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Migel

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About Migel

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  1. Migel

    PC Gamer U.S.A. STILL Hating OFP1

    I dont read those magazines at all. I just download the game and play it for about 2 days to figure out whetever it is worth buying and then I buy it. Its not legal but fair in my eyes. Demos are never complete enough to give a clear view on the game, trailers are fake as hell and I really dont trust 1 guy to review a game for me that got that game for free next to other gadgets and sponsoring or in this case got free stuff from a rivalling game at that time. So basicly I only pay when I want to show my support. And well flashpoint even got 3 times my support ( 1 x all versions, 1 time goty and 1 time goty as reserve )
  2. Does anyone know how to contact a Peonza Coop server admin. I shot a guy whom I believed to be a tker that ruined 5 the previous games under different nick. My friend who was on teamspeak said that it was pilot from his group. What I didnt know was that the original pilot got out and letted his copilot switch to pilot seat. So I shot the wrong guy. Within 2 seconds ban him was shouted by 3 other guys probably meaning that the guy I shot was a regular. And I got banned and my friend left. Bad mistake on my part but I think the ban was a bit to much for a mistake made 2 seconds after being ingame.
  3. Migel

    Believability in the missions

    Well im dutch so u can give me a luger and i kill an unsuspecting german officer for u ...however controlling a t72 is whole different matter. I dont even know how those things look like in real life. Still....the sole reason t72s have such a bad name these days ( they even had change some t72 modifications to t90 to get better sales ) comes solely from the late battles in which they are being controlled by crew that had less than 6 hours training and fire rounds from stone age. So technically it would be possible for a resistance to rise up against a rather unorganised and unsuspecting enemy. Of course in real life i would have prefered to destroy the tanks instead of bringing devices that can be heard from miles away to my secret base of operations controlled by people like myself who never saw the inside of that type of tank . But I know exactly what you on about. All the missions in arma, exspecially the bonuses, put me in situations where i had to kill entire groups of superior geard enemies with limited supply of weapons. I mean for 1 man to slow down a convoy of 6 vehicles is ok. But to be able to completely destroy 3 trucks, 2 tanks and a apc with 1 mine and 2 rpg in other to save the day is not something i see in war documentarys like "Ross Kemp goes to afghanistan "
  4. Migel

    COOP vs player game modes

    Its not hard to make a decent coop map if there are 2 many enemies you cut down a bit in numbers or simply stop playing it. Plenty of other maps ready for download. And some the best maps I played werent even scripted. Making a pvp map needs ballance. In ofp days this was made in teams ( almost everything maps, addons, mods ). PVP maps were even tested before brought to public. In this community there is ussually only few or 1 name behind a concept. And the bugs and inballances are tested as the map is played by publics. Often the lonely programmer will loose focus on whats important because people complain less about inballances compared to huge bugs. But what else did we expect? I mean the game itself is unballanced. AA vehicles cant take on air vehicles as they appear as red dots on plane radar far before plane comes into their range. Tanks are in real life ( and ofp ) supposed to be scary as hell here they have become at meat. Im not even talking about the US weapon/vehicle preferences. If u add to this that a lonely programmer is soul responceable for the features and ballance of a average pvp map, build on the original arma engine the outcome will not that often be postive. So the only thing that is left is joining stuff like in ic-arma at the price that your freedom is totally taken by coop players that dont even know the basics of when encountering a enemy player. Its a good experience for those though who want to see what happens if you walk in a wedge formation over wide plains vs a tank. Or when after 4 paradrops and totally being destroyed the commander still wants to be dropped at same lz. When arma2 comes out i wait for fellow clanmates to tell me a bit about the ballance if I so much hear something as tank dieing in 1 shot i go play battlefield with some shit ass realistic mod over it.
  5. Migel

    Warfare v1.1 RBT

    The problem with this map is that with every creation there has been something else to worry about so it feels like ea games patching up their games. Surely this map is by far my favourite but rather want to see some ballance fixes instead of adding features. Its nice that i can buy prototype planes now but I can still put the enemy team to a complete halt by taking over 1 encampement near them creating a giant ctf maze filled with landmines under their heavy and airfac. But cant finnish the mhq because of the mhq wall exploit, so i wait for a friend with extremely large vd to laser the base for gbu plane who needs to drop all gbus to do at least a bit of damage against stacked buildings. I can think of 50 exploits on each basic warfare map which had a considerable effect on the outcome of the battle. They are known to most players and programmers yet basic faulty engine is remained intact while adding features upon a unsteady gamesystem. For example walls are still in this game. The island has many mountains and often ground vehicles use this different in level of terrain to fire over these small walls. I know little occasions of where a wall protected me from enemy fire compared to the uses i have seen to exploit defence on mhq and buildings, wallingt in spawnsite that are already hard to take if some noob player spawns around you every 10 seconds, walling in roads, tossing tanks, screwing up ai suply routes and trapping players. Its bad that after so many attempts this is one of the best warfare maps and people can still use the spawnworm tactic to win a game from day 1. ( 2 guys take a town and move to next. When encountering enemy town they split up to get at least 2 spawns. That way enemy advances comes to complete halt because it is almost impossible for the enemy irradicate these guys. Perhaps finally after long battle these 2 guys win a town but then enemy uses same tactic so both teams are basicly stuck. What a pvp game should be like: 2 players go to town if they are better players they should win there and move to next if they worse they should die and not be back there for another good minute. Even battlefield 2 has better spawn idea than this.)
  6. Migel

    COOP vs player game modes

    Well I dont know the point but i can explain the thoughts behind it. Skill x preparation and teamwork ^ 2 = outcome for coopgame Skill ^2 x preparation and teamwork = Â outcome for pvpgame So its easy to see that in eyes of pvper the coopguy is called noob because his reaction time and being adaptive to different kind of situations is not that trained compared to pvpers. And otherway around that pvpers often run into certian death because they lack preparation, timing and teamwork. I think the hate comes that both groups have on more occasions called each other noobs but exspecially for coopers its hard accept because often the skill level of pvper reaches so high that he doesnt need preparation and teamwork to kill loads of ai in this game. While on the other hand only a handfull of good pvpers ( rest of slots filled with noobs ) can beat the smack out of a good coop team that is working toghether. I think in arma2 like in evolution or crcti the scoreboard needs to be stearing the newer people more. Giving them points for bringing people to frontline in chopper or when taking a sector should be awarded just as much as the guy who can simply rain havoc on the frontline. I dont think ladders are needed and i have never seen them give a realistic view of how games goes. We did a player cti competition in ofp and suddenly all players started to do suicide runs into high enemy concentrations in order to get high scores and get praised for it.
  7. Migel

    ArmA2 - The Xbox 360 thread

    offtopic: Rocco read this please.Your trial information. Sorry man but we clean after our sh#1 ontopic: I played it on my xbox it was pretty good. But like other consoles games they are great while eating chips and sitting back in a chair without you wrist falling off by continues strain dicease. And plus side of the xbox version was really the sound effects files used in the game compared to the pc version. I actually found it as a soundmod for ofp and used it up till this day OFP the game you cant kill.
  8. Migel

    Operation Flashpoint 2 officially announced

    Its 2 bad this movie was dissapointing. Was looking forward for a game worthy to replace my flashpoint startup on the desktop. No offence ( well actually full offence ) to arma but I prefer games where the challenge is more than stealing your clanmates kills. Would be nice if either ai or other players would shoot back once a while instead of fighting with their controls, or in ai case ignore you completely when having 25% or more cover.
  9. Migel

    Operation Flashpoint 2 officially announced

    Its basicly what the guys signature says above me. ArmA is not that good its simply that the rest sucks. Flashpoint is a good concept. And the game itself was not dissapointing. The armour ratings were good. The ballance between AA and air was good. Realism was good and you could join clans that were either pvp or coop based. So the basic engine without addons was good. Then with addons you could increase the game experience. In arma the concept was worked out completely wrong. Ballance between air and ground was not there. Ballance between tanks and infantry was not there. This last part is double dissapointing because its not ballanced nor realistic. Anyway to make the game a bit enjoyable u had to modify it. So what is coming now. Is arma2 which is gonna be something you can create yourself with the proper mods of arma. And ofp2 which will use a new vision on the flashpoint concept. So I think ofp2 has a better chance at this moment ( it only needs to surpass a piece of crap ) to become the winner between these 2 games.
  10. Migel

    Idea for town spawn point.

    Hi there i have talked to some programmers and players about the problem directly since there wasnt a single responce on here. Which makes me believe something funny is going on because most the players i talked to agreed with me. I have to agree some players didnt mind the current spawn problems  that much since they often went airborn after the towntaking fase was over so they dont have as much run ins with players as me. And suggested I'd play same way as them. ( Basicly take towns and if the cash is there get your ass of the ground ) But funny was all scripters i have aproached even the ones i knew personally and/or aproached them on msn or ts (even ts ) went into silent threatment when I brought this story about spawnpoints up (again). So whatever the reason I dont think its going to be changed soon. Which will be a shame for the ground fighters in same frustration as me, but then again we are not often found using our free time to scripts the maps ourselves anyway so its only fair. At least most scripters i know from ofp and arma like to post benchmarks of their latest bought video card and prefer to be in the air. So guess i only need to complain about 2 high vd and fps drops , that way always someone to back me up
  11. Hi all, first I want to say many people have done good job in modifying the warfare mission into something better. Even though I have a personal favourite which lies more in contact with my flashpoint background I still test and play a lot of other version because they often have their own vision on how to make the map cooler and they are more often fps friendlier for me. Anyway good job. Still i have to complain about 1 big faillure on the map since day 1 and thats the spawnpoint. Basicly I can ( and so probably a lot of others ) Â keep spawning there and kill players trieing to take it back. If this happens at key position i can stop advances of entire team untill they finally have me completely surrounded. Even being surrounded by 7 ai tanks is peace of cake if u spawn each 15 seconds with full at gear. If someone chooses to spawnrape u but has noone to back him up he is soon to be killed or run out of ammo depending on your patience 2 show what a advantige u have over a perhaps 5 times better skilled player than u. In my eyes this advantige is wrong because its ussually used in a way to attack something. While the defenders in my eyes should have a small advantage over the attackers not the other way arround. When now someone takes over a camp I go to next town and come back when he took town completely or i simply wait outside town to kill him so he cant respawn. Because then i just have to take main camp to get small camps on our side again. But that is ridicilous that its better to loose town completely instead of fighting one small respawn position. I much rather want to trie to kill him and take his camp. If hes better player he should win and cap the town. Now I often tie with a guy that i kill 20 times just to be shot in the face in last 2 seconds of cap . Or other way arround the guy keeps killing me but I simply take a small respawn so he stuck in town 2 untill he gets rid of it. Which makes the entire story repeat itself over and over and over. Its even possible for a good player to stop entire team advance in this way. I have basicly 3 solutions for this exploit. 1) The main camp also turns hostile smaller camps ( spawnpoints) into friendly ones after certain ammount of time or each 1-2 minute interval. This forces the attacker to engage main camp or loose his respawn. 2) When a town is taken by your team the time u need to take back a smaller encampment is reduced to almost 0 seconds. This is also fair since the ammount of traveling u need to do is often far more longer than the respawn time of the enemy anway, giving him enough chances and encounters to finnish u off on the way. 3) BerZerk/ BF2 style capping. Once someone is capping a small encampment the enemy shouldnt be allowed to spawn there. The zone becomes yellow. However although i preffer this one since it worked on multiple pvp maps since as long as i can remember since bf concept. I think with current respawn script on this map it would be 2 difficult to programm. I have already seen that i could still respawn after town was taken simply because I died when it was still ours. Which means that lot would need to change ...(at least that is what noob scripter thinks ) Anyway i hope u warfare modifieders get to read this and feel same way about exploits arround those spawnpoints when fighting human players. And that u will use a idea of create own idea to get completely rid of it. ( Increasing respawn by a couple of seconds doesnt really work )
  12. Migel

    Fast paced Warfare

    Had good games in the more fast paced combat in cti central maps from flashpoint so combat on smaller scale shouldnt be 2 bad. However with the current respawn system in towns I am pretty sure that you are better off playing berzerk or something similar.
  13. I ( the handsome topic starter ) was basicly curious because why people sucked in pvp on this game. Reading through the post I have this conclusion: PVP in arma will never be that challenging because people that cooperate have a huge advantage over people that dont. And that the people who are able to communicate and cooperate ( basicly using their brains in combat as well as skill ) are mostly playing coops, which leaves their other collegues greatly outnumbered on pvp servers with a bunch of retards. Someone said the good pvpers simple left arma, but in my eyes also a lot of bad pvps have simple left arma so I was not sure if that should have been in the statement. My solution: I have finnished the campaign and coop multiplayer mode. Spoiler:If u use concealment the ai never shoots back. So guess I just lower my expectations from pvp players and play till ofp2/arma2 comes out. Fact remains though that pvp is more challenging because of the killdeath ratio comparisement between human players and ai. So I am more likely to get shot by a human player and therefor they form a greater challenge. @commercialing people who named their server are not really helping. Joining any community would solve the problem of having no teamplay but most of u seemed to have named coop servers.. :/ For icarma its the same yet different story. You guys play coop against each other with over communication and realism that really cuts in on the effectiveness of the players. Even though I did enjoy the tourney my potential as a pvper only came into play when the game almost ended and many officers quited. In which i had to fend of my frustration on guarding a hill for over 2 hours in a video game on a nearby town filled with unexpected players.
  14. I am luckily not the only one who thinks this is so. However its not only the lack of communication but also very lack of any skill on the battlefield. If a guy is camping a house in berzerk next to a flag and it gets taken he just stays there untill he finally gets killed by 2 many enemy players spawning there. I havent seen anything like it before, its worse than battlefield where people jump out of cover to shoot at your tank with a assault rifles becuase it has light ap rounds ( against heavy body armors ) because they at least get from cover to do something. Most arma players I have seen rather stay put untill the war blows over I am not sure what to do though like Phillip says my clan stays put on XR Warfare so in coop with them its still best, but knowing im just fighting grandmas takes the whole challenge away from it. I often tend to play on the other side to make it more challenging for them, however just be annoyed to hell that my team cant even vote a commander. Ic arma or project reality stuff is not my thing that much, the realism and over communication cut away with what needed to be done I was often found waiting for 20 minutes because my whole team got whiped by ai ( those guys that cant shoot u if u fire from cover ) and when they arrived had to wait another 20 minutes before new orders were given.
  15. Ok to create a picture a bit I join a server filled with 30 people being it warfare or bezerk which by the looks of it have been playing for some time. I kill a tank ...maybe 2 and some infantry being it players or just ai as in warfare. The game has been good underway in time but after just killing about 5 guys i suddenly realise i went from place 25 to the first 5 people on the scoreboard. Now at first this was very ego stroking to get topscore and oblirating everything in your way. But because I also play other games next to arma ( like ofp, company of heroes, bf with mod ) I realised that its definantly not my super skill that makes me some kind of god in arma pvp. So i come to question why do I kill everything on my way while being a average player. And these are some of my findings why most the players in arma sucks balls . Lack of communication Because they dont communicate or even read. Their team doesnt get any information about the situation. But also they dont read that their friends are driving a stolen tank or warning them for enemy one and they still get suprised by the situation. Lack of stratigical skill The have no understanding what the consequences of their actions are on long term. For example in warfare where a town is hard to be taken because of hard focus off enemies instead of making a defence perimeter away from the town to lure em out into a area where they are in disadvantage and then focus on backsector towns for income to push em back, they insist of engaging the town head on. Also when a base is discovered they want to move it away but are then unaware that the frontline will also shift more and more and eventually u will be stuck in the same situation as before. Also they dont seem to know what a friendly/enemy zone is for ground and air. Lack of tactical skill Luring players out, using the terrain to your advantage and outflanking your oponnent. As well as keeping a good eye on the ever changing situation of the warzone seems alien language. Snipers stay camping when its time to push forward. Grunts attack their goals head on preferably parking next to their objective even though enemies may be about. Basicly they are to carefull or 2 careless to be any good in the battlefield Lack of basic skill Long time for aiming, slow movement. Wrong choice of gear. Aiming accuracy is good but not for moving targets. Most of em dont know how to kill a brdm with their m16 or how to take of a plane without use of a runway. And their oversight of the battlefield is most the times comparable of a 6 year old kid that lost his teddy bear in a typical ww2 movie combat scene Lack of PVP feeling Killing yourself to respawn gets you somehwere faster than crawling around for 30 min. asking for a medic. Timing your actions on enemy behaviour is something most people never even heard off. I am not sure. At first I would have said that the players needed to adjust from evolution and real coops to something that was more dynamic. I mean if u used to communicationless cooperation from evolution, having someone now warning for incoming helicopters can be a big change And for coop players its gonna be hard to start in bad situations. I mean most coops start with a base that is most the time clean and gives them time to prepare well while in pvp no place is safe unless there is a giant circle of death around your base like in berzerk. But like i said I thought these days of conversion are over. So what are your thoughts on this? Is the community just really slow and noob, am i just to sexy for my car, are people still stuck with their minds on coop or is the game to crappy for pvp that people dont even trie to get some skill for it
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