rcenters
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Other games have auto-kick protocols, not sure why this one would not. Yes; clan servers/webs of trust are great but wouldn't it be SO simple to to create autokick protocols that it's not even worth defending against doing it?
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Awesome! One thing....do grenades have unrealistic power against tracked armored vehicles?
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Are the player controlled anti air systems in ArmA realistic(ie - radar guided even for the cannon and not just the missles) or are they arcaded(you have to manually shoot at the planes with the cannons although you may see a reticle indicating the target)?
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I browsed this physics thread a little bit and I have a few questions that may not have been touched heavily on. Unfortunately I never played ArmA or OFP so I don't have that frame of reference, and have to use Battlefield 2. 1. Collision engine, and specifically, vehicles hitting infantry - in BF2 if you are barely brushed by a relatively slow moving vehicle, you're dead(the only way it just "wounds" you is if the driver is literally just tapping the gas). Doesn't seem realistic. Now, BF2 is played on small maps packing everyone into a small combat zone, so these annoyingly fatal low speed collisions happen a lot more than I suppose they would in a game with a lot more fighting space. There's also another annoying thing, if a vehicle's edge is touching a wall, for example, and you try to jump over it and fail, it can kill you(running into the extremely small space between the vehicle and wall is somehow fatal). 2. Shrapnel/blast fragmentation range, and relative power. Most games I ve played, blast effects are way too small against infantry, and way too powerful against vehicles. Grenades, for example, need to be placed way too accurately to harm infantry, and people standing outside of a way too small radius from an explosion of any kind aren't harmed. Conversely you can throw grenades at a tank and wound it, which I wouldn't think is realistic either(I don't actually know, but I would guess the only way you could harm a tank in real physics with a normal grenade is by placing it in a tight location where the blast effects would be amplified- you wouldn't think a grenade 5 feet away from a steel armor tank in open space would hurt it much- let alone knock its health down 5%). For that matter, wouldn't even a humvee be able to tolerate a grenade 5 feet away and not lose 40% health(but perhaps the people inside losing more)? 3. Vehicle health: In real physics you could swiss cheese a vehicle's windows, passenger compartent, etc with rounds and if you don't hit anything vital it won't explode . On the other hand, people inside can be hit by penetrating rounds. BF2 handles this by having people inside protected from harm in most cases, only one sniper rifle can penetrate and that's only thru windshields. 4. Tank rounds hitting helicopters. You'd think this would vaporize a helicopter.... Now, I know that other games may have made gameplay equality decisions with respect to the above things. How has the ArmA series dealt with it and more importantly ArmA2 since that's what is coming out :)
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Will my PC Run this? What CPU/GPU to get? What settings? System Specifications.
rcenters replied to Placebo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
MAdDogX, I have a similar but lesser set up than the one you have in your signature there. Same motherboard, but slightly lesser processor, slightly lesser vid card(9500GT). Are you expecting your sig's shown set up to do the job? -
Question regarding Mission Editor
rcenters replied to nikodemus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah,right....In terms of larger scale missions where you're fighting for control of the whole island(and remember I'm generally always talking about PvP, not coop), will there be tools to manage smaller missions within the mission? IE....the mission we're talking about now to airlift X number of arty to a specific point to create a firebase....? -
Question regarding Mission Editor
rcenters replied to nikodemus's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm curious as well about helo sling loads. Although the primary thing that would be towed would I guess be artillery pieces, but....the artillery piece shown on arma 2 website is M119, and in another post by Frederf he showed that as having sufficient range to hit the entire island from anywhere in the island(if I read his diagram correctly)- so why even move it from its spawn point. (Secondary question - how is ArmA2 planning to do fire control? Forward spotting infantry? Laser guided? Etc?) I saw something else in the weapons section, a mounted Mk19 grenade launcher. I never played ArmA so I dont know if it was in that one, or if it was, how powerful, but in CoD4 its insanely powerful....how does it really perform and I'd love to see an ArmA2 chopper flying around firing that! -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
I was of course, thinking about this post again. Now, I understand that virtually anything can be done...for reference, consider a BF2 conquest match takes probably 15 minutes max if the map is full of players(due to everyone killing each other, ticket count goes down faster) or maybe 30 mins or so if there are less players. Has anyone seen, or has an idea for, a mission that should last a little longer(60-90 minutes), and yet still be suitable for a best of 3 competitive match between, whatever you wish to call them, clans, squads.... Remember I never played ArmA so feel free to give me known ArmA mods I could look up for comparison. Just to mention, I know a lot of people on this board are wondering "What can I mod", but since I only know how to push buttons and play the games, I am here from a "What kind of mod are you guys making for me" stand point :bounce3: -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
Does anyone remember a game called Tornado? As a quick recap, it had a campaign mode that took place on(if i remember correctly) a 64 square mile map, and there were like, 2-4 airfields per side, and full of roads, railways, bridges, fuel dumps, civilian targets, command bunkers, etc. You commanded a squadron of about 10 Tornado strike fighters, and basically, the more efficient you were at using your squadron to take out the enemy's resources, the more likely you were to win. Your choice of targets and the ability to hit them all was how you won. It had an ubor mission planner in which you could set waypoints and specific targets, time on target, all on a per plane basis. this was, of course, a single player thing. And the only thing that interacted with you was enemy AA/SAMs and aircraft. You could destroy enemy armor columns as part of your target choices but they were stationary. I always took the path of first mission ALARMing their SAMs, then blasting their airfields, then destroying enemy armor, and I generally always used laser guided bombs because, if you loaded dumb bombs, you couldn't load as many or be as accurate, IIRC i think you could hit 3-4 targets with dumb bombs or you could drop 6-8 LGBs at a time and if you hit the target each time that increased your damage efficiency. Anyway...I've always wanted to play that kind of campaign with and against real people...as I said, I never played ArmA....is ArmA2 going to be able to even approach doing this kind of detail? If not how many years until we get a game that does? I suspect a game could come close or do SOME of these things, but some additional details that were modeled in Tornado's campaign that might not be doable are fuel resources and choke points(supply lines), somehow I think those are not going to be modeled for a while in a multiplayer game. -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
If they can mod it so that you need 8 players to push it in position, I'd go for that! -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
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I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
That's what I was thinking - but then, I figured the huge map size by itself is more than enough by itself to make a huge difference. I've always thought BF2 was a good...well, good at something, but map size not being one of them! Well, I'll hit ya with one more question then I'll shut up til I can buy Arma2 when it comes out. What kind of infantry run speed is there in ArmA? I'm probably wrong, but I always thought that(paradoxically) BF2 was more accurate in this regard than Project Reality, which seriously crippled run ability. I would have thought Project Reality would have had a sprint mode and a long term sustainable jog mode, I mean - these ARE soldiers you're controlling. Not track stars by any means but usually they'd be sufficiently trained to jog more than 200 yards before their energy bar poops out. And I'll cheat and throw in another one which is probably a dumb question once I play...what do ArmA servers run as a default when they aren't running a carefully crafted mission that's been set up in advance with people to play...deathmatches? Or are there servers set up that offer more quickly resolved types of missions so that everything you join doesn't commit you to a weeklong war? -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
Thanks for the replies, guys. The above quoted comment has made me think of another thing I don't know anything about, since I haven't even played ArmA1. I am assuming that in such a huge battle area, that servers dont have any rules against spawn camping. I personally take a war is hell attitude and I despise servers with spawn camp rules(especially uncap rules). Any comments about that? This is more of a question about how the player community deals with the game than the game itself, by the way. At least in BF2 though, I suspect some of the motivation for spawn camp rules is actually NOT the whiners who can't handle being killed, but in fact, because BF2 has a rank system, some people actually consider spawn camping to be stat padding. Also, you said "you can always choose base respawn as it is protected". What does that mean? Protected because enemy players are physically prevented from reaching it or protected by rules against attacking it? -
I had a question about the Multiplayer in ARMA 2?
rcenters replied to koroush47's topic in ARMA 2 & OA - MULTIPLAYER
I am accustomed to playing, back in the day, Novalogic Delta Force(deathmatch and Capture the Flag),then BF1942(conquest and CTF) and currently Battlefield 2(just conquest, they robbed me of CTF). The information I am reading on this game is very interesting...I personally have found World War 2 online to be a flop....but I haven't played Operation Flashpoint or ArmA 1, so I'm curious....for human only(or hell, even human plus AI) maps what's the max size? And.....will there be such a thing as limited respawns? I'd love nothing more than to have a huge(10 square miles or bigger)map, where people can only respawn a few times before they are out for good, leading there to actually be a need for rescue missions, walking back to base to avoid wasting a ticket, etc....