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enforcer1975

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Posts posted by enforcer1975


  1. Updating it a bit. The problem stiill persists and is also with mod clothing like TRYK or RHS but my gaming buddy also had sporadic problems wearing the same vanilla clothing. Any hope they will fix this in the next patch? It's not 1000% important for me because i'm playing Exile atm but if you like me find it in a super super rare drop after about 3 weeks of playing after a data base reset you'd like to use it at some point.


  2. Well I think back to the days of Delta Force games... had some great PvP games. Don't see why ARMA2 / 3 can't have that as well.

    They would rather lose to an almighty Ai than to the wits of a human ;)

    Playing on a ACE Coop/TVT server long enough i always see the same players drop when they start a TVT and there are not really that much ACE Coop servers, even the hosting group can't explain why people don't like to join in TVT - it's the same mission just with one more party. I'd rather play against a person where suppression fire and wind has some effect :)


  3. With all the improvements an iNinja skills....nothing can beat the thrill of facing a living opponent :)

    The AI is trying to use the right tactic ( which is supposed to be real world tactics ) to a situiation and has it's limits in adapting, so do some players... Sometimes i am surprised by the abilities of the AI but only because some mission builders have them spawn from a position behind me. They can still track you through a wall or even a house or two, just watched it yesterday where an AI ran into cover from one of my AI colleages where the latter was tracking the exact movements of him through a house as if he still had visual contact.


  4. If you want a none tab solution BIS has to programm it. It could be like in Jane's Longbow where you have a radar screen on your MFD and move a targeting cross over the target and select lock. First of course they have to make the MFDs usable in ArmA which i don't think they will ever do or can do or want to do any time. Maybe the engine has it's limits even if it is very versatile...

    The current radar solution with the dots on the top edge of the screen is not worthy to be in ArmA imo.


  5. I think theres opportunity for some great PVP/TVT in Arma... it shouldn't need to be Arena like COD/BF3.

    Theres much more edge when playing against a human opponent. and the little i have played in Arma has been brilliant, even the close quarter cat and mouse on Takistan.

    OFP and ArmA mainly had large scale TVT games before the coop wave came. And they were not close quarter battles like in BF3 / BC2 where you only have 200m to the next flag and where you fight at hand shake distance. And ArmA isn't a fast paced game as CoD / BF and shouldn't be played that way. Even so some fast paced missions were popular until ArmA1.


  6. If we're going to rely on modders to make big changes,BIS will never do something about it ... modders can also make A3 :D

    Besides most of servers run vanilla mod ...

    ArmA lives from mods...sadly. Quite a few features in the game were mods first. Someone wanted thermal vision, he made a thermal mod, suddenly the game also had ( an improved ) thermal after the next patch, same for countermeasures, there were never any to begin with... I'd love to have an ACE like vanilla game, but that would scare a lot of casual gamers although this is the wrong game for casual playing :)


  7. Myke;2112187']Well' date=' i would say that coop players are mainly people that are able to go beyond primitive instincts and premature competition. They just accepted that there is always someone better than they are. They just understood that on a server with 20 people it is more fun to play together with 20 people instead of just 10 of them.

    Also PvP will never be a real competition unless you make sure all are playing with exactly the same hardware. Don't you think that someone with a 27" screen and a high end graphic card and cpu has some advantages over someone with just a 22" screen and mediocre hardware? Please explain me what this has to do with skills, would you?

    When i play for 2-3 hours, mostly i'm flying transport choppers and i end up with zero kills usually. I don't think another player could do this task at least as good as i'm doin it. But guess what, at the end i am satisfied, had a good evening with some friends.

    Hell, A2 has a Editor, it has dedicated server exe. If you want PvP, go ahead, create your map, open your server and you're good to go. Obviously, a majority of players want to play coop, else you wouldn't find as much server as you actually do but plenty of PvP servers.

    And don't even think of arguing that "proper PvP missions should be included in the game" as the most played coop missions aren't stock arma2 missions either.

    You want PvP? Fine, get your finger out, make a map, create a server and become active. Again people just wanting all presented on a silver platter instead of doing it themselves. Why is this? Scared someone could create a better mission than you? Can't take the competition there? Probably because it takes more than quick reflexes to create a challenging map, doesn't it?[/quote']

    Sry to tell you but i already took part in editing, and the one who thinks PvPers are superior is you. If you are satisfied not taking any other action in game than flying your friends around, fine by me. As Victor mentioned above i'd rather play against someone who can adapt tactics than having an ai that is either stupid as hell or can shoot you a bullet in the knee from 5km. You won't see a player in a game getting shot at with a supressed weapon from 300m and not react to that, the ai does exactly that because his ai tells him: i am getting shot at + i can't detect the source = let's stay here and go prone.

    And there is nothing immature in wanting to compete with others. Trying to be better that oneself or others is in our nature or do you want to tell that the people who are competetive are all immature and think they are superior?


  8. is there anything that would restrain us from giving some radical cure to the "pro"/"veteran" difficulty level by

    1. disabling tab completely

    2. disabling the 2-lock and hiding the 2-target list

    3. disabling all kinds of auto-locking from hand-held weapons

    4. disabling the radar completely or exept air contacts visible in aircraft/AA-tanks

    5. giving some very very small hitbox to right-click lock?

    I do not see any way this would make gameplay worse, but it would

    -make gameplay more realistic by changing peoples ingame behaviour

    -enlarge the players community by not pissing off the beginners

    -introduce a use for skills that cannot be used as long as tab is implemented -> more fun

    -make the game more demanding -> more fun

    -bring the gameplay mechanics into some balance and expecially fix the all problems with the infantry-vs.-tanks and aircraft-vs.-vehicles balancing

    -introduce behind-the-lines and stealth gameplay as well as

    -giving people the abitility to hide with vehicles -> both leading to some psycho "real war tension"

    -make some missile system related bugs vanish (eg. linear bomb path)

    -create a base for teamplay by making a human tank/aircraft gunner more effetive than some AI.

    Just giving some longer locking time to all the Tab-weapons would maybe hide the problem a bit better and weaken the support for those who want to get rid of it, but it does not fix the problem in any way. Why? Read the list of benefits again and ask yourself, if they'd be there this way.

    //Edit: The experiences which influenced my thinking about this come from MP-Warfare, but i claim this problem to exist and influence any MP mode in a similar (strong) way.

    Your wishes are already reality to some degree. It's called A.C.E.2


  9. Mission design is the key. You can have a mission that's 10mb large or tweak it to half the size with better performance.

    There is a lot of data sent during a mission. If you limit client data to clients and update every x minutes or when there is a change and only send server / gameflow relevant data continuously traffic will be minimized and the mission can run longer without getting out of sync.


  10. When OFP was in full swing, there was no shortage of CTFs/C&H's/CTI's/S&H, etc. However since the inception of Domination/Evolution in Arma 1, Co-ops have been the dominant force on the server list. I find this perplexing because in every forum across the internet, every time Arma/OFP is mentioned - the AI is always mentioned after: "The game with all the brainless AI?" Yet, thats the preferred way to play these days... against brainless opponents.

    Sure, there are a few pvp servers out there, but they are no longer the dominate force when it comes to Arma/Arma2. I was wondering why you guys think this is and do you think it will change come Arma3 or will the "evolution" or Evolution/Domination continue to "dominate" the multiplayer server list?

    It's indeed a phenomenon. In games like CoD, BF3 it's a given to show your skill by fighting a human opponent or a human team. In the ArmA universe most people seem to have become pansies ( sorry for the choice of words but would say this is a fact ) who can't take it that there is someone better than them out there. This game is imo the best game to show your skills in in all disciplines like driving, flying running and shooting but all that happens is Coop. I just started playing again two weaks ago, 90% of the servers have Coop ( mostly Evo West Coop ). It's fun to play but after some time it really gets boring because the only "Coop" you get is that you are on the same side...no actual teamplay on public servers if you don't have another teammate or team in Teamspeak.


  11. I've managed to remap the helicopter flight keys to be like Battlefield. I don't have the left turn or right turn commands bound to any key, as I prefer to turn the aircraft manually with rudder pedals and banking. Maybe I'm just a dork about helicopter physics, but something seems strange about them in ArmA 2. When I go faster, the rudder becomes virtually useless unless I bank sharply while using it. Even then, I can't get the helicopter to turn very fast. This might have something to do with the fact that I didn't have anywhere to put my mouse and was using the trackpad. Idk. The other problem I had was that slowing down seemed impossible. I would flare up and drop engine power and nothing much seemed to happen. I can land, but I need a gigantic space to slow down and correct in. I overshot the airstrip once in the Helicopter Tutorial while trying to land.

    It's at least more realistic than BC2 where you evade bullets and missiles like a primaballerina. Every pilot would have lost control over his chopper by then. It looks more like an apprentice pilot than a professional flying and is really funny to look at if your team wouldn't suck at shooting down the drunken pilot ( OP aifcraft imo ). These pilots would be frustrated how often they are shot down in ArmA 2. Some are frustrated in BC2 too where i shoot them down every time i get my hands on AAA.

    Just forget everything you learned in BC2 and start from scratch. It's like in the Youtube video "How not to be a noob in BF BC2" where CoD is compared with BC2.

    Bullets go where the barrel is pointed and not because some programmer put in a dispersion script to simulate inaccuracy while moving. I do things in BC2 i would never do in ArmA 2, i started playing again BC2 for some time and have to empty my brain to be able to play it.

    In the end you can't really compare an action shooter with a military shooter.


  12. Lots of stuf that isn't put in by the devs, so you can't blame it on the mission makers. They are limited to what the game can, so carry your wishes to BIS.

    There is already a targeting laser in the game, i rarely ( rarely is already exaggerated ) see anyone using it.


  13. Locking onto a target should be limited to LOS anyway. You can lock onto anything and keep the lock if you had locked it while having LOS.

    Jammers are great but they would only be used continiously like decoys are used in air vehicles right now, you rarely see planes not dragging a chain of flares behind them. And i mean an endless chain not just a burst of flares. I doubt planes have that much like in ArmA 2, too bad there is no information about how much they actually have on board.

    Dummy vehicles are already available afaik and also visible on radar as an inactive vehicle marked in grey.

    The main concern is it's too easy targeting active vehicles. If they are inactive it's the other way around because you have to point your nose when flying a plane at the target to get a lock. Having a clickable radar where you point and clickfor targets would be a compromise, everyone has a mouse and some even fly with it.


  14. IFF is already in the game ( you already see the players names if that isnt enough for you ). Radar id is only bound to vehicles instead of the whole unit player/vehicle. So if i use an enemy vehicle i will be identified as an enemy and attacked...obviously. And if i capture an enemy vehicle i won't be attacked at first ( AI is stupid enough not to attack you though ).

    Radar shows different colors for faction vehicles already.


  15. What the eff are you trying to say? That pilots should be able to make themselves supersteahlty by switching of their radar or that in general switching off radar should make it impossible to detect any objects/vehicles within and behind visible range? Arcade gameplay much :confused:

    I asume you meant the anti radar missile?

    The enemy on the surface meaning the guys with the AA turned their radar off to mislead the anti radar missiels fired from the planes not vice versa.

    In the end the US still won, they designed a missile that noted the last position of the radar source and flew that way. because those units were immobile they were an easy target in the end.

    I do like the idea of removing or at least limiting the radar to something that you have "seen". Where's the fun in looking through a periscope when the only thing you have to do is click a button several times to see where the enemy is? Radar sure is helpful against AI, but the main concern is PvP. At least they could have mad a system where you have to click manually on targets and wait for visual confirmation via screen like in Janes Apache Longbow. THAT radar would be awesome. Unfortunately ArmA 2 doesn't support picture in picture nor manipulating your cockpit with the mouse.

    I had an idea with removing the radar and giving the player a screen where you have a visual on your target with a "targeting camera" located in your vehicle ( air vehicles primarily ) to confirm if its an enemy target or not. There is a delay of 5 seconds that adds the identity of the driver. However the game does not support PiP as my buddy says.

    The next possible thing would be remove the radar, give text notice in the same corner what people are targeting with a delay of a few seconds so they can't tab / shoot like they do in the moment.


  16. Joining this thread with a more or less similar problem.

    I recently downloaded PMC, when it asked for the key i added it. Then the downloader crashed while activating. In the game the units are still lite. Any way to activte it afterwards? I can't download again, it says the contents have already been doanloaded.

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