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Thread: Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!

  1. #111
    Quote Originally Posted by (Shadow NX @ Nov. 28 2008,12:45)
    Lookign great, im really sure that ArmA2 will be a blast.

    Only really bad looking thing were these "good" old ArmA dead anims... horror.
    Hopefully this time around we will get slower dieing animations. For example, with headshots the enemy would simply fall, but limb shots he'd fall on his hands and knees, cough or scream in pain, before becoming weak and falling down.

  2. #112
    Quote Originally Posted by (Jakerod @ Nov. 27 2008,17:55)
    That dog in the beginning kind of freaks me out whenever I watch it. I really like the ending after all the logos though when they're in the warehouse.

    Did anyone notice the pond behind the house when Team Razor gets in the UH-1 and takes off? Does that mean that water can be at higher elevations now?

    That house seems to collapse a bit too fast.
    That part with the slow motion bullet kind of makes me wonder why the two guys next to him don't move.
    Even in ArmA1 they move, so I think they told them to not do anything at all times.

  3. #113
    Quote Originally Posted by (Praelium @ Nov. 29 2008,21:06)
    Hopefully this time around we will get slower dieing animations. For example, with headshots the enemy would simply fall, but limb shots he'd fall on his hands and knees, cough or scream in pain, before becoming weak and falling down.
    While I agree that it is not the best depiction of reality for people do die instantaneously due to any wound anywhere on their body (including their feet and shins), having some drawn out animation I think wouldn't make it any better. The brevity of the death animations help to alleviate some of the 'canned' feeling that a finite number of pre-animated sequences give.

    "Oh look, he's dying by death animation number 11 again. Yeah, there he goes, crying about his gut... now he reaches... then collapses... twitching in 3, 2, 1, twitch."

    You get the message.


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  4. #114
    First Lieutenant CameronMcDonald's Avatar
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    Quote Originally Posted by (plaintiff1 @ Dec. 01 2008,07:21)
    Quote Originally Posted by (Praelium @ Nov. 29 2008,21:06)
    Hopefully this time around we will get slower dieing animations. For example, with headshots the enemy would simply fall, but limb shots he'd fall on his hands and knees, cough or scream in pain, before becoming weak and falling down.
    While I agree that it is not the best depiction of reality for people do die instantaneously due to any wound anywhere on their body (including their feet and shins), having some drawn out animation I think wouldn't make it any better. ***The brevity of the death animations help to alleviate some of the 'canned' feeling that a finite number of pre-animated sequences give. ***

    "Oh look, he's dying by death animation number 11 again. ***Yeah, there he goes, crying about his gut... now he reaches... then collapses... twitching in 3, 2, 1, twitch." ***

    You get the message.
    Heheh, reminds me of good old Goldeneye. You would always be able to tell when the bad guys died with the really really really long death animation, and therefore could use their corpses as mag dump practice while they writhed.

    Everyone tempted to post another inane/useless/whogivesatoss topic in the A3 forum - here.

  5. #115
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    Quote Originally Posted by (CameronMcDonald @ Dec. 01 2008,03:12)
    Quote Originally Posted by (plaintiff1 @ Dec. 01 2008,07:21)
    Quote Originally Posted by (Praelium @ Nov. 29 2008,21:06)
    Hopefully this time around we will get slower dieing animations. For example, with headshots the enemy would simply fall, but limb shots he'd fall on his hands and knees, cough or scream in pain, before becoming weak and falling down.
    While I agree that it is not the best depiction of reality for people do die instantaneously due to any wound anywhere on their body (including their feet and shins), having some drawn out animation I think wouldn't make it any better. ***The brevity of the death animations help to alleviate some of the 'canned' feeling that a finite number of pre-animated sequences give. ***

    "Oh look, he's dying by death animation number 11 again. ***Yeah, there he goes, crying about his gut... now he reaches... then collapses... twitching in 3, 2, 1, twitch." ***

    You get the message.
    Heheh, reminds me of good old Goldeneye. You would always be able to tell when the bad guys died with the really really really long death animation, and therefore could use their corpses as mag dump practice while they writhed.
    Neck Shot Neck Shot!

  6. #116
    Bleeding soldiers need the wilhelm scream constantly looping... What is this a horror game? comon.
    I won't not promise to avoid refraining from harming you.

  7. #117
    Umbra Festinatio Shadow NX's Avatar
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    If there is a wounding feature and the possibility to drag soldiers then id think they should scream or at least make some sounds that indicate where they are so you can come to their aid.

    Kinda like with SLX for ArmA, worked nicely there.
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  8. #118
    Damn ARMA 2 looks simply great..a must buy game for 2009..

    Nice job BIS..i'm very glad that many features that the community was claimig for was showed on that awesome vids..

    hey guys..don't know where to discuss zat but i'm already planning to upgrade my old pc...i'm planning to buy a twintech gforce 9800 512 mb GT XXT for arma 2..will zat hold...
    With all these amazing addons being released for Arma 2 will we play Arma 3 :P:P

  9. #119
    New Interview on Armaholic.com

    http://www.armaholic.com/page.php?id=4315

    Quote Originally Posted by [b
    Quote[/b] ]....All of them are precisely modeled in great detail, have proper ballistic simulation, tracers, ricocheting, <span style='color:red'>penetration</span>, different kind of ammunition.....
    That sounds indeed very promising....

    Hope they have added different muzzle-velocity based on different barrel-lengths, as well as "basic projectile weight" - or at least made it possible to mod that, without heavy scripting and to define x-thousand types of magazines for different init-speeds.
    Everything else was already proper made in Arma1 (Ballistics, Air-Friction, damage based on impact speed, basic bullet deflection at fences, etc.)



    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  10. #120
    hehe nice interview, sounds like progress is moving at a good rate.
    Just tweaking left now will ensure the gameplay will really be polished.

    Mm I like that they have some more static defenses like static AA guns and the extra sides in Warefare for Arma 2 will really add extra interest to warefare.
    Wonder if there will be 2,3 or 4 sides to play as at the same time or if you can only play as 2 sides but choose any of the 4 sides or something that was available.
    Hope civilians will be in towns in Warefare mode too so players can gather info from them and stuff, I can really see how gameplay will be more varied now with stuff like that.

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