I haven’t quit yet. I was asking for opinions about it. I’ve got it now.
Operation Arrowhead is on sale for $13 at Amazon.com right now. I think I’ll grab it even though I won’t play it for a while. How is the campaign compared to the original? I enjoyed this one even though it wasn’t perfect. The two wide-open recon missions (5 and 7) had some impressive moments.
The campaign is shorter, it’s a bit more “guided”, and doesn’t have meticulous plot and setting.
The good part is that is the gameplay, it’s better and more varied, with a bit of more action. And it does have coop for 4 players, with new roles for the extra players.
It also does have more extra single player missions.
That’s a good price, buy it. EW campaign is very short (two missions) but very good. PMC campaign is pretty decent, also, and it’s free if you don’t mind graphics.
I guess the only disadvantage is I can’t get the DLC through Steam if I want the upgraded textures. It says you need to buy OA through them for it to work. I’m not afraid of Gamersgate though.
Now you come to mention it, I think the final mission was bugged for me and enemies just disappeared. EW is pretty good though.
I loved the EW mission. It’s cute that they gave you a VSS Vintorez. That’s an old favorite for STALKER fans.
The best part of the mission was when the truck drove off before I could get in it. Glitchy to the end, haha.
Can’t wait to play OA and the DLC. I’ll wait for my new PC in a couple months.
Yeah, probably the same here.
I didn’t have put news in some time. So let’s fix that!
The last beta patch have interesting things
[78153] New: Ctrl+F1…Ctrl+F5 assigns unit to team red/green/blue/yellow/white.
[78150] Changed: Shift-F1…Shift-F5 select corresponding color team (red/green/blue/yellow/white)
[78137] Fixed: Mv22 did not take off when spawned on the ground (http://forums.bistudio.com/showpost.php?p=1852614&postcount=103)
[78113] Fixed: AI no longer sees through fog better than player. (http://dev-heaven.net/issues/12178) Fixed: weather changes done in the vehicle init line considered when checking AI visibility on the mission start. Improved: Init scripts time limit increased from 3 ms to 100 ms. Optimized: setViewDistance is no longer slow when used to reduce view distance.
[78059] Changed: Yellow server no longer listed at the bottom of the server list.
[78048] Fixed: Signatures GameSpy key truncated to at most 200 Bytes. Too long list has caused other GS keys were not available due to overflow.
[78017] Improved: Convoys now passing crossroads a bit faster.
[78002] Improved: Road obstacle avoidance improved.
[77941] Improved: Alt-F4 exits the game only in UI screens (including pause and map)
[77855] Fixed: AI unable to traverse some roads when in combat.
[77808] Fixed: Loading of some world was very slow unless -exThreads=0 was used.
[77771] Fixed: Bug in TCMalloc which might be causing Out of memory (http://dev-heaven.net/issues/16099)
[77737] Fixed: fixed problem from previous beta patch with TI mapped on “N” key
[77704] Improved: Stronger signatures checking.
[77678] Fixed: AI subordinates moving in convoy now leaving roads less frequently.
[77644] Changed: Bounding overwatch movement now respects formation order.
[77582] Fixed: Formations broken when in danger (http://dev-heaven.net/issues/16862)
[77562] Fixed: Game is no longer checking files on W: drive during startup.
[77538] Improved: AI using cover at house corners more often.
[77399] Fixed: Prevent server crash on many malformed incomming network messages.
[77289] Improved: Vegetation rendering using AToC (require antialiasing enabled)
[77282] New: Player can command AI to move into a specific cover.
[77277] Improved: AI helicopter no longer attempting to land into a wind under 1.5 m/s.
[77259] Fixed: Non-existing files attempted to be open for procedural textures (http://dev-heaven.net/issues/13864)
[77169] Improved: AI now always moves without covering when given move command by a player (http://dev-heaven.net/issues/16504). Improved: AI now always moves without covering when boarding a vehicle.
[77150] Fixed: Helicopter flying too low when approaching a landing spot.
[77103] Improved: AI keeping formation a bit more strictly while in combat.
[77080] Fixed: AI units not following player in combat. (http://dev-heaven.net/issues/16353)
[77057] Fixed: Fire command was not working on non-enemy targets.
[77011] Fixed: Av-8 sometimes performed long series of full rolls when disengaging from a target.
[77007] Fixed: Improved airplane terrain avoidance when attacking. (http://dev-heaven.net/issues/16219)
[77004] Fixed: Possible ServerCommand abuse by non-admin attackers.
[76997] Fixed: lip-sync in EW campaign and in MP while client using VON.
[76973] Fixed: AI units sometimes walking in circles (http://dev-heaven.net/issues/16081)
A video from the in the work Invasion 1944 mod
And in the retro category, play again Novalogic’s Delta Force and Ghost Recon
Mini Delta Force campaign http://www.armaholic.com/page.php?id=13448
GR Island Thunder sp & coop missions http://www.armaholic.com/page.php?id=13445
They need the Lingor island:
[78002] Improved: Road obstacle avoidance improved.
I assume they mean the rabbits that my AI driver freaked out about.
BTW, I don’t remember the discussion earlier but did they ever fix the AI seeing through concealment? Does it help to hide in bushes? I’m just curious. I don’t think I ever died in the campaign unless I was way out of position or running around.
They never saw through bushes (but they are smart enough to fire at your known or guessed position).
The problem was the grass “layer”. The grass onf the ground will interrupt the LoS for humans but not for AI. After some months, they put a system in place so the grass layer would partially obstruct AI vision, where there is a special invisble layer near the ground which is solid to AI vision so in theory they wouldn’t see through it. But imo still is not a perfect system. Sometimes i wonder if it was really working…
Those Ghost Recon missions are pretty cool, thanks Naeblis. I like that there’s plenty of enemies to shoot at. I even ran out of bullets and had to get an RPK from the ground on the first mission. You can’t choose your starting gear (it’s always the M16 ACOG), but you can edit the mission, so I gave myself an M4 with 203. This must be a blast in coop.
By the way, how do you actually aim with the grenade launcher? I usually have to shoot one grenade to gauge where I have to aim to hit enemies with the second grenade. What distance are the sights ranged at?
Strangely, the game seems to run more fluently on Lingor island than in Takistan with my PC.
jpinard
1991
I’ve got to get back into this sometime soon.
TurinTur
1992
I don’t remeber the distance ranges of the sights. My answer is… pure experience and practice. Sometimes i see a far away enemy, i say “mm… around this elevation” and the grenade blows up really close to them, usually. Instictive aim.
Strangely, the game seems to run more fluently on Lingor island than in Takistan with my PC.
Strange, indeed. Becuase Lingor is my case is pretty tight framerate, just enough to play. What graphic card and cpu do you have? I think is they type of map to need more gpu than cpu, while Takistan with all the buildings it needs more cpu than gpu. It also depends of your settings: AA seems very expensive in Lingor with all that vegetation.
schurem
1993
Thanks, that’s probably the best way to go. According to a thread on the BIS boards it’s ranged at 150m. Of course that assumes you are good at estimating distances (:.
I’m using an i5 2500 and a Radeon HD 6950. Note that the game runs pretty well in general, not as perfectly as other games, but hey, it’s Arma, and even better in Lingor (this is just a hunch, I haven’t made FPS measurements to compare). I don’t use AA at all.
That’s a great scene, I love how they have “the resident blooptube dude”.
“You need a flare?”
“No. He’s close man, he’s real close.”
BTW, i was commenting how i used the grenade launcher in the actual system (gut aiming!). Not that the actual system is ideal, i also thought sometimes it would be nice to have something accurate, a more specific and specialized aiming system for grenade launcher. That said, mabye in RL the m203 and similar gl are also hard to aim.
I have found a nice resource for Arma 2 players
http://www.gamefront.com/files/20138149/a2mp_missions.7z
Almost every multiplayer mission ever done? (1300+) nicely compiled in a file.
FDF MOD (Finnish defense forces) released. Includes new army, new island, new music, new mp missions and sp/coop campaign.
ArmA 2 – FDF Mod features
* FDF Rapid Deployment Force Soldiers with several variations
* FDF Special Jaegers with several variations
* FDF Jaegers with several variations
* FDF pilots
* FDF AFV crews
* FDF firearms and launchers
* Leopard 2A4 main battle tank
* T-72M1 main battle tank
* BMP-2 infantry fighting vehicle
* Sisu XA-360 M2 armored personnel carrier (Patria AMV)
* Scania R500 truck with ammo, repair and refuel variants
* Landrover Defender 5D 4×4
* F-18C Hornet air superiority fighter
* NH90 transport helicopter with armed and unarmed variants
* 12.7 ITKK 96 heavy machinegun
* 10 new Finnish radio voice profiles
* Custom sounds for FDF weapons
* FDF: Podagorsk Island (v1.1)
* FDF: Operation Purgatory campaign (single-player or co-op up to 4 players)
* Multiplayer missions
* Soundtrack by Celestial Aeon Project
http://www.fdfmod.org/
Little teasers, secret codes and clues left by BI devs are pointing at a big announcement tomorrow. It may be a new game, it may be different than just another Arma game.
Here should be something on it tomorrow takeonthegame.com
Different clues point to a MD 520 (civilian chopper) as the main star. Maybe will be a Simcopter-style game?
jpinard
1999
Simcopter? ewww.
Maybe it’s in reference to Carrier Command Gaia (note the website you linked is “offline”)
Did anyone think this thread would die now that another Bohemia game appeared? No!
New patch for Arma 2 : 1.09
New patch for Arma 2 CO / OA : 1.59