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Member Since 24 Jul 2008
Online Last Active Today, 01:44 PM

Posts I've Made

In Topic: Damage system and death?

03 July 2015 - 07:24 AM

In my experience, the difference in zero between different people is (at least usually) extremely minimal.

For SF, the main reason to not want an enemy weapon is simple - If they wanted it they would have brought one of their own in the first place anyway.

If you're playing a terrorist against some spec-ops I think you most definitely want to pick up some nice gear when you kill them. Or in any other situation when you're fighting against someone better equipped than yourself.

In Topic: ArmA3 announced...

23 June 2015 - 04:21 AM

The lack of furniture bothers me mostly visually. Gameplay-wise it doesn't matter nearly as much (though it does matter a bit).

Regarding the flat terrain, what I mean is that most of the flat terrain in the game is not like that in the same real life location (most likely). Flat areas exist in real life, sure, but in Arma they are the majority of every island on every part of the world. In real life you can find cover within 3 seconds of running in a lot of places out in nature. In Arma it is very rare that you can find cover in a non-urban environemnt within a distance of less than 3 seconds of sprinting, and Arma sprinting is quite fast...

Altis is actually the best in the series when it comes down to this and other gameplay-related aspects, but it's still an Arma island with Arma island issues. I haven't checked all user maps for A3, but the ones I had (as well as for A2) were no better and usually quite worse.

As for game modes, since you can make ANY game mode in Arma, just make one if you think it is possible to create something more realistic that people would play. DTAS might not have the most realistic rules, but it's made in a way that your behavior in combat and use of tactics are more realistic than any other game mode I've seen. Assuming you're playing to win, of course, and not playing just for the sake of implementing "realistic" tactics regardless of how (in)effective they are, because that can be done much better in long slow COOP missions or PvP missions where winning is not interesting (see: TacBF).

The futuristic setting is quite unfortunate IMO, but it seems like we have no choice but to deal with it either by using mods or playing missions that use stuff that are most similar to modern day equipment. Only CSAT really look like aliens and only some weapons are absolute prototypes/made up stuff that have never really been used and aren't similar to something being used today.

In Topic: Suppression mechanics

22 June 2015 - 01:27 PM

Most of the "twitch shooting" in more realistic games (Arma, America's Army) is mostly due to lack of proper inertia for the movement. Moving fast with quickly changing direction of movement makes it unrealistically difficult for someone to adjust his aim for your movement and kill you. Too fast movement just makes it that much worse, but the core issue is the infinite acceleration most games feature for movement. Remove the ability to quickly change direction of movement in an unrealistic fashion, and you'll see a lot less circle strafing and other twitch-shooting behaviors.

Suppression effects are redundant if the bullets are as deadly as they should be. I find that even in a video game, people don't like to die, especially if there are consequences (making you team lose, having to wait for next round or even a respawn timer or some score, or even the loss of respect from other players can be enough). Arma has very minimal suppression effects, yet most of the people who stay out of cover under fire either realize that the enemy has no real chance of hitting them while they can shoot back effectively, or they just don't realize they're about to become a corpse due to lack of experience and/or under-estimating the enemy's ability to hit them.

In Topic: ArmA3 announced...

22 June 2015 - 12:37 PM

DTAS using IDF mod playing against Hamas:


In Topic: ArmA3 announced...

21 June 2015 - 12:42 PM

Flat open terrain in Arma is in most cases not realistic at all, and there is a lot of it. That is what I mean about "bad terrain for missions". Just try to modify DTAS to allow objective to spawn anywhere on the map rather than just the pre-selected areas and see what kind of gameplay you get...