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07-04-2009, 03:39 PM #301
Re: PR versus ARMA
Ive not bothered with bootcamp or single player just done the demo a bit
It does have alot of controls but I think the basics are fairly easy to pick up. I just started a multiplayer game and took it from there, Im still trying to get it perfect obviously but anyone could hobble along meantime.
theres no jump key! that I know of anyway, flicking through the manual helps a bit but not found its that easy to navigate
I went on TG yesterday and was told to be pointman and this is about the second time Ive played the game outside of deathmatch and say fourth time Ive played total.
I managed to use the map and compass so its not bad really, we all died anyway because the camouflage in this game is ridiculous.
If you think OGT is bad, this is like the Predator movie, enemies coming out of nowhere it seemed to me however I went prone while I bumbled about with the map and realised all my squad was dead, meanwhile the enemies couldnt see me in the long grass by my tree hiding spot and I shot a couple in the back, so again not so bad
A quick tip for lost newbies is to press space bar which highlights the obvious friendlies and some spotted enemies. If your squad has left you 8000m behind this should show them on your hud anyway I think

Took a pic of this because I fell off the top of this building and lived to tell the tale. Was bleeding but really thats more lenient then PR, why I spawned on top of it in the first place is a mystery.
Game was set to Capture the Flag at this point, unfortunately I died 5 times in a row and never saw an enemy. Aiming and so also death to 1 or 2 bullets is much easier then PR so CQB is immediately lethal

HDR works well
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07-04-2009, 03:55 PM #302
Re: PR versus ARMA
Well the CTF mission is buggy, also your opponents in that mission were other people. The second mission was much better.
|TG|Ghost02
TG Pathfinder

"I travel alone through the valley of the shadow of death, yet in my heart I carry no fear, for Gods hands will guide me to Truth and Honor."
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07-05-2009, 02:25 PM #303
Re: PR versus ARMA
PR is ArmA 2?
Yes Sir!
http://www.tacticalgamer.com/arma-2-...ml#post1307858
Oh, BTW....fastropes are in....










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07-05-2009, 06:55 PM #304
Re: PR versus ARMA
Thats impressive how adaptable arma is, I wonder if PR would switch engines if it were possible to without disadvantage
There are lots of things about bf2 I would not miss like trying to climb a steep slope but it has 45 degree angles (dragons teeth ) in the ground and I have double bunny hop to do it but Im sure arma has similar downsides (but not that one afaik)
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07-08-2009, 10:49 AM #305
Re: PR versus ARMA
I will have to admit, that video of the fast roping is pretty bad arse. Im still surprised PR has yet to do that.
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07-08-2009, 12:34 PM #306
Re: PR versus ARMA
|TG-XV| Waldo_II
Violence doesn't solve anything.
Exceptions for: Slavery, dictatorship, communism, genocide, oppression, evil/racist/hateful regimes bent on world domination...
"If you take a step towards freedom, it'll take two steps towards you." - Tom Morello




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07-10-2009, 12:02 AM #307
- Join Date
- Sep 2007
- Posts
- 6
Re: PR versus ARMA
I know, they should just actually try to at least? jk jk jk
What PR is really good at is easy access to competitive play with a environment that is close to real life but without the unsavory issues that ensue with a large amount of players in one place in one time. Arma has always had a problem with simple organization. Through my experience, players spend a unnecessary amount of time just trying to get a game started ( not mentioning mission planning which is not what I'm referring to). Admin sometimes not being present when they are needed and indecisiveness in management( who wants to be commander...... no one?) are just some issues that are attached to Arma and its usual TG player base in the past.
That being said, Arma 2 is much much much much more realistic in all sense of the word when compared to PR, but what I'm tired of is people comparing the two games and undermining to hard work the PR devs have done. If PR on the the bf2 engine could as much as as Arma 2 could do, that would be great, but it can't. If Arma 2 could create a community as strong as PR's, that would be great, and it CAN; but so far Arma 2 is still a game of shooting fish in barrel-AI.
I know about the Devastation mod for Arma 2 but we'll only see it get more popular if we see a "easy" to play game like PR on the bf2 engine is.
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07-13-2009, 07:43 PM #308
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08-06-2009, 02:11 PM #309
Re: PR versus ARMA
A hidden bonus in the Arma map editor is that you can set up a medic module similar to PR. Get shot twice and you become KO'd, at which point you need to be revived by a team-mate. To get perfectly healed, you need to visit mr medic.
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08-06-2009, 02:40 PM #310
Re: PR versus ARMA
Thats one of the stark differences between arma and pr. It can seem like we're fighting zombies in pr because people just wont stay dead and I think its been taken a bit too far, sometimes there should be no recovery. An ak is going to blow a chunk out of someone and 50 cal should be almost always lethal, I can only remember reading about one guy who survived one of those
Its great that arma can be modded so much but I think the respawn system is fine
I like the variable lighting in arma and also the mist though the ai can see through it a little too well it seems
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08-07-2009, 03:25 PM #311
Re: PR versus ARMA
Actually unless 1.03 fixed things, the medic module in arma2 atm is not working... so there is NO medic system in arma2 beyond the most basic stuff unfortunately
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08-08-2009, 01:02 PM #312
Re: PR versus ARMA
PR, you can hop right into a game. Get on TS or mumble, lay down a game plan in 30 seconds with the other squad leaders and do your thing. ARMA, not so much. Ive sat in 20 MINUTE BRIEFING SESSION before the map started just to die 5 minutes in the round from following some FUBARed commander order. The game lags like all hell. Good luck trying to lead a target when he teleports constantly back and forth when running. The bots are all cyborgs that can put a bullet through your head at 2 KM. Ive had guys running through the woods and a BMP kill them while it was driving downhill, full speed, a KM away with its coax. ARMA is bugged to all hell to. Ill just wait on it and let whoever needs to fix all the BS with it.
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08-08-2009, 01:17 PM #313
Re: PR versus ARMA
Some good points.
Arma 2 has indeed the worst interface ever which leads to long briefing sessions. VON not being supported on TG makes this even worse. Been in a similar situation where after 20 minutes briefing my SL drove our humvee straight into a village and decided to stop when we were getting shot at from all sides... I died within the first 2 minutes of the mission.
Desync tends to get really bad at times.
AI is able to shoot you through trees like they weren't there. Also a good idea to turn off grass cause AI does not see it.
Game needs alot of work to become enjoyable tbh.
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08-08-2009, 05:10 PM #314
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08-08-2009, 05:49 PM #315
Re: PR versus ARMA
It can be placed via mission maker or downloaded via mod. I use instantviewdistance to turn the grass off.
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