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  • List of differences (good and bad)

    As someone that doesn't have ArmA2 I'm a bit curious to know how much different arma 2 is...
    Are the sounds good?
    Are there any god damned flares for aircraft now?
    How do you work the artillery (mortars/actual artil)?
    Whats the in-building movement like now? Are AI actually smart like they were supposidly said to be (dont see you through walls/know how to navigate through the city and react fastly) ?
    Is it true that the A-10 actually has a hidden vaj on so it can be considered 'pornographic'?
    What are the squad leading elements like now (list with #1-infinity at bottom of screen) ?
    Are there any major updates to the way you can plan out a mission now using the map screen?
    How is the TvT?
    Any bad lag or random spikes?
    Average FPS for woodland/city?
    What are the parachutes like now?
    Can you climb walls or only do that one same jump action to get over a short fence?
    Is there any sort of suppression effect involved in the game like PR or is it just you knowing that you might get skull popped?
    Do AI actually use suppression and leapfrog tactics or anything like that?
    Can you do drivebys yet?

    Still hesitant to buy arma 2 since i downloaded the demo and it crashes about every 40m or whenever anything big happens.. My comp is slowly dying : (
    "A Veteran is someone who , at one point in their life, wrote a blank check made payable to
    'The United states of America' for an amount of 'upto and including my life'. That is honor, and there are way to many people in this country who no longer understand it."-Author Unknown

    "I got kicked out of barnes and noble once for moving all the bibles into the fiction section" -Any.

  • #2
    Re: List of differences (good and bad)

    In answer to your questions, here's my thoughts!

    Are the sounds good?
    Yes, but not quite at the standard we reached with at the end of ArmA1

    Are there any god damned flares for aircraft now?
    Not that I am aware.

    How do you work the artillery (mortars/actual artil)?
    Not got a clue, have not used it yet.

    Whats the in-building movement like now?
    Pretty much the same.

    Are AI actually smart like they were supposidly said to be (dont see you through walls/know how to navigate through the city and react fastly) ?
    Personally I believe the AI react a lot better now.

    Is it true that the A-10 actually has a hidden vaj on so it can be considered 'pornographic'?
    Myth and legend maybe? Or just wishful thinking for Bamboo....I know how much he loves that plane! ;)

    What are the squad leading elements like now (list with #1-infinity at bottom of screen) ? Personally I find the UI a little too "Arcadey" for my liking. Why they could not have just used rank symbols I dont know.

    Are there any major updates to the way you can plan out a mission now using the map screen? A lot more icons to use now and in a format that makes them look more "handwritten". Quite nice.

    How is the TvT?
    We "believe" it is better now on our Bravo server... it seems the settings are holding this time, rather than defaulting as they did with every server restart.

    Any bad lag or random spikes?
    It's ArmA ;)

    Average FPS for woodland/city?
    How long's a piece of string? This one is purely down to the rig your running. Some people get 60 FPS, I am lucky to get 20. My spec Toshiba Satellite X205 17" Laptop,(Core Duo 1.8Ghz, 4Gig RAM, Nvidia 8700m GT with 256mb on board, Normal settings across the board and 1400x900 ish resolution, Post processing off, antialiasing off, etc). So I would say my spec is probably a good base benchmark, anything less and you would struggle. When I took my lappy into Geek Squad to upgrade my Memory from 2gig to 4gig, they all knew this was a high powered "Gaming" laptop but could not believe how much the machine was struggling with ArmA2 when I showed them. There is no doubt, BiS have some "fine tuning" to do.

    What are the parachutes like now?
    VERY good.... I really like how you can fly them now, you can pretty much land on the exact spot your aiming if you understand the dynamic of flying a parachute.

    Can you climb walls or only do that one same jump action to get over a short fence?
    "Leg Over Fence" is the best description and no grappling irons for walls yet!

    Is there any sort of suppression effect involved in the game like PR or is it just you knowing that you might get skull popped?
    Heavy breathing is your only sign of tiredness right now if thats what you meant?

    Do AI actually use suppression and leapfrog tactics or anything like that?
    Yes the AI do seem to suppress.

    Can you do drivebys yet?
    I believe you can fire from a vehicle now, not tried it yet.

    Still hesitant to buy arma 2 since i downloaded the demo and it crashes about every 40m or whenever anything big happens.. My comp is slowly dying : (
    Check my spec as I said, this game is a CPU "Whore"! It seems it is actually more critical on CPU usage than RAM, but a combo of a fast CPU with latest beast of a graphics card and your should be good. In short....a new rig!
    BlackDog1




    "What we do in life... echoes in eternity!"

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    • #3
      Re: List of differences (good and bad)

      With artillery it brings up a small map showing the target location and error approximations based on distance. You just move your mouse(which moves the artillery, so the MLRS rotates and such, a bit weird) to aim where you want the artillery to go and click. I never did use artillery in ArmA1 though so I don't know the exact differences but that's how you do it in ArmA2. You can also set up with the artillery module a way to just click on your map where you want the strike and the AI will do the artillery strike for you, but I haven't gotten that working for me... (but video: [media]http://www.youtube.com/watch?v=4wyoAnwXw64[/media] )

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      • #4
        Re: List of differences (good and bad)

        Is there any sort of suppression effect involved in the game like PR or is it just you knowing that you might get skull popped?
        Well, knowing that my skull will get popped should be enough to know that i have to keep my face into the mud, but beside the heavy breathing, as Blackdog said, if you set the postprocess effect to low or higher, your vision will get a little blurred every time a bullet lands near you (even your own). A close explosion will give you the same effects and some ear deafness.

        Do AI actually use suppression and leapfrog tactics or anything like that?
        Yes, and its very cool. Normally one or two AIs will keep firing short bursts at your last known position, while the rest of the squad will try to flank that position. Its even cooler when the supressing AI is a sniper... with the suppression effects, its very immersive.

        Can you do drivebys yet?
        Not with stock ArmA2. It is possible with the AttachTo function, script, addon, whatever is it. Havent tried yet.

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        • #5
          Re: List of differences (good and bad)

          Fenian, there are a great deal of what I consider to be big differences. Most of which were answered for you already. I think what you're really after is an indication on whether or not you should buy it, and the answer is yes, as long as you have rig that can hang like Blackdog said.

          In my opinion Vanilla ArmA2 is a great foundation for what will be a truly great game. My biggest praise is that in A2 you can finally reload while moving; I always thought it was funny that BIS would boast an engine "ten years in the making" that couldn't let you reload while walking (even ACE didn't have this ability). It was the very first thing I tested when I bought the game and I was very pleased. There are a lot of little things like that in A2 that make it awesome. Good sounds, better AI, pair that with a community like TG and you're on your way to a great experience.

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          • #6
            Re: List of differences (good and bad)

            Another question; how is the community, not TG ArmA2 community but ArmA 2 community has a whole... ArmA 2 kind of got blown up and a bit of me is somewhat afraid that CSS and those types are going to get into arma and think of it as just another FPShooter.. Also as everyone remembers I'm sure A1 had not commonly but not rarely hackers that would come into the game and mess the entire thing up making explosions go off throughout the entire map.

            With the suppression effect; yea i meant like if any artil comes down does your vision go completely blurry and you get a little bit disoriented and all or is it just fine and you can go on doing your thing like it was only someone tossing a waterballoon at you.?

            And also how many mods are already out for it? Im guessing theres gotta be a few,
            "A Veteran is someone who , at one point in their life, wrote a blank check made payable to
            'The United states of America' for an amount of 'upto and including my life'. That is honor, and there are way to many people in this country who no longer understand it."-Author Unknown

            "I got kicked out of barnes and noble once for moving all the bibles into the fiction section" -Any.

            Comment


            • #7
              Re: List of differences (good and bad)

              ArmA 2, like its predecessor, is both unpolished, unknown, and realistic enough to dissuade anyone that isn't looking for it. That being said, as with any other online game, there are a few asshats wandering around. Luckily, TG filters these kinds of lamers out quite quickly thanks to the admin support.

              Suppression isn't as big a deal in ArmA2 as, say, PR. Light arms fire will not blur your vision, and anything less than a close-range explosion will prompt any kind of visual reaction. That being said, the whip and crack of a bullet, or several bullets, coming within an inch of your skull should be enough to tell you that you are not located in the correct position for surviving any length of time.

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              • #8
                Re: List of differences (good and bad)

                Originally posted by Sc[ + ]pe View Post
                Light arms fire will not blur your vision
                Hey, my vision blurs all the time im getting shot at... I think its related to the heavy breathing... The breath goes up, the vision go blur... just try to mess with the postprocess effects and you will see. Oh well, it was that way in 1.01... Just updated to 1.02, so maybe i could be wrong...


                Fenian, with bigger explosion sometimes your vision become a little darker too, like you're closing your eyes..

                About the community... i think is too early to talk about the community.. the game is still too young... I think we need more time to filter out the bad players that are just trying the game. Soon they will discover that this game is not for them and will hopefully get tired of shooting every single thing that moves and return to their kind of games.

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                • #9
                  Re: List of differences (good and bad)

                  There is no artificial suppression effect such as the one PR implements. The knowledge that the rounds cracking and snapping past your head may put you down is enough when you consider that many ArmA 2 MP missions do not enable respawn. Players will respond to incoming fire if they know that they have to sit around in spectator mode for the remainder of the mission if they die.

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                  • #10
                    Re: List of differences (good and bad)

                    Originally posted by Sorvete View Post
                    Is there any sort of suppression effect involved in the game like PR or is it just you knowing that you might get skull popped?
                    Well, knowing that my skull will get popped should be enough to know that i have to keep my face into the mud, but beside the heavy breathing, as Blackdog said, if you set the postprocess effect to low or higher, your vision will get a little blurred every time a bullet lands near you (even your own). A close explosion will give you the same effects and some ear deafness.
                    Arma usually did pretty well for supression without a graphic effect. Just knowing that there were bullets flying around usually keeps your head down.

                    Good - Great graphics, very immersive, armor is still scary as hell, AI is apparently improved.

                    Bad - Still lots of blue on blue casualties.
                    Last edited by FrankManik; 07-19-2009, 01:17 AM.

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                    • #11
                      Re: List of differences (good and bad)

                      Although I haven't been with multiple players in a building yet, (Just got my copy today! wooHOOO!) entering rooms/buldings doesn't feel 'clunky' (for lack of a better word) like ArmA1. No drop in Frames either - so the few buildings that are enterable might be well done with the potential of at least some decent CQB.

                      (Others who've played it longer can chime in on this I hope)

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