turin turambar
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Everything posted by turin turambar
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How can i know where is the engine block of the vehicles? It doesn't appear in the thermal vision, and i need lots of shots to destroy the vehicle (which is when the "disable the engine" task is completed). I tried to shot at the center/front and center/side but i still can't get a way to disable the vehicles without destroying them. And i don't have enough ammo to destroy them all (yep, i already got the ammo from the back of my mate). edit: Oh, it will appear in IR if i am close enough. ... damn, this mission is going to be hard, the last bmp2 and t34 are very close to the enemy infantry area.
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Jedra's mini Time-Trial Pack
turin turambar replied to jedra's topic in TAKE ON HELICOPTERS - CUSTOM SCENARIOS
I had a nice evening of fun with the time trials, thanks Jedra for this pack, because the game as is it's a bit sparse in content *cough* -
P&C BETA first impressions
turin turambar replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
I agree with all of this. -
P&C BETA first impressions
turin turambar replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
The production screen could have a ETA timer... -
P&C BETA first impressions
turin turambar replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
Ok, this is mostly solved. I think it's not enough to change some graphical options, you need to restart the game, once i exited the game and ran it again, my mouse was fixed. -
P&C BETA first impressions
turin turambar replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
I don't see any waypoint in the hud. Do you refer to a triangle in the map? I went there with a walrus with a resource-module, there was a wreck building as you say, but I never had the icon to use it, no matter how close I was. edit: and solved. But of course, I had to scout the island first. :P -
P&C BETA first impressions
turin turambar replied to lNTRUDER's topic in CARRIER COMMAND: GAEA MISSION - P&C BETA
Very first impressions. Graphics are good. In special the dynamic weather, time of day and the sun shaft effects are excellent. The game have a slightly blurry look, I don't like it. It seems like temporal AA or a slight DoF or something like that, and it can't be turn off. Performance is nice, around 35-45 fps, some times more. But it falls by a lot when you are in the carrier/map screen and you have a PiP of a vehicle, rendering 2 things at the same time is giving them problems. Something they have to improve. The mouse movement is the menus is horrible. A combination of mouse acc. and laggy mouse. The pathfinding done by AI is ok, but they don't speed up as much as they should, as a human can do. I have seen some different weapons already, like a laser, a cannon, a quad light cannon (good against air?) and some kind of mortar. There is a bit of aim assist, but it's useful in air dogfights. The map could have a bit more of help. Say, put a label when you point at some structure saying wtf is. I don't have any fucking idea I am doing in the game. Like, seriously. I have to read the manual. -
ARMA 2: OA beta build 85478
turin turambar replied to themaster303's topic in ARMA 2 & OA - BETA PATCH TESTING
I think the AI bohemia devs should have a private meeting with Fabrizio, he is the AI expert around here :D -
ARMA 2: OA beta build 85478
turin turambar replied to themaster303's topic in ARMA 2 & OA - BETA PATCH TESTING
It is. It's a videogame AI, of course if you compare with real life there are lots of areas and behaviors where it's lacking. There are dozens of things like that in the game, even if compared to other games Arma 2 have already one of the most full featured AIs ever done in a videogame. -
ARMA 2: OA beta build 85478
turin turambar replied to themaster303's topic in ARMA 2 & OA - BETA PATCH TESTING
No, it was the damage reduction because speed loss, it was bugged. It applies automatically to all the weapons. -
Take On Difficulty Settings!
turin turambar replied to royaltyinexile's topic in TAKE ON HELICOPTERS - GENERAL
I agree it's more complex to change the difficulty in these type of games. But not impossible. If this was a simple fps, the difficulty should change the hp or damage of the enemies, or their numbers. Here, you have to think what is the mission asking you. Is a mission with a time limit? with a height limit? Is the mission asking you to follow a speedy car? The difficulty should change the missions parameters of failure. Change the time limit, change the height limit, change the car speed or maximum distance in the chase. If i have problems in a mission, i want the possibility of lowering the mission difficulty, without changing the flight model, that's an intrinsic part of why i am playing it in first place. Say, Falcon 4 had separate campaign difficulty and comprehensive realism settings. -
ARMA 2: OA beta build 85434
turin turambar replied to buliwyf's topic in ARMA 2 & OA - BETA PATCH TESTING
Are we thinking in the consequences in the balance of the game, in the balance of the mission design? I mean, it's very good to fix these long standing bugs, but we should also think how the gameplay is going to change, once #11479 and #20441 are both fixed. -
Take On Difficulty Settings!
turin turambar replied to royaltyinexile's topic in TAKE ON HELICOPTERS - GENERAL
Ughhh... no. Difficulty should change the difficulty of the game. Not the usability of the interface or the realism settings. Difficulty should change the mission difficulty, the realism modes should be separate of that. -
Dynamic Take And Secure - Randomized round-based A&D
turin turambar replied to galzohar's topic in ARMA 2 & OA - USER MISSIONS
Any server using this mission? -
Dynamic Take And Secure - Randomized round-based A&D
turin turambar replied to galzohar's topic in ARMA 2 & OA - USER MISSIONS
Oh, i loved this mode in Infiltration. Thanks! Arma 2 always lacked a objective focused, competitive mode. -
[SP] For The Life Of A Friend
turin turambar replied to Undeceived's topic in ARMA 2 & OA - USER MISSIONS
Nice mission. I haven't finished it, but i have found a scripting bug. When you have to get to your friend in the castle, and after search on the forest, if instead of rescuing him you run to the west, the part of your sister coming up will start and your friend will be with you magically, even if you haven't call her and you haven't rescue him.- 166 replies
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Community Feedback Thread - TOH:CP
turin turambar replied to OChristie's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
I am not a veteran Arma pilot, i only have mouse/keyboard, and i am finding the control very good, very easy to pilot. It's curious, how a more realistic flight model is not harder, but easier, once i grew accustomed to the new model in 30 minutes. The key is in the chopper responding much more to your input, being easier to correct the flight path if you make a bad move, and not having so much inertia in general that made low flying dangerous, changing speeds tricky, not controlling well the ration between height and speed. You feel more in control now. I suppose it's because this is the light version, medium and heavy versions will be harder to control at some speeds. -
Community Feedback Thread - TOH:CP
turin turambar replied to OChristie's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
I should say i am trying to fly with the keyboard. But it's almost fun how the chopper will crash by itself only using the collective, without touching the direction. In the changelog they warn of the inside-chopper sound being too low. -
Community Feedback Thread - TOH:CP
turin turambar replied to OChristie's topic in TAKE ON HELICOPTERS - COMMUNITY PREVIEW
So... wth taking off is so damn hard? Once i am in the air it's manageable, even landing is hard but not as hard as the take off! -
Thanks for the new campaign Saok. I died in the first mission when the russian tanks appeared (spoiler? XD), it seems the difficulty of the campaign is a bit above average. I didn't try again, wait until i finished The Witcher 2 :P But it seemed a nice campaign
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In the last? mission, clearing Aziz compound, i am having a problem. It's already all clear, but the game won't comply and mark that objective as done. In fact i already have seen the colonel, but i can't capture him because i have to do the "clear the compound" task. I already made two patrols around it just in case an enemy was lost, my ai mates are in the "safe" mode because they don't detect any enemy, and the buidling itself is also empty, sans the colonel.
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I suppose he had the same problem as me, Zipper, read my post in the previous page. He didn't wait for support, surely. In the other hand i had the opposite problem in the Rasman mission. Was pretty cool and inmersive with all that action, but i hadn't to do ANYTHING, the allied forces are so numerous that stomped the enemies.
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There is a little problem in th 5th mission, the insurgency squad that joins you in the final assault is too slow (it came walking isntead of running to the reunion point). I had to wait 10 minutes for them, without knowing it was normal or the mission was bugged, and until they come, the other two groups (at W and N) won't start the assault.
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At first the impression wasn't very good. The intro was drab, long, the first mission was boring, without action or tension, the plot too much in the background... But the campaign improves nicely. The 2nd and 3rd mission had some very nice firefights, the 4th was a good stealth mission with several objectives and the 5th mission promises some good combined action between armies, with some secondary stuff (ied, destroy a cache) to give variety and have a good sense of pace.
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Without spoiling fully the campaign, could you talk about the type of missions used? Infantry grunt, squad leader, stealth, land vehicles, air vehicles, a mix?