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Iroquois Pliskin

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Everything posted by Iroquois Pliskin

  1. Iroquois Pliskin

    ArmA2 / OA (low) performance issues

    Well, rlziggy, it's still not enough, the i3-2120 is a dual core processor, it has built-in Intel HD 3000 graphics card and that won't run ArmA II either. Here's a great laptop spec resource, http://www.notebookcheck.net/Intel-Core-i3-2310M-Notebook-Processor.45318.0.html (CPU similar to yours, still not enough to run games without a GPU) You really need a laptop with a dedicated graphics card, like the GT650M, or this GTX 660M, or an HD 7970M. ; )
  2. Iroquois Pliskin

    Postcards From A Furious China, or A new Star of David found in China

    Bad example, but do take a private island in the Caribbean Sea and you could sell it to Puerto Rico. :icon_mrgreen: These islands are a non-issue, in fact, they are closer to Taiwan than they are to China or Japan, but Japan is second in line, if you view it in the context of that huge archipelago stretching from SW Japan to Taiwan. ---------- Post added at 20:11 ---------- Previous post was at 20:05 ---------- Oops, is Taiwan part of mainland PRC now? In their minds it is, but anyway. :icon_mrgreen: ΜΟΛΩΠΛΑΒΕ!
  3. Iroquois Pliskin

    Multiplayer Balancing - Will Arma3's MP be balanced?

    Well, it then could be compared to the BRDM-2. Fennek looks like it's on the Iranian side, silly Germans exporting military armaments to the enemy. :icon_mrgreen: Patria AMV is the new Stryker platform for NATO; Namer APC is Iranian, so we're still missing a heavy APC for NATO and a Stryker-LAV equivalent for OPFOR. Although, both teams can do perfectly fine as it is, BTW, it's just that Patria AMV will have a lot of configurations, including a 105 mm Stryker MGS-type main cannon, or a 30 mm autocannon , while Namer is restricted to .50 MG. :(
  4. Iroquois Pliskin

    Multiplayer Balancing - Will Arma3's MP be balanced?

    Shouldn't it be the other way around to get max profit? :S I R konfused. ---------- Post added at 11:51 ---------- Previous post was at 11:32 ---------- BTW, is the Oshkosh M-ATV (http://en.wikipedia.org/wiki/Oshkosh_M-ATV) NATO vehicle in ArmA III? Given the specs and configurations, It's going to fit nicely in multiplayer, seeing as none of the crew are exposed, TOW and MG/GLs are operated from inside the vehicle via the RTT display, much the same way as the M2/Mk19 Humvee CROWS. Hope it can hold a low-yield RPG blast. The Fennek APC (http://en.wikipedia.org/wiki/Fennek) is similar to the Vodniks in ArmA II, though whose side are they on?
  5. Ya, given the list of horrid features in the WarZ gaEm: I, at first, thought that perhaps Nicholas is trolling, turns out he isn't! Not even worth mentioning all of the flaws seen in the WarZ footage, but Always makes me chuckle. :P It's most likely a soundfile with 2 (3?) steps recorded, which trigger for every step in-game. DERP! :p
  6. Iroquois Pliskin

    Advanced DX11 and PHYSX features

    I hope you aren't the one responsible for coding & fine-tuning the current RV physics, sGnFy5NzNjA J7wcAAitfCk QDwp6QeYveg PFoy7hdMD1c N42xf0a9k60 DPMk-a2gvXU DM confirmed to be a clueless troll.
  7. It works beautifully in the context of authenticity and realism, which implies heavy recoil, somewhat medium-paced movement, see the video above. You mentioned ArmA engine as if it was some sort of an abhorrent obstruction to PvP - it isn't, only the physics of the RV engine are crap, this is why we're getting PhysX. Here's another, OTDDwKQncEY Don't continue this, you specifically said "the engine", I said why it's not the engine at fault. :) We used to have 24/7 servers packed with Warfare Benny Edition at ArmA II release - we also had to deal with quite a lot of CQB action due to the nature of capturing towns, it somewhat sucked, but if we apply the new CQB mechanics of ArmA III, it will become AWESOME.
  8. ArmA engine was specifically mentioned. Rational Wrath of Pliskin incoming. :) You may be correct, if you're referring solely to physics, which have been improved in the form of ragdolls, global weight simulation and other things in ArmA III. Animations, specifically movement, are also being improved, as are the weapon controls, possibly even weapon selection interface (dedicated keys FTW). But in no way is the engine obsolete for PvP, which is a formula of weapon controls, movement fluidity and flexibility, responsive environment feedback (physics). Add in balanced missions, and you have competitive public gameplay. hTlAiYUS5JE Place competitive objectives in this town (bomb planting/defuse, Capture & Hold, or general TvT for tickets), dedicated weapons keys and a few respawn points - what else could you ask for from a 0.5 km^2 area. :) ---------- Post added at 10:55 ---------- Previous post was at 10:51 ---------- Ya, agreed, CQB in ArmA II sucks a goat's ass, but only due to animations, weapon controls, see the video above.
  9. Is ArmA an RPG now? Wouldn't work, and is even worse than the scroll lists for weaponry, this is a PvP thread.
  10. Iroquois Pliskin

    Controls Scheme & User Interface Feedback

    Radial AI command menu was one of the first proposed solutions in this thread, and since it is now appreciated & acknowledged by everyone, we could discuss the list of commands, which is to be included in the menu. Two circle radial menu would only be possible with activation method #2. Let's suppose we have a real estate of 8 icons, what would be the best possible configuration? Proposed list, bare minimum group of 4: 1) Move to -> [context: Attack Enemy, Heal Friendly]; 2) Fall back into formation; 3) Stop; 4) Suppressive fire; Debated: 5) Disengage; 6) Take cover; 7) ?; 8) ?; Move To & Stop would be paired on opposite sides of the menu, as to become intuitive. I'd include "Get in" as 7), which would also have a context of "Disembark" if the unit is in a vehicle. And the last icon would have to be either "Engage", or "Engage at Will", if "Disengage" is to be included as well. Although, both Disengage & Engage commands could be replaced with Flank Left / Right on opposite sides, see -> http://i45.tinypic.com/119p9id.jpg Formations, alert states would be on the Numpad. One more issue is the "Target - 2" menu - how do we deal with that?
  11. Iroquois Pliskin

    Advanced DX11 and PHYSX features

    NodUnit, that's a wasted effort, discussing the main aspects of the game with people who don't actually play it. PhysX simulates everything from individual wheel torque to vehicle mass and (de-)acceleration momentum - if that doesn't tell you anything, then sucks to be you, DM.
  12. Iroquois Pliskin

    ArmA2 / OA (low) performance issues

    http://h10025.www1.hp.com/ewfrf/wc/document?lc=en&dlc=en&cc=us〈=en&docname=c01888944&product=4041378 Get a proper laptop. :) Intel Ivy Bridge 3610QM/3720QM + Nvidia's Kepler GT650M/GTX660M/GTX680M.
  13. Iroquois Pliskin

    Metal Gear Solid: Ground Zeroes

    htSmSUaWtBE Kinda on-topic: this one is not directed by Hideo Kojima and it shows, but still - not exactly full retard here. :/ Could be fun, and would explain Raiden's appearance & actions in MGS 4.
  14. Twenty minutes of new gameplay, 6gsg3EsMJLw Wow.
  15. Iroquois Pliskin

    Arma 3: Confirmed features | info & discussion

    Yes, this particular effect could be PhysX GPU-accelerated.
  16. Iroquois Pliskin

    Arma 3: Confirmed features | info & discussion

    Correct, helicopter rotor displacing missile smoke trails. Seen both for Comanche and AH-6 (AH-9) in an other video. To what degree it is "confirmed", we don't know, but that's clearly dynamic smoke with a short lifespan to factor in performance (?). Whether smoke grenades will exhibit the same behavior is also unknown. There are 3D volumetric clouds in the game, if that's of any relevance. :)
  17. Iroquois Pliskin

    Controls Scheme & User Interface Feedback

    There are several, pick one: 1) Crysis 1-like, hotkey depress -> mouse swipe -> hotkey release; 2) Hotkey depress -> mouse over -> left MB click; releasing the hotkey closes the menu; 3) DRUMROLL... SCROLL WHEEL selection -> middle mouse button activation. LOL
  18. Iroquois Pliskin

    Controls Scheme & User Interface Feedback

    Nice concept, I agree on the placement vertically below the crosshair. Same problem as with mine - can't order AI to move to vehicles, if "GET IN" is one of the commands for this contextual partition. Attack Enemy/Move To/Heal Friendly is about the limit of reasonable scope. :) Wouldn't "WATCH" be a waste of a precious menu space? AFAIR, currently, you can order your AI to watch a certain direction by selecting a unit, depressing ALT and clicking on the desired object/direction. One needs to ask how often (new) players will use this particular command, I'd leave it off the menu on the extended Numpad control interface. :) Agreed on suppressive fire (it better work, BIS!!), if pointed at a friendly it could also double as "GUARD", though it may present a safety hazard. Hmm, good utility in urban environments, though again, I'm not sure if two valuable icons are warranted for these commands. Not sure about this one, disengage needs to be on the menu for quick retreats in urban areas, or in ambushes. Far too many movement commands on the menu: "Flank left & right", "Move to", "Approach", "Fall back", "Stop". "Take cover" or its equivalent needs to be on the menu, otherwise you know that they will stand there like retards. :) I think we can agree on "MOVE TO, FALL BACK (INTO FORMATION), SUPPRESSIVE FIRE, STOP" - the rest we leave up-to BIS. :D What is the activation method for the inner and outer circles?
  19. Iroquois Pliskin

    Arma 3 Community Alpha - Announcement!

    That's no way to treat a starving population, just look at this blasphemy, UOt1XthOaac The end shows 2 more unavailable videos - Infantry & Helicopters. I've been keeping myself alive with the help of the demo footage from GameStar.de, watched each part probably 30 times already. :(
  20. Iroquois Pliskin

    Arma 3 Community Alpha - Announcement!

    Something serious must be cooking, if they've been holding it back for so long: either a ton of vehicles with PhysX, or a complete AI command & weapons selection interface revamp, or all of the things mentioned. :icon_mrgreen:
  21. Iroquois Pliskin

    Preorder Bonuses?

    That's a whole Collector's edition worth $200. :) Pre-order "Bonus" would be something like access to the Alpha demo. In short, for additional cost - anything you like. I'd appreciate if they truly assembled a Collector's edition, or something of a lower-tier like Deluxe with printed Lemnos/Stratis maps, original game soundtrack on a CD and the game itself.
  22. Iroquois Pliskin

    Controls Scheme & User Interface Feedback

    Some revisions already: "GET IN/BOARD" wouldn't be on the same partition with "MOVE TO" due to not being able to order AI to move directly to a vehicle without boarding it. "GET IN/BOARD" should be shared with "DISEMBARK" - a second context-sensitive partition. Swap "SUPPRESSIVE FIRE" & "FALL INTO FORMATION" places - left side of the menu has all of the passive/negative commands. If anyone has any suggestions as to inclusion of a particular command - do tell. :) This radial alone is enough to operate AI effectively, IF commands such as "DISENGAGE" are truly DISENGAGE, which means get the fvck up and GTFO! "TAKE COVER" should be a mix of the current "Keep low/go prone" and active search for cover. P.S. I have more thoughts on activation methods, though some of them are quite ironic given the current system in ArmA II. :P
  23. Iroquois Pliskin

    How dense are the towns?

    Here's a better demo from last year with a low pass flyover, infantry run inside one village and optics overwatch from a distance,
  24. Iroquois Pliskin

    Controls Scheme & User Interface Feedback

    Here's the example I promised, ignore the square outlines - no octagon template in Paint and I'm using a laptop touchpad. :P Full res: http://i45.tinypic.com/119p9id.jpg (447 kB) One is enough, see above. Formations can be accessed from the Numpad, as you've said, and to my recollection everything else appears to be on the radial menu. There's only one context-sensitive partition/action in the case of my example menu. Activation is via ONE key depress -> mouse swipe -> hotkey release. An example of a gesticulate radial-rose menu in Crysis 1, HLddvNiXym4 If you know of other activation options, do tell. :) ---------- Post added at 23:45 ---------- Previous post was at 23:35 ---------- BIS would probably invest time, so proper iconography is in order, but the concept is the same, http://dl.dropbox.com/u/79438515/vlcsnap-2012-08-31-18h56m43s137.jpg (Carrier Command)
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