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Quenaelin

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Everything posted by Quenaelin

  1. Quenaelin

    ArmA is just ... disappointing

    I am a bit disappointed, 1. mainly becouse game is so heavy. I have read these forums that medium and even high-end computers can't run it smoothly, so I really don't know what kind of computer I should upgrade to be able to play with smooth framerates. 2. There isn't any option to change weapon pointing to hip style forward pointing which was used in OFP when soldier was running and strafing, there should be key for raising weapon to shoulder and lowering weapon to hip level, so you could use these both styles. 3. You cannot control upper body movement, which was great feature in OFP, especially when running under fire, I always tried to look down to keep my head and upper body down. In Arma upper body isn't moving with mouse and it is much too high when running and you can only move your head, do you call this improvement? This game is going to shelf until I am upgrading my hardware. Until that I will continue playing OFP becouse it is much better game, it can run properly and has hip style firing option even when running and strafing and it has FDF mod also Maybe I will change my opinion after hardware upgrade and when FDF mod for ArmA is coming out, but now ArmA feels dissappointing game
  2. Quenaelin

    New ArmA player

    I know that this kind of "rambo" tactics is insane way of attacking, like it was in WWII, but I don't like being artificially restricted for doing something which is so obvious in real life. Weapon pointing was just fine in OFP, why they had to change it. I hope to see mod where weapon pointing is made just like it was in OFP, if it is possible to mod these things. Also in OFP you could crouch your upper body while running just by looking down and it felt somehow realistic, in ArmA soldiers are running too high and you cannot change that, becouse you cannot control your upper body movement anymore like in OFP. I would not advice anybody to run that high ecpecially when under fire, but this is only game. OK, this is becoming complaints thread, I wan't to say some positive things about this game also. ArmA has much better graphics and I like grass and trees and waves in the sea they are awesome. Also light effects are much better than in OFP.
  3. Quenaelin

    My arma Multiplayer Rant

    Its great news there is going to be OFP missiong in ArmA, I haven't got time to finish all OFP missions yet. Language in multiplayer is bad becouse majority of players are youngsters whos every other word is beginning with f, but that doesn't bother me so much as cheaters and hackers who are ruining almost every game. I think TKers are only frustrated players who can't play properly or hit anything, so they like to choose easier targets, but this is only a game and don't let them ruin the whole fun, you could also play only in well administered servers.
  4. Quenaelin

    New ArmA player

    Thanks, I will try different sound mods starting with FDF sounds. It isn't unrealistic expectaton to be able to run and point your weapon towards enemy I could show you how to do it if I had my combat gear on (not full backpack), I was trained to assault like that, run and hip fire as fast and accurately as you can. But it was ages ago and things change, these days there are different army doctorines, weapons must be kept safe to prevent accidents and assault like that is called suicide. But all I am saying it is possible and preventing it feels a bit artificial. I guess if I wan't to use old way I have to play OFP.
  5. This is great mod, but separate config for each addon would be great, I have spent too many hours figuring how to disable SLX enemy AI behaviour and enable original OFP AI and aim precision. I am practising DM Ruins multiplayer map with this mod, but SLX AI is a so stupid, enemy can't hit anything and they are running right towards me, making them too easy targets and then after awhile they start to give first aid to each other and don't bother shooting anybody anymore. I have allready figured out how to disable aimprecision and engage ranges, but these are still puzzle to me: How to disable capturing and surrending? How to disable first aid? How to make AI shoot each other until death? Generally I like to disable all AI behaviour included in this mod and use only new combat moves, graphic effects and grass, can somebody help me with this? How you can enable only grass?
  6. Quenaelin

    Joysticks. A question for BIS.

    I would like to see multiple joystics support also. I have three controllers which I use. Saitek P2500 for walking/running, Saitek X35 for flying, Logitech MOMO FF Wheel for driving. Mostly I use Saitek P2500 which is most convinient and has force-effects also. Saitek controllers are very programmable you can even program mouse axis to any controller axis. But it would be better if game supported multiple controllers natively, then forcefeedback effects would work also
  7. Quenaelin

    Couple of ideas...

    People like to compete with everything and scoreboard is very important to see how good you are in this game and it is very helpfull also becouse you aren't necessarily able to confirm your kills in the heat of combat. Somebody may like to put scores in the web also, though I don't care about scoreboards or ladder systems in webservers. This isn't anykind of adventure game where your kill ratio doesn't count You should also score points for doing missions tasks not only kills. Maybe somebody likes to play this like adventure game with no stats and points to score, but I like game where you are able to score points, even though I am not very top on the multiplayer scoreboards but I am better in singleplayer
  8. Quenaelin

    How Far Will You Go?

    If game doesn't appear in my local store, I simply forget it and go playing OFP instead or play the demo if it is coming out before game
  9. Quenaelin

    ArmA Progress Updates

    Swimming is awesome addon, but building damage isn't quite complete, I guess this was perhaps easiest to implement. All buildings simply don't collapse like that with few tank rounds, amount of building debris should be randomized. Rolling is otherwise cool move but how about rolling with your combat gear (includes all your ammo, few grenades, gas mask, water flask and so on and maybe LAW launcher on your shoulder), it would be very clumsy and difficult. Rolling should depend what kind of combat gear you are wearing and should be restricted by your combat gear and how much ammo and weapons you are carrying. Overall it is nice addon for some specops, where you don't have to carry much.
  10. Quenaelin

    shooting while running?

    I agree. This is one obvious reason why it is important to be able to point weapon straight while running, you can shoot more faster when stopping and you can shoot suppressive fire if you have to, if suddenly enemy pops up and you don't have time to cover. There are many relatively new games like Battlefield 2 and Ghost Recon Advanced Warfighter which are forbidding shooting while running, I don't understand why it is prevented becouse it isn't very realistic to prevent it. Fortunately there are many more realistic tactical games where this is allowed. I wish this possibility would be included also in Armed Assault.
  11. Quenaelin

    shooting while running?

    I have watched some Armed Assault ingame videos and these really make me wondering. In some videos it looks like crosshair is sometimes vanishing when you are sprinting and strafing, why is this? Are you able to shoot in this game while sprinting, strafing and walking backwards like in OFP? Then about soldier animations here: In OFP rifle was allways pointing forward and riffle was braced against hip while running, I beleave this is quite realistic combat behaviour when there is known enemy presence (atleast I would do just like this). In these Armed Assault animations riffle is moving on hips side to side and it looks like you aren't aiming it toward enemy while sprinting or walking backwards? This looks cool but doesn't look realistic, if you are assaulting towards enemy your rifle must be allways pointing towards enemy positions in case enemy appears to you and when you are backing away from enemy riffle must be pointed towards them, not towards ground. Now it looks like soldiers are sunday running or in somekind of training excercise, it just looks so stupid. Soldier should not sprint toward known enemy location with rifle waving side to side like that, maybe BI don't bother to do both animations for training and combat situations, but I think OFP's riffle animations look more realistic combat situation animations. I really hope these animations aren't in final release? Atleast there should be "charge" button so you can brace your rifle to your side while charging towards enemy, but I think this would be too difficult for players to use. It would be more appropriate if animation would change when there is enemy presence within 1-300 m distance, this would be more realistic and look cool also, then when no enemy is in vicinity soldiers could losen up little bit by waving riffle side to side while running.
  12. Quenaelin

    shooting while running?

    Yes, but that's advancing not running/sprinting. This really depends how you are advancing, you could be advancing by running also. If army is running or sprinting towards enemy isn't it advancing?
  13. Quenaelin

    shooting while running?

    In real world you can keep your weapon wherever you want when running even above your head if you like and pointed where you want, only your own will and army doctrine is preventing this. Even in army manuals it depends your team formation where to point your weapon. If you advance in column formation, you have to keep your weapon pointed side, but if you advance in line formation you have to keep your weapon pointed straight ahead.
  14. Quenaelin

    What do you *HOPE* will be in ArmA?

    Please don't change weapon mouse pointing feature which was allready so good in OFP and atleast normal paced running and hip firing should be allowed in ArmA.
  15. Quenaelin

    What do you *HOPE* will be in ArmA?

    To be able fire and move in to firing position with pressing only one single fire button. No matter if you are crouching or running or doing whatever, you should allways have to press only one button to be able to move in to firing position and fire. I hope this will be included in ArmA.
  16. Quenaelin

    Running while shooting poll

    I made poll for this question, becouse i really beleave players can influence developers. So, make your choice do you like this feature or not. 1. I want inaccurate suppressive firing be possible while running in ArmA, like in Operation Flashpoint and Ghost Recon. 2. I don't want to be able to shoot while running like in America's Army. 3. Doesn't matter
  17. Quenaelin

    Running while shooting poll

    I have a guess why they want to prevent it, maybe it is what army doctrine is saying about firing and running at same time: This kind of stupid ammo wasting "rambo" tactics isn't certainly allowed in any combat situation, easiest way to prevent this kind of action is to remove this feature completely from this game, becouse we are using this game for educational purpose. I really hate if they are removing it, maybe it is very rarely usefull, but it should be possible and they still can use it as educational purpose to be able to show that it isn't tactically very usable.
  18. Quenaelin

    Running while shooting poll

    Not shooting while moving but shooting while running is probably taken off according to animations and videos I have seen. This happened in Ghost Recon sequel Advanced Warfighter also, so I am amfraid this same thing will happen in Armed Assault. I think only fast walking will be available while shooting. This is only guessing, but I wanted to do something to avoid this, here is your chance to influence developers if they read this forum and if they have time to change it.
  19. Quenaelin

    shooting while running?

    In OFP player is normally running when you press forward button, if you are going uphill you will be walking and then there is turbo button (shift) for fast running or running if you are going uphill and walk key (f) for walking, but definetly nothing such as "run as fast as you can without maintaining your aim" sprinting in OFP, player is allways able to aim and shoot in mouse direction, only movement where you cannot shoot is crawling. All these actions and animations are made with weapon pointed forward (AI) or weapon pointed to mouse direction (player), except crawling when weapon is pointing to your side. You can control your head movement and look in to different direction with alt-key. Mouse is moving your upper body to down or up along with your weapon and moving player heading to right or left. I think only needed additions to these movement types are "aimless sprinting" and leaning.
  20. Quenaelin

    shooting while running?

    Some people say that it can be used tactically and some are saying it is more like hollywood action and could not be used tactically. I don't wan't to argue how tactically usable it is and accurate and whatever, I only want possibility to be able to do that. I haven't seen any running and firing forward animations yet and realised that they are probably testing basic AI animations here in this video, player animations are hopefully different and more versatile. I hope players could still move their weapon in direction where they like. In OFP you could look freely in about 180 degrees by pressing ALT-key and pointing your weapon with mouse, I hope they continue doing that in ArmA. When running in OFP you could duck your head when pointing your weapon down with mouse, if you liked to shoot suppressive fire while running you just raised your aim, that was great movability and weapon pointability. I like to see whatkind of different movements player can do in ArmA, leaning is good addition though it should be allready included in OFP. Fast sprinting in ArmA could be implemented similarly, when sprinting as fast as you can, you just point your weapon down under the horizon with mouse and speed will be increasing, you could look occasionally forward with ALT key if necessary. Then running speed would slow down if you raise your aim and you would be able to shoot also. It would be very easy to use and you don't need to hassle with keys to be able to sprint fast. This could be used when running for cover.
  21. Quenaelin

    shooting while running?

    Perhaps pointless but when I saw these animations I really got worried about this. When you are advancing by running you aren't suppose to point your weapon to your side and waving it like in these running animations, it looks wrong and definetly more hazardous to your team mates, weapon must be pointing straight. And then there is this walking backward animation which looks stupid also, I am wondering who is keeping weapon towards ground when withdrawing from enemies front of you.
  22. Quenaelin

    shooting while running?

    Sprinting or dashing or running fast I don't want to get stucked in to definitions, you obviously cannot sprint at your full speed when carrying weapon and trying to point it straight and I think it is irrelevant how much faster you are able to run if your weapon isn't pointing straight. All I want to say that I like as it was implemented in OFP, I like that you got two running speeds with different weapon accuracy, it was about 90-95% running and 10-5% shooting when running and running faster that was quite like it should be and animations were pretty realistic also. If it is necessary to add option for dashing or sprinting fast without being able to fire, and use some different key combination for that, it is allright for me. I really want that you can just press one button to be able to shoot when running, not somekind of horrible key combination. I guess we have to just wait for demo to know how these things are implemented in ArmA, I hope it is as smooth as it was in OFP.
  23. Quenaelin

    shooting while running?

    I have military training myself and I posted this topic becouse I really don't bother wasting my money on this game if running and shooting isn't possible anymore like in OFP and I am not some Quake player who is demanding more arcade game style. I like it realistic also therefore I posted this topic when I saw those animations, I am really wondering why they had to change them. Firing while running is easy with assault rifle, becouse these weapons are basically designed for that, only problem is that you run out of ammo sooner than you notice, especially when using full auto fire, accuracy is another question. I hope there are some military experts among BI who know what they are doing or atleast beta testers are. I think in OFP there allready is suppressive fire and fear being eliminated. But you have to play without respawn in multiplayer and without saving games in singleplayer. If there will be more effects like shaking and vision blur simulating fear when you get shot near you, how would you know who is more fearless and could shoot back at you even under fire? Definetly no for these kind of fear effects.
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