LJF
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Everything posted by LJF
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I've had a similar experience with paintball. "Firefights" lasted considerably longer than in A2/ACE even at very short distances and the motivation to keep in cover was, as you said, considerably more powerful than in ACE. In paintball I didn't stop to consider the chances of being hit; there were impacts nearby and I didn't want to get shot, it was a reflex.
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Exactly. There are already so many concessions in order to make the game function at all (or any game) I really don't see a suppression effect as that bad considering it will provide more authentic combat.
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Question: what is more important, the realism of the effects (or lack of) on your screen, or the authenticity of the combat? Keeping in mind that you already have right mouse zoom making up for the low screen resolution, automatic pain noises and shaking aim to account for you not being able to feel pain, gamey mag/ammo counts a real soldier wouldn't see, unified maximum loads and icons popping up on the screen when you enter a vehicle or any number of other unrealistic gamey stuff designed as an interface between the player and the game.
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The important thing is to enable the use of suppression in A3, because it doesn't exist at the moment and even in A2 it was very lacking. It would increase the authenticity of the combat, which is far more important than the realism of some blur on the screen. Realistic systems alone (armour simulation, hunger, thrist, component damage, recoil, running speed etc) do not create a realistic simulation, it is almost impossible; there are simply too many things to take into account. To create a simulation you need to compromise and design for a desired effect or result (in this case, realistic combat). The thing is even if ArmA3 was perfectly realistic in every way suppression still wouldn't work anywhere near like it does in real life because the players are not really risking their lives; a suppression mechanic is designed to work around our very loose connection to our virtual characters/lives and produce more authentic behaviour.
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Ambience and Weapon sound out of balance a bit?
LJF replied to BorisLozac's topic in ARMA 3 - BETA DISCUSSION
It's like in a movie where people are whispering some important plot info and you can't hear them and then someone kicks in a door and you go deaf. -
That could be useful at certain times but nowhere near enough to warrant not having a suppression system just for the rare occasion where you are able to fire a second shot.
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In Red Orchestra 2 the effect works incredibly well; it adds on to the fear of being shot and really makes you put your head down, but it never feels gamey.
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ACE worked really well, or at least it gave the impression it was working really well; which is almost as good :D
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It has nothing to do with random deviation at all. Recoil increase (regardless of how realistic it is) makes combat last longer and gives you the ability to take cover. If you have no recoil combat boils down to your reflexes and skill with a mouse rather than tactics or positioning. Well not exactly the same, but I think you could get people to react in a similar way to real life using a combination of fear of death (using immersion), penalties of that death (respawn time or being out for the rest of the mission) and suppression effects. It's not uber realism, it's tactical combat. It makes combat more than just who can aim the fastest and get the most uber headshots. They can fight back more easily if suppressed than if you shoot them from 500m away without them even knowing you are there, or if you dropped artillery on them while they were taking cover, or if they walked over a mine. It's the same thing. Isn't that what war is all about? Engineering an unfair advantage over your enemy? I can't think of many situations in ArmA where the fight is fair, and even if it was it would just be a boring competition of reflexes.
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That would be ideal. It would also be interesting to see that same test repeated under stress with minimal sleep and a lot of noise against a moving target in poor light.
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Fear can be induced in a game, see Amnesia TDD. It isn't logical because it's not real, but we're not robots; we get immersed in a game and feel fear. Some people don't but that isn't the point. That said I'm all for more authentic gameplay so bring on the suppression effects; the recoil increase over the pew pew laser rifles of Arrowhead and even OFP is a huge plus to that already and has led to far more realistic firefights.
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Upcoming 1.03 patch content
LJF replied to ProfTournesol's topic in IRON FRONT: LIBERATION 1944 - GENERAL
Will the jog sound bug be fixed? That's the most annoying thing on the planet right now lol -
Cheers :)
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Care you share it?
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Making trenches work in the editor
LJF replied to molotov_billy's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Cheers KBourne, I'll give that a go :) -
Making trenches work in the editor
LJF replied to molotov_billy's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
Has anyone actually managed to get trenches working? If so, how do we do it? -
Iron Front Liberation 1944 Addon request thread
LJF replied to therussiandong's topic in IRON FRONT: LIBERATION 1944 - ADDONS & MODS: DISCUSSION
I'd like a rain mod which made storms really intense, I never really liked the weather effects in Ofp, ArmA etc. Oh, and a mod to disable the horrible super-bright HDR would be awesome too. -
Making trenches work in the editor
LJF replied to molotov_billy's topic in IRON FRONT: LIBERATION 1944 - MISSIONS - Editing & Scripting
That doesn't work for me. Don't you have to name the trench something? I tried naming it "ATL" (I think that script is talking about a trench named ATL) in the but it still did nothing. -
first impression and any questions
LJF replied to stephsen's topic in IRON FRONT: LIBERATION 1944 - GENERAL
I can confirm that -nosplash works, I haven't tried the others but I would assume they do as well. -
first impression and any questions
LJF replied to stephsen's topic in IRON FRONT: LIBERATION 1944 - GENERAL
First impressions: very good :D Some of the sounds cut out a bit too soon and the bug below weren't the best but overall I'm really impressed (the tiny 1k1k map is awesome), I just hope the MP scene picks up a bit, but it's still very early days. Oh, also, where do we report bugs to? When I jog standing up it sounds like like half a squad running (too many step sounds for the amount of actual steps my guy is making) - I'm patched up too. -
Why on earth would anyone even bother to try and make a mech? What's the point? There are no benefits of the design at all, everything they could do can be done already and much much better by other technology. A mech is basically a tank that is worse in every single way. And no we haven't built one so we don't know, but we haven't built tanks in the shape of unicorns either so they could work also? The design itself is inefficient and fundamentally flawed. And humans aren't an example of the design working, we evolved to fulfill many more tasks than to kill stuff and secure ground. Even if you could produce something like the Iron Man suit that same technology could be applied to a tank and or plane that would still be far better (it would be more stable, a smaller target, probably faster, able to carry more and better weapons, be less visible on radar etc etc etc). Mechs will never happen except for B-grade sci-fi movies and anime, and we all know how accurate those two are ;)
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Don't you end up paying about the same for using onlive anyway? You have to pay subscription fees and then buy the games as well. I really don't see the point, and ArmA without mods just isn't ArmA.
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Chernarus was too picture-perfect - it really didn't fit the whole "war" thing. I think that's a problem with everything in ArmA though, it's too uniform and clean, I've yet to see a picture of a soldier in a combat situation/even training that looks half as clean/uniform as the guys in ArmA.
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I still want to know how that guy managed 1800 AI lol :D
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He was probably saying it's free for game developers to use, which is in nVidia's interests, AMD/ATI using it however, is most certainly not.