Operation Flashpoint 1 (and Resistance)

Soldato
Joined
7 Mar 2005
Posts
17,481
Although this game was a little buggy on release and looked average in graphical terms, it brought realism by the shedload and huge combat environments (along with the ability to drive or pilot multiple vehicle types). The editor helped improve replayability once you were done with the main campaign.

Thanks to a large modding community, we have videos like these to enjoy:

http://uk.youtube.com/watch?v=-QJOF6m2Z1s

http://uk.youtube.com/watch?v=l9x7yZqxWik

http://uk.youtube.com/watch?v=Jw0Ni9cF1eU

(warning, politically charged content in final video)
 
Aye, I'm currently using the T90 and M60 which are good fun to play with ;)

I had the "Adversary" armour pack for OFP with variants of those in it, the tanks would often fire and hit at ranges above 2000 metres, which isn't bad for a 2001 game engine :p

Is that sort of size explosion already in the game or have they put it in somehow? Does it effect any air vehicles if they are in the blast radius? That would be class to watch as the helicopter loses control and every has to bail out :D

Its all an addon, and I'd guess that the helicopter would be destroyed in the air ;)
 
the tank combat in OPF was immense, it was only game i have played with tank commander, driver, gunner, etc all working as a crew! the game didn't look too bad either, not when you consider how big the battlefields were and the view distance! i have ARMA but i never bothered with it since it 'was' buggy as hell and with graphics turned down it looked the exact same as OPF :confused:

The vehicles could take localised damage too, eg a severed track would leave your tank immobile, a strong hit to the main gun would render it inoperable, etc. Getting the first shot was a key advantage.
 
Back
Top Bottom