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_Colt_

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About _Colt_

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  1. _Colt_

    ArmA3 Wishlist and Ideas

    Might as well chip in with a couple of thoughts :) Must haves (in my opinion): 1. Characters hands holding door mounted / vehicle guns properly. This is a real bug bear and has quite a hit on the immersion in the game. Seeing the soldiers hand on their lap while the gun in front of them fires and swivels looks poor frankly. What I'd like to see is this: Skip to the 1.07 minute mark and it shows a terrific animated door gunner actually holding and aiming the door gun. The downside I guess, is doing this for all of the variety of guns on vehicles in the game would be very time consuming but in terms of immersion and looking right, it's something I'd love to see implemented. 2. Better CQB. Notably better reaction times to gunfire and near misses. 3. A system similar to that of Full Spectrum Warrior in terms of positioning / stacking individual or groups of soldiers near building corners / walls/ vehicles / cover etc. 4. Maybe a few more waypoint selections such as Garrison where the AI infantry will enter a building and take up positions near windows and doorways. And a Secure waypoint for an area of land where they take up defensive positions actively seeking out and using nearby cover / concealment. Not exactly a must have but a nice plus: 5.With PhysX, vehicle aerials reacting to the vehicles movement. Hoping for but probably won't happen but crossing my fingers for: Some simple house clearing commands a la Rogue Spear. Only two options would really be needed: Breach > Grenade > Clear and Breach > Flashbang > Clear. To use either click on the door you want breached or by selecting a building from the map screen, the AI breaches the nearest suitable door. What I hope doesn't happen: With the new animation system I hope that the movement doesn't resemble other FPS with kiting / strafing that looks like soldier models are skating on ice. What I like about Arma is that the models have a feeling of weight and seem more grounded in their environment. I'd hate to lose that feeling.
  2. @ topeira I guess if you lock a unit into a crouch position they don't waste time having to transition between going prone from a standing position and vice-versa. To make a unit crouch, in the editor type: this setUnitPos "middle"; in the units initialization field. A couple of useful links for editing (apart from these forums): http://www.ofpec.com/ (check the forums) http://www.gol-clan.net/forums/index.php?showtopic=780 Maybe a useful thread on crouching for you: http://www.ofpec.com/forum/index.php?topic=26682.msg182706#msg182706 As for AI better at Defending than Attacking, I have noticed this too. In the manual it states that: "An attacking side needs at least a 3:1 advantage in numbers"
  3. I *think* Engage at Will means that soldiers will break formation, move into firing range of any enemy they've spotted and attack on their own initiative.
  4. Stumbled across a Virgin Media review. I was quite surprised by how long and in depth the review was. Score: 4/5 http://www.virginmedia.com/games/pc/reviews/review.php?storyid=39493329 The reviewer uses the term 'level' but it's the context of a mission they're describing.
  5. _Colt_

    no flying missions!

    Another way you might be able to do it is: Scenarios > My missions > Select New mission create > Choose Template e.g. Basic and expand it to choose your side e.g BlueFor > Then click on Units and select Players Group then choose the class and number of units you want e.g. Class: Air Unit: AH-1z 1 Count: 1. OK Do the same for the outpost guards if you want to change their units. Now go back and select Edit beneath Parameters and double click on the map and you will be able to place whatever various opposing units. You can move your starting location my dragging the insertion icon to where ever you want. Just click Preview to play and if you like it, save it.
  6. Using Firefox, the link posted by Maruk and Sniperwolf take me to http://www.bistudio.com/ Using Internet explorer takes me to the patch download site properly.
  7. _Colt_

    Arma 2 the last game to use this engine?

    The Eurogamer reviewer made some pertinent points about what needs to be addressed if BIS decide to make an Arma 3. http://www.eurogamer.net/articles/arma-ii-review?page=2 Even if BIS decide to continue to focus on the infantry there is still large areas for improvement. I personally would have loved to see a context sensitive squad movement system similar to the one used in Full Spectrum Warrior (I suggested this in Arma 2 suggestion thread years ago). As well as other stuff such as house clearing orders and animations, better CQB for AI, etc. Arma 2 is getting a lot of attention and praise right now but if reviewers themselves have noted whats wrong with the series (as the above quote illustrates) then BIS will have to address these problems for the next iteration (if they decide to make one) or risk stagnating the series. And the reviewers and even the community will become disenfranchised with that in my opinion.
  8. ArmA 2 scored 83% in PC Gamer 202 - July 2009 (UK). Credit for info goes to Lewis on Preys World forum: http://forum.preys-world.com/viewtopic.php?t=25508 PCG UK: "[Despite the problems] ArmA 2 continually wowed me. I subjected my squad to frequent helicopter rides just to sit watching the world pass below, wondering what would happen if I ordered the chopper pilot to drop us off in one of the villages below. One mission was interrupted by one of our recon planes being shot out of the sky with a rocket, which had nothing to do with anything. I've yomped through forests to stumble across tank battles in full swing without me. The single-player storyline genuinely takes the ArmA series and war games to new places... if it hooks you in, you've just found a game capable of providing infinite entertainment, and that's astonishing."
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