is here, I'm afraid. I'll have a go at answering just for completeness though (correct me if I mis-understood your point). Arma soldiers dont die all the time when they are hit. I'd like them to die more. I'm sick of shooting people from the side, aimed at their torso, and it almost always wounding the arm. Some gun nut forensics expert is bound to contradict me on this but when you shoot someone in real life, even with a 9mm, they wont be in any condition to shoot back for at least 5 seconds, even if it hits kevlar. If it hits a bone you'll probably die from shock on the spot. If a 5.56 round hits you you are out of the fight for the foreseeable future. Rifle mags destroy brick walls ffs. This might not be a law of science but afaik it's the rule of the battlefield. Agreed, it is. Anything worth doing is worth doing with others
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I agree. I can't wait to see Falklands done in arma. The rain, the hills, the circa 70s weapons (when guns were guns(SLR!) and the size of landmass & settlements all complement ofp/arma engine perfectly. Can't wait! Also anything done by those flying Finns. FDF was sublime. Course, all this will take months if not years to knock out so in the mean time I'm just hoping for some good, innovative coop maps.
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I think he meant scripted as in the map has points flagged as cover where the ai will attempt to move and cover. Obviously in ofp and arma sized maps this technique becomes redundent. As for coding the ai to compute where good cover is on the fly, well, if it was that easy it would be in. I'd guess that it's too processor intensive to be practical or just too unreliable/buggy/hard-to-code.
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Not sure that's correct. I'm no plane officianado but I once saw a tele program saying that Harriers kicked the sh*t out of Argentine Mirages in the Falklands conflict due to massive handling superiority. It was a total surprise for the RAF (or Royal Navy?) pilots and was the reason we established air superiority early on in the war. Probably won us the war, in fact. Nothing else was going well at the time. Of course, you wouldn't want to send them against modern Migs or F-16s but they can definately mix it up in the air.
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To the people who are playing ArmA, how is it?
znashin replied to evilnate's topic in ARMA - GENERAL
Id've liked to have been able to play community campaigns co-op. Doubt this will be possible if BIS campaign isn't co-op. -
To the people who are playing ArmA, how is it?
znashin replied to evilnate's topic in ARMA - GENERAL
More bad news Seems like all the features I was really looking forward to have been scrapped without bis letting me know. Not good practice. Hate it when devs drop features before release without letting customers know. Wonder what else I was looking forward to that isn't in. If it wasn't fully implemented why say it will be in? Bahhh.