ArmA2



Non in Bug1 avevan fatto razzia di alcuni interni.
Si era roba già presente in OFP e Bug1,i carri li potevi far fuori anche con le armi leggere perchè ragionavano (come lo fanno tutt'ora) a suon di hit points e questo lo si vedeva già in alcuni video dove testavan la Minimi contro un Uaz e quest'ultima esplodeva.Vabbè li stavan sparando sul motore ma anche se spari che ne sò ai supporti del tettuccio salta uguale.Magari ora le AI non scenderanno più dai veicoli quando perdon i cingoli ma bastan poche galline per fermarli

anche se non eran galline ho fatto la prova del 9 su OFP piazzando una caterva di AI in mezzo ai maroni e l'Abrams seppur con qualche difficoltà è riuscito ad andare oltre il muro
http://www.metacritic.com/games/platforms/pc/arma2

Comincia ad avere parecchi voti buoni su molte riviste..
In un gioco che vuole puntare alla simulazione i carri hanno gli hitpoint?
Che enorme stronzata

Vabbè comunque, sarò sincero, una discreta voglia di provarlo mi è salita sulla spalla...vabbè, vedrò cosa prendere tra questo e blood bowl.


Ma dio che cosa amara
Gli hitpoint avranno pro e contro come il sistema realistico, è mia opinione che i dev non abbiano avuto voglia di inserire le zone e di dare a queste resistenze e debolezze.
Non posso credere che sia un limite dell'engine.
non le credere, non lo e'
in download qui.

http://arma2.nexway.com/index2.html?Langue=it_IT&REF=671797
E la dannata demo?



che palle.
gg
a mente piu lucida, guardiamo il lato positivo: stanno dando a discapito della DEMO che porterebbe piu clienti, la patch che porta tanta qualità al prodotto.
speriamo solo fixi veramente i bug o è un attesa inutile che pagheranno col sangue.
e guardandolo ancora più a mente lucida, vuol dire che era ancora più buggato di quanto pensassi
uno o dei pazzi hanno fatto un megamanuale

http://ttp2.dslyecxi.com/


*

capisco 10 anni fa... ma ora...


ma perche qui http://www.arma2-shop.com costa 39,99 ed e' gia disponibile , mentre su steam chiede ancora 1 settimana e il prezzo invece e' di 47,99 ?
mi scimmia
Patch 1.02
La Demo?
- Lowered enemy AI skills for regular and recruit difficulty levels
- Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls
- Multiple save slots supported
- Added option to disable various post-process effects (bloom, blur etc.)

Ma solo pensare che venga dumbato e allo stesso tempo vedere come certe opzioni non c'erano mi fa accapponare la pelle.
Siam sicuri che siano gli stessi sviluppatori?
Changelog completo:

Spoiler


CHANGELOG:
----------

Engine
------
* Multiple savegame positions allowed.
* Configuration fixes in radio protocol (including faster reaction to crew-related orders in vehicles).
* Multiplayer server browser enlarged.
* Improved steering for car.
* Improved mobile artillery simulation.
* Improved terrain shape beyond map borders.
* Improved Micro AI tactics, attack in pairs, path limiting to avoid passing through walls.
* Added UAV camera stabilization.
* Indication of player connection status in list of players (Diary).
* Possible to connect to server with template-based MP scenario.
* Repeated weapon change command fixed in radio protocol.
* Game no longer crashes when copying a linked trigger in the Mission Editor.
* Different radio notification of multiple units attacking.
* NAT negotiation issue removed (different negative sign cookie on client and server).
* Fixed possible crash after or during Get In in multiplayer.
* Improved transfer of building destruction in multiplayer.
* Fine surface information are now properly used for surface properties.
* Destroyed targets are no more massively reported after player has left the vehicle.
* Proper update of AI pathfinding when new building is created in the landscape (new objects were ignored).
* VON no longer crashes the game in certain circumstances.
* AI sprinting on the spot removed if route was planned across the roof.
* Server shown as passworded in Server Browser when passworded or locked.
* Improved functionality of Get In command if player is vehicle commander.
* Swimming soldiers no longer drop inventory items.
* Swimming players cannot use Gear dialog.
* New scripting function "GetPlayerId unit" available to help server admins better recognize teamKillers etc.
* Fillrate optimization in Video Options is now defined via combo box.
* Improved light count optimization (should help performance when many distant lights are present).
* Low-frequency effect (subwoofer) improved.

Scenarios
---------
* Added or fixed markers in pre-mission briefings in various scenarios.
* "Eye for Eye" singleplayer scenario: Hostiles balanced and loadouts of playable units fixed.
* "Counterattack" singleplayer scenario: Flow fix, player's group now properly advance from the harbour if strong enough to continue.
* "Trial by Fire" script error fixed.
* Campaign: Time flow screen added to scenario intros.
* Campaign: "Murder" mission ends are now triggered also when firing from a vehicle.
* Campaign: Multiplayer info for all campaign scenarios added.
* Campaign: Scene-specific sound entities are deleted after end of a scene.
* "First to Fight" campaign scenario:
* Shooting range bug fixed.
* Officer's speech has titles added.
* "First to Fight" campaign scenario: O'Hara animation speed fixed.
* "Into the Storm" campaign scenario: Conditions of interaction with civilians improved.
* "Razor Two" campaign scenario:
* Mission-failed end now performs correctly.
* Razor members cannot use UAV during conversations.
* "One Week Later" campaign interlude: Conversation more logical.
* "Manhattan" campaign scenario:
* Animations of ambient people improved.
* Task waypoint for main task positioned better.
* Insurgent animations after death disabled in scene.
* Civilian woman stuck near transport prevented.
* Reinforcements navigation fixed.
* "Bitter Chill" campaign scenario:
* Conversations and broken mission flow fixed.
* Accidental death of Cpt. Shaftoe after a scene prevented.
* Improved positions of several killed unit.
* Radio chatter disabled where disturbing.
* "Badlands" campaign scenario:
* Ending and conversation flow fixes.
* Scene of talking to locals improved.
* "Dogs of War" campaign scenario:
* Insurgent leader presence now logical.
* Several story-related vehicles are now properly usable.
* Initial conversation work in multiplayer.
* "War That Never Was" campaign outro: Amount of units decreased, behaviour improved.
* AI grouping prevented in team deathmatch and deathmatch scenarios.
* Module for limiting area of operation script fixes.
* Recomposed fortifications and minor fixes in Warfare.
* First-aid module performance improvements.
* Language and gameplay fixes in multiplayer and singleplayer templates.

Art/Environment
---------------
* Changed lighting values for early morning and dusk.
* Improved wheeled vehicles turning definitions.
* Utes: Improved carrier deck collision shape and F-35B geometry.
* Gas stations on map can now refuel nearby vehicles.
* Minor object fixes on Chernarus map (traffic signs tweaks, small objects).
* Added small signs to Chernarus map.
* Less frequent occurence of thunderbolts.