|
LP97S posted:I seriously don't get people who enjoy the ArmA campaigns, I can't even get through them half of the time because they're so drat clunky. Again though, Gaia said that the Arma 3 campaign is supposed to have elements of Resistance.
|
# ? Nov 23, 2012 04:00 |
|
|
# ? Jun 10, 2024 11:57 |
|
LP97S posted:I'll just repost what I said about campaigns in the ArmA 2 thread: Can't you say that about ArmA in general?
|
# ? Nov 23, 2012 06:40 |
|
A Sloth posted:Can't you say that about ArmA in general? Now, as far as protective clothing goes: When I asked about diving goggles: These next two are both from the same post as the first quote in this post. Class features? READ FOR INSTAGOAT'S REPORTING ON THE AI AS OF GAMESCOM To elaborate on the AI: And some final AI opinionating from InstaGoat here.
|
# ? Nov 24, 2012 09:41 |
|
So, yeah, wouldn't it be awesome if grenades in the Arma series didn't suck? I think so, and here's a video of a concept on how it could be done better by Dslyecxi. Part 1: https://www.youtube.com/watch?v=aGt8QbK61aE Part 2: https://www.youtube.com/watch?v=HylAK_biGfk Basically, it's not rear end, and apparently a highly skilled modder with the time to do it is looking into making it a reality.
|
# ? Nov 24, 2012 10:15 |
|
Dyslecxi outright works for BISim, which is behind VBS2, and its 2.0 upgrade (basically porting VBS2 from the Arma 1 engine RV2 to the Arma 2 engine RV3) outright uses the "arc of travel and impact point/blast radius" method seen in games like Gears of War or Metal Gear Solid 4... so I'm not surprised that the depicted grenade concept is coming from him. By the way, Mederlock, I hope that that big post of quoting was usable for the OP? Here's another... READ FOR INSTAGOAT'S REPORTING ON THE GEAR SYSTEM AS OF GAMESCOM Encumbrance is cooked into vanilla Arma 3: Does that mean carrying capacity accounting for "volume" and weight? Maybe:
|
# ? Nov 24, 2012 10:35 |
|
Yeah, keep them coming man. I'm going to add a good bit of stuff to the OP, probably on Sunday, so I'll see how I can work it all in. Regardless it makes for good reading, thanks for dealing with reading the BI forums so I don't have to
|
# ? Nov 24, 2012 10:52 |
|
Could you include my "new inventory" screenshot OP with maybe a description? To "wrap up" my InstaGoat posting... CONTROLS DIALOGUE It has also been said (i.e. by Ivan) in Gamescom videos that the action menu and command systems are also up for revision, although the nature thereof has yet to be even hinted at; the Supports showcase and videos were still using the number row comm menu for calling in the artillery and helicopter CAS. And finally, the list of what's new that I posted on the first page but expanded on with what I thought were important aspects now boldfaced, and (hopefully this is real and not just speculation) InstaGoat's take on the devs' behavior as of early September before Ivan and Martin's arrests: EXPANDED LIST OF ARMA 3 FEATURES Speaking of that bit about the dev attitude and weapon attachments...
|
# ? Nov 24, 2012 12:08 |
|
A DEV ON ATTACHMENTS FOR A USER-MADE WEAPON
Up to three attachment slots per weapon, and magazines will still look the same even if you're using a C-MAG:
Then he confirms that he wants to implement a tools/tutorials pack for would-be modders for Arma 3 small arms, optics have their own eyepoints, and compares Arma 3 to Duke Nukem Forever:Vespa posted:Definitely, I would like some pack of tools and tutorials to help people with weapons modding. I already posted Smookie's bit on Arma 3 pistol CQB, but I may post some more bits from him (the guy who mo-capped the majority of Arma 3 animations) if anyone else is interested.
|
# ? Nov 24, 2012 12:08 |
|
This is what people trying to improve PVP in ARMA have to contend with. As for what I promised about Smookie, there's some comments on things like how he plans to implement things such as making stepover less useless ("make sure player is no longer defence-less during stepover (gun aimed/possibility to cancel)"), while aiming down the sights will probably force you to walk just like in most regular shooters*, and this one's an oldie, but on transitioning from rifle to pistol as of post-E3 (end of June): Also, check out this Arma 3 screenshot of a Config Viewer. I know the thread's all quiet at the moment, as has been BI since Ivan and Martin's arrests, but there was a public protest in Prague over the devs' jailing, which according to the bearded speaker guy (a dev with Warhorse Studios) was "mostly top Czech developers from Warhorse, 2K, Bohemia Interactive, Madfinger and other companies", after it was stated that the conditions had worsened for the two devs. * I had been asking in the context of whether you could maintain a relatively high movement speed while using optics as with SMK, as well as MW3 (Stalker perk)/Black Ops II (Adjustable Stock attachment); that is, would I be able to still move at tactical pace even when aiming down the sights, the "no" to me signals that tactical pace is probably for the sake of hipfire.
|
# ? Nov 28, 2012 11:13 |
|
Chortles posted:This is what people trying to improve PVP in ARMA have to contend with. quote:I had been asking in the context of whether you could maintain a relatively high movement speed while using optics as with SMK, as well as MW3 (Stalker perk)/Black Ops II (Adjustable Stock attachment); that is, would I be able to still move at tactical pace even when aiming down the sights, the "no" to me signals that tactical pace is probably for the sake of hipfire.
|
# ? Nov 29, 2012 01:47 |
|
Sniper Party posted:That's bizarre as gently caress. Why does he think that PVP makes all mission makers magically incapable of building anything other than deathmatch? How do you get that confused? Has he never actually played PVP in Arma before? Is he just attributing his irrational hatred of some other multiplayer shooters to all PVP ever? Then again, that's not the only terrible idea about PVP on the official forums by a long shot. Sniper Party posted:This sounds really good not only for realism (you wouldn't take the time to aim through your sights in fast-paced CQC situations or the like), but also because of basic gameplay: now there's a choice between faster movement with less accurate shooting and slower movement with more accuracy. (For context, MW3 and Black Ops 2 had a perk and a shotgun/SMG/AR/LMG attachment respectively that partially raise the movement speed when aiming down the sights, though not faster than hipfire.)
|
# ? Nov 29, 2012 05:11 |
|
While the quoted PvP-haters are dumb, I must comment on the use of scoped sights on weapons. It blows. On loads of PvE missions people immediately kit themselves out with a nice sniper rifle and a good anti tank weapon. The one man army that then proceeds to camp on a hill and pick off A.I. Sure, having a sniper or two can be nice, but nothing beats going in with iron sighs. I played Insurgency last night and while there were a couple of snipers, the majority of people didn't use em. Which lead to some great fire fights with the A.I. That's where this game really shines, RPG's and bullets flying all around in a way that even beats scripted scenes.
|
# ? Nov 29, 2012 12:51 |
|
MrOnBicycle posted:While the quoted PvP-haters are dumb, I must comment on the use of scoped sights on weapons. It blows. On loads of PvE missions people immediately kit themselves out with a nice sniper rifle and a good anti tank weapon. The one man army that then proceeds to camp on a hill and pick off A.I. Sure, having a sniper or two can be nice, but nothing beats going in with iron sighs. Even having ACOG's or PSO's on sights making spotting enemies a very easy task, as well as making it really easy to engage them. I like the dynamic of just having reflex or iron sights, and then supplement leaders with binoculars for reconnaissance stuff, as it really shortens the reasonable maximum engagement ranges from somewhere in the 500-700 range to about 200-400 meters, which makes properly employing infantry tactics actually fun and tense.
|
# ? Nov 29, 2012 20:55 |
|
MrOnBicycle posted:While the quoted PvP-haters are dumb, I must comment on the use of scoped sights on weapons. It blows. On loads of PvE missions people immediately kit themselves out with a nice sniper rifle and a good anti tank weapon. The one man army that then proceeds to camp on a hill and pick off A.I. Sure, having a sniper or two can be nice, but nothing beats going in with iron sighs. Insurgency is really a favorite. Get a good size organized team going and then have 1-2 guys on the insurgent side and magic starts to happen. IEDs are simply the most fun
|
# ? Nov 29, 2012 22:25 |
|
Looks like ARMA 3 has been officially pushed back to 'sometime' (my guess would be Q3/Q4) in 2013. In the meantime come play ARMA 2 with us!
|
# ? Dec 13, 2012 17:18 |
|
We're not even up to the community alpha and yet we already have official merchandise... skip to 2:20 for the other item (still image here) EDIT: Raneman I don't see why you couldn't? Chortles fucked around with this message at 03:39 on Dec 25, 2012 |
# ? Dec 25, 2012 03:34 |
|
Can I still go into the editor and make gigantic militia rebellions?
|
# ? Dec 25, 2012 03:35 |
A Sloth posted:ArmA: Cold War Assault is just Flashpoint right? Nothing ruined or changed? It is on Steam for Ģ2.09 and I'm tempted. Don't buy it, stick with your memories. The game has aged terribly.
|
|
# ? Dec 25, 2012 03:40 |
|
Raneman posted:Can I still go into the editor and make gigantic militia rebellions? Yes, yes you can. The editor is actually basically the same as the Arma 2 one last they showed it, just with some incremental improvements to the UI and such.
|
# ? Dec 25, 2012 07:57 |
|
Mederlock posted:Yes, yes you can. The editor is actually basically the same as the Arma 2 one last they showed it, just with some incremental improvements to the UI and such. The biggest change was the elimination of "novice mode" and the ability to create groups larger than 12 units.
|
# ? Dec 25, 2012 13:03 |
|
I hope 3 has more support for dynamic missions for dumb fucks like me. Sometimes I just want to have a mission where a squad or a small batallion tries to take over a certain location and kill all the enemies. I can do this in ARMA 2, but the best I can do is make a small text pop up saying 'YOU'RE WINNER!'. Maybe it's asking too much but it would be cool...
|
# ? Dec 25, 2012 14:36 |
|
LP97S posted:The biggest change was the elimination of "novice mode" and the ability to create groups larger than 12 units.
|
# ? Dec 25, 2012 18:43 |
|
Chortles posted:Source on this? I mean, this time around the devs seem less spergy than their forums... I was talking about the changes from Operation Flashpoint editing to ArmA II editing, sorry.
|
# ? Dec 25, 2012 18:48 |
|
Sure, the only news here is that Limnos got renamed Altis since "in view of recent events, the team no longer feels passionate about using the previous name, 'Limnos', and hopes that the new identity, Altis, will help emphasize the fictional nature of the game. A secondary, significantly smaller island in Arma 3, Stratis (approx. 20 kmē), will keep its name." We do get two new screenshots out of it, and "More precise details will be announced in February."
|
# ? Feb 1, 2013 23:06 |
|
I can't wait for this game. From the videos it looks like it fixes the lovely controls of arma 2 and looks much more polished.
|
# ? Feb 1, 2013 23:08 |
|
keyframe posted:I can't wait for this game. From the videos it looks like it fixes the lovely controls of arma 2 and looks much more polished. Long quotes are long so as to include glimpses as the development mindset: RoyaltyinExile posted:Although I'm loathe to comment about control settings before actually providing the opportunity for people to try them (debating about it in theory rarely works; you really have to get the fingers-on-the-keys in action, as it were), I would make a quick point. Z: Prone/Stand X: Crouch-toggle C: Tactical Pace LShift: Sprint Spacebar: Context-sensitive action ("such as entering a vehicle as driver (which is probably the most 'controversial' choice of this personal set up)") As far as the "disadvantages": RoyaltyinExile posted:The problems I'm thinking about are both high-level and technical. RoyaltyinExile posted:Sure, that's part of our general attempt to overhaul the wGUI, and our hope to display information in less clunky ways. Not sure what exactly classes as 'first class' treatment, though. Again, it's less about us reinventing the wheel, and more about trying to create a more sensible baseline by addressing legacy 'problems'*. RoyaltyinExile posted:Hm, think more like 'weapon handling'; e.g., fire, reload, fire mode, optics, alt-optics, zeroing, etc.
|
# ? Feb 2, 2013 00:56 |
|
Let me just say that I think we're quite close to the alpha, but time will only tell. Soon, hopefully
Mederlock fucked around with this message at 17:01 on Feb 5, 2013 |
# ? Feb 2, 2013 08:36 |
|
Mederlock posted:Let me just say that we may be quite close to the alpha, but time will only tell. Soon, hopefully keyframe posted:I can't wait for this game. From the videos it looks like it fixes the lovely controls of arma 2 and looks much more polished. You can also go here, here, here (with a mention of "we've already improved mouse controls allowing for much fluent and faster controls and aiming") and here (skip to 22 minutes to see the character maneuvering through a stairwell and in a confined space without the old weapon collision "snag", although it's a short SMG). Mederlock, feel free to incorporate my earlier Jay Crowe quotes on controls into the OP as you see fit -- hell, maybe the above four links/five points in time to supplement the OP's "infantry movement/weapons handling" video? -- and if it helps, I just found this E3 2012 look at the Arma 3 inventory menu.
|
# ? Feb 2, 2013 11:38 |
|
Mederlock posted:Even having ACOG's or PSO's on sights making spotting enemies a very easy task, as well as making it really easy to engage them. I like the dynamic of just having reflex or iron sights, and then supplement leaders with binoculars for reconnaissance stuff, as it really shortens the reasonable maximum engagement ranges from somewhere in the 500-700 range to about 200-400 meters, which makes properly employing infantry tactics actually fun and tense. I guess that would make sense if this was about the Vietnam war or something, but for a game taking place in 2030 its silly for anyone to be using ironsights when even non combat troops have been using optics on their weapons for years now here in 2013. edit: edit, even reflex sights were being transitioned out in favor of 4x optics as early as 2010. Jarmak fucked around with this message at 13:07 on Feb 2, 2013 |
# ? Feb 2, 2013 13:04 |
|
Well the ArmA series has a history of extensive modding and fanmade addons so the ability to modify iron sights would be nice for any addon or mod that takes place before 2013.
|
# ? Feb 2, 2013 20:40 |
|
LP97S posted:Well the ArmA series has a history of extensive modding and fanmade addons so the ability to modify iron sights would be nice for any addon or mod that takes place before 2013. Oh ya, for mods absolutely, I just feel that there is a tendency among realism gamers to disparage the "over use" of optics in games, when it reality iron sights are going the way of the bayonet.
|
# ? Feb 2, 2013 20:48 |
|
In the Gamescom build I saw that when a player (I believe the other creative director Ivan Buchta, the one jailed for four months) removed the standalone reflex sight ("ACO") from his MX rifle, the model came back onscreen with iron sights already attached. Also, the BLUFOR magnified scope ("RCO") has a top-mounted reflex sight as well -- think the MK 16/Mk 17 from OA or the HAMR Scope from Modern Warfare 3 -- but which has a smaller frame and lens than the standalone reflex sight. For anyone who's wondering, in the second "Splendid Altis" screenshot it appears that the foremost guy is carrying the Night Vision Optical Sight, or at least an optic that uses its model (considering that this old 2011 screenshot has an EBR that uses the same optic model).
|
# ? Feb 2, 2013 23:50 |
|
Jarmak posted:I guess that would make sense if this was about the Vietnam war or something, but for a game taking place in 2030 its silly for anyone to be using ironsights when even non combat troops have been using optics on their weapons for years now here in 2013. Jarmak posted:Oh ya, for mods absolutely, I just feel that there is a tendency among realism gamers to disparage the "over use" of optics in games, when it reality iron sights are going the way of the bayonet. Reflex sights are superior for CQB, you're not going to want to use the tiny backup reflex on an ACOG unless you really needed too. The funny thing about what you said regarding 'realism gamers' is that those who are milsim 'realism gamers' are going to be the ones that want the optics for the reasons you cited (the military mostly switching to ~3-4x sights, etc). Using irons or reflex sights is for the sake of making the gameplay more fun for the players involved (ie. actually having the chance to see the enemy that just killed you, instead of it being some dude in a bush at 700m with magnified optics) , not for sticking to the ~realisms~ and immersion~ edit: Chortles - When the big announcement comes out this month I'll completely overhaul the OP with the info you've provided and any new information that we become privy too in the near future. Mederlock fucked around with this message at 03:17 on Feb 3, 2013 |
# ? Feb 3, 2013 03:10 |
|
Mederlock posted:Reflex sights are superior for CQB, you're not going to want to use the tiny backup reflex on an ACOG unless you really needed too. Mederlock posted:edit: Chortles - When the big announcement comes out this month I'll completely overhaul the OP with the info you've provided and any new information that we become privy too in the near future.
|
# ? Feb 3, 2013 03:26 |
|
Man, ArmA has always been the one game that makes me wish I had a powerful enough PC to blast it on full settings. Something about how they model their landscapes and lighting, even in ArmA2, looks so badass. I love watching stuff on YouTube like CHkilroy where it's night and the headlights illuminate stuff in such a satisfying way. Can't wait to watch some YouTube movies of ArmA3.
|
# ? Feb 3, 2013 05:08 |
|
causticBeet posted:Can't wait to watch some YouTube movies of ArmA3.
|
# ? Feb 3, 2013 05:36 |
|
Chortles posted:So far I think that that's just the "RCO" equivalents this time around, though it'd be interesting if both the NVOS and the Sniper Optical Sight from that customization picture have the iron sights as their CQB sights... seeing as that's how ACE did it (or in the case where the model didn't have iron sights, using a "look over the top of the optic" as the point of aim) before OA officially implemented made over-and-under CQB optics part of RV3. You know what, I'll take the 10 minutes and do that.
|
# ? Feb 3, 2013 08:26 |
|
Interestingly enough, some people found that Arma 3 Alpha has been in the Steam database (CDR) since December 20, 2012, though of course the Steam store and Hub pages just redirect to the Steam storefront, and this is the new thumbnail for Arma 3's Steam Official Group in one's Official Groups listing, though its own page has the normal Arma 3 logo.
|
# ? Feb 5, 2013 00:15 |
|
So what has been happening with our Czech friends stuck in the Greek gulag? Last news I heard (mid-Nov 2012) was that they'd been in jail for 70 days and the president had personally appealed to the greek president.
|
# ? Feb 10, 2013 02:54 |
|
|
# ? Jun 10, 2024 11:57 |
Hadlock posted:So what has been happening with our Czech friends stuck in the Greek gulag? Last news I heard (mid-Nov 2012) was that they'd been in jail for 70 days and the president had personally appealed to the greek president. Apparently they're back home on bail for now.
|
|
# ? Feb 10, 2013 02:58 |