During the time that my internet service was down, I finally had the time to get back to playing OP:FP. As I did, I couldn't help but get sucked into the realistic battlefield excitement as my team (bots) attacked a Soviet held town from a nearby treeline. As any true INF fan does, I began to compare the two and wonder why that feeling wasn't anywhere near as intense when I played INF. After much contemplation, I realized that the two could not really be compared because they are so different. But I did begin to realize why INF doesn't capture the spirit of teamwork and communication for which the Dev Team and many others strive. First I must say that while I feel that Op: FP more accurately captures that battlefield atmosphere, INF has accomplished things that no other game or game mod has done so far.
OpFP naturally allows for a more realistically tactical combat environment bacause its massive sized maps. Most of the time, you don't just know where the enemy is or from which direction an attack will originate. There are no choke points to rush to or spam with <insert weapon name>. You must actually use caution, stealth and cover/movement tactics if you are to even make it anywhere near accomplishing your goal (wheather that be taking out several Shilkas in a heavily fortified base or clearing a town of enemy presence.) There is no room for run n gun tactics here. Run n Gun n Die would be a more realistic appraisal of the situation if you tried those tactics in this game.
Marksmanship is the skill you need to perfect in Op:Fp if you want to survive, not your sprinting speed and your ability to spray an entire area with lead. Whoever can take their targets out at the furthest range usually wins the battle. I only use my '16 on semi when playing this game because at the distances at which you engage, even burst fire will throw your shot way off and cost you precious target re-acquisition time. I believe that this is consistant with real life. (Military personnel, please tell me if I'm wrong) I also like the way that Op:Fp handles the level of inaccuracy while trying to sprint and fire. 1). You cannot aim 2). If you do hit anything it is entirely and act of God and it must not have been your time to die yet. Because the barrel thrashes about so wildly you'd endanger your teammates before you would the enemy if you were to fire while sprinting.
I like and dislike Op:Fp's method of communication. It is rather involved and time consuming, but in the end is very precise and informative. (3 o'clock, enemy machine gunner 100m). You know right where to concentrate your fire. Now in INF, the maps are so small and the movement speeds (currently) so fast that even if you are using voice communication, the enemy has killed you and run past you before you could take your first breath to report their position or their activity. Voice communication in INF gives you only a slight advantage over the opposition that isn't using it and not the major advantage that it should.
Until the INF Team can get their hands on the Unreal Warfare engine it won't truely be able to get as good a handle on realism as some other games already have. I will say, however, that the Dev has done an outstanding job with the engine they have to work with. Thanx guys. I know I can go play Op:Fp if I like it so much and I do. ( You can jump in ANY vehicle and drive it for christ's sakes. I once escaped being killed by jumping in some farmer's tractor and "hauling ass" to the edge of a nearby forest while being fired on by a BMP) However if the best features of both games were combined into Infiltration in one form or another.......INF would be unstoppable.
Lastly, I'd like to say that using artificial restrictions in-game is completely ok as long as the result mirrors/represents RL limitations. (i.e., No military in the world is going to let you carry 8 different weapons w/ all the ammo you can strap to your person into battle) That was just one example.
OpFP naturally allows for a more realistically tactical combat environment bacause its massive sized maps. Most of the time, you don't just know where the enemy is or from which direction an attack will originate. There are no choke points to rush to or spam with <insert weapon name>. You must actually use caution, stealth and cover/movement tactics if you are to even make it anywhere near accomplishing your goal (wheather that be taking out several Shilkas in a heavily fortified base or clearing a town of enemy presence.) There is no room for run n gun tactics here. Run n Gun n Die would be a more realistic appraisal of the situation if you tried those tactics in this game.
Marksmanship is the skill you need to perfect in Op:Fp if you want to survive, not your sprinting speed and your ability to spray an entire area with lead. Whoever can take their targets out at the furthest range usually wins the battle. I only use my '16 on semi when playing this game because at the distances at which you engage, even burst fire will throw your shot way off and cost you precious target re-acquisition time. I believe that this is consistant with real life. (Military personnel, please tell me if I'm wrong) I also like the way that Op:Fp handles the level of inaccuracy while trying to sprint and fire. 1). You cannot aim 2). If you do hit anything it is entirely and act of God and it must not have been your time to die yet. Because the barrel thrashes about so wildly you'd endanger your teammates before you would the enemy if you were to fire while sprinting.
I like and dislike Op:Fp's method of communication. It is rather involved and time consuming, but in the end is very precise and informative. (3 o'clock, enemy machine gunner 100m). You know right where to concentrate your fire. Now in INF, the maps are so small and the movement speeds (currently) so fast that even if you are using voice communication, the enemy has killed you and run past you before you could take your first breath to report their position or their activity. Voice communication in INF gives you only a slight advantage over the opposition that isn't using it and not the major advantage that it should.
Until the INF Team can get their hands on the Unreal Warfare engine it won't truely be able to get as good a handle on realism as some other games already have. I will say, however, that the Dev has done an outstanding job with the engine they have to work with. Thanx guys. I know I can go play Op:Fp if I like it so much and I do. ( You can jump in ANY vehicle and drive it for christ's sakes. I once escaped being killed by jumping in some farmer's tractor and "hauling ass" to the edge of a nearby forest while being fired on by a BMP) However if the best features of both games were combined into Infiltration in one form or another.......INF would be unstoppable.
Lastly, I'd like to say that using artificial restrictions in-game is completely ok as long as the result mirrors/represents RL limitations. (i.e., No military in the world is going to let you carry 8 different weapons w/ all the ammo you can strap to your person into battle) That was just one example.