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Tanaka_

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About Tanaka_

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  1. Tanaka_

    HOLD games wanted

    Not letting that little child ruin your post and actually taking advantage of it, I would add to the above quote, the below one: thanks in advance :)
  2. Tanaka_

    Arma feedback thread - based on 1.11

    Ok just adding some feedback here... MP only Played for 4hrs non stop no restarts or resets... Not a single CTD, not a single slow down, all went well and I have flown all over the island back & forward... So far this 1.11 looks very promising but have to admit I didn't test “evolution†yet, and “evolution†was more crash prone to me with 1.08. My specs MS Ws XP SP2 Intel Core 2 6600 2.4 GHz 2 MB RAM NV GeF 8800 GTX FW 169.21 Just a small thing, I've eax 4 and some vehicles have their inside sound too low.
  3. Tanaka_

    Filtering out the arcade-servers?

    Damn, I got here so late that the derailment had occurred and had “unfortunately†been fixed Nice topic & nice derailment... This was the first thing I noticed and the 1st question I asked when I arrived at AA from OFP... Where is the “no weapon crosshair†community? (probably they got old ) Damn, I played in so many good OFP servers with all aids off… but some how, within the same engine but probable with a different generation of players playing, the “weapon crosshair†on became a “necessityâ€â€¦ even nowadays with my 2048x1536 pixel screen... I wonder how old-timers played when their screens were of 640x480 & 800x600 pixels? Anyway, there are so many more pressing issues regarding AA game-play that I decided to handle this from my side… I completely ignore the damn white thing bouncing on my screen and always use the good old iron sight… it just takes practice, SMGs for close city fight, Assault rifles to open country fight. It is easy to spot gamers using the crosshair (90%+ of them), they go around using (& abusing) G36, since they don’t have problems with the lack of peripheral view of the scoped sight and also can handle the recoil without problem. So, although extra filtering would be useful, I doubt many players/servers would be left to actually making playing online worthwhile. Btw, regarding RL, I know it isn’t an ideal situation, but even when you go to plug a target 6ft away with an Assault Rifle or a decent sized SMG, you always aim (yes the shoulder thing & looking in the “general direction†of the iron sight ) and plug 2 shots… firing without aiming is for Hollywood drug cartel soldiers or/and drunk executers Bottom line… we aim, and only then fire, lots of accidents wouldn’t happen if everyone obeyed this rule We can fire really fast aiming and firing, so fast we can’t handle the recoil… Ok, I know we can fire even faster without aiming, but then we hit the realm of the probabilities and shoulder dislocations, wish is far from my ground of expertise Anyway, in AA we don’t want to fright the enemy (aka shooting in his general direction), we want to “terminate†him, this is not a riot, this is a war
  4. Tanaka_

    Coop  evolution 3.1

    I just passing by and I'm not connected to the "evolution" mapmaking team... so some information might be wrong Your rank is not only "server" related, it is above all mission (map) related. When a new “map†starts (I'm not calling mission so there is no confusion with the in-Evolution missions) in a certain server your rank is back to Private (0 pts)... As long as the map isn't restarted or finished, your rank is kept. So, you can leave the server and come back later and retain your rank and continue with the missions of that “mapâ€. So in direct answer to your question... Yes not only you have to play on the same server but also the "map" needs not have been finished or restarted. To my experience if a restart isn't made a full evolution map can take up to 4 to 5 hours to finish... but I've seen it finished in 2, and have seen a single map being played for more then a day... So the time you can be absent and retain your rank depends on luck Regarding how you go up in rank... use the good in-map help, as it has everything explained. (See notebook in the map view). BTW, if I were you would only play Evolution 3.0, since East-evolution 3.0 is too bugged and many of the so called 3.1, 3.4 ,+ or whatever are "hacked" versions of map... some of them even completely remove the ranking system
  5. Tanaka_

    MP Regular level & Map helpers

    Q, you are probably right, and BIKI would probably help, thanks. I just did about a week of AA playing about everyday... I managed to overcome the problem a few times being the "voted admin." and selecting Vet. lvl. & guess what: not a single complain, everybody played and I bet most players never noticed the difference. C84, yes, some servers have at Vet. lvl the 3rd per. view OFF, although I can also say many of them still have them on... Being a "purist" I admit I don't like 3rd person view (a “hull down†tank shouldn't be able to see infantry at ground level behind the hillcrest for instance), but I do reckon its indeed beautiful and also a somehow needed feature against the AI at coop. As I stated in my first post in relation to “weapon crosshair†ON, "3rd person view" ON is a feature I don't like, but I can easily go along with it/them... now "extended map info", give me a brake Wittman, I'm not sure I follow your post... I play CS/CSS since 1.3... So, when I want a quick, less brain intensive, shoot from the hip, aggressive and having myself treated like a referee at a football (soccer) match kind of FPS, I fire up my CSS; wish BTW I do with some regularity (specially when I had a dull day ). If I want a more brain intensive, real (OFP/AA excel at infantry & soft vehicles battles), furtive approach to FPS... I play AA. Trying to make AA into a classic enclosed FPS (in likes of CS/MoH/CoD and others) is not for me... that's why play very few times little maps in likes of “hexsomething†(and there we go into another problem, many of this small CTF maps don't have a well protected respawn area and also don’t have a script preventing fire into/out of the respanw area wish makes respawn control a valid tactic for many of them, wish as you may have guessed, is not to my liking) Back to the topic… If a server doesn’t do much coop (mainly those large Evolutions), easy solution: At server setup “define†“regular†lvl. with extended map info" OFF. As many of the servers run coop, "extended map info" ON is a somehow needed feature to counter the “all seeing eye camping AIâ€. Here the solution in not an easy one… because it requires player “education†to the problem, but there is hope… since we only need to bring to attention the owners/renters of the servers to play coop in "regular" lvl and MP in Vet lvl Btw, as most of you know, vet lvl can have all those "noob" helpers activated (I’m refereeing to “weapon crosshair†ON, "3rd person view" ON) and still don’t have "extended map info" ON. Hmm, another long post… well, at least I train my English
  6. Hello everybody, Very few post with this ID but I’ve been around since OFP early days… The topic I bring here is far from the importance of other topics mainly the ones regarding havocking of public servers. (btw, my opinion regarding this subject… good/active administration and server setup is and always will be the best option against cheating… no “auto-anti-cheat†system will ever give a permanent/good protection… and on contrary, will ban /kick players that most likely only wanted to play a game with us) Now to the point and let me start by saying sorry for the long post When I played my first AA MP games I noticed that with contrast in relation to OFP MP, all servers (even on “Vet†level) played with “weapon crosshair†ON. I fail to understand why, but I decided I could leave with it; I just had to outfox my adversaries more, since I always use the weapon aim to fire (for hip and Rambo firing I play CSS). Now, and lately I’ve came across a generalized option that I find very hard to accept (though my post), I would like a conscientious and mature user of that option to come forward and explain me in a logic way, the advantage of the system since to me it totally ruins most of my game experience. I think the said option name is “Extended map infoâ€, what it does is that friends are represented by green arrows and enemies are represented by red arrows/red circles in the map. This is done to a point, that for a prone “non-moving†player (with a rifle or a tank) it is better to be at “map view“, since enemies will be marked there, and only then change to 3rd person view then to be on the lookout in 3rd person view in first place. Many servers run with this option on (most of them clan servers)! They play CTF (and infantry only) games with this option on… Just image those small CTF maps with red markers allover the map… I know when an enemy will be after that corner, I will spam that bush since I’ve an enemy marker there… lol, not. I’ve tried myself to understand the psychology behind the “why†“they†like it… in order for me to try to accept it. A few ideas come to my mind… but none of them won me over, lets see: 1)People don’t know the option and what it does… 2)People forget that if I can see them, they can see ME too… 3)People plan to camp at far distances (with vehicles or sniper rifles) and then the system favors them since the markers don’t show up so readily on hidden far targets. 4)People don’t know that when they vote for a map, they can vote for the level too (I’ve yet to find a server with this option ON in Vet level), so the level remains at Regular. 5)Aircraft spammers (aka scenery destroyers), since an occasional red arrow will show up and they can unload 10 rockets on that urban area… and most likely TK a few and, with luck, the said “arrowâ€. 6)People vote regular level because they are so traumatized by the boots (aka AI soldiers), that they only played the campaign in regular level and FORGET that there are NO AI soldiers scoring miraculous 300m night AK shots, or shooting through fences/bushes or yet, going full auto with a sniper rifle in MP non coop games… All this options require some education, but if people think a little, they will see any of them are far from good for the game play… Options 1 & 4 are for the new guy, if he stays in the game, he will eventually know about them… Option 2 is for the, lets say… for the more distracted ones. Option 6 … lets admit servers also run coop (most of them) need regular level with this option ON so players can kill dumb boots at will when playing coop. That is why in non coop games a vote for “Vet†level is needed, and so we are back in option 4. Option 3 and somehow 5… this are the SMART ones, although I’ve to admit I don’t particularly like them, I know they are part of the game. These players come normally from a young “mental age†group and fell good by having lots of easy kill mostly noobs and respawners. Guys, although as said I don’t particularly like your style of play, I can admit that you belong to the players I most enjoy hunting… now, having said that, let’s stop for a minute and use our brain: If everybody played like you, would there be a game? Let me rephrase, if everybody didn’t go for the objectives (CTF/C&H/CTI/RTS you name it), would there be a game? I know you guessed the answer… thanks. Guys you know that when a game is a well fought battle it really feels like a GG. Not when we frag a bunch of zombies… (btw there is a coop map for that). So, please, as most of the rewording things in live, they came after some effort (a degree, a project, a victory, a relationship, whatever, you name it), may I ask you to increase your effort and camp/hunt for players and not for red map markers. I assure you, it my take a bit more effort, but it is more rewarding… try it! Now that I've explained, in more or less clear way, my thoughts, I would like some valiant defender of the “map helpers†(or what is called) and as I pointed in paragraph 5/6, come here and add something new to what I pointed out, and win me over to the "map helpers" side so I can enjoy MP more! Thanks in advance
  7. Tanaka_

    RPG, 2 ("sort of") questions...

    Yes, one thing that crossed my mind once o got my hands in the game was: Who did the sight calibration of "my" rifle ? Yes, it would be nice to have adjustable sights... perhaps in the next game engine
  8. Tanaka_

    RPG, 2 ("sort of") questions...

    I see you have the same "manual" I have... we never know when we might need to fire a RPG nowadays Yes, that was the sight I expected, at least when the weapon was on shoulders of the "pseudo" Russian troops plaintiff1 I'm using 1.05... Maybe it is my bad... but going by KyleSarnik post, the things should be improved in 1.06
  9. Tanaka_

    RPG, 2 ("sort of") questions...

    I didn't spoke about the LAW because I'm not that familiar with the weapon, but yes, the situation regarding point one is even more "serious" with the M136 then with RPG7... The sight is so small that is very hard to make a good "leading" on the target when it is moving at high angular speeds related to the attacker. Without going into the reality of the gravity effects in game, I can handle (as all of us) well with its effects (within 300m), my problem is with the leading... I miss the reference points in the sight, and with the LAW, I can't even see the target
  10. Tanaka_

    RPG, 2 ("sort of") questions...

    OK thanks, it’s a game limitation then... Hmm...the thing is that, in game (as I suppose many have experienced), when a VR round hits an armored vehicle, most of the times it doesn't kill its occupants. So it is kind of ridicule when I hit a 2nd round and a soldier laying on the ground very close to the vehicle can fire back perfectly aimed shots when that metal near him should be nearing melting point... It is one of the things I’m trying to workaround in game, how to counter that horrible and unreal effect of the tank crew turning in a formidable fighting infantry squad in 4 seconds after the armored vehicle has turned into a “baked turkeyâ€. The only way I found so far is to be well hidden when firing, wish is hard since it is a jet propelled projectile and most of times the targets are moving… As for point 1 of my original post; anyone?
  11. Hi everyone, I'm new here and to ArmA, been a long time OFP player though... Over the last week a few doubts have spawn into my mind regarding AT weapons in this game. I've used the search function of the forum and a few old topics regarding this matter did come up, but none answered clearly to my questions. Without going into old beaten horses such reloading times and armor damage model (no doubt the place where the game engine is in a more dire need of a revamp), could someone please answer this two questions, thanks in advance 1) Why does the RPG7 has a so "archaic" sight? Why it isn't equal to the one OFP had? At least since the 60's the RPG7 has sights at its disposal that help the soldier make the calculations regarding gravity and movement of the target... is this the 100$ Iranian version of the weapon ? If so, why does the “rebel†Russians have it? 2) Maybe it is my impression, but it has happen to me quite a few times in MP... a direct hit of a RPG7 grenade on a soldier (i.e. the grenade hits the soldier or the grand just where he is standing at a respectable angle of impact) does nothing to him, indeed, has a return I receive 2 perfect assault rifle aimed shots Now coming to my mind, is that also, when I fire a grenade projectile (a PG) into a sandbag that has a soldier prone behind, the sandbag evaporates but the soldier just stays there has if nothing ever happened. Regards,
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