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DISCLAIMER: This thread is years out of date, feel free to start a new thread if you'd like, or submit text blocks to me and I'll add them to the OP. Arma Reforger is out, which is essentially a tech demo and sandbox for BIS to work on the new engine for Arma 4. Cheers to the 10 years of memories, tomfoolery and goofiness that this game has provided Table of Contents
(Credit to Keket for all the awesome headers) Arma 3 vanilla game - http://store.steampowered.com/app/107410/ Arma 3 DLC 3-pack (Karts, Heli’s, Marksmen) - http://store.steampowered.com/app/304400/ Arma 3 Game+DLC pack - http://store.steampowered.com/sub/60639/ As is usually the case with Steam games, if you’re patient, wait for the Winter and Summer Steam sales, because you’ll get this game significantly cheaper(%40-%70 cheaper if you’re lucky) What is Arma? Arma 3 is the latest game in Bohemia Interactive's Arma series, a franchise known best for it's quasi-realistic FPS mechanics, non-linear tactical gameplay, large and varied communities, and the ambitious modding and mission-making scene. Some of the improvements from Arma 2 include vastly improved mouse controls, much better graphics, a whole new stance system, Zeus, a weapons attachment system, and much more. The game is set in the near future on their version of the real-life island of Limnos in the Mediterranean, dubbed Altis. It is pretty huge as games go, at approximately 300 km2 of detailed and variegated terrain. The communities in Arma vary from small groups of friends who play on public servers, to huge milsim groups with hundreds of members who play on highly modified versions of the game with their own private rules, missions, and servers. The modding scene is very active, with work ranging from radio simulators, to even more realistic overhauls, useful tools like a squad 'minimap' of sorts, and even ridiculous stuff like Halo universe mods. With Arma you get to pick and choose who you play with, what maps and weapons are available, how missions are designed, and how you want to approach any given situation. This freedom is what has given Arma the longevity and popularity it has today. I keep on dying, how the gently caress do you people play this game? Before we get started with the , here's a quick glimpse of the Arma Experience http://www.youtube.com/watch?v=Ig9z_hDSjuU At it's heart, Arma is a tactical first person shooter with an emphasis on slower paced gameplay, which is naturally induced through it's realism. A round from a rifle to an unarmoured torso, as in real life, will lay your virtual rear end out flat, and everything scales up from there in lethality when you add in the possibility to be attacked by and operate () planes, tanks, artillery, and many other modern angels of death. One of Arma's strongest points is the way it allows for large groups of people to play with and against each other. Although a tank may be an intimidating threat to a squad of infantry in terms of raw firepower, that same squad can use tactics and clever positioning to draw the tank into disadvantageous terrain and hit it’s more vulnerable rear with RPG’s. The key to surviving and doing well in Arma is to take things slower then you’re probably used to. Pay close attention to what’s around you, the terrain that you or the enemy may be occupying, and don’t fall victim to tunnel vision. It’s really easy to miss a squad of enemy infantry when they’re all taking cover in the edge of a forest, but if you think from your enemy’s perspective and pay attention to the areas you would likely hide in, ambush from, etc., you’ll be well on your way to noticing them first and shooting some mans. If you're interested in a extremely well put together guide to this game that covers everything from infantry play, combined arms, group play, tactics, etc. the Arma Digital Deluxe upgrade (available on the main Steam page) has the official tactical guide written by Shacktac’s Dslyecxi. It is essentially the latest installment of his fantastic TTP guides he wrote for Arma 1 and Arma 2, and it is a veritable gold mine of advice that is beyond the scope of this thread. Media;Out of date, being worked on Videos from Dslyecxi
Screenshots;Out of date, being worked on (Credit to LSD) So there's all this talk about missions, but how do I find and play them? When you play Arma 3, you will passively download the currently running mission as you connect to servers. Sometimes, though, you may want to play a mission on your own or perhaps check out something that someone else made in the Editor. There are many ways to do this.
You tend to have two completely different sides of the game when it comes to multiplayer content: the public communities and the private communities. Both of them are very different beasts and as a result you have a huge variation in content and quality. For the public side of the community, you most often tend to see missions that work with the vanilla game, sans mod dependencies. Popular examples of this include: King of the Hill, Invade & Annex, Patrol Ops, Altis Life, and Domination. These kinds of missions are typically considered to be very casual, join-the-server-and-go-shoot-stuff types of missions. As described earlier in the Community section of this post, the public side of Arma 3’s community can easily be characterized in this way because of these sorts of missions as they’re the most common ones that you will be able to play on any given day. There are, however, quite a few segments of the public community that do use mod dependencies that follow the example of DayZ, which sort of became a kind of total conversion of Arma 2. Popular examples of this in Arma 3 include: Battle Royale, Breaking Point, and Epoch; the latter of which has spawned a rather active Goon sub-community over in the PGS board as of Spring 2015. As for the private side of the community, things tend to be pretty closed door for many reasons. As described above in the post about the game’s Community in general, the private side of the Arma 3 Community tends to be rather decentralized and segregated. As a result of this, most multiplayer missions tend to be kept in-house, so to speak. Usually it’s a byproduct of mod dependencies, though, but more often than not it’s because people tend to want to keep things “in the family.” On the other hand, multiplayer missions in the private side of the Arma 3 community are usually higher quality and have a lot more variation, albeit less replayability. Want to play a Jurassic Park mission where you’re a Raptor hunting other players in a jungle in the pitch black dead of night? Well, those kinds of missions definitely exist, but you’ll either have to find the private Arma communities that have them and find a way to join their groups as well as download their modpack or else you’ll have to make them yourself and find other people to play it with you. As described above in the Community section of the post, this is one of the current problems with the Arma community. So you want to make some missions (Credit to LSD) I used to make missions in Arma 2, how much of that carries over to Arma 3? The skills, scripting, and processes you learned to make missions in Arma 2 are still relevant in Arma 3 because almost all of the same procedures carry over. One change worth noting is that Bohemia has given the new Editor’s interface a complete makeover, though you can still revert it back to the old way if you prefer. They have also changed the file structure of the game for scripting by introducing things such as initServer.sqf and initPlayerLocal.sqf (though you can still do it the old way, via init.sqf, if you prefer). So how do I get started learning this? There are a lot of Youtube video guides explaining how to use the Editor and whatnot, however most of them are the usual “copy paste what I wrote and you’re done!” The most reputable place to start for learning how to use the Editor from scratch, though, is Jester814’s video series on Youtube (link). After learning the basics of how to use the Editor, you will eventually feel forced to learn the game’s scripting language. Ever since this game’s predecessor, Arma 2, Bohemia has maintained a special scripting language built for their games called “SQF.” Whereas in most languages, for example in Java, you would say something like this: code:
code:
(Credit to LSD) So who do I play this game with goons? The Something Awful forums is home to several active Goon communities. Most of them, as well as their modpacks and their group’s contact information, can be found in the PGS board. There is a lot of overlap between the Goon communities, so you will often see many of the same faces in each group listed below.
IRC #Armagoons on synirc Camping the Stairs Mumble http://forums.somethingawful.com/showthread.php?threadid=3521554 Linked thread in PGS has all the details Steam http://steamcommunity.com/groups/a3goons This is a public group, figure out how to get in yourself (Credit to LSD) So what is Zeus? One of the most popular player-made mods in Arma 2 was MCC, which had a special function where you transform yourself into an omnipresent spectator camera that can fly around and place objects or enemy units anywhere you wanted in the game world. In 2014, Bohemia released an official, built-into-the-game version of this concept for Arma 3 and called it Zeus. Zeus effectively turns Arma 3 into a game of Dungeons & Dragons, where the Zeus player is the Dungeon Master and all of the other players are the heroes of the story. Almost anything that can be done in the Editor as a pre-made mission can also be done in Zeus with a few key exceptions, such as the lack of locality control for scripters. For this reason, many people nowadays will forgo ever learning how to use the Mission Editor and instead just learn how to do Zeus. In fact, there are actually mods (for example, the Ares mod) which allow you to save a current Zeus setup so that you can load it again later, similar to saving and re-opening a mission file in the Editor. This allows you to have mission templates to cut down on the setup time for making the mission. Furthermore, the entire Zeus concept makes it possible to transform Arma 3 into a giant RTS game with Bohemia’s inclusion of a resource system that can be enabled or disabled in the editor by a mission maker. Unfortunately, though, this idea has not gained much popularity or attention from the mainstream community. There are many Youtube video guides that explain how to use the Zeus interface and the controls for it can be found in the game’s Configure->Controls->Zeus menu. Again, as with the Mission Editor guides, a good starting place is with Jester814’s video (link). Out of date, being worked on Here's an old list of good mods and a short guide on how to install them.
How to install mods;Out of date, being worked on Installing mods is pretty simple. The basic gist of it is that you have to have the modfolder in the root directory of your Arma 3 install(should be something like 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3'), with the '@' character as the first character of the modfolder's name, for example '@CBA_A3'. Once you have the folder in there, you go into your Steam library and find the Arma 3 link and right click it, selecting 'Properties'. A new window should come up, and on the first tab, select the 'Set Launch Options' button. Another pop up will appear, with a blank textbox. In this textbox, you're going to add '-mod=' followed by the name of the folder of the mod you'd like to load in. So, following the earlier example, you'd add in '-mod=@CBA_A3;' to load CBA. If you're loading more then one mod, you add the '-mod=', followed by the name of the mod you'd like to load first, then add a ';', then type in the name of the folder of the next mod. So, my modline looks like this: ' -mod=@CBA_A3;@compassfix;@FA_gpstr_watermark;@tao_foldmap_a3;@sthud;@FA_stance;'. Most mods come pre-packaged properly, so all you have to do when you download the archive is drag the folder with '@' in it to your Arma directory and call it through steam, however, some addon makers will be lazy and only package the .pbo file(the actual mod itself). If this is the case, in your Arma directory create a new folder. For the name of the folder, call it '@______', filling in the underscores with a name that is relevant to the mod so it's easy to remember. Open this folder, and create another folder inside of it called 'addons'. Now, all you have to do is drop the .pbo file into the addons folder, and add the modfolder into your Arma's launch parameters and you're good to go. DO NOT DRAG THE .pbo DIRECTLY INTO THE 'ADDONS' FOLDER IN YOUR ARMA 3 DIRECTORY . This will only cause problems down the road and it's not a path you want to take.
If you're about to play with goons, DON'T USE THE DEVELOPMENT BUILD, it is not compatible with the stable version *If you have any suggestions or material to add to the OP, feel free to post it and I'll do my best to keep the OP updated* *Thanks to Love Stole the Day for significant contributions to the OP's contents Mederlock fucked around with this message at 18:30 on Sep 11, 2023 |
# ? Nov 14, 2012 10:48 |
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# ? Jun 10, 2024 12:06 |
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Have Bohemia said anything about whether or not the SP campaign will be more fleshed out this time?
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# ? Nov 14, 2012 10:50 |
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TomWaitsForNoMan posted:Have Bohemia said anything about whether or not the SP campaign will be more fleshed out this time? Oh, yes, I forgot to add that. There's supposedly going to be a more dynamic and interesting SP campaign. Will add info regarding that to the OP
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# ? Nov 14, 2012 10:52 |
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Has there been any info released recently? I haven't been able to find anything on their forums other than a potential alpha around the end of the year.
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# ? Nov 17, 2012 01:53 |
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8lbsofanalsex posted:Has there been any info released recently? I haven't been able to find anything on their forums other than a potential alpha around the end of the year. I remember reading that the Aplha was planned for around September but then DayZ craze happened so maybe it got pushed back.
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# ? Nov 17, 2012 03:21 |
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Any word on if you'll be forced into flying missions as a part of the SP campaign? I hate that poo poo
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# ? Nov 17, 2012 03:35 |
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Mr. Clark2 posted:Any word on if you'll be forced into flying missions as a part of the SP campaign? I hate that poo poo http://www.arma3.com/arma-3-overview/personnel/ On the personnel page it lists a US helo pilot so I'm assuming they will have flying missions. Even worse, he is listed as a transport pilot. So you'll probably have to do some missions just flying stuff around until out of necessity of course he will start flying comanches, gunships, A-10s, F-35s, and the space shuttle.
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# ? Nov 17, 2012 04:20 |
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8lbsofanalsex posted:Has there been any info released recently? I haven't been able to find anything on their forums other than a potential alpha around the end of the year. Sadly, no. I've been keeping an eye on Arma 3 dot com and haven't seen an update for a couple months, but from what I've heard from people who are "In the know", the alpha build is at a playable state, and my guess is it'll be out within a month or so, and the full game within 1-3 months. It's hard to tell with Bohemia being so quiet about it.
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# ? Nov 17, 2012 07:38 |
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I know this isn't about the game (which looks awesome), but has there been any news of the two devs detained in Greece? Apart from what little there is posted on the BI website I can't really find anything. As for the game, I hope that the SP campaign actually does a decent job of easing you into positions of command. The games so far have had a bad habit of putting you in the role of a squaddie for a couple of missions and then suddenly dumping the commmand of an entire armoured column on you. Give me a fireteam or something so I can actually get used to the command interface, drat it!
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# ? Nov 17, 2012 07:47 |
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Buck Turgidson posted:I know this isn't about the game (which looks awesome), but has there been any news of the two devs detained in Greece? Apart from what little there is posted on the BI website I can't really find anything. There was some news today actually https://www.eurogamer.net/articles/2012-11-16-after-70-days-awaiting-trial-jailed-arma-3-devs-refused-bail
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# ? Nov 17, 2012 07:49 |
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I'm so majorly stoked for this, but I dread the kind of PC I'll need to run it for large-scale multiplayer.
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# ? Nov 17, 2012 07:53 |
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KennyLoggins posted:I remember reading that the Aplha was planned for around September but then DayZ craze happened so maybe it got pushed back. It was pushed back, yes, but not because of Dayz. Dayz actually hit it's peak around the April-July timeframe, and has had little to no bearing on the actual development of Arma 3, afaik. The detainment of the 2 Arma devs and just development schedule issues is far more likely to be the causes that pushed the dates back. Edit: ^^^ I'm pretty stoked too, and as a member of Shacktac, large multiplayer experiences is all I really do, and we're all hoping Arma 3 doesn't make our computers beg for mercy on big co-ops like it does for a lot of us in Arma 2. Mederlock fucked around with this message at 08:03 on Nov 17, 2012 |
# ? Nov 17, 2012 07:58 |
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^^^ Dude if this game doesn't ride my pc into the dirt I'll be amazed. Disappointed even.VarXX posted:There was some news today actually https://www.eurogamer.net/articles/2012-11-16-after-70-days-awaiting-trial-jailed-arma-3-devs-refused-bail drat, that sucks. I hope the trial goes their way, twenty years in a Greek slammer is no holiday. Buck Turgidson fucked around with this message at 08:12 on Nov 17, 2012 |
# ? Nov 17, 2012 08:09 |
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Mederlock posted:Edit: ^^^ I'm pretty stoked too, and as a member of Shacktac, large multiplayer experiences is all I really do, and we're all hoping Arma 3 doesn't make our computers beg for mercy on big co-ops like it does for a lot of us in Arma 2. I've been thinking of applying for ShackTac or playing w/ UO but I know 90% of the mission will take me to 10fps and poo poo.
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# ? Nov 17, 2012 09:16 |
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Have my favorite ARMA 3 moment yet Switch this to 1080p for the closest I've seen yet to the so-far default ARMA 3 keyboard layout Here and here you've got a good animation showoff; for the second one, at 15:03 he shows off the "campaign hub" Camp Maxwell, at 16 minutes he shows off infantry combat, at about 19:50 there's a bit of "sidestep" instead of leaning, and at 21 minutes he shows off the hint system! If you take endorsements, the best sign that the animations are better is a BI forums complaining that they were "too smooth, too fast" and another raging at the idea that a guerrilla (I guess he was thinking "guy in a dishdasha with Kalashnikov") could go into "Last Stand"... KennyLoggins posted:I remember reading that the Aplha was planned for around September but then DayZ craze happened so maybe it got pushed back. As for the campaign... apparently the "taking uniforms off of enemies" is SP-only, since the devs supposedly ran into issues when trying to implement it for co-op/versus. The heresy of game balance? Sounds like it... later, some campaign talk from Karel "Gaia" Moricky, i.e. scavenging weapons and sometimes being separated from 7th Infantry Division, and at about 9:30 of this he compares it to Operation Flashpoint: Resistance; the "story" of 7ID is told in part through the "ORBAT", shown off at this point and here. (More infantry small arms action here, then at about 6:30 sniping, and at 11:55 doffing gear in realtime, and watch him take a KRISS Vector but not the ammo.) A bunch of my notes on the state of ARMA 3 as of Gamescom are cribbed from BI forums users InstaGoat: InstaGoat posted:When I talked to him he said that in terms of mission scope and campaign design, they want to do something that will be similar to OFP:R and OFP:CWC, in terms of story twists and such. I think it´s likely we´ll see a progression from reconaissance, to invasion, to some sort of SNAFU and people being scattered into the woods, guerillia fighting, and counter invasion towards the climax of the campaign. Chortles posted:I'm not sure how exactly this would work considering what was said that sometimes the player will be cut off from 7th Infantry Division, but I've seen it at moments in COD4/MW2 -- depending on the mission, if you were playing the Campaign sequentially (i.e. one mission into the next) you'd carry over the same weapons, since that mission would be an immediate continuation of the scenario that you had just concluded (i.e. break into a base, next mission starts you inside the base), but you'd have a default weapons set if you instead selected the mission manually from the Mission Select menu screen instead of seguing into that mission; I wonder if ARMA 3 will do the same? InstaGoat posted:I imagine it´s something like that, but not just carrying over the weapon, but carrying over -everything-. Ammo, individual magazine roundcounts, vest, clothes, helmet, eyepro, attachments, as well as teammates and all the gear on them. I doubt you´ll be completely alone at any point, unless there´s some sort of "after montignac" style mission in there. Oh yeah, have the summary of a BI survey on social networking features of ARMA 3 with 633 responses.
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# ? Nov 17, 2012 10:50 |
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Chortles posted:A bunch of my notes on the state of ARMA 3 as of Gamescom are cribbed from BI forums users InstaGoat: Great post, I have a question that a man of your knowledge may know. What's the word on difficulty levels and the built-in range finders on scopes? Is that going to be across all difficulties, or will it be like arma 2 where going to veteran removes the nameplate feature? I'm actually concerned at how trivialized long-range engagements could be with that built-in range finger.
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# ? Nov 17, 2012 11:52 |
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Chortles, you rarely fail to dredge up good tidbits of information about this series. Thanks for all that. I'll try and see if I can work in the sourced bits into the OP
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# ? Nov 17, 2012 11:53 |
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Wow the animations look extremely nice. It's really weird to see the recoil being so little. The aiming and movement seems extremely snappy too which is promising. I still feel it's going to be a buggy unoptimized game though... Oh they're going to find an alternative to the action menu to steamline actions which is a big plus in my head.
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# ? Nov 17, 2012 14:11 |
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Any in depth info on the mission editor? Will it be easier than previous installments? Or do we still have to know scripting and crap?
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# ? Nov 17, 2012 18:29 |
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In my opinion, without scripting, the mission editor would be useless. Some of the best missions I've played require a basic selection of scripts, such as a spectator script, stuff like Dynamic AI Creator's, and scripted events/actions. So, to answer your question, to make missions that are really ground breaking, you are going to have to know how to do basic scripting, or at least know how to copy paste scripts into the right places. I do hope they make the mission editor a bit easier, but I think the best thing they could do to make missions easier to make is to make a comprehensive tutorial for it that explains the functions of all the buttons and functions. They're also adding java scripting, which they introduced first in Take On:Helicoptors, so that should be interesting.
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# ? Nov 17, 2012 19:25 |
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I wonder what the mix of missions will be between the different characters. It seems like so far it's mainly been the regular infantry guy that has been shown. Wondering where a US Tanker will fall into a guerrilla campaign. I'm assuming the alpha is gonna be open for everyone?
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# ? Nov 17, 2012 21:40 |
God I hope the interface and controls are better than ARMAII. I really want to like that game but it just feels so clunky walking around.
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# ? Nov 17, 2012 21:47 |
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I feel like a lot of what you are saying was only required because the editor was built in a way that made scripting necessary in the first place. I feel like there are at least a few things that could probably be done through menus and such, while undoubtedly more complex, heavily customized things would probably still need some degree of scripting. I'm not even suggesting scripting be removed, they could leave the script boxes there for all I care, but in 2012 I am sure it's possible to figure out how to assign certain behaviors or basic customizations to an entity without having to copy paste a script or something like that myself. Like, for example, there should be zero scripting needed to create a basic artillery bombardment or air strike scenario. It should be dropping an entity onto the map, and, through simple menus, assigning the details of the event (duration, whether it is triggered by player proximity or a player action or if its independent of the player, type of ordinance used, area of effect, etc.) There really isn't any reason that kind of stuff can't be straight forward. It's possible to do it through scripting, so there is no reason it can't be done through menus at this point. The same can be said with editing a unit's loadout. Why isn't there simply an "edit inventory" button when I click on a unit?
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# ? Nov 17, 2012 21:50 |
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8lbsofanalsex posted:I'm assuming the alpha is gonna be open for everyone? I'm assuming you will need to preorder to enter in the alpha. An alpha of a Bohemia game is going to be pretty buggy, so I think they will prefer to have something more closed, controlled, and they have enough hardcore fans that will pay up to enter, no need to do it more open.
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# ? Nov 17, 2012 21:51 |
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ToastyPotato posted:I feel like a lot of what you are saying was only required because the editor was built in a way that made scripting necessary in the first place. I feel like there are at least a few things that could probably be done through menus and such, while undoubtedly more complex, heavily customized things would probably still need some degree of scripting. I'm not even suggesting scripting be removed, they could leave the script boxes there for all I care, but in 2012 I am sure it's possible to figure out how to assign certain behaviors or basic customizations to an entity without having to copy paste a script or something like that myself. Yeah, I think we're thinking along the same lines and I just misinterpreted what you were suggesting. It would be cool for pre scripted events like the ability to call in artillery to be easy as that to place, and I 100% agree with the inventory thing. In fact, the lack of an easy to edit inventory screen in the editor is one of my biggest gripes with it.
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# ? Nov 18, 2012 03:20 |
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Just The Facts posted:God I hope the interface and controls are better than ARMAII. I really want to like that game but it just feels so clunky walking around. Yes, from what I've heard from people I know who have played it, at E3 and gamescon and otherwise, it handles a lot better. Some even ventured to say it was as smooth as BF3, but with a lot more freedom regarding stances and such, but still feeling natural and not arcade-y
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# ? Nov 18, 2012 03:22 |
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Mederlock, the "infantry animations and shooting" bit links to the same video you'd already posted, why not use some of my other links/timestamps? My linking to 4:13 was just for that one moment of "OH MY GOD this could never happen in ARMA 2". As for the controls video, I'd use the timestamp so that that video goes straight to 18 minutes in (I recommended 1080p because that was the only way it was visible for me). Note that the campaign is SP only, no co-op option, but from InstaGoat's initial "back from GC, first impressions" report: InstaGoat posted:As far as mission design goes, gameplay will trump screenplay. Contrary to most big games studios (thinking specifically of the COD developer types here), BI are fully aware that they are making games, not movies, so they are trying to create cool missions first, before trying to tell a convoluted story. OFP:R and Arma were mentioned as examples, as well as a handful of other titles from the past that did it right. InstaGoat posted:Now, these are things I have seen at gamescom that are implemented right now. Chortles fucked around with this message at 14:09 on Nov 18, 2012 |
# ? Nov 18, 2012 14:06 |
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Honestly the only downer for me about this game so far is that near future setting, just because this game seems to fix 90% of what I disliked about Arma and the old OPFP games. I kind of want a regular modern setting, so I can play with regular weapons and vehicles. With the graphics fidelity taking a nice step up, I worry that it will be difficult for modders to keep up with the quality. I don't want to be stuck with lame pseudo-future stuff, unless it is going to be really downplayed and basically all the normal modern stuff will also still be in the game...
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# ? Nov 18, 2012 17:44 |
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ToastyPotato posted:Honestly the only downer for me about this game so far is that near future setting, just because this game seems to fix 90% of what I disliked about Arma and the old OPFP games. I kind of want a regular modern setting, so I can play with regular weapons and vehicles. With the graphics fidelity taking a nice step up, I worry that it will be difficult for modders to keep up with the quality. I don't want to be stuck with lame pseudo-future stuff, unless it is going to be really downplayed and basically all the normal modern stuff will also still be in the game... Re: future "notes from InstaGoat", how should I go about putting that information together for the purposes of this thread?
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# ? Nov 19, 2012 03:26 |
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Just The Facts posted:God I hope the interface and controls are better than ARMAII. I really want to like that game but it just feels so clunky walking around.
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# ? Nov 19, 2012 04:08 |
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Chortles posted:Err, ToastyPotato, the BI forums' "Is Arma 3 authentic?" thread reveals that besides the Mi-48 "Kajman" (or as I believe Ham dubbed it, the "Hamoc") among vehicles plus the MX rifle and the SDAR among small arms... yeah, a lot of ARMA 3's supposed "psuedo-future" stuff is modeled off of stuff that's been produced in real life. That's all well and good, but are the things they are modeling off of in wide circulation? Because if they aren't, I would hate to see things that actually are used not be in the game and be left to modders. Unless there was a modern DLC pack, which I would probably buy.
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# ? Nov 19, 2012 04:22 |
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ToastyPotato posted:That's all well and good, but are the things they are modeling off of in wide circulation? Because if they aren't, I would hate to see things that actually are used not be in the game and be left to modders. Unless there was a modern DLC pack, which I would probably buy. Out of the small arms, only the Mk 14 has been in what I'd call "wide circulation" (just look at the years of "EBR" appearances in video games such as MGS4) with the US military, and out of the vehicles besides the HEMTT (a cargo truck) there's the Osprey; the AH-6 and SDV are special ops, while the F-35 has yet to really circulate.
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# ? Nov 19, 2012 10:23 |
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Just The Facts posted:God I hope the interface and controls are better than ARMAII. I really want to like that game but it just feels so clunky walking around. It's honest to god why I love Arma more than most shooters, honestly. You move around like you actually are a bit burdened by poo poo you carry and things don't just align themselves perfectly to be played like a game, but more as a simulator of sorts. And it's good for making my friends who say they'd love to be in the military shut up, as they die in one bullet to the head.
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# ? Nov 19, 2012 15:15 |
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Mordaedil posted:It's honest to god why I love Arma more than most shooters, honestly. You move around like you actually are a bit burdened by poo poo you carry and things don't just align themselves perfectly to be played like a game, but more as a simulator of sorts. You can't honestly say you enjoy how clunky (ala Metro 2033) Arma is, it's a subpar system and everyone including Bohemia knows it, which is why it's been fixed in Arma 3. It will have a stamina system, so the heavier you are, the harder it will be to keep up with everyone, and the longer it'll take for you to get your breath back for aimed shooting, which personally I find is the better system. Mederlock fucked around with this message at 21:57 on Nov 19, 2012 |
# ? Nov 19, 2012 21:04 |
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I'm sold just on those screenshots.
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# ? Nov 19, 2012 21:10 |
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quote:That's amazing.
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# ? Nov 19, 2012 21:15 |
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Mederlock posted:You can't honestly say you enjoy how clunky (ala Metro 2033) Arma is I honestly like how ARMA2 feels (and Metro 2033, though it's very different). That doesn't mean I wish every game played like ARMA2 or that the problems with going through doors and tight spaces aren't crappy. But I'm pretty fat, so maybe I just like it 'cause it it feels like a good simulation of me as a soldier (if I could jog for more than 10 feet).
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# ? Nov 19, 2012 22:27 |
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Mederlock posted:You can't honestly say you enjoy how clunky (ala Metro 2033) Arma is, it's a subpar system and everyone including Bohemia knows it, which is why it's been fixed in Arma 3. It will have a stamina system, so the heavier you are, the harder it will be to keep up with everyone, and the longer it'll take for you to get your breath back for aimed shooting, which personally I find is the better system. I disagree with your assessment, but that's because I don't really consider Arma "games" to be enjoyed to play, in the same way you enjoy playing Counter-Strike or Quake or Half-Life. I enjoy it because of it's complexities, and taking it away kinda takes away from what makes Arma different from Operation Flashpoint(current ones). It's just not meant to be that kind of shooter, I feel.
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# ? Nov 19, 2012 22:38 |
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So will it be possible to create James Bond scenarios where people are shooting at eachother underwater with harpoon guns? I might have to pick this game up if so.
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# ? Nov 19, 2012 22:47 |
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# ? Jun 10, 2024 12:06 |
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I hope it doesn't run like poo poo, like the other ArmA games. (It will)
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# ? Nov 19, 2012 23:05 |