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nkenny

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Everything posted by nkenny

  1. nkenny

    WW4 Modpack 1

    I could kill to have these animations, nay this entire game philosophy ported to ARMA2. WW4 is currently THE way to play any 'Operation Flashpoint-alike" game. Its smooth, its functional, it puts a commendable focus on GAMEPLAY rather than implementing hundreds of poorly thought out and sometimes redundant features. Thank you Sanctuary. - K
  2. What exactly triggers the "Go I'm covering" or "move out, I'm covering" radio message from my fellow AI soldiers? They keep spamming it endlessly, particularly when set to STEALTH while ambushing. Or in other situations where movement would be foolish in teh very extreme. -K
  3. I'm rather fond of the grenade launchers in the game. I've been gaming since Operation Flashpoint days, but it is really only recently that I've dedicated time and effort to learning these great weapons. As hard as they are to use for players, has anyone EVER been hit by a AI 40mm grenade? Are they still overshooting like in ARMA and Operation Flashpoint? Please share your experiences. -K
  4. nkenny

    M4A1 SD mods for scopes ?

    @sv5000 Yes, conceptually I agree. I find that the nature of the attatchments available for the different weapon systems make for interesting gameplay. This was also the case in Operation Flashpoint. The reason I'd like to see aimpoint on the mp5, is because the sight is fundamentally flawed. It just doesn't do a decent job. @Flash Thunder I love playing with the mp5sd. Its extremely short range, and ridiculusly low damage forces me to maneuver carefully and make my shots count. Few things are more satisfying that sneaking up within 40 meters of a sentry and double-tapping him with a mp5sd. Efficient? no.. fun? YES.
  5. nkenny

    Will it ever be fixed?

    Ask yourself this. Was arma1 ever really fixed? Did Arma1 ever really see any modifications or expansions of real consequence? Not really. 1.14+ was certainly an improvement, it made the game what it should have been at release day... But consequential? Not really. Operation Arrowhead has been announced. It will apparently bring FLIR to the game... well it certainly looks nice, but will it really have a CONSEQUENTIAL effect on gameplay? Will vehicles still bungle-up driving on roads. Will we be given a STREAMLINED command interface? Will animations and weapon handling be made sensible... Will the AI still fumble with AT weapons, will the AI still have problems with the GL, will the same asinine communication protocol remain? It certainly seems things will remain exactly as they are. -K Disclaimer: I might bring some biting criticism to the table, but don't get me wrong. I've certainly had fun with ARMA and ARMA2. Its just that Operation Flashpoint was and is a better game in all ways but graphics. Give us more stuff like micro-AI, bring us consequential changes, but for the love of god BRING BACK THE GAMEPLAY.
  6. nkenny

    M4A1 SD mods for scopes ?

    Yes please. aimpoint for mp5sd? The ironsights are horrible. -K
  7. nkenny

    Quick Question: "Go I'm covering"

    Indeed. Usually it ends up with a soldier spamming the radio network, which again makes for poor communication protocol. This is particularly prevalent when commanding larger formations of troops. A simple solution would be to have the "go cover me" be a shouted thing, that is it is never transmitted by radio. -K
  8. @Zeep In this case the 'problem' is related to the gun-animations I think. There seems to be some blending between animations or something that is probably intended as a feature. I've experimented a bit and the problem is not related to the mouse DPI. I've got a Logitech G9 (and I've messed around with the Different DPI settings). The mouse-frenzy is definitely tied to to the 'gun' animations as you do NOT experience Mouse acceleration when looking in 'Freelook' mode. -K
  9. I agree. I still want smoother animations/sequences like Operation flashpoint offered. More specifically as the latests version of @WW4 mod offered. As an end user, in this case, the technicalities don't really interest me. This is another classic example of BIS having many good ideas, but botching the implementation in the USER INTERFACE part. -K
  10. Actually I slightly miss read his post. There is no questioning that most traditional first person shooters have separate first and third person models. (this to allow higher fidelity in animations and render quality of first person weapons/arms) What I respond to is the ridiculous notion that because Arma2 has shared animations; we can't get smoothly flowing/interruptible ones. -K
  11. This is completely nonsense. Few modern games suffer any such 'problems'. Traditional animations are not unlike a film reel. You can rewind, fastward, skip etc. No problems. Whether or not the same animations are used for third and first person view is immaterial. Proper "skeletal animations" permit different body parts to play different 'tracks' of animations is old news. All modern games employ these reverting only to traditional "vertex" animations for the most simple of objects. Blending one series of animations into another is also ancient history. It has for instance been part of the Half-Life engine since what? year 2000? Contemporary game animation techniques tend to take advantage of inverse kinematics. Which allows for proper physics handling, traction, and totally dynamic movement sequences etc etc. This is beyond anything we can hope for Arma2, but look to ET: Quake Wars for an excellent implementation. -K
  12. nkenny

    [GUIDE] AI Squad Command

    Excellent post. Been waiting for something like this. (also highlights how poor the current UI really is) GIVE US CUSTOM KEYBOARD BINDS!
  13. And people have been posting pretty much the same since Arma1. I think its a rather optimistic attitude to think that BIS should suddenly shift gears. :P -K
  14. I assume your SHIFT is bound to 'slow/walking speed' ? If so I have something similar to confirm. Albeit I experienced this thing the dead of night. Slow-prone is nearly invisible at any range. -K
  15. Interestingly enough all these games attract a core of ridgidly immobile and rather naive group of players who are willing to praise these games. Even in the face of all evidence. -K
  16. This is nonsense. Arma2 is in its current state a rather clunky infantry GAME. A team of clever game designers would easily be able to incorporate all elements of warfare with similar fidelity that arma manages to give infantry. This is a matter of competence and inspiration, as well as having a market to reach. Admittedly we're not talking about 100% realism (whatever that means), but to a superior degree which Arma2 has managed? Please. -K
  17. Monthly payments demand a functional product. -K
  18. Arma2 is said to be an Infantry simulator. You'd think they would be able to dedicate 'some' development to non-infantry aspects in what? How many games and expasions? All we keep getting are smaller products with shittier campaigns and rehashed bugs. - K
  19. Cool! This is exactly what I've been looking for. I'll try it later. I'd love to see an "Assault" mode where the AI stuck close and prioritized sticking near to the SL. Particularly useful for urban engagements. :P -K
  20. nkenny

    ArmAII-Mark

    Fresh WinXP Sp3 CPU - AMD Phenom II X4 955 Black Edition @ 3.2Ghz MB - MSI 790FX-GD70, 790FX+SB750, Socket AM3 RAM - OCZ Gold DDR3 1333MHz 4GB KIT BEAST - XFX GeForce GTX 285 690M 1GB PhysX CUDA @ Latest 193.xx drivers. All default settings. @High - 1280x1024 res. Results Test One- 33.2404 Test Two- 34.712 Test Three- 27.7411 Test Four- 35.0263 Test Five- 21.6353 == 3047.1! Running my optimized MP settings I managed to drag it all the way to 35xx.x. It is interesting to see how much better comparatively clocked ATI and i7 CPUs do it compared to this rig. wonder. Is anyone compiling this data? -K
  21. nkenny

    A genuine question

    All I know is that whenever OPF comes up (8 years later) one of the first things people talk about is the excellent campaign. SP matters. -K
  22. nkenny

    Is online even playable?

    Please, ARMA2 might be a slower game than COD, BF2, or Quake. That doesn't mean that once you seize the initiative and go proactive in an assault, CQB or NOT, reaction speed won't matter. Look. If I'm playing point man on a patrol, and I cross a ridge to unexpectedly come across four enemy soldiers. I'M IN DEATHMATCH MODE. Reaction time, smoothness, and every second matters. If I'm running 100FPS and my victims are chugging along at 23FPS... Well I have a tremendous advantage. In short and sharp engagements like that, all the planning in the world isn't going to help you. Unless you are able to RELIABLY put your sights on me (before I hit you); you are dead. Teamwork can certainly affect the outcome of a situation, but once you get down to it. Its you or me man. Beasts all. -K (Ping and FPS. Its not that different)
  23. nkenny

    Is online even playable?

    Have you tried playing ARMA2 Deathmatch yet? Most fun Arma game I've had yet. Smooth FPS > WIN in CQB situations. -K
  24. nkenny

    Knife in ArmA 2 ?

    *shrug* The only way I can imagine the ARMA2 engine handle melee combat with any degree of accuracy would be something like this. Everyone can melee attack. Done with the single press of a button. Kinda like "climb over anim" works now. Instant kill. (one shot kill) Knives are an upgrade that consumes one or two equipment slots. A fighting knife upgrades the "melee" button to produce a STEALTHY kill. (still one shot on kill) - K
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