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Everything posted by Smurf
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What's this? Physics related or the start of something?
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Didn't liked it, a hybrid of A2 and this new system would be lovely.
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Didn't liked the new approach either, Tonci made simple and good points there. Why not give Hi-Res content and then take it back after X hours? + the "ad" system You WILL notice the difference and then "Carrot hanging in front..." effect. +Suggestion: Add more media to SITREP or at least SPOTREPs - it has a greater effect than "Oh that sounds great, wish I remember that once I leave work and actually play the game".
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Could Arma 3's lighting engine still be improved?
Smurf replied to CyclonicTuna's topic in ARMA 3 - GENERAL
It must! -
What features are fundamental to the Marksman DLC? (no speculation)
Smurf replied to RushHour's topic in ARMA 3 - GENERAL
Marksman = Long Range = Long range textures; No insta switch between main and backup sights. -
Yeah, just try it please!
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Hmmm didn't even knew they had moving legs now. Nice.
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https://wiki.unrealengine.com/Unreal_Tournament Development starts today and will be made along with the community. The whole game will be free and Epic income will come from cut in sales on a future community marketplace Vertical shooters making a comeback, this makes all sense. Sauce: http://www.rockpapershotgun.com/2014/05/08/unreal-tournament-2014/
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Old complain: http://feedback.arma3.com/view.php?id=2899 ; http://feedback.arma3.com/view.php?id=2938 Just look at the comparison pics. Night and day (no pun) difference! Shame it hasn't been touched yet, I barely use TI because a)it looks bad b) OP
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When they say they don't want to split the community, it it's clear to me: Lite DLC, which IMO is the best option for everyone.
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SP = Skimirish; Mostly you have to advance on enemy's positions and "conquer" the map. No big deal, focus is on MP. Last update for the upcoming release: Changelog: http://steamcommunity.com/app/244450/discussions/0/540733523822983644/#c540740500947682712 Again, didn't played as much as I wanted to.
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Like Crysis? Their vision of future (future?) warefare is way more accurate than anything else on the market. Kids of the kids who loved Quake\UT back then? _____________ I don't know why all the hate and flak towards COD still exist; They do their thing, very well done I might add, yet can still bring something new to the table. I see little difference on the COD and OFP\Arma timeline.
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^^ Don't forget the firing from vehicle capabilitie; Future Osprey or Chinook for me!
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wow! Now go drink some (A LOT!) of beer.
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Amazing interview; Always good to know a little more about BI's history (and Codie, OFP, Game2...) everytime along with the lessons learned (You missed tthe Axing thread! :P). Anyway, this caught my eye: False impression of the reporter or there is some bad blood? Not that I really expect an answer here :j:
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The whole weapon, firemode, grenade, ammo selection need an urgent overhaul.
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But it sucks at SP. SP games.
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Update! As always, bundled with a nice video: z73obSu7SmM 2 new vehicles, 4 new maps, new gamemode and more. Nowadays is good to keep it clear: All that for free! Full changelog: http://forums.tripwireinteractive.com/showthread.php?t=98908
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Yep, current system isn't bad but that was better.
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Makes sense. OMG! And we didn't need a DLC for that!
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Counter-Strike: Global Offensive announced
Smurf replied to CriminalMinds's topic in OFFTOPIC - Games & Gaming
Never asked for anything but the old good simple CS with improvements, wish we had more games in the same path. Can't complain about hitboxes, in CSS it indeed was a big problem but here the conection (remember: matchmaking) it's bigger. Still, it is good enough most times. And the Apple\Valve comparison was on the design field only. -
the Yeah. Out of breath is temporary, deal with it; while the hurt sounds, even (MAINLY!) with little damage, goes a long way and sure it's rage inducing. This could be replaced for small red borders. Not a COD thing but an information to the player since we have no other means to tell damage.
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Actually DoF could be used to enhance immersion, focus player attention to something (tutorials, mission briefing) and as a 'smoke-and-mirror' kind of thing for other applications, maybe blur\mask LoD changing?, but Arma's DoF implementation is almost dumb and somewhat limited (without layers of rendered objects, whole screen effect and more). Prime example are scopes: if DoF is on you can't read sight markings, create somekind of ghosting and the objects out of the scope are almost unaffected.