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As far as shooting, using vehicles, and basically the basics I've got that down. The issues I have with the game are use of the map, commands, and the gear menu.

I'm the map I'm the map: As I play Arma 1 and 2 free versions (playing the second one even though it runs horribly on my computer out of anticipation and playing the first because it runs better) I notice the map doesn't seem to be useful. When I play Arma 1 and I play the "commanding" tutorial mission (which is not a freaking tutorial at all) I figured out how to put all my guys in the vehicles and then order them to the next waypoints. Problem is, how do I create my own waypoints?

-As I play Arma 1 capture the island, I wonder, how do I create those useful waypoints myself? It'd be pretty awesome if I could just order my guys to drive me everywhere letting me focus on commanding and... well not tedious driving and piloting. If nothing else, it would be cool if I could figure out how to do that just for the sake of it.

-Also, coordinates. This is pretty confusing. When a soldier under my command relays the position of something, how would I know where this is except when there is a realtime waypoint? It took me a while to figure out that it's a grid within a grid setup and it really is as simple as plotting points, but, that requires you too go into and out of your map which is time consuming and therefore less than effective when you might need to act fast.
So what I'm asking is, how do I effectively use the map? If I double click I can place a little thingy, but it seems to be just for reference and doesn't seem to help much, and then I can't figure out how to erase the damn thing.

Backpack backpack: The gear menu is confusing. How do you screw up a gear menu? The stuff on the right is your stuff, okay simple enough, but then the stuff on the right is... your stuff and also the stuff in whatever you're trying to loot? Needless to say this is confusing. How to make it unconfusing?

(no dora reference here): And finally commanding. This kind of goes hand in hand with the map. How do you effectively request support from both AI or real players? If you create a map marker to request artillery from a real player, how will that player know how old the marker is? He might either waste time and ammo, or also hit friendlies. Also, commanding AI seems to be clunky. It seems like the most effective way to command them would be to place waypoints, but I cannot figure this out (in Arma 1 that is).
It seems that waypoints only show up when you give move orders to AI in Arma 2, but how do you just put down a waypoint just for the sake of pointing something out for everyone to see?

-Also, it seems like this game is way too hotkey happy. No sane person remembers more than 10 hotkeys and that's including your classic wasd, shift, and the few surrounding keys. There seems to be keys and certain things not even mentioned in the control menu, like drawing lines and bringing up map tools.

Looking forward to playing Arma 2, and I have the patience to learn how to play it, the problem is then I have to teach my older brother too because he simply doesn't have the time to research this stuff on his own.

Also, just what does operation arrowhead change? Is it really just the addition of some new maps vehicles and weapons and graphics, or are there new features and polishing of existing ones such as bugfixes and the like?
I get that Arma 2 is a military sim and that's all well and good, but a clunky unintuitive and annoying interface is not realistic (with the exception of the map perhaps).
Post edited September 03, 2012 by JCD-Bionicman
Arma 2 has the worst User interface on a great game since Ultima 4. It really takes a lot of patience to play it.

Also, operation Arrowhead is pretty essential. Really fleshes the game out and turns it into Coombined Operations.
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excalibunny: Also, operation Arrowhead is pretty essential. Really fleshes the game out and turns it into Coombined Operations.
Could you elaborate please?
Have patience, is the best advise. Go to Bootcamp first and play the campaign on regular difficulty. The campaign builds up slowly, maybe too slow for many, but you will get rewarded during the later missions with High Command.

The free version doesnt have the campaign and is a lot harder to get into, because the campaign also works as a tutorial.
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TTBZ: The free version doesnt have the campaign and is a lot harder to get into, because the campaign also works as a tutorial.
It works as a tutorial as in there are actually hints and tips that are displayed there or as in it's just good practice?
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TTBZ: The free version doesnt have the campaign and is a lot harder to get into, because the campaign also works as a tutorial.
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JCD-Bionicman: It works as a tutorial as in there are actually hints and tips that are displayed there or as in it's just good practice?
The complexity of the possibilities increase slowly in the campaign. In the first missions you're just on foot, following orders. And there are hints and tips when a new element gets introduced.

By the way.. 'Liberal? Burn." What's that supposed to mean. ;)
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TTBZ: The complexity of the possibilities increase slowly in the campaign. In the first missions you're just on foot, following orders. And there are hints and tips when a new element gets introduced.

By the way.. 'Liberal? Burn." What's that supposed to mean. ;)
The short answer is that I'm an American (a real american anyways).

Also, could I have some more details about OA if possible? From small changes to big changes I'd like to know them all.
Post edited September 03, 2012 by JCD-Bionicman
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TTBZ: The complexity of the possibilities increase slowly in the campaign. In the first missions you're just on foot, following orders. And there are hints and tips when a new element gets introduced.

By the way.. 'Liberal? Burn." What's that supposed to mean. ;)
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JCD-Bionicman: The short answer is that I'm an American :)

Also, could I have some more details about OA if possible? From small changes to big changes I'd like to know them all.
I'm not an American, but i know not every American is a conservative. ;)

OA is really good. If you like Arma 2, you should get it. I'm sure you can find your way on the internetz to find more info about it. :)
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TTBZ: OA is really good. If you like Arma 2, you should get it. I'm sure you can find your way on the internetz to find more info about it. :)
I did google it but I didn't get the information I wanted. I have only the general information that is "more vehicle weapons maps" and that's it. I want to know specifically how it is different. I would have just bought it already just for those things, and I plan to, but my curiosity must be satiated until then.

Also, it might help convince my brother to purchase CO if he didn't like the free version if he finds out certain changes have been made.
Post edited September 04, 2012 by JCD-Bionicman
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TTBZ: OA is really good. If you like Arma 2, you should get it. I'm sure you can find your way on the internetz to find more info about it. :)
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JCD-Bionicman: I did google it but I didn't get the information I wanted. I have only the general information that is "more vehicle weapons maps" and that's it. I want to know specifically how it is different. I would have just bought it already just for those things, and I plan to, but my curiosity must be satiated until then.

Also, it might help convince my brother to purchase CO if he didn't like the free version if he finds out certain changes have been made.
Play it, then you know. OA is Arma 2 in the Middle East. More sand, less trees.

Arma 2 Free is nothing else than Arma2, but without the campaign and mod support.
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TTBZ: Play it, then you know. OA is Arma 2 in the Middle East. More sand, less trees.

Arma 2 Free is nothing else than Arma2, but without the campaign and mod support.
Actually, no. This comes from me asking around on Bohemia's forums:

Backpacks
FLIR
Rangefinders
Improved high-command
Better cover system for AI (incl. visualization for commander to be able to select cover positions for subordinates)
The ability to switch viewpoint between CQB sights/optics on a gun
Zeroing
Unmanned choppers
IEDs
Engineer units that are able to disable said IEDs (and mines) plus do minor fixes on damaged vehicles
Helicopters now have per-component damage model instead of HP
Little improvements to chopper flight model
Shotgun shrapnel simulation
More bugfixes and better netcode
Visual stuff like transparency antialiasing and shader antialiasing algorithms SMAA and FXAA

Content:
Two big maps with most (85%+) buildings being fully explorable and destructible
US army, Pakistan-inspired OPFOR + ArmA2 version of Taliban, some ACR and KSK units, UN peacekeepers
Campaign + some missions