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[Game] ArmA 3, for real

"I remember when we were working on the game, a machine gun model for the terrorists wasn't ready to be implemented into the game yet, so we replaced it with an American minigun so we'd be able to play the map," Suquet said.
"I remember receiving e-mails from [the authenticity co-ordinator], saying 'Hey, this is not possible - those terrorists would not have an American weapon.' We were like, 'We know, we're going to change it!' So it goes into incredible detail."

That is it, Future Soldier will be extremely authentic because they hired weapon specialists. Apparently their military/weapon specialists forgot to tell them that cloaking blankets don't exist. :p
 
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'Incredible detail' for sure. Sigh, I dont want to live on this planet anymore.

What I find very humorous is that they knew that terrorists don't run around with mini guns. Well, neither do American special forces. This game won't be tactical at all, unless you consider controllable AI with 10 commands total as being "tactical management". Sadly for the mainstream Mass Effect = tactical shooter.

Sorry for going off topic.
 
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Why is this thread suddenly about Ghost Recon: Future Soldier?

I'm not sure, wondering that as well.

Regarding the video above (edit: last page actually), I can see they still haven't fixed the god-awful HDR that behaves like a 100 USD digital video camera.
 
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Why is this thread suddenly about Ghost Recon: Future Soldier?

Check post #195.

Cool, that was one my biggest beefs with the visuals of the game.

I keep HDR on the lowest settings and post processing to a lower setting because it actually looks better while also saving a few frame rates. If the new lighting system is less demanding I would be happy as well, though I doubt this will be the case. I also hope they make the trees less demanding. I can go from 60 frame rates in a grassy area with only a few tress in the distance down to 24-27 frame rates when there are 5-6 trees close to me. This is with nothing going on.
 
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M16A1/M203 * 10 mags * 8 HE M203

removeAllWeapons this; this addWeapon "RH_m16a1gl"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "30Rnd_556x45_Stanag";this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203" ;this addMagazine "1Rnd_HE_M203"
Code:
removeAllWeapons this; {this addMagazine "30Rnd_556x45_Stanag"} forEach[1,2,3,4,5,6,7,8,9,10]; {this addMagazine "1Rnd_HE_M203} forEach[1,2,3,4,5,6,7,8]; this addWeapon "RH_m16a1gl";
But a graphical interface with proper drag & drop support would be better obviously. If you still have the option of manually editing the generated code.


Vehicular gameplay will be less arcadey with ground vehicles having proper gear ratio's, torque figures and minimum/maximum RPM. There is no news on whether or not the ridiculous lineair speed-based increasing turning radius is replaced by something more realistic.

Helicopter physics will be modeled after Take On Helicopters and fixed wing physics are to be improved aswell. Having a bigger island this time should allow for more realistic cruise and maximum speeds for fixed wing aircrafts.
 
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