1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History VideoGame / ARMA

20th May '16 10:37:55 AM Robinton
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* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaingn that may be weird but are quickly overshadow by events of greater/more inmediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, containts several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF atacking minutes after an unknown NATO force lands on an already decomissioned base, or that tremors start just after CSAT presence is spotted on the island]].

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* {{Foreshadowing}}: Perceptive players may notice several discrepancies in the first act of the campaingn campaign that may be weird but are quickly overshadow by events of greater/more inmediate immediate importance (survival being the main concern of the player at the time) but at the end of the campaign make perfect sense in hindsight. The first mission however, containts contains several clues (very subtle ones, to the point that [[RewatchBonus it may require a second playthrough to notice]]) that something major is going down behind the scenes, such as [[spoiler: the AAF atacking attacking minutes after an unknown NATO force lands on an already decomissioned base, or that tremors start just after CSAT presence is spotted on the island]].
16th May '16 6:30:15 PM janosrock
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* MildlyMilitary: Gameplay aside (where you can go as [[BunnyEarsLawyer bunny ears]] as the server and game mods allow it) the story mode of Arma 3 is one of the few justified and believable examples. Early in the campaign, the Task Force stationed at Stratis are mostly what remains of a larger contingent deployed on a political manouver, lazily doing grunt work at a snail pace to dismantle everything, pack up and go home. Discipline is lax, work is slow, the troops joke and mock each other, the superior officers (within earshot, who then snark right back), and ''specially'' their AAF allies. Then shit hits the fan, the task force is betrayed and after the survivors regroup,[[LetsGetDangerous they proceed to]] [[spoiler:almost]] take back the island in a single day, with no supplies network, no backup, no mechanized or aerial support and zero contact with the outside world.
27th Feb '16 11:13:02 PM emerald005
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* BoringButPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.


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* BoringButPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.
27th Feb '16 11:02:51 PM emerald005
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27th Feb '16 10:50:24 PM emerald005
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* AwesomeYetPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.

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* AwesomeYetPractical: BoringButPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.
27th Feb '16 10:49:36 PM emerald005
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** Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.

to:

** * AwesomeYetPractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.
27th Feb '16 10:34:05 PM emerald005
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* AwesomeYetImpractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.

to:

* AwesomeYetImpractical: ** Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback being the magazine size, usually capping at 20 rounds, but it's not really significant to a skilled user.
4th Feb '16 6:13:12 AM janosrock
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* AwesomeYetImpractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback its the magazine size, usually capping at 20 rounds, but it's not really that significant.

to:

* AwesomeYetImpractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [note]]wich [[note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback its being the magazine size, usually capping at 20 rounds, but it's not really that significant.significant to a skilled user.
4th Feb '16 6:09:42 AM janosrock
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* AwesomenessByAnalysis: You, if you actually stop to think for a second. Given that the game is a military simulator rather than a straight up shoot 'em up FPS, if the enemy is half competent and knows what they're doing, then they'll likely act in predictable patterns: Flightpaths and LZs, positions to hole up and/or fortify, troops disposition. And just standing and looking at them can tell you a lot: loadouts and vehicles used can tell you where they're heading, their targets, what they're planning to do, etc. Running head first into the fray is usually a guaranteed bullet in the head, however, being patient, thinking and planning what you're going to do beyond [[AttackAttackAttack running, shooting, repeat if necessary]] will actually multiply your effectiveness to a surprising degree.

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* AwesomeButImpractical: Boy, that 1,35M long .50BMG caliber loading rifle sure looks awesome, but i hope you feel comfy laying down, 'cause you ain't gonna be running around too much with 14KG worth of weapon weighting you down (and that's not counting the spare magazines, there's a reason why a soldier in TheSquad has an ammo-bearer role[[note]][[MoreDakka Portable machinneguns (LMGs)]] for example don't use magazines, but ammo boxes, wich are so big that vest can only carry one spare, with more magazines requiring a backpack, but carring two extra mags already reduces your stamina significantly[[/note]])
* AwesomeYetImpractical: Marksman rifles in the third game. Normally in games, assault rifles are used in around 100 meters and "sniping" consist of shooting around twice that distance, not in Arma though. Snipers actually are supossed to engage in distance of kilometers and assault rifles, have effectives ranges of 200 - 500 meters [note]]wich is the distance of an average firefight in the game[[/note]] . Marksman rifles are made to close that gap between the two types of gun by being able to engage in up to 900 meters without losing too much efectivness in Close Quarters. With hybrid sights (a scope with a collimator on top), a larger caliber and more stopping power, plus the ability to reliably engage long distance targets, make these kind of weapons an all around good choice, its only drawback its the magazine size, usually capping at 20 rounds, but it's not really that significant.
* AwesomenessByAnalysis: You, if you Any player that actually stop to think for a second. Given that the game is a military simulator rather than a straight up shoot 'em up FPS, if the enemy is half competent and knows what they're doing, then they'll likely act in predictable patterns: Flightpaths and LZs, positions to hole up and/or fortify, troops disposition. And just standing and looking at them can tell you tells a lot: loadouts and vehicles used can tell you where they're heading, their targets, what they're planning to do, etc. Running head first into the fray is usually a guaranteed bullet in the head, however, being patient, thinking and planning what you're going to do beyond [[AttackAttackAttack running, shooting, repeat if necessary]] will actually multiply your effectiveness to a surprising degree.
2nd Feb '16 5:42:16 AM janosrock
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* SimulationGame: And a very WideOpenSandbox one at that. You can do anything from fighting on foot, to driving cars and tanks or flying helicopters and other aircraft... or just walk around the country and the settlements, talk to civilians, etc. Oh, and in ''Arma 2'', there's also a free-roaming mode that allows you to play as any of the local animals. So the game is also ''[[RuleOfFunny the first rabbit simulator for the PC!]]''

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* SimulationGame: And It's a very WideOpenSandbox one at that. You bad idea to approach this game series as just another [[FirstPersonShooter just another shooter]]. But rather as what Minecraft is to Legos, or the Skyrim version of FPS. As the official video guides of the third game puts it: "if you can do anything from fighting on foot, to driving cars and tanks or flying helicopters and other aircraft... or just walk around it in RealLife military, you can probably do it in Arma". Just the country and the settlements, talk to civilians, etc. Oh, and in ''Arma 2'', there's also a free-roaming mode that allows vanilla games allow you to play as create and experience almost any kind of combat situation, in land, sea and air, as an infantryman, vehicle pilot, etc. All in a way that most apporaches the local animals. So real life function of whatever it is your playing as. Meaning that imitating real life, is usually the game is also ''[[RuleOfFunny the first rabbit simulator for the PC!]]''most likely way to succeed.



** PlayedStraight in Arma 3. Any infantryman withouth AT equipment is a dead man if engaged a by a tank. Your only hope is explosives planted beforehand, or sniping the treads with a particular model of sniper rifle with armor piercing bullets (wich are useless for actual sniping anyway, so just as with AT equipment, you have to make a concious choice of going tank hunting before leaving base).Other than that your only options are running away, hiding or praying they're feeling merciful. [[spoiler: They don't]]

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** PlayedStraight in Arma 3. Any infantryman withouth AT equipment is a dead man if engaged a by a tank. Your only hope is explosives planted beforehand, or sniping the treads with a particular model of sniper rifle with armor piercing bullets (wich are useless for actual sniping anyway, so just as with AT equipment, you have to make a concious choice of going tank hunting before leaving base).Other than that your only options are running away, hiding or praying they're feeling merciful. [[spoiler: They don't]]aren't]]



** The first Arma 3 campaign mission "''Drawdown''" begins with [[spoiler:the NATO [=NPCs=] that Cpl. Kerry encounters sounding rather derogatory about the prowess of the indigenous military, the Altian Armed Forces, with multiple references to them as "''Greenbacks''" and Sgt. Adams being particularly negative even when they're within possible earshot.]] Problem is, [[spoiler:the AAF aren't going to wait for NATO to leave and are all too happy to ''push'' 'em out]]... and very early into the second mission [[spoiler:Adams trips a land mine]] -- quite possibly [[KarmicDeath planted by]] [[spoiler: the AAF]] -- forcing [[spoiler:Kerry to hike it to the rendezvous point solo after Adams' death]].
** The ''Bootcamp'' mini-campaign reveals that [[spoiler:Adams had been hating on the AAF for about a year by Drawdown]].

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** The first Arma 3 campaign mission "''Drawdown''" begins with [[spoiler:the the NATO [=NPCs=] that Cpl. Kerry encounters sounding rather derogatory about the prowess of the indigenous military, the Altian Armed Forces, with multiple references to them as "''Greenbacks''" and Sgt. Adams being particularly negative even when they're within possible earshot.]] Problem is, [[spoiler:the the AAF aren't going to wait for NATO to leave and are all too happy to ''push'' 'em out]]... out... and very early into the second mission [[spoiler:Adams trips a land mine]] mine -- quite possibly [[KarmicDeath planted by]] [[spoiler: by]] the AAF]] AAF -- forcing [[spoiler:Kerry Kerry to hike it to the rendezvous point solo after Adams' death]].
** The ''Bootcamp'' mini-campaign reveals that [[spoiler:Adams Adams had been hating on the AAF for about a year by Drawdown]].Drawdown.



**It is more viable in the third game, within reason. Silencers will not make a gun completely silent, but while an unsilenced weapon can be heard kilometers away, a stealthy approach and a silenced attack can keep firefights contained within a certain radius, and more importantly, it will keep the enemy ignorant of a lot of details that can aid him in the defense (number of attackers, distance, capabilities, potential targets). While a [[PacifistRun Metal Gear Solid or Hitman like approach]] it's impractical or outright imposible (depending on gamemode, mods, and mission type), real life stealth is not only possible, but actually recommended, where possible, to maximize success and keep casualties to a minimum.



* WhyAreYouLookingAtMeLikeThat: There is a rather hilarious ([[TruthInTelevision as well as realistic]]) mechanic in ''Arma 3'' where [[ArtificialBrilliance [=NPCs=]]]' eyes follow the player as he walks by them or stands close enough, but when he looks back at them directly (as in, pointing with his crosshair at them), they quickly look away again. Oftentimes doubles as an UncomfortableElevatorMoment, usually sans the elevator.

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* WhyAreYouLookingAtMeLikeThat: There is a rather hilarious ([[TruthInTelevision as well as realistic]]) mechanic in ''Arma 3'' where [[ArtificialBrilliance [=NPCs=]]]' eyes follow the player as he walks by them or stands close enough, but when he looks back at them directly (as in, pointing with his crosshair at them), they quickly look away again. Oftentimes doubles as an UncomfortableElevatorMoment, usually sans the elevator.
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