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05-05-2009, 01:35 PM #256
Re: PR versus ARMA
release date is june 26 officially confirmed but you can pick up arma so cheap now might as well have both.
PR ingame name - |TG-Irr| SilverJohn
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05-18-2009, 02:39 PM #257
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05-30-2009, 11:42 PM #258
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05-31-2009, 02:32 PM #259
Re: PR versus ARMA
that looks amazin, shame its like $200 or some rediculous price, though i suppose its to stop civis using it as a mainstream game.
|TG-XV|CryWolf

Thanks for the sig Bandaid (look at how well made my avatar is!)



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06-01-2009, 10:38 PM #260
Re: PR versus ARMA
Well, $20 on steam and the ACE mod, gonna dust off my TrackIR and HOTAS and see what i've been missing.
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06-01-2009, 11:48 PM #261
Re: PR versus ARMA
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06-01-2009, 11:56 PM #262
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06-02-2009, 12:04 AM #263
Re: PR versus ARMA
ugh, the steam version of ArmA is a PITA to install, as they have some bad bugs with the launcher, and they havn't bothered to patch it in a year. Hopefully I can get it worked out without a lot of hassle.
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06-02-2009, 06:26 AM #264
Re: PR versus ARMA
Here Glory, this might help......
http://www.tacticalgamer.com/armed-a...cal-gamer.html










Contact an Admin | Nominate your teammates for a ribbon | TG Primer | Kicked? Banned? READ THIS FIRST! | Server Rules and SOP's
Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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06-02-2009, 04:16 PM #265
Re: PR versus ARMA
Thanks jeepo, that helps a lot for myself and the rest of the crew.
The download link gives a dead file though.
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06-03-2009, 03:10 PM #266
Re: PR versus ARMA
Question bout arma and arma 2. When playing online missions is it human versus AI or human versus human?
Or ai versus ai.....wait no thats silly.
Reason i ask is i was watching an ARMA video and a load of human players attacked what looked like an AI squad at night time. Either that or the "AI" squad was really good at all walking slowly in line formation!
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06-03-2009, 04:47 PM #267
Re: PR versus ARMA
You can do either team vs team ("TvT") or coop missions... Although unlike BFx, the AI controlled soldiers are actually a little smart - they're still bots (with all that entails), but they do have the abilities to supress, flank, and call in support/reinforcements...

|TG-12th|WhiskeySix
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06-03-2009, 05:37 PM #268
Re: PR versus ARMA
Well if i wasnt allready sold, i am now

Think ill wait for the 26th as opposed to DL'n the german one and patching it......moneys a little tight atm.
Bloody recession.
But being Irish, we session through the recession!!! (Opens bottle with teeth)
Yargh!!!
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06-03-2009, 06:03 PM #269
Re: PR versus ARMA
^^We don't all do that, I DO have a bottle opener....And what Whiskey said....











Contact an Admin | Nominate your teammates for a ribbon | TG Primer | Kicked? Banned? READ THIS FIRST! | Server Rules and SOP's
Saddam ✓ Osama ✓ Gaddafi ✓ Justin Bieber ☐ Rebecca Black ☐
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06-07-2009, 07:38 PM #270
- Join Date
- Jun 2009
- Posts
- 5
Re: PR versus ARMA
Having played quite a lot of both ArmA and PR, I have to say that they're quite different but brilliant in their own ways. ArmA truly reaches its full potential when played with ACE or other similar mods, and it's a bless that the ArmA community is as productive as it is; without the tonnes of addons, mods, missions et cetera the game would be... empty. Really, the community (and the editor) is the strongest side of the game. The gameplay in ArmA, compared to PR, is more slowpaced and unforgiving. Commanders have to sit back and plan their actions in much deeper detail before moving out. Some missions does not even offer the luxury of respawning, so each friendly casualty hurts a lot more. Its downsides are, however, that controlling infantry is like using a robot; the controls are very clumsy and sluggish, which makes CQC bothersome and frustrating. Oh yeah, you can't jump or climb over walls, either.
Another downside of ArmA is that you pretty much have to play with a clan or a community to get anything out of the game. Playing with pubbies does simply not work properly; there are seldom leaders who can issue orders for everyone on the same team, and if they are there, no-one listens to what they have to say. This leads to a lot of dead players, no cooperation, a lot of confusion, frustration, and on top of that a commander screaming on top of his lungs on the team channel. And let us not forget about the bugs. I've seen tanks being thrown to altitudes of over three hundred meters, people getting stuck inside vehicles, headbobbing from hell, et cetera.
Now PR is a little bit different: When the commanders in a typical mission in ArmA would sit at least five minutes drawing markers, discussing different approaches and fixing squads, it takes about one minute to get everyone organized in PR. You don't have to plan missions days ahead, you just have to join a random server and there will be at least one squad full of people who communicate, follow the commanders orders, and are generally cooperative and fun to play with. Also, CQC as well as medium- to longrange fighting works good in my opinion, although the viewdistance is a tad low for my taste. The infantry controls are smooth and feels much better compared to ArmA, but the vehicles are another story.
Everything stated above have probably been said earlier, but yeah :3What do you write here, anyway?
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