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Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 10:09
by Scot
If PR makes decent PvP in ARMA, then I for one have no problems with waiting for 0.4 or even later for cool assests!

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 12:06
by hubadonical
Looks amazing, Keep up the good work lads :)

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 12:55
by Zemciugas
Will you include any released community maps in the future releases?

And I wonder, will you have only the essential vehicles, like tanks, apc's, trucks, jeeps. Or add more vehicles types? Something like VBs2, but not as much, so we could have more realistic convoys, instead of just always fighting.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 12:59
by ryan d ale
Thank you for the update.

I have some very simple and specific questions and if someone would be able to answer them I'm sure other members would appreciate it also.

Which Jackal are we getting 1 or 2? (2 = 4 crew and 360 arc of fire for .50/40mm, please mention if Jackal 1 also has the 360 arc)

Will the Jackal and the LMV/Panther be air transportable (via heli) in the initial release?

Will there be a 40mm and 50.cal Jackal and LMV/Panther(RCWS)?

After visiting Bovington on the 14th I was surprised to find out that the Jackal also carries a sensor (or I was told it did), will there be some kind of sensor mechanism on the vehicle in game?


The MAN trucks, will any of these be armed with a 7.62 and will they have have cage/bar armour?

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 13:01
by ryan d ale
Edit*


Will there be a 40mm and 50.cal Jackal and LMV/Panther(RCWS)?

(2 seperate variants of each vehicle) not the simulatenous mounting of each weapon on the vehicle)

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 13:55
by HunterMed
[R-DEV]UK_Force wrote:Indeed and look who is still in the mix in the BF2 scene ?

I understand the points made by adding a "poster-boy" asset or two - and indeed I did toy with the idea initially, however as has been said this is v0.1, and is being released to draw in players who want to experience the Gameplay and start to form a PR: ArmA2 Community.

As time progress's more content will be added as you all know - however we need to establish the gameplay and build a decent player base for PvP, otherwise we willl be drawn into the ArmA2 scene of simply creating "cool addons" for people to use for SP ......... something PR is NOT about at all.

Assets are created in Project Reality to assist in its gameplay and enhance it, not created and then "squeezed" into the gameplay to make it work - thats how we have always developed over the years, and its also how Mod teams fail sometimes, by throwing loads of cool stuff in with no forethought or planning.



This approach ensures people download PR for its gameplay, and not for its assets only.



.
much wisdom! I wished all devs of games would work that way...

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 14:06
by Snazz
ryan d ale wrote:The MAN trucks, ...will they have have cage/bar armour?
Evidently:

Image

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 14:15
by ryan d ale
Snazz wrote:Evidently:

Image
:cry:

Sometimes my brain works like a sieve.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 14:27
by ncomm
great work, tnx again devs for all your effort and time that you put/spent into making this mod for us :thumbsup:

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 14:36
by Punkbuster
I can't wait!!!!
You know, ArmA II is a game that the more you play it, the more you fall in love with it!
I have got it about a month ago, and for the first 2 days I hated it but I kept playing it and now I LOVE it!! And the more I play it, the faster my patience runs out!! I want PR ArmA!!! :p

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 17:54
by General_J0k3r
there go my good grades for this term... :D

srsly, this looks awesome. i can't wait!!

also: props to BI i guess. that's what community support should look like :)

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 20:00
by Howitzer


Replace "Money" by "Drug"
Thats how i feel about PR:Arma

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 20:02
by Howitzer
what a shame i cant edit for some reason

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 20:23
by Foul Ole Ron
Looks great - this and RO2 are the only 2 games that I'm waiting for. Good to see that you're concentrating mostly on the PvP aspects and not overly concerned yet about the flash toys for now. Once it plays and feels like PR this thing will take off and the bits and bobs can come after.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 20:39
by AndroidRudy
Looks pretty amazing. Just picked up Arma II and Arma II: OA a couple weeks ago, still getting familiar with it. Takes me back to the OFP: Cold War Crisis days haha.

Can't wait to see what you guys do with the engine! July... *fingers crossed*

-Rudy

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-18 21:25
by UK_Force
Howitzer wrote:what a shame i cant edit for some reason

done


.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-19 05:19
by LightLiberator
That is some amazing work. I swear I was looking at real pictures.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-19 09:11
by Nitneuc
Wow, you guys did an outstanding job. I've got to start looking for a new GPU. This sure will be pretty awesome. :thumbsup:

What size is this Afghan village "island" BTW ? Just to get a comparative with BF2's 16Km? maps.

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-19 10:43
by xxDerek
Definitely can't wait!

Re: PR:ArmA2 - Highlights Reel #5

Posted: 2011-05-19 10:53
by Deadfast
Zemciugas wrote:Will you include any released community maps in the future releases?
If they are up to the PR standards I can't see why they couldn't be eventually included (with permission from the author of course) :)