Certainly the interface can’t be simplified to one button mashing and there’s just not enough keys to cover all the permutation, plus the days of full keyboard layouts are rightfully dead. But where ArmA falls down imo, is the lack of consistency. You use keys for movement and inventory management, which is fine, but then why is switching to secondary weapon also in the action menu? Pressing L to active your tactical light makes sense as it’s equipment management, but then L is also used to turn on the lights of a vehicle. This makes sense if you assume that once in a vehicle, the functions of that vehicle are equivalent to managing your equipment, but then why is “turn off engine” in the action menu? I’m not saying I have a better solution as assigning a key just to turn off the engine seems wasteful and obscure (maybe assign it to lower weapon?) but this is probably why Flyingj and Telefrog are pulling out their hair over this, because a satchel charge is an inventory item that is used through the action menu. It’s really a miscellaneous menu. It’s not a big problem once you get that. After you learn what all the keys do in the game, if there isn’t a key, it’s in the action menu.

I think the interface could be alleviated by a stricter adherence to function. Keep actions in the action menu. Make an inventory/equipment menu that you open with a ctrl-mouse wheel or whatever. Then you can keep cleaner menus and maybe reduce or at least shortcut the gear pop-up screen with menu options. It doesn’t make things simpler, but if it makes them more consistent, perhaps that will help.

We need to set up another warfare game.

Pressing L to active your tactical light makes sense as it’s equipment management, but then L is also used to turn on the lights of a vehicle.

Because it’s easy and intuitive that way? L to turn off/on the lights, if you are in a vehicle, it’s of course the lights of the vehicle, if you are on foot, it’s the light of your weapon.

But yeah, the action menu is just a “miscellaneous menu”, i concede that. It’s just actions you can do, because you are near an interactive object in the scenario, or because you wear a certain object and then of course you always “close” to that object and always can interact with. It’s true it lack consistency, because some other functions aren’t in that menu. Why? Because these funtions are too common to be used always with the menu, it would be too clunky, so it’s more efficient to assign individual keys for these functions. Like L, B, N, M, K (lights/laser, binocs, nightvision, maps, compass). Or the weapons mode key, the weapon is an item that you also wear but’s it’s so used and so prevalent in the game (i mean, Arma it’s still a FPS!) that have his own key, F.

It’s a trade off, efficiency and easiness against consistency and complexity. Putting every action in just a general action menu would be more consistent, but you would lose efficiency and the general use would be clunkier (even more clunky than usual Arma!), putting a lot of functions in different keys raises up the complexity (the learning time for the noobs) but improves easiness once you have learnt it.

The true problem i find with the controls is a few inconsistencies in three “modes” : when you change from infantry to control a vehicle and then to order in a vehicle. Example: The functions of sights / lock on target / zoom may clash together in these three modes, depending on the vehicle.

But these all require OA, so no go.

Try browsing the coop Arma2 mission lists and check the requirements. Can’t list by reqs unfortunately.
The number in Co-## is the max number of players so for a group of four a Co-50 might mean it’s not feasible but a Co-6 or Co-9 should be fine.

A series of strange artifacts have been discovered in Chernarus.

This was at a pedestrian 77 C. That shouldn’t be a problem unless the architecture is different than my old 4850, which ATI was saying could hit 100 C. The fan maxed out at 31% duty cycle, according to ATI Tray Tools, so it didn’t appear to be too worried. I never hear it, unlike my 4850.

The good news is ATI Tray Tools finally works with the 5xxx series. Yay! I ran the artifact tester in that program and got nothing. I got bored and quit around 80 C.

As usual, I created a custom scenario to test it. This time I sat by the helicopter for 20 minutes while I was doing something else. Then about a minute after I ventured out (and started getting into some distant land shots), the artifacts appeared. I’m going to try reinstalling the game.

Everything is back to normal now. I thought I had disabled all the mods but I saw a launcher.cfg that had some in there. I normally just run from the command line with no mods. Would that launcher config put the mods in anyway?

It might have also been some other tweaks I had done earlier.

I hope it wasn’t the clutter mod. I need that so I can see over the grass that is everywhere.

I just started playing Operation Arrowhead, and I am enjoying it quite a bit. I am mostly playing multiplayer because I rather enjoy tagging along with people who know what they’re doing and learning by watching them.

If anyone wants to play some co-op or multiplayer together, just hit me up on steam. Same username.

I haven’t decided if I’m going to buy the DLC, but if someone wants a co-op buddy I will probably take the plunge.

Do you play on organized teams with friends right now, or random public servers?

I’ve probably said this before, but I feel like I should break my no-multiplayer rule for this game in order to truly appreciate it. The other crap in my backlog can wait. I’ll try to grab headphones and a mic for Christmas.

Random teams. I tried the TacticalGamer server last night hoping for some more directed gameplay, but I was logged in for almost an hour and nobody seemed to be doing anything except sitting in the base trying to fix a broken helicopter.

Is it just me, or does this game have a LOT of rubberbanding in multiplayer?

Yep, netcode is not very good, at first. But it also depend on a lot of things, it depends of the number of players, number of ai used, and number and type of scripts and mods running in the mission. I have played some small missions with 4 guys with were pretty much lag free, it’s when you play with 40 players, 200 ai entities (allied ai, cities full of enemies, civs), and a series of scripts runnning in the background modifying the ballistics, the ai bevahiour, or whatever when the lag appears and the rubber banding is pretty visible.

I guess it’s a good thing I waited for patches, but I’m already having more fun with Arma 2 after the first campaign mission than I was with all my time in the scenario randomizer and my brief time on a multiplayer server.

New patch blablablah

VERSION 1.57 HIGHLIGHTS
================================================== ======

  • improved netcode (better locality handling)
  • new scripting commands
  • 4 new bonus scenarios for owners of the full version of Arma 2: Private Military Company

Version 1.56-1.57 Changelog

Engine

  • Fixed: Cursor on the windows borders no longer flashing when attempting to drag/resize the window.
  • Fixed: Win7/Vista Aero preview should no longer be activated by mouse movement while playing.
  • Fixed: Helicopters no longer lifting off when aircraft passed over them (http://dev-heaven.net/issues/14589).
  • Fixed: AI Helicopters wobbling up and down (http://dev-heaven.net/issues/14410).
  • Improved: Enemy targets are now unassigned once their crew is killed.
  • Fixed: doFire did not work on most targets.
  • New: Multihome servers support. Commandline parameter -ip=my.ip.add.res available.
  • Fixed: SetCaptive doesn’t stop AI shooting at a unit/player.
  • New: allMissionObjects script command.
  • New: Script command setPlayerRespawnTime.
  • New: new AllDead command.
  • Fixed: Video playback stuttering.
  • Fixed: Locality issues of objects in MP (mainly updates from nonowner errors). Version raised to 1.57 due to MP incompatibility.

Data

  • Add: camo (replaceable textures) selections for M2A2/3.
  • Changed: GPS added for all SUVs.
  • Fixed: A/MH6 main rotor artifact.
  • Fixed: Missions: 06 From Hell, task “Locate the pilot” always failed.

PMC changelog 1.00-1.01

  • Fixed: Shadow artifact on bridge on Proving Grounds map.
  • Changed: XM8 optics reworked.
  • Fixed: XM8 Front grip
  • New: Ammo create with PMC weapons.

PMC Missions changelog 1.00-1.01

  • Added: Campaign teaser including CP00 and trailer.
  • Fixed: CP10A - The Boss was not leaving the villa when in danger.
  • Fixed: CP10A - Player was not able to finish the Boss from distance.
  • Fixed: CP08B - Group callsign was “Sword”, not “Spear”.
  • Fixed: CP08A - Player was not able to access helicopter gear menu.
  • Fixed: CP07 - Client UAV re-enabled again.
  • Fixed: CP05 - Mission did end before conversation was finished.
  • Fixed: CP02 - Dixon fired only once, causing mission not to continue.
  • Fixed: CP00 - Mortar explosions now occur further away from player.
  • Fixed: Backpack content is now saved between CP05 and CP06

back on sale on steam for $9

cheap game is cheap. a steal really.

This might be a dumb question, but if me and two friends are playing on the same server and we want to form our own squad, how can we do that? It seems really hard to keep track of where other players are as is.

Squads are mission dependent, but most have them. If the mission you are playing does, in the lobby selection screen there should be groups of playable units. So something like 1-1-A [list of units], 1-1-B [list of units] etc. If you’re all in the same one and the mission difficulty isn’t Expert you should see diamonds over your teammates in the HUD.

Missions can make all sorts of things happen though, like names appear on the map, even squad selection screens in game (though that’s rare), so make sure you fiddle with the action menu/read the notes too.

Yeah, mission dependent. In some missions you have to choose the adequate slots in the briefings, in other ones there is a dynamic squad creation system (search an options settings in the ingame action menu).

I’ve been playing some Arma 2 vanilla lately. In the beginning I wasn’t enjoying the game much. I’m not sure that many standalone missions that come with the game are that good, especially the ones with the warfare mode.

But then I downloaded a 2-player coop scenario and played with a friend, and that was awesome. We didn’t even get into that many firefights, but strangely, just navigating at night to the objective with a buddy in a Humvee is pretty cool. I think it’s that great feeling some games like STALKER give you of letting you prepare yourself for a battle before it actually begins.

The actual firefights can be too brutal sometimes, especially when your enemies don’t have NVGs, you do, and it’s a pitch dark night, and they sill kill you with ease. Does the AI have that all-seeing eye problem? I have the impression that sometimes they react too quickly and too precisely (again, this was on a user-made scenario).

Still, it was a lot of fun. In the mission you have to avoid patrols and plant some satchel charges by a road to blow up an important enemy guy riding in a jeep. We managed to do that without firing a single shot, and then we had other objectives to complete.

Before that, however, we had approached the road from some fields and stopped the Humvee by a tree line, before proceeding on foot. On the way back, I couldn’t find the Humvee for a while, and a funny VoIP conversation ensued with my frustrated team mate (“Dude, where’s is my car?”). We did find the Humvee and drove to our next objective. At some point we were on foot again, walking through some fields, and the first actual firefight started. Some enemies spotted us but my team mate very skillfully dispatched them all with his DMR (this was not a case of a firefight being brutal).

Shortly afterwards we saw the headlamps of a vehicle and went prone, hoping not to be seen. Apparently the guys on the jeep thought they saw something, and they kept approaching. At some point, when it was too close, we freaked out and started shouting “SHOOT THEM! SHOOT THEM!”. We fired so many round that not only did the jeep crew die, but the jeep itself went into flames, and alerted a bunch of guys around. We died shortly thereafter.

I had also played some Operation Arrowhead, but so far I find that this game shines when missions are more focused, as opposed to the whole combined warfare thing. Be aware that I haven’t played any big coop scenarios, so I might be completely wrong, and that I’m a newbie at this game and just don’t “get” the epic missions yet. It’s not that the missions should be more linear, on the contrary, the cool thing about Arma is being able to move through a very large environment and approach objectives as you like. But I feel the smaller “spec-ops” type missions hold together better.

And here’s a link to the mission I described.

NVGs affect AI. AI skill is affected both by mission settings (each AI entity have a individual skill chosen by the designer) and the global AI diffculty chosen by the user. I recommend to lower the second one from the profile .ini

Your user profile should be located in My Documents\ArmA 2\yournamehere.ArmA2Profile

The lines you’re looking for are

skillFriendly=xxxx;
skillEnemy=xxxx;
precisionFriendly=xxxx;
precisionEnemy=xxxx;

So you can lower the precision without lowering the skill. If you change it from the game you will change both settings at the same time.

http://community.bistudio.com/wiki/ArmA:_Difficulty