#3747746 - 03/08/13 06:13 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Feb 2000
Posts: 49,716
Jedi Master
Entil'zha
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Entil'zha
Sierra Hotel
Joined: Feb 2000
Posts: 49,716
Space Coast, USA
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The way you move is totally revamped, feels natural instead of clunky as it has since OFP. Underwater capability. Real physics for vehicles instead of whatever-the-hell-THAT-was that has been in use since OFP 12 years ago. Voices sound almost real instead of old robo-voice "Oh no...4...is down!" Lots of other little things.
The Jedi Master
The anteater is wearing the bagel because he's a reindeer princess. -- my 4 yr old daughter
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#3747839 - 03/08/13 09:03 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Jan 2008
Posts: 369
JC______
Member
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Member
Joined: Jan 2008
Posts: 369
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I like the new graphics and that movement is more fluid. Not a big fan of the futuristic gear of the RedFor, though.
I was almost floored to find out that I can have my mortars configured as support assets (i.e. not organic to my squad) with just a few clicks in the editor. I also was able to configure a heli transport support using the same type of modules thingy.
Does anybody know how to have the OPFOR to actually fire the mortars when they have the support modules configured for such a thing?
Cheers,
Real and Simulated Wars Stray thoughts on war and its representation by off-the-shelf computer games and simulations
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#3747874 - 03/08/13 10:05 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Jan 2008
Posts: 369
JC______
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Member
Joined: Jan 2008
Posts: 369
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Sure, buddy. Give me a couple of hours until I get out of the office.
Real and Simulated Wars Stray thoughts on war and its representation by off-the-shelf computer games and simulations
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#3747930 - 03/09/13 12:11 AM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Jan 2008
Posts: 369
JC______
Member
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Member
Joined: Jan 2008
Posts: 369
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Here it goes, redpiano ... This is the setup in the editor. A "spotter" two men team (actually a couple of riflemen, you can use a squad or whatever), with the leader as a player. The team leader/player is linked/synchronized (can't remember the exact word, sorry) to a "Support Requester" module (east from the player, modules have a blue non-filled circular icon). The "Support Requester" module is linked/synchronized with two modules: - To the northeast from the player, a "Support Provider: Helicopter Transport" module. In turn, the "Support Provider: Helicopter Transport" module is synchronized/linked to a helicopter - To the southeast from the player, a "Support Provider: Artillery" module. In turn, the "Support Provider: Artillery" module is synchronized/linked to two mortars These are the settings of the "Support Requester" module. Note that you can choose how many instances of support are available to the requester/player. During gameplay, to access your support assets you need to go to the communications menu ( ~ key) and from there is straightforward to carry on. You can target your mortars using the 3D view or the map. You will be asked how many rounds you want on target. Have fun! The helicopter transport works in a similar way, but the helicopter will apparently land not precisely where you asked. It will land in the nearest visible or invisible helipad. These invisible helipads are available in the editor. The modules mentioned above are located in Modules> Category> Supports
Real and Simulated Wars Stray thoughts on war and its representation by off-the-shelf computer games and simulations
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#3748040 - 03/09/13 05:26 AM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Aug 2011
Posts: 1,110
redpiano
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Member
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#3748047 - 03/09/13 06:18 AM
Re: Everyone's ArmA 3 first impressions.
[Re: Wodin]
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Joined: Mar 2011
Posts: 1,666
Chris2525
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Member
Joined: Mar 2011
Posts: 1,666
Canada
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..is high command still in the game? is it in the alpha? It doesn't look like it's in the alpha. There are no high command modules in the editor.
Windows 7 Home Premium x64 / Intel Core i7-3770K @ 3.50GHz (8 CPUs), ~3.9GHz / 8192MB DDR3 / NVIDIA GeForce GTX780 / TM Warthog / Saitek Pro Fight Rudder Pedals / TrackIR5
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#3748166 - 03/09/13 04:20 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Jul 2006
Posts: 862
mugwump
Member
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Member
Joined: Jul 2006
Posts: 862
Vancouver, Canuckistan
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Yes, the AI needs some tweaking, I think. SectionEight hosted an MP session lat night and the AI in the mission we played was ridiculously accurate. Single round, straight through the melon every time. Twice, I got sniped out of an AH-9 flying at 180+ kph.
Still lots of fun though.
S = k ln W
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#3748237 - 03/09/13 07:07 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Dec 2000
Posts: 22,405
letterboy1
(Heterosexual)Tchaikovsky Ballet Fan
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(Heterosexual)Tchaikovsky Ballet Fan
Lifer
Joined: Dec 2000
Posts: 22,405
Columbus, GA USA
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First impression . . . I'm impressed. I can see myself collecting some single-player missions in the future and easily getting my $30 worth, perhaps even before final release.
The issue is not p*ssy. The issue is monkey.
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#3748312 - 03/09/13 09:52 PM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Feb 2001
Posts: 11,752
Vertigo1
Veteran
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Veteran
Joined: Feb 2001
Posts: 11,752
Zeta Aquilae System
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How does everyone feel about the explosion effects? That is one gripe I have right now. Everything looks a bit too much like a gasoline-rich fireball. In reality, most munition explosions are a quick bright flash with a ton of smoke after. Thoughts?
"Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong remedies." - Groucho Marx
“One of the great mistakes is to judge policies and programs by their intentions rather than their results.” -Milton Friedman
Quem Deus vult perdere, prius dementat
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#3748421 - 03/10/13 02:46 AM
Re: Everyone's ArmA 3 first impressions.
[Re: Taosenai]
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Joined: Feb 2001
Posts: 11,752
Vertigo1
Veteran
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Veteran
Joined: Feb 2001
Posts: 11,752
Zeta Aquilae System
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Wow, I went to the bug reporting system to report some stuff and it's completely flooded with idiotic reports by idiots, people who need technical support, and stupid requests for stupid worthless features.
Some choice bugs: "No bullet drop" "Cant run and shoot in the same time."
Is it really worth my time to report issues amongst >3,000 stupid reports that can't be reproduced? Perhaps I'm too used to the bug reporting systems from Debian GNU/Linux and other open source software... I feel sorry for the BIS guy who has to process them.
"Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly and applying the wrong remedies." - Groucho Marx
“One of the great mistakes is to judge policies and programs by their intentions rather than their results.” -Milton Friedman
Quem Deus vult perdere, prius dementat
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#3748479 - 03/10/13 07:20 AM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Aug 2011
Posts: 584
3instein
Member
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Member
Joined: Aug 2011
Posts: 584
Falkirk,Scotland
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Yeah I notices some "requests" on the BIS forums,polls even. Looking for jumping, Takedowns, Glowing orbs above your head to distinguish side to name just a few. Hopefully these don't get included in the final release. Mick.
"An appeaser is someone who feeds the crocodile hoping he will be eaten last"
Winston Churchill
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#3748496 - 03/10/13 09:34 AM
Re: Everyone's ArmA 3 first impressions.
[Re: redpiano]
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Joined: Nov 2006
Posts: 2,144
Tigerwulf
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Member
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Posts: 2,144
Wolverhampton, England
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I'm hoping that BIS's response to requests for jumping etc will be, look this is the only game these guys have left of this ilk, you want all those things then go play the hundreds of games that do those things.
BIS really shouldn't water down ARMA, it'd be a tragedy.
Last edited by Tigerwulf; 03/10/13 09:35 AM.
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