Uziyahu--IDF
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Everything posted by Uziyahu--IDF
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Actually, the way I remember it is that after getting Codemasters as the publisher, they started down-playing the multiplayer aspect of the game, which made me go berzerk, because all along we long-time fans talked about the multiplayer potential of the basic game idea. I think that this might have been because they saw that it couldn't handle that many players over the internet without disconnects. (It probably worked fine on B.I.'s LAN, assuming they had one, of course, since I've never been there.)
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Hmmmm, it took far too many hitting ricochets to kill that soldier at the end. I can't even be sure that you didn't actually walk the impact point too close to the soldier. I think that it is most impressive when viewing from a side angle. It seems to be more visible in first-person weapon sights view, too.
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Compared to WHAT? I'd like to know what game's A.I. rivals OFP's squad Vs. squad combat. I have trouble just NAMING other tac-shooters that even have full squad Vs. squad combat!
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You should see the RLI (real-life Intelligence) of HUMAN soldiers and what THEY will do in a training exercise. Maybe in a desert, but in woodland and especially jungle climes the typical engagement range is much shorter, about 150 meters, I think. The fact that soldiers could hit a 300 meter target only about 10 - 15% of the time was what inspired the H&K G-11 design. Sure, a guy could get 600 meter hits with an M16A2 if he was firing from a sitting position, using an unorthodox firing method (eye practically on the peephole, nose to the SIDE of the charging handle), wearing a lead marksman's vest, and a shooting mitt, but if it was so easy to get 300 meter hits with iron sights on an M16A2, almost every soldier in the U.S. Army would be a "Hawk-Eye" (40 out of 40 targets). A red-dot optic makes the world of difference, but every time you re-weld your shoulder stock to your shoulder and your cheek to your shoulder stock on a weapon with iron sights, your weapon's zero has been thrown a bit off. Yes, engagement ranges can be a lot longer, if there isn't intervening concealment, you know that those distant figures aren't friendlies, and you aren't averse to spamming them with inaccurate lead projectiles. (Of course, 7.62 x 51mm NATO can reach out farther.) Soldiers on patrol won't be firing from prone supported positions (elbow in the dirt and hand holding up the foregrip is considered unsupported) and they will be under a lot more stress than they would be on a mere firing range. The qualification range in America's Army is a darn-near PERFECT simulation of how difficult it is to hit those 300 meter targets with iron sights on an M16A2, and as a support soldier, I got only ONE chance at it every 6 months. (I couldn't keep trying until I got a perfect score, as in AA) It takes me right back to the ranges at Fort Jackson, South Carolina.
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As Tionor says, I have found the occlusion in OFP:E to work great.
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"Support missions" might describe scenarios like getting a convoy of supplies to other troops who need it or offloading supplies into other vehicles or coming to the aid of a surrounded friendly unit. Logistics is a big part of carrying out successful operations. You have to have food, water and ammunition to sustain fighting.
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I'd like it if the helo controls could be toggled as an option to be like those in the Desert Combat mod for BF1942, BF:Vietnam or BF2. They make for much more realistic bird movement and are a lot more exciting and challenging to fly (once you learn to stop crashing). I think that only those players who spend the 20 - 40 hours stick-time to learn to fly them should be able to do so. (Again, for whiners, it would be an option.)
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Very true. In fact, during the "millennial hysteria" before Y2K, Army Green helicopters (it IS a very dark green) were photographed and then passed off as "black helicopters" in Black & White pictures. A bright desert sun can still beat down on even matte finishes...
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Ah, Placebo, you will be stoned...(And I don't mean that smoking thing ^^) Just red the interview in the German magazine PC-Action and you said, you would like to have a truck with which you can drive over those people, who're always whining about delays... I guess that includes... perhaps 75% of the whole community :P He meant in the game, of course...
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Far Cry was pretty entertaining single-player and the A.I. seemed a lot more "alive" than OFP:R's (after all, they talk, taunt, react, etc.), and the map editor in FC:I is the best I've ever seen for adversarial map-making; however, OFP:CWC/OFP:E have been much more immersive and I'm sure ArmA will, too.
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HA! You people think THIS wait is hard! You should have seen it when we were waiting for OFP:CWC to come out! We salivated at the release of a new unit video each week (I think it was). We were literally afraid we might die in the days before playing the game we always wanted. If you want good OFP, right now, you can have it. Either play OFP:R with addons or play plain vanilla OFP:E (which in my opinion is superior to OFP:R with addons). This wait is NOTHING! This also isn't Duke Nukem Forever. If you people weren't such anti-console prejudiced, you could be right now enjoying ArmA- (i.e., OFP:E) for a FRACTION of what a PC upgrade would cost.
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And I'm telling you that OFP:E's sky changes color because of the HDR lighting, so it probably will in ArmA, too.
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What country is PCFormat published in? Also, there are times in OFP:E when the sky looks whitish, just as your doctored graphics shows. I'm thinking that it was overcast.
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I was wondering if we could expect new music of the classical/atmospheric sort composed by one of the B.I. members for CWC? What about more Seventh music?
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It is because the rate of fire of the weapons seems to be tied to the frame rate of the game. Look at a complex scene and the cyclic rate of the weapon will be very slow, then look at nothing but a flat wall. Notice the difference? I'm not sure, but I think this might be fixed in OFP:E, so it will probably be fixed in ArmA. That recent unofficial ArmA preview video sounded like the problem had been fixed, too. Some sound effects seem to stutter less than others, too.
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I think the rationale for suicide-bombing that was used at the end is flawed. The man lived. He still HAD something, namely his life. Yes, he suffered loss and grief and anger, to which a response might have been revenge, but why blow yourself up when it might be possible to get away to fight another day? Wouldn't he want to kill as many as those American murderers (in the character's eyes) as possible? At least remotely-detonated explosives make sense. I really do feel for the Muslim non-combatants that have lost their lives. In fact, as a whole, I've come to have greater respect for Islam than I do for Christianity. I think this War on Terror is really a war on religious fundamentalism. Islam seems to be the only major world religion that hasn't sold-out to the system wholesale, yet. I think America could learn a lot from Muslims about returning to ancient ways that worked just fine until the Industrial Age. I'm speaking of values like respecting gray hair and seeking wisdom, for example. America lauds the young and new and insults senior citizens and yesterday's everything. Great video! Record it again when ArmA comes out. I'd like to see it in the new engine. Hopefully you've saved all of the scripts and "movie sets".
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Coop in OFP:E is the best combined arms gaming I've ever played.
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I'm not so sure about ricocheting off of objects. It would be really cool if they did.
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Yes. In OFP:E, if a round from the nose cannon of the A-10 ricochets off the ground, it will bounce and then explode somewhere else. I don't think it should be that way (explosive rounds would go off when they immediately slow down), but I believe it proves that even the bullets will hurt or kill after they ricochet in OFP:E. You'll have plenty of opportunities to test it out. ;D
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I just don't want the stupid astral-projection "swooshing" effect that lends some twisted credit to one of the most stupid gimmicks to ever find itself in a tac-shooter (i.e., "not-so-hot-swapping"). You could "hot-swap" in Rainbow Six games with the touch of a button. No need to show the camera floating from one to the other. Just switch, already! Personally, I like the realism of being stuck in a single pair of boots. "Hot-swapping" is for a so-called tac-shooter where the A.I. doesn't do its job, necessitating the player's intervention. This does not describe any version of OFP.
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"Formations" in Ghost Recon (whatever version)... errriiiiiiiiight.
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Yeah, the switching stinks of the baloney "hot-swapping" astral-projection/"demon possession" "feature" of BF2:MC. At least it will break some previous engine limitations.
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Yes, tracers do bounce off of the ground in OFP:E in a very realistic way. The round keeps going, so it can still kill when it finally comes to a stop. They do need to look more like small cometary bodies and less like full-distance laser beams, though. They are need to keep tracers away from pistols, submachineguns, silenced weapons, and sniper rifles. I wouldn't have them in assault rifles unless it was night time. They are fine in belt-fed machineguns, squad automatic weapons or heavy machineguns. If rounds are explosive, I don't think they should ricochet. Seeing the A-10's nose-cannon rounds ricocheting off of the ground in OFP:E is dangerous! Weapons that do have tracers also need to have the appropriate ratio of tracer/non-tracer ammo. About 1 of the former for every 3 of the latter.
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I recently browsed around my game drive to find out what was taking up so much space. Steam was taking up at least 4 Gigs, even though I had Half-Life 2 uninstalled! That's completely ridiculous when you've got something like the .kkrieger beta demo at 96kb.
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Civilian Wings Series (static)
Uziyahu--IDF replied to Wachtmeester's topic in ADDONS & MODS: DISCUSSION
Could you make an EL AL skinned bird?