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

  1. #11
    There's armor option in difficulty settings right? If you want to simulate armor just make it so people can turn it on on every level of difficulty. So it will be up to server hosts if they want it on or off. Armor is not a valid reason to tweak damage.

  2. #12
    Master Sergeant SnR's Avatar
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    VON update looks epic, hope server performance and bandwidth isnt effected ?

  3. #13

  4. #14
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by metalcraze View Post
    The option is "extra-armor" that is there for novices.

    Soldiers in ArmA2 are always having armor obviously.
    Yeah and know what, you can even see it when you look at the models

  5. #15
    Many reports over on DayZ website that there now seems to be heavy artifacts occurring in the game, aat the same spots for everyone who looks at them. Similar to the kind of artifacts that used to occur randomly, but isolated to individual and was fixed by shutting down.

    Looking in Stary and Green Mountain, everyone sees the same thing.

    Reporting here in case it is beta patch related.

  6. #16
    I love the update! a couple problems, cant export missions for some reason,

    And as far as the flight goes, formation flying is getting there, but I think you guys are definitely on the right path, I would love to see some fairly decent formation flying ability here, would be absolutely amazing. I realize you have to focus on other stuff, but there should be no netcode nowadays that cant support some smoother flying.
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  7. #17
    If i on my server set "VONcodecQuality=20;" how will it affect clients with pre-this patch ?
    Wont they be able to use von or will they just use the old lower quality ?
    Play pc:
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  8. #18
    First Lieutenant Tonci87's Avatar
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    Regarding the Ammo changes: Im fine with them after reading Beagels explanation. But what will happen if an AK-74 hits someone in the face after travelling 300 m? Will he go down? Because I think he should!

  9. #19
    Chief Warrant Officer Beagle's Avatar
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    Quote Originally Posted by Tonci87 View Post
    Regarding the Ammo changes: Im fine with them after reading Beagels explanation. But what will happen if an AK-74 hits someone in the face after travelling 300 m? Will he go down? Because I think he should!
    Sometimes yes sometimes no, its a bit more unpredictable now and since the spread is higher at that range you cant be sure to hit where you aim at that range...300m is well at the limit for that round, speaking in real world terms. It seems easier with AK-107 but thats obviously to better precision.

  10. #20
    Quote Originally Posted by Maruk View Post
    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
    Did I understand this correct? With 1.62 it is now impossible to knock out vehicles with artillery? If so, could you please explain why?

    Please confirm by short return. Thank you.
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