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Thread: PR versus ARMA

  1. #46
    Halcyon's Avatar
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    Re: PR versus ARMA

    ARMA struck me as another Operation Flashpoint variation with suped up graphics.


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    Re: PR versus ARMA

    For who ever asked on the last page, I am running a 8800GTS 640, which I just found out yesterday in a review actually scores about equal to a 9600 GT, which you can get for less than $150, or even better would be a 8800GT, which is under $200. Nvidia is really messing with their customer's heads right now.



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  3. #48
    TheSkudDestroyer's Avatar
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    Re: PR versus ARMA

    The demo is not optimized at ALL. Do not, DO NOT, even bother with it.
    |TG-6th|Skud . . .about having a lot of fun while doing everything we can to help our team win!




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  5. #49

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    Re: PR versus ARMA

    Quote Originally Posted by kittykatnub View Post
    Is the regular arma a lot less graphics card intensive than the demo? Cause the demo seems to lag a lot to me on low lol.
    The demo isn't optimized at all but the regular game isn't much either. I've got a Pentium D 3.2 ghz, 3 gigs of ram and an 8800GT and I can't even run it on all high, and I glitch out like crazy when walking into forests.

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  6. #50
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    Re: PR versus ARMA

    You playing the single player or MP??? Does make a huge difference..
    "We seem to have lost. We have not lost. To refuse to fight would have been to lose; to fight is to win. We have kept faith with the past, and handed on a tradition to the future." - Pádraig Mac Pearse

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  7. #51
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    Wink Re: PR versus ARMA

    I've seen a few videos of ARMA on Youtube now.. and yeah sure it looks pretty nice, but listen to the voices!! Holy m o l y that's like a sadistic PARODY of Operation Flashpoint's automatic [heading] [enemy type] [distance] radio messages that are constantly being called out by the squad members. It's like they wanted to copy the exact same differences in voice stress and intonation between every WORD
    "Twelve o'clock! (enemy..) SOLDIER!! One hundred!"

    What amazes me is that they even took the time to record the word "that" separately and stick it in right after the command "Engage..."? That one is so off as well! You'll know what I mean when you hear the squad leader assign targets to take out. I think it was the word "that" I heard anyway...

    I sure hope the mods have new voices, so people don't have to listen to those ridiculous radio messages. I mean couldn't they have freshened up the system used in Operation Flashpoint and not just copy it straight off, along with all its flaws (enhanced flaws, even)? I'll stick to PR a bit longer :P



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  9. #52
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    Re: PR versus ARMA

    As I think I mentioned before, there are mods that remove the voices entirely. There are also mods that will change them, but I prefer the silence.

    As for PR, I no longer even have it installed, nor BF2. The flaws in PR and the tendency for PR to outright ignore realism in a mod named "Project Reality" has forced me to go into more serious gaming.


  10. #53
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    Re: PR versus ARMA

    What about the learning curve in ARMA? I remember Operation Flashpoint was a bit quirky to get very good at.. PR surely has its world of rules and codes to follow, but do the vehicles and command system take a lot of time to learn? It seems all the players would be quite mature and patient in ARMA.. but the feeling of realism just rocked in OP:F, and added it's a big server I would gladly spend 5 minutes in a chopper or land transport just to get near the action. Command structure is a beautiful thing, also in games


  11. #54
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    Re: PR versus ARMA

    The learning curve sort of depends on what you are used to. Since you are familiar with Op:FP, you probably wouldn't have any issues. The controls do need a little remapping for most players who are used to the standard FPS style controls, but it's not as bad as it looks at first. The best thing about ArmA is the multiplayer. The single player is complicated with a lot of unnecessary controls and commands that make it very clunky, not to mention the bugs that seem to exist in the SP game. The best thing I can recommend to get a feel for ArmA is to visit the ArmA forum here at TG and check out the posts and especially the AARs on past missions.



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  13. #55
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    Re: PR versus ARMA

    Was op flashpoint the one that could do 128 player games, anyone ever take part in something like that?


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  14. #56


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    Re: PR versus ARMA

    As for vehicles, I can't fly a chopper in PR, especially a little bird, without crashing constantly.
    I can fly pretty well in ARMA though, and I have only tried like 6 times.



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  15. #57
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    Re: PR versus ARMA

    Quote Originally Posted by Sabre_Tooth_Tigger View Post
    Was op flashpoint the one that could do 128 player games, anyone ever take part in something like that?
    i think joint operations had 128 players, but don't quote me on it.

    joint ops, could actually hold 150 players, no idea why it never took off. I remember it having terrible performance issues though.



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  17. #58
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    Re: PR versus ARMA

    Joint Ops was patched to death. They took a good game and kept making changes to it until they ruined it.


  18. #59
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    Re: PR versus ARMA

    all i know is i want another 128 player game... and yes...i want it now


  19. #60
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    Re: PR versus ARMA

    Quote Originally Posted by oldirti View Post
    all i know is i want another 128 player game... and yes...i want it now
    I don't. We have enough trouble filling the PR server with 62 players with the right mindset to play and not act like a complete f****** idiot. The more players you have, the more organization you need. Right now, there are very few people willing to sacrifice fun for the hard work it takes to organize and direct such a game. The most fun I've ever had playing any FPS game was on SOCOM II on PS2. I played with my clan who had a set SOP for each map, and we all had an assigned task. With only 8 people per team, it was easy and quick to jump in, and sweep the map and we had a respectable success rate. The more these games grow, the more chances you have for getting a loser whose idea of fun is messing up the game for everyone else. I'll happily take a game with less than 20 people on a server that can be quickly and painlessly organized and run over a 100 player frag-fest of chaos and random stupidity.



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