Quenaelin
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Everything posted by Quenaelin
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In this mission there should be deadline, if you manage to guard ammo dumps until morning and ammo dumps are intact then mission should end. I had this AI bug also, first when I played this mission I nailed only three enemies and one enemy was probably fleeing in fear or just hiding in the bushes and never attacked to ammo dumps, so I waited and waited until 10 am, still no trucks and no mission ending. Then I restarted mission and immediatly climbed top of the tower and now all enemies were attacking and I managed to nail all of them, so mission was ending. First I tought this was very realistic guard duty, as tedious as I remembered when I was in the army, but it was just poor mission scripting or AI weakness
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I am currently trying to accomplish mission where you need to guard three ammo dumps against enemy spetsnatz units, I already nailed all spetsnazes but one managed to sneak to one ammo dump and place satchel charge there, but wasn't manage to blow it up before he was nailed down. I have waited until to 10 am and trucks haven't still arrived to pickup ammo. This is quite realistic mission, becouse you really have to wait and guard tediously just like in army. Does anybody know what was broken in mission scripting or should I wait for more? I guess this is just another broken mission script, I am very tallented to broke mission scripting in ArmA. I remember that OFP was much better scripted, atleast those mission which I played, though I never finished all OFP missions.
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I bought this game while ago but just last week started playing through campaign and noticed that many missions are poorly scripted, for example in missions where you are suppose to blow bridge leading to Dolores and defend city against tank attack, in start of the mission you have no rifle ammo in the beginning of the mission, wtf no ammo not even single round? Then there is no noticement or end of mission, even if mission conditions aren't fulfilled. I killed all tanks and still mission wasn't ending, just becouse my Humwee was exploded by enemy fire and that Humwee was part of the ending script = poor mission scripting. I don't remember this kind of mission scripting bugs in OFP, missions were always ending if mission conditions wasn't right, but in ArmA you could be playing long time only to realize that you cannot accomplish that missions anymore becouse something in scripting was broken I wonder is Queens Gambit better scripted than ArmA campaign?
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Have you consider that no one thought about idiot-proofing that mission because... no one really thought that killing all the SLAgs in that convoy is THAT difficult? Seriously. You either get tunneled vision a lot, or you're downright a baaad shot. I already said in my previous post that sniper rifle isn't my weapon of choice. I need to practise more with it
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Have you updated your game to 1.08 version, if not then do it. There should be command "touch off satchel charge" in action menu, even if you install only one satchel charge. Don't touch off charges before you have installed all five charges.
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Missions ending conditions should be scripted better, if your driver gets shot missions automatically ends, so you can restart mission immediatly again. It is really frustating to kill all remaining enemies hiding in the bushes, only to realize you can't complete mission anymore becouse mission conditions are broken Same thing in bridge mission, if your Humwee is destroyed mission should end with missions failed noticement -> "MISSION FAILED: Your transport was destroyed".
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Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand. I have to admit that I let them pass me to close range just becouse I am so bad shooter with sniper rifle, I need 3 rounds burst atleast or preferably machinegun. I was hiding in the bushes and nailed them all in close range, but meanwhile they managed to sneak past me and kill my driver. I need more practise with sniping. Becouse my sniping skills aren't very good I used Jeep with machinegun in mission where you have to snipe high rank officer inside hotel, I just shooted his car and nailed everybody in the hotel with machinegun which was hidden behind trees on top of the mountain Not meaning to be nasty, but... eh... you need to learn to RTFB. For that sniper mission you are told to go on top of the water tower. With scenic views like that, you usually just need the first 3 shot to get the zero "right", and then it's a matter of just picking off the poor SLAgs. Heck, if you are quick, you can even nail 3-4 of them while they're still mounted on the truck, poor bastards. I've read TFB and was top of the water tower and let them to close range, then nailed some of them and came down from tower only to see enemy soldiers running past me to Humwee and killed my driver
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Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side. No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand. I have to admit that I let them pass me to close range just becouse I am so bad shooter with sniper rifle, I need 3 rounds burst atleast or preferably machinegun. I was hiding in the bushes and nailed them all in close range, but meanwhile they managed to sneak past me and kill my driver. I need more practise with sniping. Becouse my sniping skills aren't very good I used Jeep with machinegun in mission where you have to snipe high rank officer inside hotel, I just shooted his car and nailed everybody in the hotel with machinegun which was hidden behind trees on top of the mountain
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I only tried to look what is good in these game restrictions. I try to say binoculars are cumbersome to use when in firefights and it isn't really wise to use binoculars when under fire, this kind of mod encourages using them like that. Binoculars covers both of your eyes and your situational awereness drops radically when you use them, they are bulky to carry around and you always have to take both your hands away from weapon when using them which makes it impossible to immediatly return to enemy fire. If you use binoculars right from safe observation location, it really doesn't matter how long time it takes to put them on or take them off.
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ArmA has many restrictions becouse developers wan't players to play game like being in real tactical situation and not to use wrong tactics. There is too many restrictions in this game, which all can't be game engine restrictions or animation restrictions. I am sure lot of these restrictions are made with purpose, not just to annoy players. for example: 1. You can't point weapon forward when you are running -> safety issue 2. You have to reload stationary -> requires cover 3. You have to change sidearm stationary -> requires cover 4. You have to use binoculars stationary -> requires good observation location So all these restrictions requires to use better tactics, I don't see any problem encouraging players to use good tactics. You could choose any other game and use bad tactics if you want.
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It "feels like it" when you're under fire because: 1) You cannot move while 'changing to sidearm'- you can't dodge, duck, run, or anything. 2) The animation is slow and lazy, and oftentimes you will get some odd behavior where it will go through another animation first. In short, it's not even remotely close to anything that can be construed as realism. The sad thing is that we have people trying to justify this behavior as if it isn't an obvious game limitation/bug/oversight. You completely misunderstood my post. I said the exact opposite of what you think I said. Yes I know, but if you include all these changes this game is becoming another FPS without tactical aspect. Now you are forced to take cover before you change to sidearm. Also with binoculars you are forced to search good observation spot before you use them. I don't like A.C.E's binoculars because they are too easy to use, its like designed eagle eye for close combat use, where you quickly look around corner and change back to your weapon right after spotting enemy. You should not use binoculars like that in first place.
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Babysitting is what I hate, why can't they give you own mercenary team to control, idea for buying weapons sounds fun. How about if I "accidentally" shoot AI team leader in the leg in the beginning of the mission to keep him safe, does mission end if I do that?
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Yeah, I read the briefing and run immedietly to ammo stash and killed all tanks with LAW launcher, but still there should be full magazine in start of the mission, who uses empty magazine when under enemy threat when you start mission = poor scripting = scripting bug. In my mission enemy was able to destroy my Humwee before I managed to escape with it, still got no end of mission. Then I killed all the enemy tanks and vehicles and I got no end of mission. I was just running around in the map without any enemies to kill and mission wasn't ending just becouse missions conditions were broken = poor mission scripting. I give you other example of poor missions scripting. Same endless mission thing happened in sniper mission where you are suppose to snipe Ural truck convoy from top of the water tower and then escape with Humwee, If enemy manages to sneak past you and kill your driver mission doesn't end, even if you drive Humwee yourself to escape location = poor mission scripting.
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I could drop any object in my hands and both move out of the way and draw my pistol in a ridiculously short period of time compared to how ArmA "models" it. Same with my rifle. The current binocular behavior is an animation issue with how ArmA was done, and the ArmA animation system. It probably wasn't high-priority to fix, or was too difficult to do after-the-fact. I hope that ArmA2 addresses this. It would be a welcomed change. Really, though, all the arguments in this thread so far about the "realism" of being locked in one place while drawing/putting away binoculars are completely and utterly ridiculous. It's almost as absurd as the arguments about how you can't reload and move at the same time in reality - utter nonsense arguments that attempt to justify a "feature" that is actually an oversight, bug, or simply an underdeveloped aspect of the game. Changing to sidearm doesn't take long time in this game, it only feels like it when you are under fire. You have to remember these are average times someone could take it faster or slower. I am usually otherside in these unrealistic/realistic arguements. I just don't want to make anykind of change for abusing binoculars in MP game, they should be used in long range observation purposes only, not in close range firefights.
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You could also move up and down with binoculars so it isn't restricted if you have some grass preventing view. Taking sidearm should take time it isn't instantly in your hand. Yes this is just a game and never can't be as realistic as real world, but I still like it more to be simulator game than another quick FPS game. Keep it as realistic as you can guys.
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The annoying thing is that you cant move around with them, not only is thing annoying when you come under fire (As you have to put the whole thing back in your pocket and grabbing your weapon before you can run away), but it is also very annoying when you want to move a few centimeters because some grass/leaves are in the way. Then again, its not that important, maybe for ArmA2. First when you check your observation spot, you must look that there isn't any grass preventing your view, so you don't have to move anymore when you take your binoculars out. You could do this kind of preview by zooming with your rifle sights.
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Binoculars are quite realistic already in OFP and ArmA, I don't like anykind of quick eagle eye which is available anytime you want and as fast you want, it isn't realistic. I guess binoculars are made like they are only becouse they are bulky in real world. It really isn't easy to take them out from pouch and but them back, it takes time. Especially army binoculars have tight hardcase leather pouch to prevent shaking and hits, so it takes time to pull them out and look around. Then you really don't want to move with them in muddy or dusty environments especially if you are crawling, just becouse lenses get dirty very easily and it really takes long time to wipe all mud/dirt off from lenses when they get dirty. Main idea is to use them wisely. Binoculars are only used for observation in long ranges, not in close range firefights. Use binoculars only over 300m range and from consealed spot behind cover, then you will be more safe from rifle fire.
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First person view is not realistic
Quenaelin replied to arktan's topic in ARMA - ADDONS & MODS: DISCUSSION
It really depends what kind of FOV you prefer. I would like changable FOV, variable zoom that you could change vision from 30-180 degrees. ArmA has zoom already but it doesn't stay. I would like zoom which stays on where you set it. -
climatic changes, what do you think about that?
Quenaelin replied to Sennacherib's topic in OFFTOPIC
If humans are stupid enough and doen't take this seriously and so it seems, soon there isn't anything we can do about it. Becouse if we continue to destroy our forests and poluting air, earth takes thousands of years to recover and still we have to live in this poluted world. Everybody is knowing that smoking will kill, but it took almost hundred years to realize this, I hope it doesn't take so long time to realize that air polution is killing us. Maybe people who don't beleave this should visit cities with huge smoke clouds hanging over them and then visit some place with clean air. According to researchers dinosaurs were wiped on earth by huge increase in co2 levels and now we are doing excatly the same thing over again, perhaps to experience same faith as dinosaurs, killing ourselves to extinction. Many animals and life species are already died to extinction becouse changes in climate and their living environment, it could be soon our turn, maybe sooner than we think, if we don't do anything about it. http://eurekalert.org/pub_releases/2005-05/fm-bcf052305.php -
I use this black beast, very good mouse
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I used small Maglite attached to my headphones with included lamp strap, it was working fine in completely dark room and it was lighting my keyboard also But I didn't like whole system, moving my head like this feels too cumbersome for me. I prefer mouse. http://www.maglite.com/product.asp?psc=1AAACELL&pt=R
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If there is random eject bug with motorcycles and helicopters, maybe devs should really do something about it, is there anykind of bug thread for reporting bugs
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This is just a game, there are so many games without able to climb over fences. Everything is made simplified becouse coders don't have enough time and many things are also restricted to make game more realistic, players would be always exploiting jumping if somekind of tiring modeling isn't used. I also hate that you cant shoot front when running and strafing, when assaulting running and shooting has been army standard since WWII so why modern combat games are artificially restricting it, I don't understand. Same thing with jumping why cant there been anykind of jumping, atleast somekind of mantling over small object should be possible. There should be tiring modeling which allows jumping but only after resting a while.
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I already posted to disappointed thread that soldiers animations aren't much improved from OFP and rifle movability when running is impaired in ArmA. But my main complaint was that this game was too heavy to be able to run with smooth framerates, after that I overclocked my CPU and got ArmA running without so much stuttering with low and very low settings. There are also many good points in ArmA which I collected here. 1. Flying with helicopters, now I can finally say there is something simulator like in ArmA. In OFP helicopters were much easier than airplanes, which wasn't realistic. I haven't tried airplanes in ArmA yet, but atleast helicopters are much harder and realistic now, this is big improvement. I finally have some reason to dig out my old and dusted Saitek flightcontroller to be able to fly properly 2. Graphics is great, there are leaves in trees and lot of grass where to hide, I am eagerly waiting for good forest addons. 3. Waves in sea are very realistic, you can drive and swim also in water, too bad diving was left out it should be very obvious to be able to dive also. 3. Light effects, eye light sensitivity is simulated very good in this game, you are blinded momentarily when watching directly to bright light. 4. 3D Weapon sights are moving when you move, this is good and makes you shoot more carefully. 5. Smoke and particle effects are great. Particle effects when you shoot near enemy and from explosions and tanks are more realistic than ever.
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I bought this game yesterday and played around littlebit with video settings and armoury game mode, I got it working without too much stuttering in my old rig. It is very challenging and realistic game, much more than OFP was. Armoury game mode was great fun, to do short tasks and driving around like GTA style. I tried also multiplayer firefight with AI and was last on scoreboard, AI isn't consealing and hiding much but they shoot quite accurately. One problem in this game is sound, I can't hear when bullets are whistling around me and landing near me, these sounds should be made better. I have also other complaint which I already noticed in demo but despite of that I decided to buy this game. I hate this pointing rifle towards ground doctorine, which is good when moving with team mates, but army doctorine says that when you are assaulting towards to enemy rifle should be pointed forward not to ground. I have discussed this before but am a bit disappointed how this was implemented. When running and suddenly enemy is popping in 10 meters front of you from forest you aren't able shoot him right away becouse your weapon is pointed towards ground, you have to stop first to be able raise your weapon and shoot forward. Otherwise this game is great with all equipment and mods. See you online in multiplayer after I have practised a bit