It might be better, but uhh... recoil is always in the same pattern isn't it? If so, that kind of predictability really detracts from difficulty. Though I could be mistaken about the recoil; I haven't played 1.3 and it's been ages since I played 1.6.
No, it's actually great. In a competitive game, luck should play as little part in the game as possible. CS spread patterns are such a great idea because spray and pray is never going to beat good spread pattern control.
No, it's actually great. In a competitive game, luck should play as little part in the game as possible. CS spread patterns are such a great idea because spray and pray is never going to beat good spread pattern control.
It's not "luck" in source though. Unless you consider actual shooting "luck". Nobody has 100% identical recoil every time they shoot full auto. The randomness of CS:S spreads is minimal. If you know how to play even a little bit (not saying you don't), you should be able to accurately control your spray. You can still predict where the bullets are going to go, just not with 100% accuracy.
I know 1.x is competitive, but it's relatively easier to compete outside of the pros.
It's not "luck" in source though. Unless you consider actual shooting "luck". Nobody has 100% identical recoil every time they shoot full auto. The randomness of CS:S spreads is minimal. If you know how to play even a little bit (not saying you don't), you should be able to accurately control your spray. You can still predict where the bullets are going to go, just not with 100% accuracy.
I know 1.x is competitive, but it's relatively easier to compete outside of the pros.
That's because it's a more fluid game than source. Grenades go exactly where you aim them and you can managed bullet spread easily. At higher levels of play, gameplay becomes insanely fast paced due to the total lack of luck and reliance on skill.
It's not "luck" in source though. Unless you consider actual shooting "luck". Nobody has 100% identical recoil every time they shoot full auto. The randomness of CS:S spreads is minimal. If you know how to play even a little bit (not saying you don't), you should be able to accurately control your spray. You can still predict where the bullets are going to go, just not with 100% accuracy.
I know 1.x is competitive, but it's relatively easier to compete outside of the pros.
Um no, because CS:S has huge hitboxes for headshots and you can literally walk into a room and TMP everyone in the face.
Um no, because CS:S has huge hitboxes for headshots and you can literally walk into a room and TMP everyone in the face.
Yes, but TMP also has a ridiculous rate of fire, so if you can't line up multiple targets within a 2 second window(this isn't entirely in your control) then you're fucked before you have a chance to use secondary. Anyway, I don't see how your point is in opposition to Pee Vee Proots.
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This game is a goddamned ordeal on hard. I swear some of the standalone missions are literally impossible.
60 minutes into a 90-minute mission. You're being super-careful, using every tactical tool at your disposal and have done everything correctly. BAM! A stupid stray bullet from a firefight 600 yards away hits you in the leg. Now you're forced to crawl around at a snail's pace for the rest of the mission or restart the whole thing.
The mission editor is the single greatest added bonus content in any game I've ever seen, though. It was a stupendously powerful tool. If you had the patience you could craft sprawling set-piece missions that were the equal of anything in the main campaigns.
Yep. Damned tough game, especially when you get unexpectedly blasted by a T-80 parked 2000 yards away, but I finally beat every level in both the single player and campaigns. One trick I utilized many times throughout the levels is using the RPG and satchel charges to only partially disable the enemy t72s, T80s and BMPs instead of destroying them. The three occupants eject upon partial damage, shoot the occupants on the ground, commandeer the partially damaged enemy tanks to take out enemy 'copters, artillery, tanks, and RPG footsoldiers... just squash the rest under the tracks. Once I even managed to wing an enemy helicopter which happened to be in hover mode... the enemy occupants ejected... I shot them... and their helicopter floated down by itself gently and landed by itself right in front of me... jumped in and took off... took out all their bases with just the 'copter cannons and missiles.. hilarious shit. The trick to this game is capturing partially disabled enemy vehicles and either repairing them with a repair truck or just using whatever on them is still working. Turn the tables on them and they're fucked every time.
Yep. Damned tough game, especially when you get unexpectedly blasted by a T-80 parked 2000 yards away, but I finally beat every level in both the single player and campaigns.
You had more patience than I did. On hard? I suppose I was only 14 (ish) when I first played it, I might have more luck now.
Commandeering vehicles was completely necessary (I remember using the same trick, but not relentlessly) but it's not like they made you invincible and I was never great at using them. I liked using the claustrophobic first-person view even though it made tanks really hard to operate; more realistic, I still can't think of another game where you only get a letterbox view of the world and a screen 90% filled with metal and controls when you drive a tank.
The best thing about that game was that even when missions took hours to complete and you had to fly or drive vast distances, there was never a loading screen or even a shudder of loading lag. You rarely get that now, let alone at the turn of the millennium.
Ever heard of the Virtual Battlespace series?
Quote:
The Virtual Battlespace Series - An Analysis
Upon recognising that they had produced an exemplary military simulator game, it must have struck the programmers at Bohemia Interactive: "What if we stripped out the remaining compromises in the gameplay and see if we can't market this to some actual military units?" Thus was born the Virtual Battlespace series, a set of combined-arms military simulators produced by a subsidiary company of Bohemia Interactive, Bohemia Interactive Australia, and built on the Real Virtuality engine that powered Operation Flashpoint and the later ArmA: Armed Assault.
By using a proven commercial game engine, stripping out certain compromises in the gameplay which allowed it to be marketed more readily to the commercial audience, and generally making it more realistic (you mean that Operation Flashpoint can be made more realistic? Holy automatic gunfire, Batman!), Bohemia Interactive Australia could produce a product that was not only useful and accurate, but much less expensive per unit than a standalone military simulator.
However, inexpensive for the military doesn't exactly mean inexpensive for the general public, and due to the prices of said simulators (somewhere in the region of $800 for VBS1, and $1,300 for the newer VBS2), I have not been able to acquire a copy for testing. Therefore, this will remain an analysis rather than an actual review.
VBS1, the original Virtual Battlespace simulator, was released in late 2001. It was based directly on the Real Virtuality engine used in Operation Flashpoint, although being a military product, includes a large number of extra features, including the ability to command more than 12 units at once, a restriction which had been a part of Operation Flashpoint, an after-action review, a fully-featured artillery module and a very impressive detail involving map sizes. Did you think the 164 square kilometre maps of Operation Flashpoint were impressive? Try 2,500 square kilometres for size. Seriously. All rendered at the same time. Now, that's a technical achievement to be proud of.
VBS2, the updated version of the Virtual Battlespace series, is based on the more recent Real Virtuality 2 engine, and as such, brings a number of improvements of its own. Said improvements include the direct ability to move around inside vehicles (it's a harder thing to program than you'd think!), realistic weapon noises and motion-captured movement, an updated after-action review, a huge amount of hardware from the United States Armed Forces, the Australian Defence Forces and the British Armed Forces, and probably the largest single-rendered maps which exist outside of flight simulators, at a whopping 10,000 square kilometres. Oblivion doesn't look so big now, does it?
Videos detailing the features of the Virtual Battlespace series may be found at:
Yeah there's a difference between legitimately hard and "bullshit hard", which is like, hit by a stray bullet from some random computer generated stuff way out of your slightest influence, instant kill+no warning instant kill traps, etc, hell, I can make a Quake 1 map that'd kill anybody here no problem by resorting to cheap tricks. Like that PS2/whatever gay console game that intercepted the gamepad input and used that to make the boss *always* dodge them... unless they switched fucking IRL controller ports
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Yeah there's a difference between legitimately hard and "bullshit hard", which is like, hit by a stray bullet from some random computer generated stuff way out of your slightest influence, instant kill+no warning instant kill traps, etc, hell, I can make a Quake 1 map that'd kill anybody here no problem by resorting to cheap tricks. Like that PS2/whatever gay console game that intercepted the gamepad input and used that to make the boss *always* dodge them... unless they switched fucking IRL controller ports
That was MGS on the PSX and it was fucking awesome, Psycho Mantis was the tits. The "switch controller ports" thing was fucking amazing, AFAIK. At the start, Psycho Mantis would read your memory card and make fun of you based on how often you saved (if at all) and then comment on other Konami games you had played. Then he'd use his "psychic powers" to make you controller move around via rumble and then he'd read your "mind" (controller inputs) to evade you(though just spraying your SMG in circles like a retard will eventually get him). That's the point, it's the psychic theme, and if you switch controller ports, he can no longer "read your mind" and he starts acting like he just walked in on you banging his mom, all frustrated and shit. That wasn't "cheap difficulty", it was clever, immersive shit right there.
That was MGS on the PSX and it was fucking awesome, Psycho Mantis was the tits. The "switch controller ports" thing was fucking amazing, AFAIK. At the start, Psycho Mantis would read your memory card and make fun of you based on how often you saved (if at all) and then comment on other Konami games you had played. Then he'd use his "psychic powers" to make you controller move around via rumble and then he'd read your "mind" (controller inputs) to evade you(though just spraying your SMG in circles like a retard will eventually get him). That's the point, it's the psychic theme, and if you switch controller ports, he can no longer "read your mind" and he starts acting like he just walked in on you banging his mom, all frustrated and shit. That wasn't "cheap difficulty", it was clever, immersive shit right there.
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A monk asked Tozan, "How can we escape the cold and heat?" Tozan replied, "Why not go where there is no cold and heat?" "Is there such a place?" the monk asked. Tozan commented, "When cold, be thoroughly cold; when hot, be hot through and through.
Psycho Mantis was the tits as a kid, man. I was only 12 and my brother brings it him and I flip my shit at each part of it. Great game.
How long did it take you to figure out how to look at the back of the CD case to get Meryl's codec number?
Stuff like that and the Psycho Mantis boss battle were amazing touches. Really clever and innovative game design.
When MGS4 made you replay a chunk of MGS1 and then wander through the deserted Shadow Moses facility in the new game engine, that was the biggest hit of nostalgia I'd had in years.
How long did it take you to figure out how to look at the back of the CD case to get Meryl's codec number?
Oh, my older brother finished it before I did, and I was a SERIOUS reader (I read EVERYTHING and SPECIALLY the box, leaflets and manuals of my games) when I was a kid, so we probably made the link much earlier than other peeps.
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ßÜ Presents: Virtual Battle Space (c) Bohemia Interactive ßß Û ß
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Û Release Date : 25/08/2006 Protection : Marx + Serial Û
Û File Count : 31x15 MB Game Genre : FPS / Action Û
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ßÜ Game Info Û ß
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Û VBS1 is a fully interactive, three-dimensional training system Û
Û providing a premium synthetic environment suitable for a wide Û
Û range of military (or similar) training and experimentation Û
Û purposes. Within VBS1, a participant views the virtual environment Û
Û from the first-person perspective and is able to move, interact Û
Û and otherwise operate as he or she would in real life. ParticipantsÛ
Û may operate weaponary, drive vehicles, and fly aircraft within Û
Û the simulation for any training or analytical purpose. Û
Û Û
Û VBS1 offers large, realistic terrain areas and the ability to Û
Û operate a myriad of land, sea, and air vehicles. A comprehensive Û
Û yet easy-to-use mission editor is shipped with the product, Û
Û allowing any imaginable scenario to be created. An advanced squad Û
Û management system enables participants to efficiently issue orders Û
Û to both human and AI squad members as well as coordinate both Û
Û lethal and non-lethal tasks. VBS1 also incorporates real-time Û
Û simulation of wind, rain, fog, clouds, Û
Û time-of-day, sunrise and sunset, and tides. Û
Û Û
Û VBS1 is based on the commercial gaming engine Real Virtuality Û
Û created by Bohemia Interactive Studios. It can be specifically Û
Û tailored to meet the individual needs of military, Û
Û law enforcement, homeland defense, and first responder training Û
Û environments. VBS1 can be easily deployed on laptops or desktops Û
Û over a LAN or through the Internet, delivering cost-effective Û
Û solutions for worldwide interactive training. Û
Û Û
Û For more info visit: http://www.virtualbattlespace.com Û
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ßÜ Install Notes Û ß
Û ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄÄÄÄÄÄ Û
Û 1. Unpack the release with WinRAR. Û
Û 2. Burn or mount the game. Û
Û 3. Install game - Use CD-KEY: removed so xippelli doesn't get an itchy trigger finger Û
Û 4. Copy the cracked file to your installdir/bin/ Û
Û 5. Play the game Û
Û Û
Û Note: After installing do not install the Marx drivers! Û
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Yeah there's a difference between legitimately hard and "bullshit hard", which is like, hit by a stray bullet from some random computer generated stuff way out of your slightest influence, instant kill+no warning instant kill traps, etc, hell, I can make a Quake 1 map that'd kill anybody here no problem by resorting to cheap tricks. Like that PS2/whatever gay console game that intercepted the gamepad input and used that to make the boss *always* dodge them... unless they switched fucking IRL controller ports
That is exactly right dumbass. OFP was a TS not an FPS.
Quote:
Operation Flashpoint: Cold War Crisis, sometimes shortened to Operation Flashpoint, and abbreviated OFP, is a tactical shooter and battlefield simulator video game developed by Bohemia Interactive Studio and published by Codemasters.
That's fucking retarded. A "Tactical Shooter" is a subgenre of a "First Person Shooter". It involves shooting from a first person perspective. I don't know what else the fuck you retards are expecting. I guess Super Mario 64 isn't a platformer because it's a 3D Platformer, right? That's some dumb shit logic right there.
I played Op Flash from an entirely first-person viewpoint. I used first person views for the infantry sections and in-vehicle views for the vehicle sections (which you can't do in most FPS games; you have to use a third-person vehicle view).
You might be able to play in third person, but to me it was an FPS because it was a shooting game played entirely from a first-person viewpoint.
Technically a tactical shooter, fine, but when I play the entire game from the above perspective, it's ridiculously pedantic to claim it doesn't meet the criteria for the thread.
Some people have a real stick up their ass about definitions and being technically correct about the most ridiculously petty things.
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I played Op Flash from an entirely first-person viewpoint. I used first person views for the infantry sections and in-vehicle views for the vehicle sections (which you can't do in most FPS games; you have to use a third-person vehicle view).
You might be able to play in third person, but to me it was an FPS because it was a shooting game played entirely from a first-person viewpoint.
Technically a tactical shooter, fine, but when I play the entire game from the above perspective, it's ridiculously pedantic to claim it doesn't meet the criteria for the thread.
Some people have a real stick up their ass about definitions and being technically correct about the most ridiculously petty things.
Not having played OF at all, every video I saw was in first person view mode. Just because Counter Strike Source and Team Fortress 2 have !thirdperson doesn't mean that shits a TPS, IMO.
A tactical shooter is part of the first person shooter genre, not the other way around. Learn to gamer then come back and see me n00b. I was playing FPS games twenty years before you were even born.
I can actually understand kinda how freaky that would've been. When I was 5 or 6 or something I had nightmares about Shamblers from Quake. That's pretty much the defining game for me..
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A tactical shooter is part of the first person shooter genre, not the other way around. Learn to gamer then come back and see me n00b. I was playing FPS games twenty years before you were even born.
You assume you know my age but I assure you that you were not doing anything 20 years before I was born yet alone playing anything on anything other than a pinball machine.
But again, thanks for playing.
TLDR/OFP is a TS not an FPS according to your source.
...TLDR/OFP is a TS not an FPS according to your source.
You obviously have a difficult time with reading and comprehension. Read this sentence again, then re-read it, and read it again if you really need to.
"A tactical shooter is a subgenre of shooter game that includes both first-person shooters and third-person shooters."
A tactical shooter is a sub-genre. A tactical shooter is a sub-genre of the first person shooter class. Any of this getting through your thick skull yet?
A comment of Rolf, taken too seriously, people have...
Calling OFP/ArmA FPS because it has guns and first person mode ignores too much of the options that the game has, realistic depictions of helicopters, jets, tanks, APC's, jeeps and even stupid boats which nobody likes. Comparing OFP/ArmA to CSS or TF2 is stupid because the games are entirely different, excrement simply be ArmA, unless excrement be DayZ... for Rolf be slayer of zombies.
Mounted the .bin file for the Codemasters V.B.S.1 [Virtual Battlefield Systems] using daemon tools. Installed without a flaw. Setup the controls and played partway into the first mission... one word... AWESOME. The graphics are unbelievable and it's pretty well just like Operation Flashpoint Cold War Crisis but MUCH better, with modern-looking menus in the same style as the old menus, much crisper graphics, richer color, much smoother gameplay at higher resolutions, and you get to command much larger units on a much larger battlefield. Still first person or 3rd person views available. Much tougher than O.P.F Cold War. The sound effects are also much improved, such as weapons fire and unit movement. I would highly recommend downloading this thing.
Last edited by -SpectraL; 07-14-2012 at 03:44 AM.
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You obviously have a difficult time with reading and comprehension. Read this sentence again, then re-read it, and read it again if you really need to.
"A tactical shooter is a subgenre of shooter game that includes both first-person shooters and third-person shooters."
A tactical shooter is a sub-genre. A tactical shooter is a sub-genre of the first person shooter class. Any of this getting through your thick skull yet?
MMO's contain aspects of FPS but they are still not an FPS, get it? If it is a mixture of two things it is neither of the two things. If you mix red water with blue water you have neither red nor blue water. You have something different than red or blue water. You have purple water. Is this getting through your thick skull yet?
A comment of Rolf, taken too seriously, people have...
Calling OFP/ArmA FPS because it has guns and first person mode ignores too much of the options that the game has, realistic depictions of helicopters, jets, tanks, APC's, jeeps and even stupid boats which nobody likes. Comparing OFP/ArmA to CSS or TF2 is stupid because the games are entirely different, excrement simply be ArmA, unless excrement be DayZ... for Rolf be slayer of zombies.
Wolfenstein 3D.
Now your gimmick is interfering with your coherence. I liked you better when you weren't just being dumb.
The fact of the matter is that a tactical shooter can be an FPS just fine. It doesn't ignore anything. I'd like to pose the question again; is Super Mario Galaxy not a platformer game because calling it as such wouldn't detail it's planetoid and gravity physics, it various non-euclidian challenge levels and the other innovations it has? Not, it's not wrong to call it a platformer at all. The reason we have categories like "FPS" and "Platformer" is to group together games of a similar basic central element. We further subdivide games to be more specific. No, an Anwar Atoll isn't a type of apple, but it's still a fruit, even though it's a type of mango.
Now your gimmick is interfering with your coherence. I liked you better when you weren't just being dumb.
The fact of the matter is that a tactical shooter can be an FPS just fine. It doesn't ignore anything. I'd like to pose the question again; is Super Mario Galaxy not a platformer game because calling it as such wouldn't detail it's planetoid and gravity physics, it various non-euclidian challenge levels and the other innovations it has? Not, it's not wrong to call it a platformer at all. The reason we have categories like "FPS" and "Platformer" is to group together games of a similar basic central element. We further subdivide games to be more specific. No, an Anwar Atoll isn't a type of apple, but it's still a fruit, even though it's a type of mango.
Rolf is an idiot you can clearly tell he's some punk teen kid.
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