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The Multiplayer

There are a few multiplayer modes in ArmA 3 just like battlefield 4 again such as Team Death Match, but there are no battlefield 4 hacks in the game. Though most servers will be playing co-op missions created in the mission editor online. Multiplayer modes aside from co-op missions do not seem very well fleshed out and you are better off going straight for the co-op mode. Though many servers run mods so you will have difficultly finding a server to play on. To get the best experience out of ArmA 3 you will need to find a group of friends. You will then have to download quality user made co-op missions (which can be hard to find) or learn how to make missions yourself. While this presents some new obstacles to get into the game you will not have to rely as much on the cumbersome AI command menu and nearly useless AI.

Editor:

Most of your game time will either be spent playing missions made in the mission editor or making them. This is ArmA 3′s strong point, yet at the same time perhaps one of the most disappointing aspects of the game. On  the surface the editor looks simple and appears to only be able to make the most basic missions but this can not be further from the truth. The editor is vastly complex and can make just about any kind of large scale mission imaginable. The issue lies in the archaic GUI. For example, at first glance, it appears impossible to edit a soldiers weapon, ammo, or gear type. There is no GUI to bring up a list of which weapons to equip. Instead, you must type out a script in a generic text box which every unit gets. To make a soldier spawn with an MK18 rifle (added through a mod) you must type the following out:

removeAllWeapons this; {this addMagazine “30Rnd_556x45_Stanag”} foreach [1, 2, 3, 4, 5, 6, 7, 8, 9, 10]; this addWeapon “RHARD_MK18_F”;

If you want to add a scope, flashlight, suppressor, pistol or hand grenades you must also type their required script lines as well. Considering flight simulators have had GUIs for weapon loadouts in the mission editor since the late 1990s it is simply inexcusable to not feature a loadout GUI for a game released in 2013. This shortcoming even applies to mission pass/fail conditions. There are many other advanced features included in the editor that you will never know about due to the lack of a GUI. To see what possible functionality you are missing out on, you will have to look up tutorials online. In many of these instances a simple GUI would have been easy to make while lessening the workload required to make a mission.

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ARMA 3 AI (Artificial Intelligence)

We are continuing my blog on ARMA 3.  Thanks for joining me.   AI can range from poor to good. At a medium difficultly level the enemy AI will often fail to return fire if you are shooting at them. Even if their buddies right next to them happen to be shooting back at you. Other times they will actively pursue you around buildings in a city once they detect you. I have found the AI in the campaign missions, even in the same squad, to be inconsistent. Friendly AI is decent at returning fire and getting into cover though they can have difficultly following your lead if they are in vehicles. AI, both friendly an enemy, have navigation issues indoors. Luckily AI rarely ventures indoors so this is not very apparent.

Another change ArmA 3 brings to the series are fictional weapons and vehicles though the game does retain some real world equipment. It is disappointing to see a developer put the effort into making a simulator and then fill the game world with fictional equipment. Equipment is largely what defines combat tactics, and therefore dictates what is being simulated in an infantry/battle field simulator. Luckily the fictional weapons perform very much like real world weapons. However, many of the fictional vehicles, for various opposing factions, are merely kit bashes of each other. For example, a Blue Force vehicle may have a different chassis yet the exact same turret as the Red Force vehicle. It seems as if little effort went into the vehicle design.

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The Campaign Of ARMA 3

ArmA 3 features a three part campaign just like battlefield 4 does, but the fact with battlefield 4 is that you can use battlefield 4 hacks. As of this review, parts one and two have been released. The first part of the campaign, Survive, is based on the smaller island. Before each mission you will receive a spoken and animated briefing and have the option to choose from a few pieces of gear. Combat revolves around small scale operations which results in relatively short missions. Missions are focused around infantry combat, though you will occasionally get artillery support or a small recon UAV. The missions themselves are rather simple; you tend to follow a squad leader to an area, engage a few enemies, in which a scripted event will occur. The missions do not offer very much flexibility or tactics aside from rudimentary flanking of enemy positions. There are only a few missions which will total about four hours of gameplay. The story is not very detailed or even relevant but provides solid enough groundwork for the missions. The second part of the campaign, Adapt, opens the missions up more and offers a more sandbox style gameplay. Likewise missions are longer and more complex. There are also optional side missions which you complete alone between primary story missions. These tend to require a lot of walking/driving and include tasks such as searching for supplies, finding a sniper, or attacking a road block.

Aside from the campaign, ArmA 3 includes a couple of standalone missions. Each mission places an emphasis on a different type of combat or vehicle and is essentially an advanced tutorial to help players learn how to use the various equipment types featured in the game. Additionally there are a few shooting challenges which allow the player to run through shooting competition style courses. This is a welcome addition to the game as it adds some diversity.

ArmA 3 falls short in instances in which you have to issue orders to AI units. While there are many options ranging from stance, combat mode, to formation, the actual command interface is slow and cumbersome to use. Games such as SWAT 4 offered much more intuitive, quicker, and cleaner command interfaces. Likewise, pointing to an area on the ground and ordering a soldier to move there is not very precise. A soldier will roughly move to the spot you pointed at, though if you are trying to position them behind a corner for an ambush, “roughly” is often the difference between a successful ambush or giving your squad’s position away early. More advanced combat actions such as clearing a room or throwing a grenade around a corner are not tasks which the AI can perform. Because of these shortcomings you will find yourself doing the majority of the work when playing offline, simply relying on other squad members to return fire in defense or using them as a spawn point. In essence, in the single player there is a lack of tactical gameplay. Missions devolve into you moving somewhere attempting to perform tasks as a one man army. Sadly this undermines the otherwise realistic mechanics of the game.

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ARMA 3 Updates

Welcome back to my daily blog on ARMA 3.  Hope you enjoy it..A new addition to ArmA 3 is underwater travel and combat. While this may seem interesting, initially players will soon find the underwater mechanics  unimpressive. The most noticeable downside is the movement. When your head is above the water movement is almost exactly the same as it is on land. The water effects are also rather poor, with the view clipping into a clearly visible out of water and underwater vision/coloration at the same time. Underwater looks very similar to being outside of water. Your vision is abnormally clear, though view distance is short and everything looks blue. It simply does not look as though you are underwater. Floating underwater seems abnormally stable and movement feels very similar to walking. Certain weapons can be fired underwater and there is a controllable submersible for stealthy insertions from the sea. Though not many players will likely spend much time using such equipment as the whole underwater aspect is astonishingly bad. Very little effort went into making this new addition to the series worthwhile of player’s time.

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ARMA 3 Weak Points

lets go with my 2nd blog on ARMA 3.  A weak point in ArmA 3′s graphics are the animations. While most of ArmA 3′s weapons get unique animations, there is only one set. Regardless if there is a round still in the chamber, your character will hit a bolt catch or rack a handle. Similarly you will see charging handles magically fly backwards when you hit the reload button. This is a letdown for a game which advertises itself as a simulator. Considering mainstream games such as Battlefield feature multiple animation sets one would have hoped ArmA 3 would feature it as well. However, lack of animations is not the only problem. The animations themselves can be inaccurate. For example, a grenade launcher that is supposed to open sideways will instead have the player’s hand clip into the 3D model while sliding their hand forward on an invisible object. This is inexcusable for a game release in late 2013.ArmA 3 will also require a high end system. Even on a GTX 670 PE/OC, Core i5 4670K @ 4GHZ, 8GB DDR3, Windows 7 Pro 64bit and a Crucial M500 SSD the game will produce low frame rates in the 30s at 1920×1080 with low levels of AA. A single white smoke grenade on an otherwise empty map with no fog or other units can cut the frame rates in half with the PC listed above. Likewise, some campaign missions have a notable load time. If you would like to enjoy this game with higher frame rates ensure you have a high end PC. Similar things happened to another very known game called battlefield 4, but this game also included bf4 hacks.

Sounds:
The sound quality in ArmA 3 is vastly improved over ArmA 2, but is far behind titles such as Red Orchestra 2.
Most individual sound effects are convincing and up to date. Only a few sounds seem to cut off abnormally quick. Where ArmA 3 falls behind is sound engine capabilities. A rifle shot outside sounds exactly the same as it does indoors. This is woefully unimpressive in that it is not realistic, immersion breaking, and many of the current shooters released in recent years have incorporated technologies in their sound engines to make weapon reports sound different in various settings. Voice acting in the campaign is improved over ArmA 2 though it is still lacking. Though in most instances the voice acting is strong enough to keep the immersion intact..

Gameplay:
ArmA 3 supports large islands in place of small maps. There are two islands which come with the game, the larger one being the biggest in the ArmA series and perhaps the biggest map in any shooter to date. Both are based on real world islands and lots of care has gone into faithfully recreating them even if their physical size has been reduced. This expansive terrian allows for open ended gameplay that is essential for realistic outdoor infantry combat. Because of the size of the island, other unit types such as mounted machineguns and APCs can sensibly participate in combat. While the most effort has clearly been put into the infantry combat, almost if not every vehicle in the game is controllable. This includes attack helicopters, main battle tanks, mobile artillery pieces and even civilian cars.

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The ARMA 3

today I’m going to discuss the newest release of ARMA 3.  This will be the 1st of my 5 blog series so I hope you
enjoy it. today I’m going to discuss the newest release of ARMA 3.  This will be the 1st of my 5 blog series so I
hope you enjoy it. ArmA 3 is the latest iteration in the Armed Assault series of infantry battle field simulators by
Bohemia Interactive. The gaming industry has experienced a dearth of high quality realistic tactical shooters
over the past decade with most of the genres hallmarks, such as Rainbow 6 and Ghost Recon, turning into
mainstream action shooters. One of the few tactical shooters to stay true to its original gameplay style is the
ArmA series. The ArmA series has been notable for being filled with bugs and issues at release and in this
review I will explore if ArmA 3 has bucked that trend or largely remained the same as its predecessors.

Graphics:
Graphically ArmA 3 strives for a photo-realistic look. This contrasts with other high end shooter titles which tend
to feature awkward color filters and abnormally bright lens flare effects. This is a welcome change that adds to
the immersion. The terrian in the game is very detailed with significant amounts of brush and grass. The engine
supports unprecedented view distance for a shooter, though at great cost to performance. The terrian, weapons,
vehicles and soldiers all feature high quality textures. To compliment the nice textures the game has detailed 3D
models. Compared to ArmA 2 the lighting system is significantly more realistic, less bloomy, and less buggy.
Many other graphical enhancements are present, though effects such as smoke and explosions are not as nice as
other contemporary games. join me again tomorrow as we continue ARMA 3