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Richey79

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Posts posted by Richey79


  1. I don't particularly like what I've seen of Arma 3 so far.

    I'm pretty sure it's the fluidity of the movement that I find breaks the immersion for me, makes it feel less realistic and creates the kind of fire-fights I don't find satisfying.

    I know I've not been very specific here, so my complaint lacks validity, but it's hard to address specific points when I'm just going on a general feeling that A3 doesn't feel anywhere near as satisfying and doesn't excite me like A2 did.

    Good luck to Bis and I hope they're successful, but I'm pretty sure A2 is the game for me. I even love its failings.


  2. Operative;2027332']The recommended setting will suffice only medium graphics I heard. Imagine how cheap will be the console version graphics.

    Their community guy said the recommended settings are for high (although most of the BF3 forums don't believe him, LOL).

    Those who have seen the console version at trade shows say it looks pretty close to the PC version; especially the PS3 one.

    I'm certainly not going anywhere near this 'PC is the lead platform, honest' game at release.


  3. In ARMA it's something that needs to be done in that way, because of the longe range firefights

    In RO2 the maps are smaller, the ranges to do a firefight are from 0 to 150m, so the zoom is unnecessary, heck, the maps are even smaller than ROOST ones and the no-zoom ironsights worked well in that game

    Wait for the community-made maps.

    There's a reason why many of the guns have adjustable sights up to 1,500 metres.


  4. That's what I was worried about.. Because tank combat doesn't get very fun if it's just extreme close combat with infantry and other tanks. The orginal RO had a quite good map seize on some maps. ...

    In overall, how does the health system work? Is it improved since RO? How is the damage system? How is it to shoot in the game?

    The health system is pretty simplified, in all honesty. You still see where your character has been hit, a la RO:OF, but there's no movement or aiming penalty. You can bandage up light injuries very quickly. If you don't, you'll bleed out eventually. Some injuries will kill you and can't be bandaged, but you take about 10 seconds to die, and the screen blacks out, allowing you to fire back. Hopefully, someone will mod this system in the future and make it a bit more complex.

    I'm not a huge tanker, but various threads on TWI's forums have raised concerns about some elements of the damage system. It's nice to have proper damage that destroys individual systems and kills crew members, but it's a bit unpredictable what effect hits to particular areas of the tank will have at the moment. I mean, unpredictable to the point where it takes some of the fun out. People have reported hitting either nation's tank from the side five or six times and causing no damage. The tanks also seem rather unbalanced at the moment, particularly on the tank-only map, Gumrak.

    With the other maps, there's not much room to maneuver the tanks, honestly. Their support role reminded me of BF:BC2 more than RO:OF. The focus seems to be on infantry at the moment, but I believe it was the same with the original mod and when RO:OF first launched. If this version of the Unreal Engine will do big maps, then I'm sure we'll have combined op maps with a bigger role for tanks in the near future.


  5. The maps scale really well in territory mode when you only have a few players. Even a three versus three match is great. I usually avoid servers above 35ish players, as it has a tendency to turn into a meat grinder.

    RE: the eternal realism/gameplay debate...

    Something I really hated in A2 was that you could sustain a leg injury that meant you had to crawl for the rest of an hour long mission. Then, either the AI would bug out and refuse to heal you (Medic: 'Ur not in my squad, soldier!'), or you'd be on a 'tard server and no one would come and help you.

    I prefer having magic bandages. It rather breaks the fourth-wall for me when I have to suicide in order to respawn, just so that my avatar can walk again. Bandaging is currently extremely fast (barely seems to play an animation in first person view), but modders and server admins will deal with that in time.

    There'll be an 'Ostfront-mechanics' mod soon enough.


  6. Can someone explain to me why everyone glows bright orange while inside a building and obviously under a shadow?

    Ah! Further research reveals that this happen when you set shadows to 'low' and bloom on, making all player models glow, even in dark rooms.

    Pretty much like a texture hack :j:

    Hope they fix this at some point, although it's likely to be a 'feature' of Unreal Engine.


  7. Can someone explain to me why everyone glows bright orange while inside a building and obviously under a shadow?

    Turn bloom off. It's almost as silly as A2's radioactive cows.

    Apparently, the updated beta files with the new maps have been sent to Steam, it's just a question of whether they have more than a skeleton staff on a Sunday and Holiday Monday :(


  8. First impressions are very, very good. Rock solid stability for me, other than the server browser. Weapons are great and seem very well balanced: SMGs are actually fun to use now, but there are still plenty of reasons to pick up a bolt. Some fun new game modes, too.

    Hope BIS pay attention to how TWI implemented their cover system for A3.


  9. Some of the people arguing that there are leftist explanations, let alone justifications, for this behaviour come across as extremely naive.

    As do those who refuse to see (or hear, in the 'conservatives, innit' sound-bite) the ethnic origin of a majority of those involved in such behaviour.

    The riots are nothing to do with party-politics, and everything to do with a culture of entitlement-without-responsibilities that has been ingrained into a generation. When this occurs within a society that over-stretches its police-force and army and at the same time cuts funding for these institutions massively, chaos ensues.

    I can't think of another country in the world that would be so lax in dealing with these underclass opportunists. That is the fault of the policies of successive governments of both parties which have stripped the police of their ability and responsibility to respond in any meaningful way to smash-and-grabbers like this.

    Of course, if it was a peaceful, genuinely political protest, the police would have engaged in provoking the protesters through 'kettling' and beating innocent by-standers around the head with batons.


  10. I don't see how A3 (some eye candy, unknown animation improvements, some choosing body armour and weapon attachments that don't really interest me) will at first be able to compete with 3 years' of community work (SLX, GL4, PVP animations, superb sound mods) and 3 years of Bis' patching and optimisation.

    I'll get A3 immediately on release, no doubt about it, but it may well be A3 that gets played sporadically, for a while at least.


  11. How in God's name does Baff have 2000 posts, and yet I only ever see him posting to defend CodeMasters' latest steaming pile or blatantly trolling?

    If Arma turns run 'n' gun, I'll enjoy the new direction and keep on playing A2 at the same time.

    I suppose I'd have to have a bit of a quiet cry for the end of an era if they remove tilde - 7 - 3 'all, danger' from proceedings, and go with a command radial.

    6 - 1 - 1 'heal that squad leader.'


  12. I don't really understand the knee-jerk reaction against PvP in a thread like this.

    Sure, I prefer TvT, but the RV engine's suitable enough for some competitive fragging, particularly if Bis overhaul the animation system and add some physics. A game-mode like this benefits from some game-modes / maps being included with the vanilla game: it doesn't suit the community-made approach that co-op missions do.

    There were some interesting TvT modes included with the release of OA, but they were all so badly bugged at release that nobody played them.

    Noone's worked out what 'Arma 2: free' was in the Nvidia profiles yet (as far as I know). Perhaps Bis still have a surprise waiting for us.

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