It's what happens when it also has to be developed for consoles. A lot of features that could have been added can't because then the controllers wouldn't be able to handle all the different actions.
It's like what happened with GTA IV. There were so many different actions in it that buttons had to be overlapped. Like climbing a ladder and opening a car door were both mapped to y on the xbox, while on the PC you could use to separate keys.
[QUOTE=professional;17872794]:rolleye: I don't need your cop-out argument, I know for a fact there are no viewblock objects on the foliage, hence why the AI can see through them.[/QUOTE]
Props to you man, you successfully took a look at the source code to a game that has yet to even release an SDK. Mind telling us how you managed that?
Man I hate the "cheap" enemies in this game that take out your team in two seconds if you're even exposed for more than a millisecond
Screw plants, the AI can see me through fucking smoke.
[QUOTE=Gorgonoth;17879035]Props to you man, you successfully took a look at the source code to a game that has yet to even release an SDK. Mind telling us how you managed that?[/QUOTE]
Go look on the codemaster forums. It's not the only thing people have found.
Codemasters also put an invisible "box" around players, so only so many rounds being fired at you will penetrate this "box" allowing you to survive longer.
[QUOTE=Cloak Raider;17875737]Shame how the AI can see through the grass in ArmA too, if it bugs you that much.[/QUOTE]
You're trying too hard. The AI may be able to see through [B]grass[/B] in ArmA but they can't see through foliage like bushes or trees, how do I know this for sure? All the bushes and trees have viewblock objects in them, which is what codemasters should have done. Furthermore, the AI can only see through grass at short ranges in ArmA 2.
Has anyone noticed the unnecessary HDR and blur? Anyway we can turn that off?
Excuse me if someone already posted this. I'm too lazy to read all 22 pages.
I am stuck on the seventh mission. Somehow, no matter where I am. When I take out the two MG nests and move to kill the AT teams, either before or after it something out of nowhere goes. BOOM YOUR DEAD.
50 vehicles my ass. So far all I've seen is The Chinese transport chopper, the american version, chinese and american gunships, tanks, apcs and 1 jeep for each faction.
And you don't even get tanks or fighter jets!
[QUOTE=PopLot;17927112]50 vehicles my ass. So far all I've seen is The Chinese transport chopper, the american version, chinese and american gunships, tanks, apcs and 1 jeep for each faction.
And you don't even get tanks or fighter jets![/QUOTE]
Ever looked at the Gamefiles?
There is so much to be still unlocked...
AND WHY THE FUCK DO THEY ADVERTISE THE MASSIVE OPEN WORLD FOR THE 360 VERSION?
You cant even go every far because youll get a call on the radio saying to turn back or your objective will die if you go too far. (Protect X from Y cause X is so important if it dies the world explodes)
THE FUCK. HOW ARE WE SUPPOSED TO EXPLORE THIS GAME?
[QUOTE=PopLot;17927157]AND WHY THE FUCK DO THEY ADVERTISE THE MASSIVE OPEN WORLD FOR THE 360 VERSION?
You cant even go every far because youll get a call on the radio saying to turn back or your objective will die if you go too far. (Protect X from Y cause X is so important if it dies the world explodes)
THE FUCK. HOW ARE WE SUPPOSED TO EXPLORE THIS GAME?[/QUOTE]
Jesus, it's not oblivion, you're not gonna find any good loot or high level beasts to kill.... just do the mission.
[QUOTE=PopLot;17927157]AND WHY THE FUCK DO THEY ADVERTISE THE MASSIVE OPEN WORLD FOR THE 360 VERSION?
You cant even go every far because youll get a call on the radio saying to turn back or your objective will die if you go too far. (Protect X from Y cause X is so important if it dies the world explodes)
THE FUCK. HOW ARE WE SUPPOSED TO EXPLORE THIS GAME?[/QUOTE]
God... It's for the mission... If you build your own you can use the whole 220 km²...
Oh wait, you got it for the 360... Your fault.
[QUOTE=Silence94;17927373]God... It's for the mission... If you build your own you can use the whole 220 km²...
[/QUOTE]
Yeah.. You can explore the whole 220km with 64 entities. That's not dull or anything.
I have to admit, I'm regretting buying this just a liiiiiittle bit, the missions just go so slow, boring =\= realistic.
[QUOTE=professional;17927673]Yeah.. You can explore the whole 220km with 64 entities. That's not dull or anything.[/QUOTE]
You're trying too hard, the 64 entity limit isn't globally applied. The game engine allows you to place metric fucktons of stuff down, however they will be deleted if they're outside of the entity LOD distance. Also, you never answered my question, how did you (or they at the forums) manage to view the source code for a game with a limited map editor only. It would seem to me that they're pulling this out of their asses.
the Lua in this game is pretty fun, I'm messing around with it and it's actually starting to form up a mission
[editline]02:21PM[/editline]
[QUOTE=professional;17927673]Yeah.. You can explore the whole 220km with 64 entities. That's not dull or anything.[/QUOTE]
I agree, it's somewhat annoying, I really hope there is a way to mod that or even have them release a patch
[QUOTE=Gorgonoth;17932360]You're trying too hard, the 64 entity limit isn't globally applied. The game engine allows you to place metric fucktons of stuff down, however they will be deleted if they're outside of the entity LOD distance. Also, you never answered my question, how did you (or they at the forums) manage to view the source code for a game with a limited map editor only. It would seem to me that they're pulling this out of their asses.[/QUOTE]
They're not. You can go ask them, they already released a player made fix for the AI engagement range and the "protection box". I'm currently using it. It improves the game a fair bit, but the game still has a truckload of faults that won't be fixed by any amount of value editing.
The 64 entity limit is a engine limit. Codemasters admits this themselves, also on the forums. I've always said that the idea of using a racing game engine for a "large scale" war sim is a bad idea.
EDIT: BTW it's not me whos ghostrating you dumb.
[QUOTE=Robbazking;17935676][media]http://www.youtube.com/watch?v=7_vvcw1eET8[/media][/QUOTE]
That video made Operation Flashpoint look a [i]lot[/i] better than ArmA2 graphically.
[b]Edit:[/b]
Also, on MetaCritic ArmA2 gets a 77/100 while Operation Flashpoint 2 received a 79/100. Just thought I'd let you know.
[QUOTE=Gorgonoth;17936981]That video made Operation Flashpoint look a [i]lot[/i] better than ArmA2 graphically.[/QUOTE]
Uh no it didn't.
Each have there good and bad points graphically. The most noticeable being the ground textures.
[QUOTE=professional;17936872]They're not. You can go ask them, they already released a player made fix for the AI engagement range and the "protection box". I'm currently using it. It improves the game a fair bit, but the game still has a truckload of faults that won't be fixed by any amount of value editing.
The 64 entity limit is a engine limit. Codemasters admits this themselves, also on the forums. I've always said that the idea of using a racing game engine for a "large scale" war sim is a bad idea.
EDIT: BTW it's not me whos ghostrating you dumb.[/QUOTE]
I don't think it's an engine limitation, it's just not probably optimized or was planned to work over that entity amount, some guy on the forums got 101 entities
[QUOTE=professional;17936988]Uh no it didn't.[/QUOTE]
Uh yes it did.
[sp]This is essentially what this argument amounts to, yuh-huh! nuh-uh! yuh-huh! BECAUSE YOU'RE ARGUING AN OPINION[/sp]
[QUOTE=Robbazking;17935676][media]http://www.youtube.com/watch?v=7_vvcw1eET8[/media][/QUOTE]
So tell me, do you actually play games, or do you just benchmark them?
Also, you should credit the Black Mesa: Source Team for that little exit tune that you put in all your videos. It's a great piece, and I fucking hate it when people steal shit like that without even crediting it. They're just a mod team, they deserve having their stuff credited.
[QUOTE=Gorgonoth;17936981]
Also, on MetaCritic ArmA2 gets a 77/100 while Operation Flashpoint 2 received a 79/100. Just thought I'd let you know.[/QUOTE]
Most reviews I've seen of ARMA 2 have been just reviewing the campaign really, which to be honest isn't ARMA's best point.
[QUOTE=lettuce_head;17943830]Most reviews I've seen of ARMA 2 have been juts reviewing the campaign really, which to be honest isn't ARMA's best point.[/QUOTE]
Lol you can't review ArmA on a one off basis, unless your review consists of playing a Shack tactical or some other major community event.
[QUOTE=darkrei9n;17923345]I am stuck on the seventh mission. Somehow, no matter where I am. When I take out the two MG nests and move to kill the AT teams, either before or after it something out of nowhere goes. BOOM YOUR DEAD.[/QUOTE]
i have the same problem, i haven't found a way around it and its been 2 days sence i got to that level, either something wrong with my game or the enemies are ridiculously accurate.
I've been using sniper rifles a lot lately and I fucking love the bullet mechanics in this game. They're pretty realistic, as in the bullets actually do drop down if you fire long distances, so you gotta aim higher than your target, yet they don't ruin the fun and actually make sniping even more interesting and fun.
[quote] '' Codemasters has told Eurogamer that the first batch of Operation Flashpoint: Dragon Rising DLC will be out soon, alongside a network "optimisation" patch to "make it flow a bit better". [/quote]
[quote] "Our intention is to align [the patch] with the first DLC pack that's coming out as well, which is due around the end of October. Hopefully we'll do the whole thing in one." [/quote]
If they charge money for the DLC i'll personally Bring those filthy swines to the guillotine!
Great fucking game, all I have to say.
[QUOTE=Robbazking;17952209][media]http://www.youtube.com/watch?v=r1b8RNPXUUE[/media][/QUOTE]
So tell me, do you actually play games, or do you just benchmark them?
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