Page MenuHomeFeedback Tracker
Feed Advanced Search

May 9 2016

NordKindchen added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

wind is needed! MAybe its in but when it is - I dont recognize it as wind.

May 9 2016, 9:49 PM · Arma 3
NordKindchen added a comment to T60536: Running people over causes too little damage.

I like the fact that they dont allways die - but yes the damage model for infantry collisions needs some tweak!

May 9 2016, 9:48 PM · Arma 3
NordKindchen added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

I have another suggestion:

Press g to take out the grenade and hold it to cook the grenade.

Press the mouse button to adjust the power behind the throw.

This way you can

  1. Press g and then hold the mouse for one second to throw the nade far without cooking it.
  1. Press and hold g to cook the nade and then by holding the mouse for one sec throw the nade far away.
  1. Press and hold g to cook the nade and then by clicking the mouse button once - have it thrown over a little wall or sth.
  1. All variations between.

This way you would still have basically the system as now - only that you have more adjustable options to use your nade.

Only thing to add: The time to hold the mouse button to throw the nade far away MUST NOT be long.
It should take a click to drop the nade at the ground

  • a very short hold of the mbt to throw it over a near obstacle
  • a short hold to throw it mid range
  • and a just a longer time to have the full power-

You could still use your nades on the run but would have many other advantages too.

Ps: After reading the OP a second and third time I finally understand what he means by "taking the nade out of the inventory" - I read is as: open inventory to click on the nade and then hold it in your hand.

Could you pls rewrite this so pepole cant misread your suggestions? The other way it makes much more sense.

Greetings

PPS: related to this: http://feedback.arma3.com/view.php?id=674

May 9 2016, 9:38 PM · Arma 3
NordKindchen added a comment to T60266: Binoculars Animation - unnecessary switch to the main weapon while changing stance.

+1 for binocular with weapon behavior!

May 9 2016, 9:37 PM · Arma 3
NordKindchen added a comment to T60231: Helicopter rockets.

speed up - but no accuracy buff=)

May 9 2016, 9:36 PM · Arma 3
NordKindchen added a comment to T60191: Pistol damage too low..

I want to mention that in reality pistols are not as lethal as the publicity thinks.

If you dont hit a big vein or an important organ - you basically can take infinity rounds^^ exaggerating here.

But I saw a nice and elaborated referat about damage to humans from several different ammunitions. And pistols were quite harmless in that way.

Here is the video for the interested:
http://www.youtube.com/watch?v=tku8YI68-JA

That said: Yes the damage to the head should be incresed - but apart from that a man can take 5 pistol shots to the body.

I think the damage model needs to be altered if this should be realistic. So that you will die if you hit the heart or the center upper body (big veins in the middle).

I dont think is happening soon though.

Greetz=)

May 9 2016, 9:34 PM · Arma 3
NordKindchen added a comment to T60186: You should be able to move while changing weapons.

http://www.armaholic.com/page.php?id=21561#c44773

community fixed it. GG BIS

May 9 2016, 9:32 PM · Arma 3
NordKindchen added a comment to T60114: Miniguns on littlebird very difficult to hit people with..

This is strongly connected to this:
http://feedback.arma3.com/view.php?id=12268

You cant hit s*** with the little bird because the aim is not centered. AT NO DISTANCE AT ALL.

You need to aim 2mm left and right of your reticle then you will hit and kill the enemys.

However I agree that the spread and RPM should be increased.

On a side note: All the damage stats seem to be f**ckd up.

You cant kill a soldier with a headshot of a rifle any more. (pistols allways needed like 4 bullets to the head. Congrats BIS)

But what also bugs me is that the little birds miniguns destroys buildings! In no time!

The minigun is more effective at taking out houses than the rocket pods.

What are they doing at BIS????

May 9 2016, 9:27 PM · Arma 3
NordKindchen added a comment to T60025: No female soldiers models available.

The linked jpg in the description of the OP gives all the arguments against the integration of female soldiers we need.

http://feedback.arma3.com/file_download.php?file_id=1144&type=bug

Read it and agree that there shouldnt be any female front soldiers.

May 9 2016, 7:54 PM · Arma 3
NordKindchen added a comment to T60025: No female soldiers models available.

I dont want no female soldiers.

Sorry to have that opinion but it IS my opinion.

I would be fine with having them as support roles on the other hand.
Like attackhelicopter gunners or pilots.

But as fronlinesoldiers? Nope.

May 9 2016, 7:48 PM · Arma 3
NordKindchen added a comment to T60025: No female soldiers models available.

I dont want no female soldiers.

Sorry to have that opinion but it IS my opinion.

I would be fine with having them as support roles on the other hand.
Like attackhelicopter gunners or pilots.

But as fronlinesoldiers? Nope.

May 9 2016, 7:47 PM · Arma 3
NordKindchen added a comment to T59952: lowest prone on ur side position, if you rotate in 3rd person theres no animation of you turning you just spin on a dime.

I find this immersion breaking.

Also: In all stances apart from Standing and crouching theres no turning animation.

In other words - in no stance apart from standing and crouching do your feet move while you turn your body around.

Very important to fix in my opinion.

Ps: Suggestion for the prone back position with pistol:
Dont move your legs but your torso in the first 120 degree angle. After you look farer than that angle let the feet move.

PPs: related to this:http://feedback.arma3.com/view.php?id=2980

May 9 2016, 7:20 PM · Arma 3
NordKindchen added a comment to T59444: Snakes can open doors.

Dont fix it! It would only remove a "feature" since every army now can send its own battlesnakes into combat!

Maybe we get a mod for snake equipment like attachable rocketlaunchers or sth?

Or a shotgun snake to clear rooms.

This way you could send your snake to clear houses! THAT WOULD BE AWESOME!!^^

</Fun>

May 9 2016, 6:55 PM · Arma 3
NordKindchen added a comment to T59444: Snakes can open doors.

DONT FIX THIS=DDD

This makes Arma even BETTER!=D

May 9 2016, 6:55 PM · Arma 3
NordKindchen added a comment to T59221: Bring back blinding sun.

Right. The eye will work 100 times better than a camera.

May 9 2016, 6:44 PM · Arma 3
NordKindchen added a comment to T59083: Low CPU/GPU Utilization.

@MadDogX: I was thinking about supporting this issue but I couldnt find any info on data you developers need.

I recommend you describe what data helps you guys resolving this issue best.

Best regards!

May 9 2016, 4:51 PM · Arma 3
NordKindchen added a comment to T59041: Requesting abilty to aim grenades..

Related to this:

http://feedback.arma3.com/view.php?id=1925

May 9 2016, 4:16 PM · Arma 3
NordKindchen added a comment to T58989: Head Shot Hit Box.

Its no zeroing issue - If you look at my video you see that the bullet doesnt shoot high at the tested range.

Whereas it could be that its mission related because I dont allways have this issue.

i used this setup:

http://www.armaholic.com/page.php?id=18734

May 9 2016, 4:14 PM · Arma 3
NordKindchen added a comment to T58989: Head Shot Hit Box.

Definately a hitboy problem! I made a video:

http://youtu.be/zRT8u5dwpag

May 9 2016, 4:14 PM · Arma 3
NordKindchen added a comment to T58966: Insane recoil on weapons.

i just have to add that the weapon will fall back into the "normal hold" by itself simply through using gravity!

Think about it: If you fire an mg while lying on the ground in Arma 3 - your aim will rise up in the sky.

Now imagine you would lie on the ground in real life and stop after shooting.
For sure your weapon would not stay in the sky. It would naturally fall back into position.

Same goes for shooting while standing allthough one has to keep in mind that the aimpoint wont be 100% right after each shot.

But in summarization your weapon will rather bounce around a certain aiming point then simply climb up.

May 9 2016, 4:12 PM · Arma 3
NordKindchen added a comment to T58966: Insane recoil on weapons.

^What the hero above me said;)

May 9 2016, 4:12 PM · Arma 3
NordKindchen added a comment to T58966: Insane recoil on weapons.

As stated in this entrance - its not the recoil per se thats to hight - but the fact that the weapon doesnt fall back.

I dont want to see a weapon which resets at 100% the same spot as it was before since i like that you have to adjust after each shot- but at least it should drop back a bit.

It seems this shall simulate that the soldier himself is the one who forces the weapon back at the target - and therefore the player should do this too. But your weaponcontrol in reality is much much greater than whats possibly with a mouse.

So in the end: I am all for high recoil but I dont find the current system 100% satisfying.

Especially the LMGs are ridiculous.

Greetz

May 9 2016, 4:12 PM · Arma 3
NordKindchen added a comment to T58958: Tires screeching while breaking on every surface.

The sound is awfully bad....

May 9 2016, 4:10 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

Over a year and still no bipods.

This is just disgusting.

May 9 2016, 3:52 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

Vulcanexius

mhhhh not sure if sarcastic or knows sth I dont....

May 9 2016, 3:46 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

Bipods were implemented perfect in Red Orchestra 2.
I made a very short video just to show off the mg deployment system

http://www.youtube.com/watch?v=Zs3RqWvQX_E

But I doubt we will get sth. like this.

May 9 2016, 3:46 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

What really grinds my gears is that BIS stated: "We are focussing on the infantry part of the war, therefore we wont implement many features for vehicles"

Yet they dont even implement the most basic system in combat: deploying a weapon.

May 9 2016, 3:45 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

You guys clearly didnt understand my sarcasm. 100 points for you;)

  1. Not implementing Bipods and at the same time claim to be focussing on the infantry part of warfare is just ridiculous.
  1. Arma 3 has a lack of camouflage at distance. A SEVERE lack.

This is as much camouflage as you will get apart from hiding:

https://dl.dropboxusercontent.com/u/4934308/Arma%203/Bush_rework/Bushes_rework_old_1.jpg

  1. Also the armour system is quite a joke at the moment. But lets see, maybe that will change in the near future.

But jeah - I am missing words to describe the people who didnt catch my sarcasm^^ That made ME laugh^^

May 9 2016, 3:45 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

Arma is the most realistic war simulator ever. Therefore they didnt implement something this unimportant as bipoding or a decent armor system.

Also since camouflage nowadays is not important anymore they refuse to work on the camouflage aspect of the game.

I really like that people stand out in the far.

Especially that lying down under bushes will never hide you because theres no bush that grows to the ground really is a great aspect of the game to me.

In the end I really like where this is going and I hope they will never introduce a working and well thought through vehicle armor system to the game.

GG BIS.

May 9 2016, 3:44 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

What about wind?????

May 9 2016, 3:38 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

@SGTIce thats unfair to Bohemia Interactive.....

All added features from their DLCs were free for the whole Arma community - hell you could even PLAY ALL THE VEHICLES they added with it. (only in alower res version)

BIs has got the best attitude towards DLCs out there.

And since they are such a small company I totally support that they give certai work to the community.

On the other hand - there is stuff that they as developers can do best. Such as a windage system that is constant and synced for every player.

Or animations (BIs has got their own motion capture studio)

But for example weapons - or models of certain kind - that is clearly work for the community.

Just my humble opinion.

Best regards!

Back on topic:

Red Orchestra 2 implemented bipods "best":
http://youtu.be/Zs3RqWvQX_E

This kind of system would be nice - but not necessary. Still its serves brilliant as a role model.

May 9 2016, 3:35 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

Allready made by ACE and therefore should be no problem for BIS.

And very important since you basically are useless as a mashine gunner if you have to fight in high grass - so you have to shoot while standing. Even if a wall is there to support your fire....

May 9 2016, 3:34 PM · Arma 3
NordKindchen added a comment to T58799: Deploying a weapon / proper use of bipods.

1+

+ related to this:
http://feedback.arma3.com/view.php?id=1800

May 9 2016, 3:34 PM · Arma 3
NordKindchen added a comment to T58793: Implement a visual stance indicator.

fbiss: Lol? I will only play on no 3rd person servers. So jeah - good job thinking

May 9 2016, 3:31 PM · Arma 3
NordKindchen added a comment to T58702: Thermal Optics of Cars at Night do not work properly.

related to this:

http://feedback.arma3.com/view.php?id=2899

May 9 2016, 3:26 PM · Arma 3
NordKindchen added a comment to T58691: Vehicle Cockpit.

There was a comparable issue in Arma 2 allready - when you looked through the scuttle of a tank you would only see overdrawn white and no environment. Made it impossible to orientate while looking and driving through them.

Could be related.

Greetz

May 9 2016, 3:26 PM · Arma 3
NordKindchen added a comment to T58687: HDR darkens scene at very early dawn.

Related to this

http://feedback.arma3.com/view.php?id=320

It seems it has something to do with the twilight.

It seems this time of day is simply not finished yet.

May 9 2016, 3:26 PM · Arma 3
NordKindchen added a comment to T58660: Firing range places flip upward if damaged..

Jeah I noticed the same^^
And you allways hit them when laying down on them.

How about making them not hittable? Since you hit them when you lay on them - a "make them indestructible" option would mean you cannot shoot anymore when you lie on them

Greetz

May 9 2016, 3:24 PM · Arma 3
NordKindchen added a comment to T58605: Helicopter HUD moves with head.

For Track-IR users: Simply define a "deadzone" for your system.

Also it is very much possible to use the numpad wih TackIR - at least I can do it.

Still - if you define a deadzone in your software, then your aim will snap to the needed position and aiming becomes easy again.

Nevertheless - I am all for a working crosshair.

May 9 2016, 3:22 PM · Arma 3
NordKindchen added a comment to T58554: [normal Alpha] Rock areas by the sea too much visible, some color tweaks needed..

Theres no attached photo

May 9 2016, 3:20 PM · Arma 3