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Longjocks

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Posts posted by Longjocks


  1. But lemme tell you what will get noticed - realistic tracers, realistic vehicle explosions and damage, different character animation system, the list goes on...

    ...It seemed like in ArmA many of those great things that had been achieved in OFP have been rolled back in favour of a few graphic gimmicks.

    Surely you see the contradiction there? AI behaviour and anti-cheat systems for MP gamers are important core gameplay fixes, not the things you've listed above. The vibe of your post isn't entirely inaccurate as the game needs serious attention, but those examples are poor on the list of priorities.


  2. I finally completed this mission successfully and I have to say the scope of it is very impressive. Execution in the form of game mechanics and scripting let it down. If someone were to put a bit of time into it and modify the mission it could be really good.

    The main sticking points in the paths I chose while playing the mission come from the AI's inability to carry out an organised attack on the airfield (and the initial town) and some of the trigger conditions and team movement when trying to satisfy the objective regarding rescue of the downed chopper crew.

    Most of this mission's objectives may not be catagorised as completely realistic, but there's heaps of fun to be had if the issues are resolved. It gives you a good idea of the kind of large-scale operations that can be pulled off. If only we could see this much attention paid to the campaign. Cross your fingers for the expansion.


  3. The thing to remember is that for the average video technology available at any given point in time is able to handle the normal graphic detail of a game the is released during this time. Problems arise more from improper coding or errors in that programming, not the level of detail itself.

    What more important is the issue of time in relation to graphics and AI development. It could be argued, using the topic of intense graphical detail, that it takes more time to create such detailed models and textures. Why not spend more time on gameplay elements such as AI? Well, it doesn't quite work like that unless you have a limit on man-power, particularly when each aspect of the game would usually have its own dedicated staff members. eg. artists and modellers are a separate group to the coders and programmers. Each has its own goals and deadlines to meet and uses its pool of resources.

    Ultimately the problems with AI in games comes down to a lot of things - AI concept and design, programming skill, time limits and management skills. Implementation of detailed graphics isn't a huge factor, at least depending on how you are thinking about it.


  4. I got my X800XT (AGP) when they were new. There wasn't much hype over SM3.0 so I didn't go the nVidia route. I obviously picked the wrong time to experiment with an ATI chipset (previous cards were nVidia, 3dfx and Matrox). I didn't feel the pinch until I bought Splinter Cell Double Agent without noticing the SM3.0 requirement. Of late I've been getting demos that don't work because of that so I've just bought a new card to tide me over until I build a new 'puter at the end of the year. The X1950 is cheap for AGP and I'm boosting my RAM from 1GB to 2GB. Should last me a little while.


  5. Hm don`t know what to think about that.

    Initially I would have hoped for an Island maybe twize the size of the original OPF Islands.

    However with nice graphics etc I realize you can`t go on endless with the terrain.

    Anyway as a single island it sounds ok, but it leaves food for thought if OFP2 only will have about 1\3 of the land mass compared to the original as it means less replayability in my opinion.

    I'm thinking that it's more important to have more interesting and varied terrain than a much greater area. It still leaves room for huge engagements.


  6. The enemy position you took in the previous part of the mission (where you start with a full squad and a Styker) is now a US camp. Go there and you'll get a full squad that joins you and a couple of vehicles if you want. You'll be attacked, but then you'll get an objective as to what to do next, plus the option to control other units.


  7. The funny thing is that I was expecting the same thing to happen to me in that very mission. I was sniping the enemy base from the hill to the east. At the last moment an enemy BRDM spotted me and came out of town and approached me on the hill. I managed to conceal myself behind a tree. After considering my options I was going to attempt to take out its tires when the mission suddenly went into the cutscene since my allies were now free to approach the base. The scene showed the BDRM up on the hill and its sudden interest in the characters in the cutscene. I was expecting my avatar to die, and there were shots fired, but the scene concluded before anything bad happened.


  8. Haha. I remember this. I played until around 7:00AM in the game. I believe the end trigger is simply killing all the saboteurs. I don't know if a time limit is inclusive. All night the alarm would go off and one of the guards would get frantic, but there were no shots and no further enemies. After waiting until the morning I ran and drove around trying to work out what was going on. Eventually I realised one of the enemy saboteurs must have been stuck in a wall (or something like that) of one of the buildings. I went through it many times before and never saw him, but this last time he was at the top of the stairs, plain as day on a spot I'd walked over many times, next to one of my guards just standing there. I shot him and the mission ended.


  9. I parked right next to Bravo squad. I just replayed the mission and finished it to test it out. Worked fine.

    But I think I've worked out your problem. Don't run to the truck straight away. If you are already in the truck and on your way, the first objective comes up as completed but the waypoint does not change. Hang around the base, defending it if you have to, until the first objective is completed. If you have waypoints visible it will change from the MGs at the front line to the truck. You can now hop in the truck and drive to Bravo and they should get in.


  10. I've only attempted this mission once... it's pretty lame. However, the squad did board my truck. I failed it because I took too long getting back. I was busy watching the Humvees ahead of me trying to navigate the road. It gave me a jolly laugh.


  11. Considering the troubles I have with night vision in this game I went through this mission never truly understanding what was going on at any given moment. I got killed when commanding the first two squads and managed to stay alive commanding the third.

    However, from the way things played out I had no issues with triggers. Until I can fix my NV problem I tend not to replay any night missions at all and won't be able to see the different ways this one plays out, or if I get a similar bug.


  12. It doesn't really matter where you place the satchels on the bridge. As long as you place all five in the same spot it'll do the trick. Running onto the bridge and quickly placing all satchels in the one spot, without having to worry about the time it takes for animations and moving, also gives you plenty of time to reach the nearest ammo crate out of harm's way from the lead vehicle.

    Another tip is that despite when you get the "Flash!" command, hold off on blowing the bridge until an enemy vehicle is right on top of your satchels.


  13. Yeah, I usually set up a road block with the cars. I can also despatch the enemies quite quickly. Years of OFP taught me a few things, including how to take advantage of the way soldiers exit vehicles. It's the headshot thing that is getting me. Even when I set it up so I have the perfect vantage point and take my time to do head shots on all the soldiers when they get out of the truck, I still fail that section. My guess is the inaccuracy of the supressed weapon means I'm actually hitting them in the neck or shoulder. Persistence may be the key insomuch that after X tries the weapon's dispersal may favour me.


  14. If you still want to elevation of the water tower but with the most accuracy, simple position yourself on the catwalk perpendicular to an imaginary line drawn from the centre of the tower to the enemy convoy. At that point you can go prone while facing the enemy, gaining all the advantages of the prone position. Plus, with a little manoeuvring, you can use the catwalk as if you were cresting a hill to give you the most cover.

    The only down side to this is that an enemy soldier once managed to reach the concealment of the trees in my line of sight and made it near the base of the tower. When I accomplished the mission and went to leave I got a nasty surprise. So, watch out for that.


  15. I must admit that I'm having trouble on this mission on a couple of fronts. I too have trouble getting the uniforms. I've tried ambushing the truck at the beginning several different ways and it usually ends with failure to get the uniforms. However I continue.

    The last time I kept playing the same guy and approached the target town. A combination of a slow computer and no support make this next section tricky. Not to mention the Rambo tactics you have to take up. I had most success when I took up a position on the hill to the east and sniped the enemy with the rather innacurate silenced M4. I made the most of it then crawled down to a victim of mine and stole an MG. I made my way back up to my sniping position only to be ambushed by an enemy squad that tried to flank me. How I survived that I can only put down to luck. Anyway, blah blah blah and my allies reach the enemy base and I'm off to the airfield engagement mentioned in the first post.

    I'm having the same issue with men not wanting to move on, or at least doing it over cautiously. The M113s show the same behaviour and don't support the infantry squads. They're the perfect tool for taking out the MGs up the road, however they sit there and wait for the BMP to come and take them out. Generally, anyone taking the side of the fence with the road are slaughtered very quickly. The other side fares better until the armour rolls in.

    I've tried several tactics that see me taking out several key enemies and surviving for a long time, but that turns into me going it solo with little chance succeeding. Although, by that point I kinda lose the motivation for trying to win because I've gone the Rambo route once already.


  16. I am, like you, patched to 1.08.

    You don't get to control the Stryker, you just get in as passengers of the third one and ride with the convoy to a position just south of the Shilkas.

    If you select your men and hover your cursor over the Stryker, does the cursor change? Or do your men refuse the order? What options appear in the command menu under 'Mount'?

    You may be in the unfortunate position of having to backup your campaign and reinstall the game to see what happens. There may be mission skip cheats about, but I'm not in the know as far as that goes.


  17. can u tell me when u finsihed it did u have any team members left, and could it be that an end condition is to have more than just u finishing the mission alive?

    Yeah, I only lost one man, maybe two. It's easily possible that you need a greater number of your team to survive, but it's not a common trigger unless it's either mentioned in the briefing or more than one man is required for a later goal. It's not something I've seen any of ArmA's missions so far though.

    As to the problem with the Stykers, I've not experienced this. I was able to get my men to board without a problem and the objective is marked as completed once they drop us off in the combat zone. However, this may be an objective that must be completed in order to have the mission end. It makes sense that to accomplish a mission you must first enter the combat zone. I'd say this is the key to your overall problem with this mission.


  18. I might suggest restarting the mission, assuming you haven't already tried that. I'm uncertain as to what the end trigger actually is - whether it is when all enemies are dead within a certain radius of the DMZ (or a certain percentage of them are dead), or when you reach a certain point, or a combination of both. I'm uncertain because of the following...

    The first time I played through I approached the city in a fairly direct path over the small hills and following the northern waterway from the bridge. I ended up being overwhelmed and my men started falling away before I was finally killed. I mention this part of the story for later reference.

    I reloaded the checkpoint and took a different route into town, following the road and travelling east using the cover of the buildings along its south. The enemy was easier to keep tabs on, plus I was heading towards friendly armour (although they turned out to be useless for me). When I reached them, taking out enemy armour on the way, I only had to kill a couple of roaming enemy soldiers. Once I reached the bridge in the middle of town there were a few gunshots and the mission ended successfully.

    Now back to my first attempt - I came across quite a few enemies who I never ended up killing the second time. Now its possible my allies in the field took them out, but it didn't seem likely from what I observed. So, my observations led me to believe the trigger isn't one asking for 100% enemy casualties, and due to the nature of my ending the second time it could have easily been either an enemy soldier's death OR my location that did it. Only a replay ot two will determine that.


  19. Ah, yes - "Brothers in Arms is the only first person tactical shooter set in WWII."

    It seems that they are using the terms loosely while still remaining technically correct. Much like the way 'authentic' was thrown about and can be interpreted as true, so can 'first person tactical shooter'. It's just more lame marketing BS that most tend to ignore. wink_o.gif

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