"Schrodinger" <n...@way.com> wrote in message
news:AtEMm.63145$TK7....@newsfe18.ams2...
> I'll download this tonight along with the Avatar demo as recommended by Mr
> Rob.
Sorry about this, it's available on Steam. Really, I've not been with it
the last few days...
I'm on the case.
I doubt that I will like it, but I will try it. If I can't "Rambo" it
with elevnty three guns to choose from I'm not interested. Sod all
that "one shot kill" tactical stuff.
I play my games so that I can blow shit up. Unless I'm playing
Planetside of course.
--
Rob
>I'll download this tonight along with the Avatar demo as recommended by Mr
>Rob.
There is also a Flash based game you can play which is unbelievably
impressive. I had no idea Flash could do this:
http://www.dragonagejourneys.com/
-pw
You get to blow shit up, and you can take a few hits
before you die. Usually.
OFP1 fans seem to be disappointed with the game, and
gamers that never played OFP1 think its great.
I am a bit disappointed with the game as an OFP1
sequel, but I still have fun with the combat game play.
I finished the full single player game and started
playing with the game editor, but I am downloading the
demo also to see how it represents the game.
IMO the single player campaign in the full game plays
different than OFP1. It is different mostly because of
time limits, boundary limits, respawning and no manual
game save. No time to plan your tactics so you almost
have to "Rambo" it. Also there is not much of a story.
Only eleven missions and even though the game has most
of the vehicles of OFP1 (no airplanes), you only get to
use a jeep and a for a short time in one mission you
use a transport helicopter.
You can't change your weapons load out at the start,
very few weapons creates or weapon choices and during
the game the dead soldiers disappear so you can't
always change your weapon for different tactics.
Not exactly like what the game description gives for
"100 authentically modeled vehicles", "Freedom of
play...unscripted missions" and "wide variety of
realistic military weapons"
After playing with the editor I found that you could
make a mission with no time limit, no respawning, no
boundaries and use any of the vehicles (BMP, APC,
Tanks, and any helicopter). I think the third party
missions could be better than the originals.
Tell us more about Planetside. I got the 14 day trial last w/e & had NFI
what to do once I was in-game. No tutorial, no online help, almost no
people, just found a shooting range. Totally baffled. Is there any PvE
component to this game dude, or is it all PvP?
--
Nostromo
>Tell us more about Planetside. I got the 14 day trial last w/e & had NFI
>what to do once I was in-game. No tutorial, no online help, almost no
>people, just found a shooting range. Totally baffled. Is there any PvE
>component to this game dude, or is it all PvP?
You should play through the training missions to get an idea of how
the game works. Which empire did you pick? It sounds like you spent
some time in The Sanctuary. That's just for training and forming up
for new offensives.
There is no PvE whatsoever (discounting the training missions), it is
pure PvP. Planetside is essentially a twitch based game.The best thing
to do is to join an Outfit while you learn the ropes. This game is
brutal in solo mode until you understand the mechanics. It takes
several weeks to really understand the whole game. It is truly massive
in scale.
Get yourself in a squad or platoon so that you can soak experience
points off of other people. You will gain Battle Rank much quicker
that way and get extra certification points so that you can have a
variety of weapons and vehicles.
I'd be happy to show you how the game works over this coming weekend.
I have high Battle Rank characters on each Empire, although I spend
most of my time with the Terran Republic.
It's a great game, I hope you stick with it. I have had many, many
hours of fun playing alongside some truly entertaining and competitive
people. You'd be surprised at the age of many of the participants too.
--
Rob
[snip]
>IMO the single player campaign in the full game plays
>different than OFP1. It is different mostly because of
>time limits, boundary limits, respawning and no manual
>game save.
I'm going to try the demo, but the time limits on missions are a deal
killer for me. I love tactical games like this, but what makes them
fun for me is being slow and deliberate in the use of cover and
looking out for enemies.
It is the thing I most enjoyed about STALKER and also the thing that
appeals to me most in ARMAII. For all its faults, ARMAII delivers a
fantastic sense of immersion in a living world where anything could
happen.
Sorry to follow up my own post, but I've D/L'd and tried the demo.
There doesn't appear to be any time limit in the demo mission, though
I haven't completed it.
The command menu is fantastic compared to the klunky mess in ARMA II.
The game also looks pretty nice and runs very smoothly.
The one immediate downer I saw was the way your guy herky jerks his
gun around while moving. It seems to be moving back and forth much
faster than your ground speed and looks odd. Goofy that this is even a
complaint, but most new games have the gun animation while
walking/running slowed down so the weapon appears to have a little
weight. Hard to convey in words, but if you try it you'll probably
immediately see what I mean. It only matters because you spend 80% of
the game looking at it.
Is there no lean control? Seems a bit out of place in a tactical game.
I'm left handed and have to remap everything to the number pad, so may
have missed it while re-assigning keys.
I played the first 4 missions in OFP2 on hardcore.
Now, about the time-limits:
-------- WARNING, SPOILER ALERT ---------
It shouldn't be called time-limit, but mission design. It adds to the
immersion, as it makes the world live. Don't get the wrong idea, it's
not just 3..2..1..Game over.
Instead, you have to hurry to intercept 2 APCs before they duke it
out with your squadrons APCs. Then, you need to find and eliminate the
ememy anti-tank soldiers near the road with mortar. This is to further
protect the APCs on their way to the airfield (the objective). Take
the airfield fast with the help of the APCs and prepare yourself for
enemy reinforcements to arrive. Use Mines, anti-tank weapons and
reinforcements to combat the enemy. Order your men to use stationary
guns. If you can kill incoming troops fast enough, you will have
enough time to search for a surface-to-air missile because a little
surprise will be coming for you...
Now you could take your time and snipe your way through that mission,
but you'll lose your armored vehicles too early and end up with no
anti-tank ammo just when another two enemy APCs and a helicopter
arrive. It is possible to get away with that, as you can shoot down a
helicopter with bullets. Just don't bet on it, as 8 enemy soldiers
and a few APCs will try hard to stop you.
OFP2 is about killing the bad guys fast and efficiently. Crawl around
for too long, and you'll end up against a force too big for you to
handle. Just run towards the enemy and you'll end up in a furball
and at least lose control over the situation. Seek for high ground and
good cover. You need to be in the right place at the right time to
win. Timing and situational awareness is important.
I like that, even if it means i have to repeat some missions several
times from scratch to get them right. I had to repeat them to try
different strategic approaches. Not because after running through gras
for 15 minutes a bullet came out of nowhere killing me.
--
Reality continues to ruin my life.
>On Wed, 18 Nov 2009 18:14:14 +1100, Nostromo <nos...@forme.org> wrote:
>
>
>>Tell us more about Planetside. I got the 14 day trial last w/e & had NFI
>>what to do once I was in-game. No tutorial, no online help, almost no
>>people, just found a shooting range. Totally baffled. Is there any PvE
>>component to this game dude, or is it all PvP?
>
>You should play through the training missions to get an idea of how
>the game works. Which empire did you pick? It sounds like you spent
>some time in The Sanctuary. That's just for training and forming up
>for new offensives.
Man, I wouldn't even know where to find the training missions!
Is there any help or first/right place to start in this game?
>There is no PvE whatsoever (discounting the training missions), it is
>pure PvP. Planetside is essentially a twitch based game.The best thing
>to do is to join an Outfit while you learn the ropes. This game is
>brutal in solo mode until you understand the mechanics. It takes
>several weeks to really understand the whole game. It is truly massive
>in scale.
Pure PvP. Bleh. Ok in a non-persistent fps shooter, not so good in a mmo,
for my tastes anyway. I wish they had saved me 3+ GBs of d/ls by making this
absolutely clear on the home page. :-/
>Get yourself in a squad or platoon so that you can soak experience
>points off of other people. You will gain Battle Rank much quicker
>that way and get extra certification points so that you can have a
>variety of weapons and vehicles.
So just like getting rushed/PAed in other games? But what do you learn from
this if you just get dragged up quicker than the regular learning curve?
>I'd be happy to show you how the game works over this coming weekend.
>I have high Battle Rank characters on each Empire, although I spend
>most of my time with the Terran Republic.
>
>It's a great game, I hope you stick with it. I have had many, many
>hours of fun playing alongside some truly entertaining and competitive
>people. You'd be surprised at the age of many of the participants too.
So what's the overall objective? Which are the persistent bits?
Tx for the offer, but I have a killer w/e ahead *sigh*.
--
Nostromo
>So what's the overall objective? Which are the persistent bits?
>Tx for the offer, but I have a killer w/e ahead *sigh*.
The objective is to capture and hold territory. With 3 Empires all
trying to do the same thing, you can imagine that it's not easy.
The strategists in the game use the world map to move forces around to
either defend territory or to get a foothold on enemy held continents.
The entire world is persistent. The map is never reset during normal
play. You may log off having helped to capture and fortify Hossin and
Ishundar and log back in again to find them either under siege of
having been taken by another empire.
It is possible to capture the whole map, but that rarely happens due
to the logistics involved. There is a world below the surface as well,
made up of caves. Battles also occur down there. Capturing and holding
caves can give benefits to bases on the surface, including access to
powerful Ancient Tech weapons. There are also modules to be harvested
and socketed inside bases to speed up respawn times, create vehicle
shields and boost pain fields in sensitive areas.
All bases are connected by a complex lattice. If you manage to take a
strategic base that grants your enemy enhanced vehicles, they not only
lose access to vehicles from that base, but also any base downstream
on the lattice. You can destroy a generator in a base and hold it to
achieve the same result. There are a great many strategic options open
to any group of players. Large Outfits working together will usually
"move" the map with their strategies during prime time hours. Often
they will deploy troops to an uncontested enemy continent in order to
pull enemy troops away in an attempt at weakening their attacking
powers elsewhere.
It's difficult to explain it in laymans terms because it's a vast and
complex game that blends FPS with RPG lite and real time strategy.
It's like a giant version of Tribes 2.
--
Rob
Ah, should have guessed the demo is the first mission
of the game. It's a smaller island that you play on
before going to the main island. I guess its small so
they let you explore it with no boundaries, or real
time limit so you learn how the game plays.
Not all the missions have time limits, but most do, at
least I think they do because the radio message will
say "must expedite to target" and after having to
restart the whole previous mission because I spent too
much time to get to the next check point and mission
failed, I felt I had to run to the next checkpoint most
of the time especially when I hear the "expedite"
command because you never know if later in the mission
you might need the extra time to finish the mission.
Most missions you can travel fairly far from the
waypoints before the radio warning to return, but but I
just don't like any boundary limits.
Despawning dead bodies and respawning:
If you want to take the weapon from the enemy you
shot, you better run to him because they soon
disappear.
I found that when using the editor you could only place
63 "Entities", things that can change in the game
(soldiers, vehicles, ammo creates, waypoints). It
sounds like a lot, but for a big island it is not, so
that is why objects and dead bodies disappear (despwan)
and new items spawn when you move around to keep the
entity number below 63.
> The command menu is fantastic compared to the klunky
> mess in ARMA II.
> The game also looks pretty nice and runs very
> smoothly.
>
It is faster and easier, but missing some commands I
would like such as tell team mate to set mines or
satchel or tell the driver forward or halt.
There is also a hack that can make the command menu
come up momentarily as you hold the Q button or
whatever you assaign for it.
http://community.codemasters.com/forum/showthread.php?t=391737
> The one immediate downer I saw was the way your guy
> herky jerks his
> gun around while moving. It seems to be moving back
> and forth much
> faster than your ground speed and looks odd. Goofy
> that this is even a
> complaint, but most new games have the gun animation
> while
> walking/running slowed down so the weapon appears to
> have a little
> weight. Hard to convey in words, but if you try it
> you'll probably
> immediately see what I mean. It only matters because
> you spend 80% of
> the game looking at it.
>
Hmm, did not bother me. I guess he is walking/running
really fast.
> Is there no lean control? Seems a bit out of place in
> a tactical game.
> I'm left handed and have to remap everything to the
> number pad, so may
> have missed it while re-assigning keys.
No lean control. There was debate about this at the
official forum and someone argued it was not realistic
to lean when shooting. : 0 Seems strange though,
because I think I saw the AI leaning. ?
There are some mods that change the damage and AI so if
you do not like how easy it is to kill or be killed you
can change it. I don't know if they work for the demo.
Have not tried them in the full game yet.
AI mod
http://community.codemasters.com/forum/showthread.php?t=391694
Damage mod
http://community.codemasters.com/forum/showthread.php?t=392734
Great thing about PC games, they can be hacked to work
the way you want them to.... sometimes. : /