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LMLM

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Posts posted by LMLM


  1. Yeah, ARMA2 isn't ready yet, compared to PR. I'm enjoying A2 a lot, but I think I'll go back to PR for a while in hopes that A2 will get the bugs fixed and the mods in a more polished state. Things are rough right now. Also I'm not sure how long PvE is going to keep my interest. AI are just so.... predictable and flawed.

    A2 needs small 4k by 4k highly detailed maps in the spirit of PR and then some tweaks to the gameplay to make it more PvP friendly. Still, ARMA2 is worth buying and there's a ton of stuff to enjoy with it.


  2. Well I've been on a server with more than fifty players on it. Now some mods might have a limit of 30 or 40 but that's not the game's real limit. There are other threads on the Internet that say that both ARMA1 and ARMA2 have no real limit except what the server can handle so a game with more than 128 players is theoretically possible. Such a server would need a LOT of cpu power and Internet bandwidth though.


  3. A good minimum rate to shoot for is 30 but it's subjective to what you prefer.

    It's not a twitch shooter so that's why i say 30 is OK (but not great).

    What is perhaps more important than your average FPS is your minimum FPS, which can vary a lot depending on your hardware and OS (Vista/XP). Two people who are getting 30 FPS average might have a very different experience because the minimum frame rate of one player can be a lot lower than the other.

    The higher the better obviously.. 60 FPS is wonderful :)


  4. The lag you are experiencing is a performance issue. Lower your graphics settings, especially AA.

    As a test, lower your graphic settings a lot to see a huge improvement or outright elimination of the input lag. Try to find a balance between visual quality and the lag.

    Today I just noticed that bumping textures to 'very high' had almost no effect on graphic performance so try that also. good luck.


  5. Great post and screenshots. I've had an idea for a while that the lower terrain settings should bury the players into the ground some to compensate for the obvious advantage. The amount of burying would depend on the height of the vegetation. Also the player model on lower terrain settings should be blended (color-wise) into the ground to 'simulate' the ground cover.

    Would love to see that implemented in a patch! :)


  6. Okay I've played a lot of PR and a decent amount (but not a lot) of ArmA1 and have had ArmA 2 a full day and have played it about 8 hours so far online.

    Here is my comparison of PR vs A2 (PR using the BF2 engine)

    PR seems to have better net code (less lag/jerky movement/etc)

    PR is less visually rich but the performance is much, much better

    PR has much better urban environments

    PR's smaller maps (2k x 2k) work well for PvP

    PR is much more a PvP game while A2 is much more a PvE experience.

    PR has a much easier to use interface at the cost of depth

    PR maps are more varied on the small scale which adds to its gameplay style

    PR has much more map variety because it has different map themes from different places in the world

    A2 doesn't have an insurgency mode so well designed as PR as far as I know

    A2 obviously has far more variety of weapons and more vehicle types

    A2 has much better aerial game

    A2 is far more moddable and flexible than PR or BF2

    A2 has more bugs

    A2 has an inventory system

    A2 lets you acquire AI team mates, PR doesn't

    DICE seems to have abandoned the spirit of the BF2 engine, while BiS has truly kept in the spirit of A1 with A2 and built a lot on it.

    I think that the games don't compete directly. PR is more playable for the mainstream while A1/A2 are more geared for hardcore warfare simulation players. Both games have depth and a learning curve but PR pales in comparison on that front.

    PR is a more focused experience. A2 offers a huge or even vast experience but the cost is that some of the specifics don't succeed as well as PR.


  7. I'm wondering how they plan to cut players off from traveling too far north...

    I think they will take Dr. Evil's lead on how to cut players off:

    Scott Evil: It's no hassle...

    Dr. Evil: Sh!

    Scott Evil: But...

    Dr. Evil: Sh!

    Scott Evil: I'm...

    Dr. Evil: Sh!

    Scott Evil: All I'm say...

    Dr. Evil: Sh!

    Scott Evil: There gonna get a...

    Dr. Evil: Sh!

    Scott Evil: I'm...

    Dr. Evil: Sh!

    Scott Evil: I'm just...

    Dr. Evil: Sh!

    Scott Evil: Would...

    Dr. Evil: Sh!... Knock-knock.

    Scott Evil: Who's there?

    Dr. Evil: Sh!

    Scott Evil: But...

    Dr. Evil: Let me tell you a little story about a man named Sh! Sh! even before you start. That was a pre-emptive "sh!" Now, I have a whole bag of "sh!" with your name on it.

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