ArmA2 has a squad system.Psseg wrote:what im interrested in is how you will solve the "squad" - problem!! as i could remember there isnt something like that in ARMA2 as in pr0.9!!
PR:ARMA 2 - Highlights Reel #1
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Re: PR:ArmA2 - Highlights Reel #1
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Re: PR:ArmA2 - Highlights Reel #1
What "squad" problem?Psseg wrote:what im interrested in is how you will solve the "squad" - problem!! as i could remember there isnt something like that in ARMA2 as in pr0.9!!
You can make groups as big or as small as you want (including a squad sized group).
Unless you mean something else??
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Re: PR:ArmA2 - Highlights Reel #1
I just can't wait! I don't play ArmA 2 because there's no teamplay on public server like in PR:BF2. But I think you will solve this problem well, your communication system sounds great to me. Anyway, I'm looking forward for the first release but guys, take your time you need!
Cheers![Cool 8)](./images/smilies/imported_icon_cool.gif)
Cheers
![Cool 8)](./images/smilies/imported_icon_cool.gif)
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Re: PR:ArmA2 - Highlights Reel #1
Keep it up, its looking great ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: PR:ArmA2 - Highlights Reel #1
I think it will be great.
As it concern the game I would prefer to see a style like the insurgent mode in PR. I strogly believe that the insurgent maps in PR BF2 like Fallujah, Karbala, Bashra etc are by far more interested than the others. The one team has to defend an area or cashe or whatever and the other attacking.
Since I'm also fan of Arma-I, I would prefer to see battles at Iraq or even a possible scenario at Iran than Taliban but it's ok.
Keep going this way.. you have all of our support guys...we can't wait to hear the release day![Smile :)](./images/smilies/icon_e_smile.gif)
As it concern the game I would prefer to see a style like the insurgent mode in PR. I strogly believe that the insurgent maps in PR BF2 like Fallujah, Karbala, Bashra etc are by far more interested than the others. The one team has to defend an area or cashe or whatever and the other attacking.
Since I'm also fan of Arma-I, I would prefer to see battles at Iraq or even a possible scenario at Iran than Taliban but it's ok.
Keep going this way.. you have all of our support guys...we can't wait to hear the release day
![Smile :)](./images/smilies/icon_e_smile.gif)
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Re: PR:ArmA2 - Highlights Reel #1
I pressume this Mod will be also available for this years Operation Arrowhead
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Re: PR:ArmA2 - Highlights Reel #1
Isn't that just a expansion pack on the arma2 itself?
and to be honest, if pr can get the team play going in arma im buying a new even better rig so i get it maxed and start loving arma2 once again!! ![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
and oh my being the radio field guy
a online dream coming true
![Smile :)](./images/smilies/icon_e_smile.gif)
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
and oh my being the radio field guy
![Razz :P](./images/smilies/icon_razz.gif)
A True Fighting Soul.[/center]
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Re: PR:ArmA2 - Highlights Reel #1
I think what he means is that currently people have to select a slot before spawning for the first time. You cannot create squads before the game starts.gazzthompson wrote:ArmA2 has a squad system.
There are squad management scripts that allow to create and join other squads ingame, though (Devastation and Domination have these, e.g.)
I don't know whether the slot selection screen is moddable, but even if not, just have everybody spawn in as a SL of a one-man squad.
Of course, if Arma2 is linking class specific abilities (engys, pilots, medics) to the slot and not a subsequently selected kit, that might pose some problems.
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Re: PR:ArmA2 - Highlights Reel #1
Neg standalone, new disk, seperate servers etc.etc. So the PR mod will need to be two versions by the time 2010 is outPRcrimenal wrote:Isn't that just a expansion pack on the arma2 itself?
![Wink ;-)](./images/smilies/icon_e_wink.gif)
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Re: PR:ArmA2 - Highlights Reel #1
Chances are it'll work with both seeing as both use the same engine etc etc. Unless BIS really start changing stuffs... ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
'I love lamp.'
![Image](http://media.realitymod.com/userbars/pr_supporter_bar.jpg)
![Image](http://media.realitymod.com/userbars/pr_supporter_bar.jpg)
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Re: PR:ArmA2 - Highlights Reel #1
Or they could just ignore it.SnR wrote:Neg standalone, new disk, seperate servers etc.etc. So the PR mod will need to be two versions by the time 2010 is out![]()
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Re: PR:ArmA2 - Highlights Reel #1
I believe that PR:ARMA2 will be different than this of BF2. The engine of ARMA2 allow you for much more things but the most appropriate to tell that is the PR team.
what it sound a bit "strange" is that at the same period we will have 2 (lets name' em) "mods" both in Afganistan. PR-ARMA2 and ARMA-2 Arrowhead.
what it sound a bit "strange" is that at the same period we will have 2 (lets name' em) "mods" both in Afganistan. PR-ARMA2 and ARMA-2 Arrowhead.
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Re: PR:ArmA2 - Highlights Reel #1
If I may chime in & I'm interested in hearing how the community and devs feel about this - but I think the deployment of FOBs, rally points, and other similar assets should be done away with as they hinder the military and tactical realism of the game.
Being able to put a rally/respawn point anywhere on the map drastically alters the tactical thinking and flow of the game to a less sim approach. It changes the flow of the battle. You fight tooth and nail for key terrain that will aide you in securing your objective, but that battle for terrain will have an arcade feel if you sweep through a piece of territory, only to find later that the enemy is to rear, not because they've gained that tactical edge through skill, but because they've hidden a respawn point somewhere out of sight. That has a huge impact on the game and again IMO forces the user to engage in a more arcade manner in certain situations.
Plus with limited respawn/rally points that will make staying alive and playing smart that much more important.
As far as FOBs go you just can't construct them in the middle of an ongoing battlefield, it just doesn't work that way. I think they should either take far longer to construct or be pulled entirely for a more hardcore sim feel.
What do you guys think?
Just my thoughts/opinions on a great mod!
Thanks
Being able to put a rally/respawn point anywhere on the map drastically alters the tactical thinking and flow of the game to a less sim approach. It changes the flow of the battle. You fight tooth and nail for key terrain that will aide you in securing your objective, but that battle for terrain will have an arcade feel if you sweep through a piece of territory, only to find later that the enemy is to rear, not because they've gained that tactical edge through skill, but because they've hidden a respawn point somewhere out of sight. That has a huge impact on the game and again IMO forces the user to engage in a more arcade manner in certain situations.
Plus with limited respawn/rally points that will make staying alive and playing smart that much more important.
As far as FOBs go you just can't construct them in the middle of an ongoing battlefield, it just doesn't work that way. I think they should either take far longer to construct or be pulled entirely for a more hardcore sim feel.
What do you guys think?
Just my thoughts/opinions on a great mod!
Thanks
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Re: PR:ArmA2 - Highlights Reel #1
This look like real good
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Re: PR:ArmA2 - Highlights Reel #1
I think that PR has a playable feel to it whereas Arma is based on Simulators. If some wanna make PR more like Arma then go play Arma then. Simple decision.
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Re: PR:ArmA2 - Highlights Reel #1
I am completely ecstatic about this. Now I have a reason to save up $3000 for an elite computer. Games like this help the economy!
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Re: PR:ArmA2 - Highlights Reel #1
I hope it comes out before june/july...i leave for basic training onb July 19.....
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com
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Re: PR:ArmA2 - Highlights Reel #1
and i forgot to add...if you need any help...at all..email me at [email protected] and i can try to help. PR is the bestExterior wrote:I hope it comes out before june/july...i leave for basic training onb July 19.....
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.
=ELH= Earths Last Hope http://www.elh-hq.com