ArmA II: Craziest Of All The Games

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Post by Dog Pants »

friznit wrote:I keep getting startled by goats, but I've cleared the cows off the runway now (with a det pack) so we can safely use the A10 again.
This game sounds awesome.
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Post by HereComesPete »

Dog Pants wrote:
This game sounds awesome.
It does doesn't it. Unfortunately I tried it and found it to be a walking simulator with really shit controls that got in the way of doing actual stuff easily.

That may just have been me sucking at the demo though. I may get this and try the persistent dibber. Mainly I want to sit on a hill and explode heads.
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Post by friznit »

The controls are very unintuitive, but the main thing is getting over the fact that it's not an FPS. Once you get that in your head it become easier to understand, and some of the weirdness starts to make more sense. Berk is already disgustingly good at sniping :(
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Post by friznit »

We don't want to footle too extensively with the code cos the map designer will release an update soon™, and we'd only have to go and do it all again. That said, there are some simple 'fixes' we can add I think:
Dr. kitteny berk wrote:
Things I'd like after we complete this one:

TP back to airstrip from MHQs (I know the MHQs support this, but sometimes it's handy to have both in the field)
We might be able to add a third static HQ 'vehicle' at the airbase that'll have the same functionality (spawn bikes & TP). Not sure how to add to the GUI though. Otherwise, just have to consider 2 HQ's as a tactical constraint :P
Wreck lift truck (or something we can use to manhandle wrecks in/around the airstrip) doesn't seem the salvage trucks support this.
I think this would require fairly extensive footlage, and probably too much effort. I'll poke about in the Wreck Lift code and see if I can fathom out how it works though.
Some bikes/motorbikes that auto respawn after a while in the base.[/url]

Can just change some of the trucks we never use into HMMWVs or bikes. They all respawn happily.

I also want to make the AI tent respawn, the cocks killed it again. And sort the AI base defence guys out, they're not defending the base.
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Post by friznit »

Server died. Map footlage commence.

Added respawning bikes and some Hesco bastion around the inf tent so it should survive a bit longer. CBA trying to make a wreck tractor or another spawn point, too much effort redoing all the codez.
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Post by Dr. kitteny berk »

friznit wrote:The controls are very unintuitive, but the main thing is getting over the fact that it's not an FPS. Once you get that in your head it become easier to understand, and some of the weirdness starts to make more sense.
:above: This.

Also, once you get your head around the controls, they're fine.
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Post by Mr. Johnson »

I'd rather wait till operation flashpoint to be honest, as it's most likely that we'll end up playing only one.
If OF2 turns out to be shit I might give it a proper go.
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Post by Dr. kitteny berk »

Mr. Johnson wrote:I'd rather wait till operation flashpoint to be honest, as it's most likely that we'll end up playing only one.
If OF2 turns out to be shit I might give it a proper go.
I can see ofp2 being more played and playable, but I expect it'll lack the community support that A2 has, given people having been modding for the real virtuality engine since the beginning of time (or 8 years)
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Post by friznit »

I have a feeling OFP2 will be a better FPS, most likely trying to copy the successes of COD or BEEF (this is Codemasters after all). Which means for all the reasons I like and play ArmA2 I won't like or play OFP2 for very long.
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Post by friznit »

Potential 5punker spotted :lol:

Somone gone made an RTS Map, Farm Wars in which the aim is to make and sell more meat than the enemy.

[img size=500]http://www.armaholic.com/datas/users/4- ... s_fort.jpg[/img]
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Post by Roman Totale »

More than anything, that makes me want to play.
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Post by friznit »

Here's a 'mission' that'll make all you sniper maniacs happy in the pants. It's a movable target range with fall of shot indicators so you can spend hours fine tuning your range shoots. Have fun.
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Post by HereComesPete »

Fuck it. Despite the controls I have now bought this and will receive a copy in the next few days.
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Post by friznit »

:lol: I foresee HCP Aggro
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Post by HereComesPete »

Aggro occurred. Map is indecipherable, so no idea where to go, I can fly things (ish) and ride things, but with no destination that I can discern it's a waste of time.

I ran around in circles fighting the controls whilst trying to figure how the fuck to actually communicate with everyone given the million different buttons, then I saw wiggy in a helicopter and ran towards him, he took off again. I quit. What a waste of money that was.
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Post by Dr. kitteny berk »

It's probably best to be on TS with us, it's dead easy if someone holds your hand
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Post by Mr. Johnson »

It might be best for us all to wait for OPF 2, it can't have worse controls then this.
It'll look better too!
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Post by Roman Totale »

HereComesPete wrote:then I saw wiggy in a helicopter and ran towards him, he took off again.
You should have approached from down wind.
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Post by HereComesPete »

Dr. kitteny berk wrote:It's probably best to be on TS with us, it's dead easy if someone holds your hand
But it really shouldn't need that. The fact that it does just shows how bad their design methods have been in terms of controls and layout.

I realise that it's not an arcadey shooter it's a sim designed to be as accurate as it can be given the constraints of the medium they present it through but how many games have you cursed and thrown away for shit controls and overly complex interaction methods?

Why make a radio communication take multiple presses of various buttons? It's more complex that actually using a radio!

I know that any control method once used enough becomes automatic and this isn't even the worst game for hideous controls, but it's all compounded by an utter lack of clarity that's seen everywhere including the boot camp section.

I'll try again and possibly do more than throw grenades at sheep until I'm bored.

/rant
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Post by HereComesPete »

Roman Totale wrote:
You should have approached from down wind.
Ha! Who out of us two was dropping farts so loud during the beef session they could be heard over TS? I'll give you a clue, it wasn't me!
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