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Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer



:siren: DISCLAIMER: This thread is years out of date, feel free to start a new thread if you'd like, or submit text blocks to me and I'll add them to the OP. Arma Reforger is out, which is essentially a tech demo and sandbox for BIS to work on the new engine for Arma 4.

Cheers to the 10 years of memories, tomfoolery and goofiness that this game has provided :cheers:


Table of Contents
  • General
  • Advice
  • Missions
  • Communities
  • Zeus
  • Mods
  • Links


(Credit to Keket for all the awesome headers)

Arma 3 vanilla game - http://store.steampowered.com/app/107410/
Arma 3 DLC 3-pack (Karts, Heli’s, Marksmen) - http://store.steampowered.com/app/304400/
Arma 3 Game+DLC pack - http://store.steampowered.com/sub/60639/
As is usually the case with Steam games, if you’re patient, wait for the Winter and Summer Steam sales, because you’ll get this game significantly cheaper(%40-%70 cheaper if you’re lucky)






What is Arma?

Arma 3 is the latest game in Bohemia Interactive's Arma series, a franchise known best for it's quasi-realistic FPS mechanics, non-linear tactical gameplay, large and varied communities, and the ambitious modding and mission-making scene. Some of the improvements from Arma 2 include vastly improved mouse controls, much better graphics, a whole new stance system, Zeus, a weapons attachment system, and much more. The game is set in the near future on their version of the real-life island of Limnos in the Mediterranean, dubbed Altis. It is pretty huge as games go, at approximately 300 km2 of detailed and variegated terrain. The communities in Arma vary from small groups of friends who play on public servers, to huge milsim groups with hundreds of members who play on highly modified versions of the game with their own private rules, missions, and servers. The modding scene is very active, with work ranging from radio simulators, to even more realistic overhauls, useful tools like a squad 'minimap' of sorts, and even ridiculous stuff like Halo universe mods. With Arma you get to pick and choose who you play with, what maps and weapons are available, how missions are designed, and how you want to approach any given situation. This freedom is what has given Arma the longevity and popularity it has today.




I keep on dying, how the gently caress do you people play this game?

Before we get started with the :spergin:, here's a quick glimpse of the Arma Experience http://www.youtube.com/watch?v=Ig9z_hDSjuU

At it's heart, Arma is a tactical first person shooter with an emphasis on slower paced gameplay, which is naturally induced through it's realism. A round from a rifle to an unarmoured torso, as in real life, will lay your virtual rear end out flat, and everything scales up from there in lethality when you add in the possibility to be attacked by and operate (:getin:) planes, tanks, artillery, and many other modern angels of death. One of Arma's strongest points is the way it allows for large groups of people to play with and against each other. Although a tank may be an intimidating threat to a squad of infantry in terms of raw firepower, that same squad can use tactics and clever positioning to draw the tank into disadvantageous terrain and hit it’s more vulnerable rear with RPG’s.

The key to surviving and doing well in Arma is to take things slower then you’re probably used to. Pay close attention to what’s around you, the terrain that you or the enemy may be occupying, and don’t fall victim to tunnel vision. It’s really easy to miss a squad of enemy infantry when they’re all taking cover in the edge of a forest, but if you think from your enemy’s perspective and pay attention to the areas you would likely hide in, ambush from, etc., you’ll be well on your way to noticing them first and shooting some mans.

If you're interested in a extremely well put together guide to this game that covers everything from infantry play, combined arms, group play, tactics, etc. the Arma Digital Deluxe upgrade (available on the main Steam page) has the official tactical guide written by Shacktac’s Dslyecxi. It is essentially the latest installment of his fantastic TTP guides he wrote for Arma 1 and Arma 2, and it is a veritable gold mine of advice that is beyond the scope of this thread.

Media;Out of date, being worked on

Videos from Dslyecxi



Screenshots;Out of date, being worked on








(Credit to LSD)

So there's all this talk about missions, but how do I find and play them?
When you play Arma 3, you will passively download the currently running mission as you connect to servers. Sometimes, though, you may want to play a mission on your own or perhaps check out something that someone else made in the Editor. There are many ways to do this.
  • By subscribing to their content on the Steam Workshop. After clicking the subscribe button and restarting the game, you will see it listed under the Single Player->Scenarios section in the game’s Main Menu (usually at the bottom of the missions list).
  • By manually downloading the mission’s .pbo file and placing it into your Steam\SteamApps\Arma 3\MPMissions folder (or \Missions folder, assuming it is a Single Player mission).
There are many communities across the internet where you can find missions that other people have made with the Editor so that you can try them out or play them for yourself. Some of the most common places where people post their creations are: Armaholic, the Official Arma 3 Forums, and PlayWithSix (albeit only in certain cases).





  • USERNAMEHERE wrote a pretty thorough and well received review of many of the popular Single Player Campaigns that people have created over the years, so if you’re interested in trying out some things on your own for whatever reason, then it’d be a good idea to check out his recommendations to get yourself started. He provided links for downloading each one in his posts.(pending response)
  • Also, part of the big Make Arma Not War contest in 2014 that Bohemia held resulted in a truckload of great Single Player missions bring made by the community. You can check out the best of them by browsing the finalists of the Single Player category here: link
  • Lastly, you can also browse the Steam Workshop’s Single Player category to see what’s currently popular and trending in Arma 3’s modding community.




You tend to have two completely different sides of the game when it comes to multiplayer content: the public communities and the private communities. Both of them are very different beasts and as a result you have a huge variation in content and quality.

For the public side of the community, you most often tend to see missions that work with the vanilla game, sans mod dependencies. Popular examples of this include: King of the Hill, Invade & Annex, Patrol Ops, Altis Life, and Domination. These kinds of missions are typically considered to be very casual, join-the-server-and-go-shoot-stuff types of missions. As described earlier in the Community section of this post, the public side of Arma 3’s community can easily be characterized in this way because of these sorts of missions as they’re the most common ones that you will be able to play on any given day.

There are, however, quite a few segments of the public community that do use mod dependencies that follow the example of DayZ, which sort of became a kind of total conversion of Arma 2. Popular examples of this in Arma 3 include: Battle Royale, Breaking Point, and Epoch; the latter of which has spawned a rather active Goon sub-community over in the PGS board as of Spring 2015.

As for the private side of the community, things tend to be pretty closed door for many reasons. As described above in the post about the game’s Community in general, the private side of the Arma 3 Community tends to be rather decentralized and segregated. As a result of this, most multiplayer missions tend to be kept in-house, so to speak. Usually it’s a byproduct of mod dependencies, though, but more often than not it’s because people tend to want to keep things “in the family.”

On the other hand, multiplayer missions in the private side of the Arma 3 community are usually higher quality and have a lot more variation, albeit less replayability. Want to play a Jurassic Park mission where you’re a Raptor hunting other players in a jungle in the pitch black dead of night? Well, those kinds of missions definitely exist, but you’ll either have to find the private Arma communities that have them and find a way to join their groups as well as download their modpack or else you’ll have to make them yourself and find other people to play it with you. As described above in the Community section of the post, this is one of the current problems with the Arma community.


So you want to make some missions (Credit to LSD)

I used to make missions in Arma 2, how much of that carries over to Arma 3?

The skills, scripting, and processes you learned to make missions in Arma 2 are still relevant in Arma 3 because almost all of the same procedures carry over. One change worth noting is that Bohemia has given the new Editor’s interface a complete makeover, though you can still revert it back to the old way if you prefer. They have also changed the file structure of the game for scripting by introducing things such as initServer.sqf and initPlayerLocal.sqf (though you can still do it the old way, via init.sqf, if you prefer).

So how do I get started learning this? :psyduck:
There are a lot of Youtube video guides explaining how to use the Editor and whatnot, however most of them are the usual “copy paste what I wrote and you’re done!” The most reputable place to start for learning how to use the Editor from scratch, though, is Jester814’s video series on Youtube (link).

After learning the basics of how to use the Editor, you will eventually feel forced to learn the game’s scripting language. Ever since this game’s predecessor, Arma 2, Bohemia has maintained a special scripting language built for their games called “SQF.” Whereas in most languages, for example in Java, you would say something like this:
code:
addWeapon(player,”m16”)
In Bohemia’s SQF language, the syntax and grammar are very unique compared to what most computer languages would do. The above example in SQF would look like this:
code:
player addWeapon “m16”
To learn more about the SQF languages, here are a list of references that every mission maker keeps open in various browser tabs while they are working in the Editor:


(Credit to LSD)


So who do I play this game with goons?

The Something Awful forums is home to several active Goon communities. Most of them, as well as their modpacks and their group’s contact information, can be found in the PGS board. There is a lot of overlap between the Goon communities, so you will often see many of the same faces in each group listed below.
  • The Epoch Goons thread grew out of a previous sub-community’s server for the Epoch mod called FOB Neckbeard and is currently the most active Goon group in the Arma 3 community. They have players from all over the world working together to collectively grief pubbies. Lately, they have been playing on the Donkey Punch server, although they have been known to change servers every few months to spice things up.

  • AGM Goons is an Arma 3 :spergin: group organized by Cooked Auto and is the place to go if you are interested in more tactical play with many of the people that you often see in this thread.

  • Special Needs Forces is the oldest Arma 3 Goon group in the PGS board. They prefer to play simple, casual missions without any mod dependencies so that it’s easy to hop in and play. They have been really inactive lately, but every month or so Kilonum will bump the thread and host an event, and they always have a good time.
Apart from the goon communities listed above, very often you will find small groups of friends in the CTS Mumble’s Arma 3 channel, the Goonswarm Mumble’s Arma 3 Channel, or the Goonrathi Mumble channel. Typically they play any of the popular multiplayer games, King of the Hill and Breaking Point being the most common ones. If you’re lucky enough to catch these elusive goons who play from time to time, they’ll always be happy to let you join in on their fun.


IRC

#Armagoons on synirc

Camping the Stairs Mumble

http://forums.somethingawful.com/showthread.php?threadid=3521554


Linked thread in PGS has all the details

Steam

http://steamcommunity.com/groups/a3goons This is a public group, figure out how to get in yourself :colbert:



(Credit to LSD)

So what is Zeus?

One of the most popular player-made mods in Arma 2 was MCC, which had a special function where you transform yourself into an omnipresent spectator camera that can fly around and place objects or enemy units anywhere you wanted in the game world. In 2014, Bohemia released an official, built-into-the-game version of this concept for Arma 3 and called it Zeus.

Zeus effectively turns Arma 3 into a game of Dungeons & Dragons, where the Zeus player is the Dungeon Master and all of the other players are the heroes of the story. Almost anything that can be done in the Editor as a pre-made mission can also be done in Zeus with a few key exceptions, such as the lack of locality control for scripters. For this reason, many people nowadays will forgo ever learning how to use the Mission Editor and instead just learn how to do Zeus. In fact, there are actually mods (for example, the Ares mod) which allow you to save a current Zeus setup so that you can load it again later, similar to saving and re-opening a mission file in the Editor. This allows you to have mission templates to cut down on the setup time for making the mission.

Furthermore, the entire Zeus concept makes it possible to transform Arma 3 into a giant RTS game with Bohemia’s inclusion of a resource system that can be enabled or disabled in the editor by a mission maker. Unfortunately, though, this idea has not gained much popularity or attention from the mainstream community.

There are many Youtube video guides that explain how to use the Zeus interface and the controls for it can be found in the game’s Configure->Controls->Zeus menu. Again, as with the Mission Editor guides, a good starting place is with Jester814’s video (link).



Out of date, being worked on

Here's an old list of good mods and a short guide on how to install them.

  • Community Base Addons - :pcgaming1: This is the mod that most other mods rely on. It's basically a script extension library with all sorts of neat stuff. If you plan to use cool mods in Arma games, this will be a staple in your modline.
  • Shacktac HUD - A mod that adds a little 'radar'-esque HUD on the bottom of your screen that shows the positions of the people in your group within 45m. Very handy, highly recommended https://www.youtube.com/watch?v=eaCw_tu8U-4
  • Compass Fix - This mod makes the compass and watch actually readable by making them much bigger. ACE mod from Arma 2 did this as well. Highly recommended
  • NoBlur - This mod removes the motion blur effect from the post processing graphics setting, making it so you can have your ambient occlusion and bloom cake and eat it too
  • Tao's Folding Map - This mod adds a map that takes up about a quarter of your screen when you press 'Shift+M'. Highly Recommended.
  • Stance Indicators - There is two different stance indicators out there, HMM stance indicator and FA Stance. Personally I'd recommend the HMM stance indicator, I find it doesn't clutter up the HUD as much.
  • FA_gps - This mod moves the GPS display from being right in the middle of your screen to being underneath the ammo count section of your HUD. A nice usability change.
  • Xbox Controller No Rumble mod - Simple mod that removes the rumble from the Xbox remote(some like it to fly) so that it's not aggravating to use.



How to install mods;Out of date, being worked on

Installing mods is pretty simple. The basic gist of it is that you have to have the modfolder in the root directory of your Arma 3 install(should be something like 'C:\Program Files (x86)\Steam\steamapps\common\Arma 3'), with the '@' character as the first character of the modfolder's name, for example '@CBA_A3'. Once you have the folder in there, you go into your Steam library and find the Arma 3 link and right click it, selecting 'Properties'. A new window should come up, and on the first tab, select the 'Set Launch Options' button. Another pop up will appear, with a blank textbox. In this textbox, you're going to add '-mod=' followed by the name of the folder of the mod you'd like to load in. So, following the earlier example, you'd add in '-mod=@CBA_A3;' to load CBA. If you're loading more then one mod, you add the '-mod=', followed by the name of the mod you'd like to load first, then add a ';', then type in the name of the folder of the next mod. So, my modline looks like this: ' -mod=@CBA_A3;@compassfix;@FA_gpstr_watermark;@tao_foldmap_a3;@sthud;@FA_stance;'. Most mods come pre-packaged properly, so all you have to do when you download the archive is drag the folder with '@' in it to your Arma directory and call it through steam, however, some addon makers will be lazy and only package the .pbo file(the actual mod itself). If this is the case, in your Arma directory create a new folder. For the name of the folder, call it '@______', filling in the underscores with a name that is relevant to the mod so it's easy to remember. Open this folder, and create another folder inside of it called 'addons'. Now, all you have to do is drop the .pbo file into the addons folder, and add the modfolder into your Arma's launch parameters and you're good to go. :siren: DO NOT DRAG THE .pbo DIRECTLY INTO THE 'ADDONS' FOLDER IN YOUR ARMA 3 DIRECTORY :siren:. This will only cause problems down the road and it's not a path you want to take.






:siren: If you're about to play with goons, DON'T USE THE DEVELOPMENT BUILD, it is not compatible with the stable version :siren:



*If you have any suggestions or material to add to the OP, feel free to post it and I'll do my best to keep the OP updated*
*Thanks to Love Stole the Day for significant contributions to the OP's contents

Mederlock fucked around with this message at 18:30 on Sep 11, 2023

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Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

TomWaitsForNoMan posted:

Have Bohemia said anything about whether or not the SP campaign will be more fleshed out this time?


Oh, yes, I forgot to add that. There's supposedly going to be a more dynamic and interesting SP campaign. Will add info regarding that to the OP

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

8lbsofanalsex posted:

Has there been any info released recently? I haven't been able to find anything on their forums other than a potential alpha around the end of the year.

Sadly, no. I've been keeping an eye on Arma 3 dot com and haven't seen an update for a couple months, but from what I've heard from people who are "In the know", the alpha build is at a playable state, and my guess is it'll be out within a month or so, and the full game within 1-3 months. It's hard to tell with Bohemia being so quiet about it.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

KennyLoggins posted:

I remember reading that the Aplha was planned for around September but then DayZ craze happened so maybe it got pushed back.

It was pushed back, yes, but not because of Dayz. Dayz actually hit it's peak around the April-July timeframe, and has had little to no bearing on the actual development of Arma 3, afaik. The detainment of the 2 Arma devs and just development schedule issues is far more likely to be the causes that pushed the dates back.

Edit: ^^^ I'm pretty stoked too, and as a member of Shacktac, large multiplayer experiences is all I really do, and we're all hoping Arma 3 doesn't make our computers beg for mercy on big co-ops like it does for a lot of us in Arma 2. :negative:

Mederlock fucked around with this message at 08:03 on Nov 17, 2012

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Chortles, you rarely fail to dredge up good tidbits of information about this series. Thanks for all that. I'll try and see if I can work in the sourced bits into the OP

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
In my opinion, without scripting, the mission editor would be useless. Some of the best missions I've played require a basic selection of scripts, such as a spectator script, stuff like Dynamic AI Creator's, and scripted events/actions.

So, to answer your question, to make missions that are really ground breaking, you are going to have to know how to do basic scripting, or at least know how to copy paste scripts into the right places. I do hope they make the mission editor a bit easier, but I think the best thing they could do to make missions easier to make is to make a comprehensive tutorial for it that explains the functions of all the buttons and functions.

They're also adding java scripting, which they introduced first in Take On:Helicoptors, so that should be interesting.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

ToastyPotato posted:

I feel like a lot of what you are saying was only required because the editor was built in a way that made scripting necessary in the first place. I feel like there are at least a few things that could probably be done through menus and such, while undoubtedly more complex, heavily customized things would probably still need some degree of scripting. I'm not even suggesting scripting be removed, they could leave the script boxes there for all I care, but in 2012 I am sure it's possible to figure out how to assign certain behaviors or basic customizations to an entity without having to copy paste a script or something like that myself.

Like, for example, there should be zero scripting needed to create a basic artillery bombardment or air strike scenario. It should be dropping an entity onto the map, and, through simple menus, assigning the details of the event (duration, whether it is triggered by player proximity or a player action or if its independent of the player, type of ordinance used, area of effect, etc.) There really isn't any reason that kind of stuff can't be straight forward. It's possible to do it through scripting, so there is no reason it can't be done through menus at this point. The same can be said with editing a unit's loadout. Why isn't there simply an "edit inventory" button when I click on a unit?

Yeah, I think we're thinking along the same lines and I just misinterpreted what you were suggesting. It would be cool for pre scripted events like the ability to call in artillery to be easy as that to place, and I 100% agree with the inventory thing. In fact, the lack of an easy to edit inventory screen in the editor is one of my biggest gripes with it.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Just The Facts posted:

God I hope the interface and controls are better than ARMAII. I really want to like that game but it just feels so clunky walking around.

Yes, from what I've heard from people I know who have played it, at E3 and gamescon and otherwise, it handles a lot better. Some even ventured to say it was as smooth as BF3, but with a lot more freedom regarding stances and such, but still feeling natural and not arcade-y

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Mordaedil posted:

It's honest to god why I love Arma more than most shooters, honestly. You move around like you actually are a bit burdened by poo poo you carry and things don't just align themselves perfectly to be played like a game, but more as a simulator of sorts.

You can't honestly say you enjoy how clunky (ala Metro 2033) Arma is, it's a subpar system and everyone including Bohemia knows it, which is why it's been fixed in Arma 3. It will have a stamina system, so the heavier you are, the harder it will be to keep up with everyone, and the longer it'll take for you to get your breath back for aimed shooting, which personally I find is the better system.

Mederlock fucked around with this message at 21:57 on Nov 19, 2012

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

8lbsofanalsex posted:

Another thing I'm excited about in this game is being able to attach satchel charges to vehicles. So I can finally bring my play style from battlefield over to arma.

Jihad Jeeps anyone? https://www.youtube.com/watch?v=clDpZIaU3-Q

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Edit: ^^^ It's glad to see some people that aren't experiencing the Stockholm Effect (As Dslyecxi so aptly put it) that effects the milsim spergs who think bad or outdated mechanics are actually good because they simulate ~realism. It's kind of tiring reading their bleating on the BIS forums.

Chortles posted:

Funny thing is, that metalcraze who was cited/called out by a dev? His favorite twitch shooter-to-mock-in-comparison-to-his-fantasy-idea-of-ARMA is BF3. :D

Seriously though Mederlock, how would you like me to go about posting more information from InstaGoat for use in the thread and in the OP?

Just post it with links to the original source and choice awesome quotes like you've been doing and I'll integrate what I can as I notice it.

Mederlock fucked around with this message at 04:16 on Nov 20, 2012

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

ToastyPotato posted:

but I also prefer easier aircraft handling. Or at least give a setting for easy choppers. I'm talking Saints Row/Sim Copter easy. I'm horrible at flying. That's why I love IL2 so much. I can turn all the realistic features off and have a very gamey aerial combat game.

Sorry to be the bearer of news that'll be bad to you, but it's using Arma 2's control scheme for helicoptor's, with the more fluid flight model(Not the sim parts, it's just less janky)+6DOF with TrackIR that Take On:Helicoptors.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Yeah, Chortles hit the nail on the head for me. I'm pretty jaded about these sorts of things from reading three years of the really intense milsim guys who want to make things more 'realistic' or whatever through completely arbitrary ways on the BI forums, and it's just a reflex to snap at it, and though I disagree with you, your subjectivity and lack of overt :spergin: about it is respected.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Chortles posted:

Mederlock, let me be clear, Mordaedil is not :spergin: here; he's got positive reasons for his preferences, which he recognizes to be not universal but rather subjective, and thus not making complaints like infantry now being "too smooth and responsive".

I said that he wasn't a sperg, that was kinda the whole point of my post :shobon:

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Mordaedil posted:

It's all true though, they are terrible games, but I have an odd affection for that particular type of lack of polish.

I totally understand that mentality, it's kinda like how a lot of indie games are a bit clumsy and lack a lot of polish, or those movies that are so bad they're good. I think the rose tinted glasses of the past might make OFP seem better then it was, as it does to most old games.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Edit : the awful betamax app made my PS2 post appear here :iiam:

Mederlock fucked around with this message at 19:14 on Nov 22, 2012

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
So, yeah, wouldn't it be awesome if grenades in the Arma series didn't suck? I think so, and here's a video of a concept on how it could be done better by Dslyecxi. Part 1: https://www.youtube.com/watch?v=aGt8QbK61aE Part 2: https://www.youtube.com/watch?v=HylAK_biGfk

Basically, it's not rear end, and apparently a highly skilled modder with the time to do it is looking into making it a reality. :sun:

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Yeah, keep them coming man. I'm going to add a good bit of stuff to the OP, probably on Sunday, so I'll see how I can work it all in. Regardless it makes for good reading, thanks for dealing with reading the BI forums so I don't have to :cheers:

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

MrOnBicycle posted:

While the quoted PvP-haters are dumb, I must comment on the use of scoped sights on weapons. It blows. On loads of PvE missions people immediately kit themselves out with a nice sniper rifle and a good anti tank weapon. The one man army that then proceeds to camp on a hill and pick off A.I. Sure, having a sniper or two can be nice, but nothing beats going in with iron sighs.

I played Insurgency last night and while there were a couple of snipers, the majority of people didn't use em. Which lead to some great fire fights with the A.I. That's where this game really shines, RPG's and bullets flying all around in a way that even beats scripted scenes.

Even having ACOG's or PSO's on sights making spotting enemies a very easy task, as well as making it really easy to engage them. I like the dynamic of just having reflex or iron sights, and then supplement leaders with binoculars for reconnaissance stuff, as it really shortens the reasonable maximum engagement ranges from somewhere in the 500-700 range to about 200-400 meters, which makes properly employing infantry tactics actually fun and tense.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Raneman posted:

Can I still go into the editor and make gigantic militia rebellions?

Yes, yes you can. The editor is actually basically the same as the Arma 2 one last they showed it, just with some incremental improvements to the UI and such.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Let me just say that I think we're quite close to the alpha, but time will only tell. Soon, hopefully :v:

Mederlock fucked around with this message at 17:01 on Feb 5, 2013

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Jarmak posted:

I guess that would make sense if this was about the Vietnam war or something, but for a game taking place in 2030 its silly for anyone to be using ironsights when even non combat troops have been using optics on their weapons for years now here in 2013.

edit: edit, even reflex sights were being transitioned out in favor of 4x optics as early as 2010.

Jarmak posted:

Oh ya, for mods absolutely, I just feel that there is a tendency among realism gamers to disparage the "over use" of optics in games, when it reality iron sights are going the way of the bayonet.


Reflex sights are superior for CQB, you're not going to want to use the tiny backup reflex on an ACOG unless you really needed too. The funny thing about what you said regarding 'realism gamers' is that those who are milsim 'realism gamers' are going to be the ones that want the optics for the reasons you cited (the military mostly switching to ~3-4x sights, etc). Using irons or reflex sights is for the sake of making the gameplay more fun for the players involved (ie. actually having the chance to see the enemy that just killed you, instead of it being some dude in a bush at 700m with magnified optics) , not for sticking to the ~realisms~ and immersion~

edit: Chortles - When the big announcement comes out this month I'll completely overhaul the OP with the info you've provided and any new information that we become privy too in the near future.

Mederlock fucked around with this message at 03:17 on Feb 3, 2013

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Chortles posted:

So far I think that that's just the "RCO" equivalents this time around, though it'd be interesting if both the NVOS and the Sniper Optical Sight from that customization picture have the iron sights as their CQB sights... seeing as that's how ACE did it (or in the case where the model didn't have iron sights, using a "look over the top of the optic" as the point of aim) before OA officially implemented made over-and-under CQB optics part of RV3.
Sounds like a plan, though honestly I would add those "time points" and links to the infantry/shooting links in the OP simply so that people can see some particularly notable points... I mean, blasphemous as it sounds, some of that had me thinking "third person COD?"

You know what, I'll take the 10 minutes and do that.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Hoooolllyyyy shiitt, we may be less then 2 and a half months away from release

http://www.amazon.de/gp/aw/d/B005ACLLPG/ref=redir_mdp_mobile/276-7757099-2203765?qid=1360967565&ref_=sr_1_1&sr=8-1

Mederlock fucked around with this message at 11:16 on Feb 19, 2013

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Jarmak posted:

Sights are not necessary for CQB (at least in real life) even red dot sights are far too slow for fighting inside houses, and if you need a sight to hit something 10 feet away you have no business kicking in doors. There is a very narrow range where its too far out for sighting down the barrel and close enough for 4x optics to be cumbersome, and the advantage of 4x optics for ranges over 100-200m makes the choice an absolute no brainer.

Again, I understand that in real life 4x optics with an integrated reflex sight mounted on top is the far superior option, but in the game it makes things really easy against the AI specifically and unfun for the player on the receiving end of being sniped from 500-700m away with magnified optics.

:siren: Also, fairly big update, Arma 3 will be using the steamworks API and will require Steam to play it. This is pretty great news. The pubbie tears are amazing in this thread.

http://www.bistudio.com/english/company/developers-blog/356-arma3-steam-dev-blog



Edit: just one fine example of the pubbie rage http://forums.bistudio.com/showthread.php?146633-Arma3-NOT-for-me-(

Mederlock fucked around with this message at 22:40 on Feb 21, 2013

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
The reason why was because of all the different distribution methods they used having issues with cross compatibility. Only working with one main distribution method will smooth things out a lot in this regard.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Bondematt posted:

It sometime interferes with mods when it updates, with IL2 especially since the exe was basically a cracked exe at the time in HSFX. Really the only gripe I have with Steam and it occurred a grand total of one(1) time. An issue that wouldn't even occur if it was a Steamworks game, since Steam is already handling all the mods.

They really should let non-steamworks games opt out of updates though. Since even when set to not update...running the game forces an update check.

No, it doesn't. You just go into the properties and turn off automatic updates. There may be a few games that force it(?), but Arma 2 definitely does not update when you have that setting checked. Also, re: mods, I've heard from people who are actually involved in the modding aspect of the game that there won't be issues with updating and such, especially with the delta updating that Arma 3 is supposedly going to be utilizing.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Vulcan posted:

All this talk about keybind presets, I sure hope they make it easier to remap the keys and dont lock any keys out from remapping because of some stupid preset.

Am I the only one that uses the same keybind scheme for every FPS ever made since Wolfenstein 3D? Keeps it simple- especially with that little thing called muscle memory

The presets are there just to make things easier for greener players to the Arma line of games. You're still going to be able to modify your controls to your hearts desire.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Sniper Party posted:

So does this mean that offline LAN multiplayer is out? Flashpoint and Arma have been a staple in our LAN parties, and not being able to continue with Arma 3 would be a bit of a bummer. Still, it is pretty much the only negative thing I can find in that announcement and far outweighed by Steamworks. gently caress Six Updater forever.

Hard to say, although I don't see why they would remove it entirely. Time will tell I guess

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

LP97S posted:

God, that one mod who's complaining is nuts. He hates all of the people who bought the game just to play it and never make addons. The worst part is that he's the Project Lead for the Cold War Rearmed 2 project (that's the Operation Flashpoint total conversion). If that rear end in a top hat refuses to port to ArmA III he's a damned fool.

Yeah, its one of the best mods ive ever seen for Arma 2, it would be a damned shame. It may be one of the few mod teams that could bring quality cold war era weapons and vehicles in a neat package to A3, which would be awesome to supplement the near future stuff that'll be in the game.

Mederlock fucked around with this message at 20:04 on Feb 23, 2013

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Gooch181 posted:

Is there a way to download Cold War Rearmed 2? I got all excited when I heard about it but I haven't been able to find a download for it anywhere.

You can install it very easily with PlaywithSix, or you can install it in 6Updater by finding the mod @CWR in the modlist

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Ham posted:

--------------------

Yo dude, is it cool if I integrate that (and any other content I find) into the OP? Would be a shame to not have it up front. I'm going to be overhauling it later today.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Dr.Oblivious posted:

Pardon my ignorance, but what in the world is that?

Well, keep in mind the game is set in the near-future, so it's probably some design for a vehicle that's only in the prototype/proof of concept stages, if not just made up entirely.

e: Guess I was right :p

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

LP97S posted:

They seem to be taking it pretty well, also I wonder what they mean by 'modding', are they going to release sample configs with the new changes prior to the release or just let people drop PBO's into the addons folder and sees what happens.

There's not going to be an sdk or a toolset for modders with the alpha but apparently the process to mod the game isn't that far removed from the process to mod Operation Arrowhead, and they're letting modders figure it out as they go. Apparently tools and such to do it are gonna be moreso in the mid to late parts of the beta.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Fraser CDN posted:

I dont want them to go mainstream and do what Tripwire did with RO2. I want ARMA, but more players is always better.

Uhh, Red Orchestra 2 loving rocks man. :colbert: Anyways, yeah, more players is gonna be sweet.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Party Plane Jones posted:

Red Orchestra 2 is a joke. Tripwire promised more maps, more vehicles, and more gameplay modes like multiplayer campaigns. In the year and half since release we've gotten 2 new official maps, 2 more useless modes that serve to only fracture the community further into even spergier camps (why yes, lets make RO2 exactly like RO1), and 0 new vehicles that if you look back, were promised on the preorder details. If you ask any of the people (still) posting in the RO2 thread most of them would say the game was a poorly supported cash grab at this point.

I only play on a server that uses custom maps for the most part, and I enjoy the realistic mode that they have, so I dunno. I never actually played RO1 so I had no exposure of what it came from, so I can't speak for that side of it. :shrug:

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

LP97S posted:

Some bad news on the ArmA III modding front,Cold War Rearmed is staying an ArmA II only mod. For the most part it seems to be for non-steam reasons.

Loath as I am to mention or link reddit, here Xeno (one of the leads for ACE mod[this shouldn't/won't affect Ace] and CWR2) comes out about why he's actually skipping Arma 3, Hint: He's bitter like a little child that got his candy taken away about the whole steam fiasco, and then goes on to say that "Reality is, the number of people who are able to mod the game is declining." and just generally being a jerk.

Good riddance say I, don't need assholes like this dragging down the community with his bullshit. And to think, they made this clown a mod over on the bistudio dot com forums :laugh:

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

ijyt posted:

Is this still using PhysX? I have a Q9450 and I'm worried my geriatric is going to wheeze around.

Yes, for vehicles for sure and likely for ragdolls as well. A Q9450 is likely going to have a fair bit of trouble with A3, in fact I imagine its a bit iffy with A2. Thankfully LGA 1155 CPU's and motherboards are really cheap these days, never been a cheaper or better time to upgrade

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

ijyt posted:

I run A2 fine with OA installed, but I wouldn't call £170 cheap.

In a vacuum sure, but for what you get today compared to what you would pay for in the past it is cheap. Regardless, it's going to be a crapshoot about what kind of hardware would be considered playable until we actually get our hands on the alpha as a litmus test of sorts for what BIS listed for their specs.

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Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer

Budzilla posted:

The only downside that I can think of (that's been mentioned earlier too) is playing over a LAN without the internet available. Hopefully there will be an option for local play while steam is in offline mode.

The rage about modding with Steam is also really loving dumb IMO. But if some war nerds completely abandon Arma3 it prevents another ACE being made then that's great.

I'm really excited for the alpha. I just built a new PC for myself and I find out this will be released shortly.

I'm looking forward to ACE 3. Just because some people don't like ACE, doesn't mean that everyone does, and there's more then just the tryhard milspergs "40 mike mike oscar mike over" types that like to play it. ACE 2 does go a little to far sometimes, but all in all it's a really impressive mod and I don't see how it hurts the game by existing :shrug:

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