Page 2 of 5
Posted: 2007-02-19 20:55
by $kelet0r
Operation Flashpoint did fine all on it's own - mods did not make or break the game. Arma on the other hand has so little going for it that it NEEDS outside help. BIS fucked up
Posted: 2007-02-19 20:57
by {9thInf}Dr!fter *E*
'[PTG wrote: ]-[00T']I must say however that I've never liked multiplayer games that include AI bots at cap points.
Yeah, I hate that too. They are just like the vanilla BF42 bots in that you can be sniping an enemy mech'ed patrol and the infantry will react instantly but the BRDM-2 will just sit there for 10 seconds and then fire one round of 12.7 into your head. When you play a capture the island style game there really isn't any other way to hold onto that much ground with using AI to patrol and defend sectors. The AI is a weak point of that game though.
Posted: 2007-02-19 21:09
by HABO3
Guerra norte wrote:
ArmA's modding abilities exceed that of the bf2 engine by lightyears.
Operation Flashpoint was the king of tactical gaming mods and addons
BF2 is one of the least moddable games I've ever played
Posted: 2007-02-19 21:10
by Lothrian
I was tempted by ArmA today, but decided to wait 2 weeks and buy Test Drive Unlimited for the PC in Mar. (I only want it so I can tootle around in an RS4 listening to my fav podcasts - I hate arcade driving so wont actually use it to race unless I can unlock the sim mode from the start)
Until a full blown OFP2 comes out with realistic building and material destruction (the LUcas Arts DMM technology anyone), including metal, glass, wood and concretes.
I also need realistic vehicle handling, for both land and air - but for me, simulate ground vehicles better, so I can do my thing in a hummer/jeep - I am good a sim driving (at least I like to think)
and finally, get rid of that damn AI that can see you in bushes, but you cant see them!!!
Do all that - ArmA may be worthwhile, but as for my need for simulations (they are a lot more satisfying that arcade for me personally), PR wins hands down on all fronts - minus the BF2 engine limitations which PR cant do anything about until I win the Euromillions and fork out for the Unreal3 engine hehe.
EDIT - the other thing that stops me getting ArmA is that I have OFP - and since its a prettied up OFP ... why get it if it doesnt add anything new to the table other than prettiness?
Posted: 2007-02-19 21:25
by 00SoldierofFortune00
Even if you could play ArmA on a 5 year old computer perfectly and it looked good, the fact is that it will not get very many people to buy it and be attracted to it since it is one of those super realistic games.(their selling point)
PR though, is free of charge and based off a popular game(BF2) which is well worth the money because of the number of people playing the game. And when all you have to do is download it, it attracts more people.
My point is though, is that PR will have many people come to it who are tired of BF2 and want something a little different and caters to both realism and gameplay types. So the player base of PR will keep getting larger and the players will get better along the way.
ArmA's advertising makes it sound like it is only catering to the ultra realism freaks out there. Not only will the base be small, but the mod base will be even smaller if only a few people have the actual game.
And right now, it seems like PR has more advertisement then ArmA does.
I guess I can say "I told you so" to those who kept hyping the game up before playing it.
Posted: 2007-02-19 21:44
by Robbeh
The thing i hated most was not being able to get off a roof with a foot high wall around it... after the map designers put a ramp next to the building to get up there!

Posted: 2007-02-19 21:45
by Lothrian
Actually, I called Virgin Megastores earlier seeing how much it was, and the guy told me they only had 7 copies left (they get hundreds - its a major store) and its been out what 3 days?
+ Realisim is not freakazoidish, it just means the game teaches you real life knowledge as well - like how to get out of an over steer situation in GTR2, or how not to get shot in PR.
Sims for the win!!
Posted: 2007-02-19 21:45
by xgayox
Like someone said earlier, arma is way too choppy to be playable on my machine, but aside from that, there werent a lot of players, movement felt weird, radio commands were very robotic, and noone was using a mic. All of these combined make the game not very enjoyable or immersive.
Posted: 2007-02-19 21:48
by Fenix16
Guerra norte wrote:Lol? So does any game.
Which is a very good thing.
ArmA will not survive on it's own, it will be the mods, and trust me on this one,
ArmA's modding abilities exceed that of the bf2 engine by lightyears.
Were comparing ArmA to pr not "any game". As for Op flashpoint, it is very different from BF2, I know a lot of people who love bf2 and hate flashpoint, and vice versa.
Initial D - Night Of Fire
Posted: 2007-02-19 22:36
by Cheeseman
I had a lot of free time so I wrote a comparison between the two:
I have the full version of Armed Assault and I find Project Reality to be much better in every aspect. First of all, with the Battlefield 2 engine you get rag doll physics which is a great advantage in today’s modern games. Second of all, in PR you have a greater variety of different, kits, vehicles, player classes, and armies to choose from. In ArmA I like the fact that there are AI controlled civilians and this would have been a nice feature in PR, but I think it would further lag out people if it were implemented. Now for the vehicles; I think it’s fair to say that PR has a greater selection of Tanks, Jeeps, APC’s, Airplanes, and helicopters to choose from and they’re balanced out pretty nicely to match each maps requirements. I admit the insides for the vehicles in ArmA can be viewed and they look pretty damn nice, but since PR is basically a multiplayer game I don't think people will pay much attention to the interior mcuh anways. The PR team has also done a better job in configuring the vehicle controls compared to ArmA (Helicopters are so hard to control in ArmA v1.02). Also the damage system for the vehicles in PR are a lot better than ArmA. For example; in ArmA when a humvee is constantly shot for several seconds with a machine gun at any location, the animations of the humvee change to a rusty burned up wreckage and you start losing control of left and right steering, which makes no sense. Aside from vehicles; one thing I do like a lot about ArmA is the new feature were you have full control of your neck which gives you the ability to look at any humanly possible direction. Like I’d be running for cover while holding down the “Alt” button and looking a different direction for any possible targets or threats. This is one of the different examples of the maneuverability movements you get with ArmA, which you wouldn’t find in PR. Moving on to small arms fire category. Sure in ArmA you get high detail weapons, with so many different zooms and iron sight views, but when it comes to pulling the trigger its not that great. The animations and design of the muzzle flash and pathetic tracer animations (which looks like a bloody laser gun firing) brings the quality of the game down. In PR you don’t get much of a muzzle flash (In reality you don’t see much of a flash in day time) and the tracer rounds are not visible with every single shot fired and they DO NOT look like green or red lines.
Now to compare the teamwork aspect of these two games. We all know that the whole point of playing this kinds of games is to put aside the annoying Rambo run and shot games like counter strike for awhile and giving teamwork a try. Both ArmA and PR deliver what most people have been looking for, but one of them makes it harder for some. With PR you get less options on how to manage and control your squads every single movement since you only get the basic commands with the “Q” and “T” keys. But this problem is easily solved in PR, with the ability to use a microphone to give voice commands with the advantage of the basic commands like spotting an enemy and getting a visual on the mini and full map for each teammate to see. Also the squad leader and commander have the ability to arrange and make orders which can be seen on the mini and full size map. In ArmA, its all too confusing with so many different commands arranged in a little box hard to see on the top right corner. I for one find it hard to find the specific command I’m looking for while under fire. Plus I need to take one had off the mouse or the keyboard to use the numberpad or F1, F2, etc keys. With the BF2 style commands, I only need to hold the Q or T keys (depending on the type of communication) and move my mouse. This way I can move and give orders, requests, spot enemy, etc. The same applies for voice command.
These two games are very different and the only reason I’m comparing them is because they share the same common goal to provide the players a realistic combat simulation. So in my opinion, Project Reality is a hell of a lot better when it’s a perfectly well made mod free to download, while Armed Assault is a well made game over the operation flash point engine for a price of £19.99-29.99 and at present time only in Europe.
This concludes the comparison of some of the gameplay and game features of both Armed Assault and Project Reality. FVI: please excuse my long and confusing writing.
Posted: 2007-02-19 22:54
by <<502nd>>Genocide
'[R-DEV wrote:fuzzhead']CUrrently PR is way better than arma.
when arma is released in north america, and when the realism modders start working their magic, then we shall see.
I think arma will start to get really good in june, but I think PR and arma can co-exist peacefully.
Fuzz pretty much hit the nail on the head.
If you want to get technical, you should be comparing ArmA to vBF2 (even though they are two totally different games) because ArmA is the engine to the modders that will make ArmA great as BF2 is the engine for PR.
I already know of at least one mod team that will be modding ArmA and that will be THE realism mod. Wargames League for OFP (
http://ofpc.de/wargames/news.php) will making their new mod for ArmA.
If you want to read about Wargames League for OFP go to
http://dslyecxi.com/shackstuff.html and read the AARs for the Operation Flashpoint section. The Dark Business mission was epic. (
http://dslyecxi.com/shackposts/wgl_darkbusiness.html)
Posted: 2007-02-19 22:59
by S.A.S jackwebsterdunstan
basically, to put it into the most expressive words
I LOVE PROJECT REALITY.
Posted: 2007-02-19 23:00
by {9thInf}GunnyMeyer
Yeah, ArmA is just like BF2, except that it comes out of the box ready for realism modders, not like BF2 where the devs here have had to do all this tweaking. ArmA demo sucks, that's just how it is. The full version runs MUCH better. Basicly, wait until the mods come out for it to compare them. Then start the thread up again. It isn't fair like this. In all justice, ArmA has much more potential as a realism game once it gets modded than PR ever will just because of the game mechanics. BF2 is not the best for Realism but the devs here have done an outstanding job with what they have. I for one will love both.
Posted: 2007-02-19 23:43
by [PTG]Chef_uk
tbh views on these forums are gonna be slightly biased
after a few patches AA will become the game its meant to be.
For now though PR is already there and out of the two i find myself booting up PR everytime.
Posted: 2007-02-20 00:45
by Dr_Eyeball
I play both PR & ArmA regularly and enjoy both.
There's a nice overlap of similarities between them, but many differences and negative points for each atm too, making them difficult to compare but I'm glad they're different.
I very much hope that the 2 games can simply learn from each other. There are many features in each game, which I want to see in the other.
Posted: 2007-02-20 00:53
by DaedalusAI1
Due to engine, PR will always be a bit arcadey. The devs have done an excellent job making it more realistic though. I'll probably play both for different reasons. PR for that nice blend of arcade/realism and AA reality mods for ultra realism.
Posted: 2007-02-20 01:03
by Simio1337
One word "TrackIR"
That is the one and only reason ArmA is more advanced than the BF2 engine put into vague words. Why don't I play ArmA now? Well it hasn't been released in USA and most of our systems are obsolete tho you all are challenging a game that hasn't been released in U.S. I see a bigger and brighter future for ArmA if the communities would work together and take advantage and possibilities ArmA's engine hold. Its just a"vanilla" class of game and look how close it is to our favorite mod in game characteristics and qualities.
If you can compare Bf2 and ArmA its fair, if you compare everything people enjoy put into a modification like PR and compare it to ArmA its unfair, why?
PR is a community made mod from another game, ArmA is just a plain game. What I'm saying is that an ArmA mod made by a team like Project Reality would make the combination of unimaginable immersion and realism all put into one video game. Imagine Al Basrah 24/7 server with capabilities of changing the battle into day and night for the obsessed players.
Posted: 2007-02-20 01:11
by Nephrmuus
I tried the ArmA demo too but really couldn't get into it for a variety of reasons, not least the poor framerate on my machine (I get 30fps maxed out on PR, 15 minimumed out in ArmA). I think I'll steer clear of true sims (ArmA) and true arcade-style (BF2) and stick with the pleasant compromise of PR. At least trying the ArmA demo showed me that I didn't really want total "reality" in the game that I play and probably only made me even more happy as a PR player...
Hmm, maybe someone should consider a "Project Arcadey" mod for ArmA to steal the PR players

Posted: 2007-02-20 01:18
by Ghostrider
vanity wrote:I'm not seeing a US release for it.
ArmA is due May 2007 for a US release. Publisher will be Atari.
-Ghost