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Thread: ARMA 2: OA beta build 95417 (1.62 MP build)

  1.   Click here to go to the next Developer post in this thread.   #1

    ARMA 2: OA beta build 95417 (1.62 MP build)

    http://www.arma2.com/beta-patch.php
    mirror: http://www.gamefront.com/files/22043...uild_95417.zip

    [95406] Improved: Servers can set vonCodecQuality 11..20 for improved quality (wideband). Ultrawideband 21..30 will be possible in 1.63. The new setting requires a recent client on the talking side, server and listening clients can be any version.
    note: in server config the VONcodecQuality setting now supports:
    narrowband (8kHz) as range 1-10
    wideband (16kHz) as range 11-20
    (when version increase to 1.63 then also ultrawideband (32kHz) as range 21-30))

    * notice this is first beta for 1.63 branch, but to keep MP compatibility with 1.62 we have it this way

    this build does contain previous beta fixes/tweaks/improvements for NAT and server listing

    BattlEye support status: ... SUPPORTED ...

  2. #2
    Master Gunnery Sergeant MavericK96's Avatar
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    Improved VON quality? I like it.

    Rapid fire betas!
    Core i7 920 @ 3.995 GHz, HT off
    12 GB OCZ DDR3-1600
    GTX 680
    2x Intel X25-M 80 GB SSD
    Windows 7 Pro x64

    ArmA2/OA Settings:
    1920x1080 w/ View Distance at ~3600
    Video Memory at Default
    MSAA Very High, AToC=0, SMAA Ultra
    Post Processing at Very Low
    All other settings at Very High

  3. #3
    Second Lieutenant GossamerSolid's Avatar
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    I've got an idea for the next beta, revert those weapon changes you guys made for no reason (except the lee enfield, that can stay how it is)

    Also, make sure you put those changes in the changelog. Not sure why you guys felt the need to attempt to hide all of those changes.
    Last edited by GossamerSolid; Jul 27 2012 at 21:07.

    Missions/Gamemodes - F.U.B.A.R. (WIP)
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  4. #4
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by GossamerSolid View Post
    I've got an idea for the next beta, revert those weapon changes you guys made for no reason (except the lee enfield, that can stay how it is)
    The issue hs two sides, while the Assault rifle nerf is reasonable that for handguns went to far...And why the hell was the 9x18 so powerfull, it has onyl half the egenrgy of a 9x19...the makarov is a pure blow back gun.

    9x19 580 m/s 700 Joules.
    9x18 319ms 318 Joules.
    Last edited by Beagle; Jul 27 2012 at 21:20.

  5.   Click here to go to the next Developer post in this thread.   #5
    BI, CEO Maruk's Avatar
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    Quote Originally Posted by GossamerSolid View Post
    I've got an idea for the next beta, revert those weapon changes you guys made for no reason (except the lee enfield, that can stay how it is)

    Also, make sure you put those changes in the changelog. Not sure why you guys felt the need to attempt to hide all of those changes.
    Because it is all conspiracy Or maybe we just forgot to list it? On the other hand, the changes have purpose and reasons but here is full description of changes made:

    1) Grad and MLRS ammo were not able to knock out vehicles

    2) Makarov, 545x39, .45, .303, Slug745 and Sa-61 ammo were more powerfull than they should be

    changes in ca\weapons_E\cfgAmmo.hpp and Ca\weapons_E\LeeEnfield\config.cpp
    Marek Spanel - CEO www.bistudio.com

  6. #6
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by Maruk View Post
    Because it is all conspiracy Or maybe we just forgot to list it? On the other hand, the changes have purpose and reasons but here is full description of changes made:
    No doubt the changes are resonable but without doubt a bit to "flat" done in just numbers. The 9x19 is very problematc here especially when used in submachineguns like the MP5 that should have a superior range and power compared to plain pistols with 115mm short barrels. For the PP-19 a lower performance is spot on.
    Last edited by Beagle; Jul 27 2012 at 21:36.

  7. #7
    You guys are working hard eh ?

    Thanks for the beta :P

  8. #8
    Quote Originally Posted by Beagle View Post
    No doubt the changes are resonable but without doubt a bit to "flat" done in just numbers. The 9x19 is very problematc here especially when used in submachineguns like the MP5 that should have a superior range and power compared to plain pistols with 115mm short barrels. For the PP-19 a lower performance is spot on.
    Maybe the answer would be to create a new round type 9x19smg with an increase in performance to account for the longer barrel.

  9. #9
    Quote Originally Posted by Maruk View Post
    the changes have purpose and reasons
    So in milsim-like game there's a reason for .45 cal gun to hit like 4 times in the chest to put down a man? Is this CoD or something? -69% damage (from 4500 to 1389) is not even overboard, it's total overkill.
    Last edited by Kyorikei; Jul 28 2012 at 03:55.

  10. #10
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by Kyorikei View Post
    So in milsim-like game there's a reason for .45 cal gun to hit like 4 times in the chest to put down a man? Is this CoD or something?
    Hello welcome to the World of MilSim where most oponents wear body armor, Even the good old Flak vests from the 80's had a good chance to stop a .45 round. If you want to test "stopping power on unarmoured opponets use civil units only and you will notice the difference. Keep in mind all combatant factions are considered wearing armour in ArmA. You can shoot a whole mag at point blank at the chest of someone wearing STANAG Lvl I Protection without much of an lethal effect.

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