Metal Heart
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Everything posted by Metal Heart
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Just some things... (From 160mb Demo Vid)
Metal Heart replied to AntipopAU's topic in ARMA - GENERAL
I think it looks ok considering the stuff the soldier is carrying. Not that I've ever run with armored vest on but with camo suit, boots, helmet, rifle and a combat-belt or whatever it is called. Even if the junk weights less than say 15kg total, it's not like you will run like a professional runner in a spandex outfit and running shoes. I'd guess everyone will agree that the gun is too much in the view. The problem is that the character holds the gun in firing position all the time because of the cs-style aiming, not just when you're using sights. It also looks like you could do piruettes like in all the crappy fps games (like turn the character around 360 degrees ten times per second). -
Yeah, I get that it's optional but it still sucks because that stuff just doesn't belong to OFP. Don't get me wrong, I'm all for having the possibility for mission makers, just against having it in the campaign AT ALL, not even as an option. It takes away some of the unforgiveness of OFP, like say your tank got destroyed but you managed to escape, no problem: In OFP: Uh-oh, gotta find some ruskies with AT weapons or explosives. I guess it's going to be a lot thougher mission now. But in ArmA: You'll just switch to another tank or a god damn apache gun ship! -> "OMG OMG WTF IS THIS SHIT, YOU USED TO BE COOL BIS" would be my reaction if this is possible AT ALL.
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<span style='font-size:12pt;line-height:100%'>5. Whining:</span> There will always be some, no matter how much you counter-whine. And you can play regular CTI alone offline, why would anyone sell their mother just to get the exact same mission started through a different menu? Nobody is against removing engine limitations but against using character switching in the campaign because it's horse shit.
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ArmA + future games = dropping vection aiming?
Metal Heart replied to Baphomet's topic in ARMA - GENERAL
It doesn't look like expanding ring to me because there's still the small line in the middle that shows where the rifle is pointing, free of the outer lines that you use for aiming and looking around. Only this time, the view is locked to the outer lines. See the 160mb video, at some parts you can clearly see the middle line jumping around, following the movement of the rifle. -
Who ever wrote that article doesn't know shit about OFP. I quote the worst parts: <span style='color:blue'>there will be cooperative support for two players, at least.</span> No shit, Sherlock? There will be coop for as many players as the server can handle. <span style='color:blue'>And for those of you with nightmares of Operation Flashpoint's difficulty (you only had one save game per mission, and since missions easily took more than an hour each, that led to a lot of frustration)</span> OFP wasn't that difficult unless you were trying to play it like Quake. And there was almost always more than one save per mission (like 1 or 2 automatic retry-points plus 1 manual save). And the missions didn't usually take an hour unless you crawled all the way and did some silly hit and run tactics after cowardly letting your team die without your help or something. <span style='color:blue'>The good news is that in Armed Assault, you'll now be able to switch to different troops in your squad</span> No, that is not good news. And it's not even news. <span style='color:blue'>(about cti) What's really impressive is that we're told that there's basically no limit to how many players can jump in this mode</span> Obviously there will be a limit depending on the bandwidth and processing power. <span style='color:blue'>Think Battlefield 2 but on an incredible scale.</span> CTI is not like BF2. It's more like rts, not c&h.
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No. Technically it's still 3.2ghz. And it's not two times faster than the same processor running with only one core either. Looking at the tests on magazines, the performance boost is from 0%-60% depending on the task of course. That, and Windoze GUI will be more responsive when you're doing something cpu intensive.
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Not everyone uses U.S rifles you know, there's a very good reason why AK47s for example have adjustable rear sights and it doesn't take more than 2 or 3 seconds to set preset elevations on them. Read Blakes post above.
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It's a very cheap move that belongs to games like quake, enemy territory etc, not ofp. At the very least, they should make the respawn take twice as long when you kill your self.
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Oh yeah I'm literally pissing my pants here. I also suffer from nightmares of ArmA's new cs-kiddie pleasing features. And I'm not angry, I'm sarcastic and slightly annoyed, like when a hair falls on your face and you have to brush or blow it away because it tickles a bit.
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Oh yeah, calling me stupid is stupid, stupid! edit... because you could do such missions already... in case you didn't get it.
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It's possible to give an suicide action to players in OFP and it will also be possible in ArmA
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I think that lower end will render less detailed lods of the bushes further away, like in OFP. It can be an advantage or disadvantage, depends on the direction and the type of bush. But grass, that's a different matter, I think it will not be rendered at all after certain point so you can't really hide in it.
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I believe that trying to kill your self would get you court-martialled in real life so not really. And if some mission was considered a simulation, there would be no need for self kills because there wouldn't be respawns in the middle of mission either. This whole subject is stupid, there's no need for an animation/function where a soldier shoots him self or perfoms some other form of suicide or just falls dead to the ground, there's plenty of ways if you really need to die (like a grenade, richochets etc).
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You have them but the head doesn't tilt down enough to see them. Use third person view if seeing legs is so important to you. And if you're hit on legs, you'll know it from not being able to walk.
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Yeah, like when you kill your self you don't respawn WTF!!!11 who the hell programmed this crap anyway.
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Use action 'weapon on back', use action 'sit down', look down at your legs and stop making stupid threads.
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I think it's more like forward compatibility, addons for OFP can be ported to ArmA without too much trouble, not the other way around because of the new features and relaxed limitations (say bump maps, multiple gunner positions or higher polycount).
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What's the point, I don't think that many people will stick to good ol ofp after ArmA hits the shelves and after mods get ported to ArmA.
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If the player has hellfires those Shilkas wouldn't live long unless the view distance is low. I think it's better to have them spread out and "hidden" so they have a good chance of surprise. Also, take the drivers out so they seem like passive targets (white boxes on the radar-representing-thingy, a careless pilot might think it's a gas station or something).
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I wouldn't go as far as calling ArmA/OFP a simulator but it is pretty damn realistic compared to any other game. One feature I like the most is that bullets actually fly and are effected by gravity.
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Of all the nonsense you managed fit in that post, this gotta be the weirdest part You would actually want to wait a few years more? ArmA is basicly OFP on steroids, while Game2 is a lot more ambitious project and has loads of really innovative stuff never ever seen in a 1st person war game (for instance, dynamic campaign just to mention one 'tiny little feature' ). Maybe you should read the interviews that are already out there instead of making up stuff.
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Especially because a tank that has been shot knows immidiately where the shot came from, even if you took it completely by surprise. This is definately not the case with human controlled tanks on a 3rd person disabled server, quite often you can fire all your rpgs at a tank without it ever being able to do anything but escape or sit still and get destroyed.
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Hell no! I doesn't matter if you're the strongest or the weakest man in the world, bullets rip through you all the same. Different staminas and strenght is ok and realistic too but not health points.
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<s>You could use them all in OFP right now, you just need to assign the axes in control settings. I don't know for sure of course but I'd be quite surprised if this wasn't possible in ArmA too.</s> (edit. I thought I once used a joystick and some buttons from another controller at the same time but it must've been some other game I guess) Just keep praying that they will completely redo the flight physics
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How about sharing this information, I haven't seen it mentioned in the few threads I've read about the pov hat problem.