Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

ProGamer edited Steps To Reproduce on T69374: Players can change ticket Status.
May 10 2016, 4:33 AM · Arma 3
ProGamer added a comment to T69367: REMOVE THE FATIGUE BLUR.

Needs an alternative

May 10 2016, 4:33 AM · Arma 3
ProGamer added a comment to T69348: Would like more casual animations.

I would upvote if you remove the "smoking" animation idea.

May 10 2016, 4:32 AM · Arma 3
ProGamer added a comment to T69343: Add in Naval Combat.

BIS has expanded into underwater assets, they will eventually release a expansion pack or dlc which has more naval and underwater assets in a few years.

May 10 2016, 4:32 AM · Arma 3
ProGamer added a comment to T69324: Terrain Deformation.

vBS2 has it ingame and in its editor.

May 10 2016, 4:31 AM · Arma 3
ProGamer added a comment to T69306: realistic helicopter crash effects....

My ticket deals with crashed and interaction with water for helicopters: http://feedback.arma3.com/view.php?id=8468
Just thought I'd bring that up because it's similar, though I definitely agree with you that helicopters need an improved damage model.

May 10 2016, 4:30 AM · Arma 3
ProGamer added a comment to T69291: (Suggestion) There should be a tool for snipers/spotters to judge wind.

Yea, they should have a device to measure the wind, look up what real snipers use and make a better ticket for that.

May 10 2016, 4:30 AM · Arma 3
ProGamer added a comment to T69286: first person view blackfoot chopper.

Check you settings mate, I can see t just fine.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

The image you showed are same bullet type :) though ones a hollow point version and the others not.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

http://en.wikipedia.org/wiki/.45_ACP#Performance

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

All stuff BIS has fixed in VBS2 but for some reason can't easily fix in Arma 3.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

What I'm saying is the gun does not do more damage than the anti-vehicle rifles though this is more of a problem of body armor ingame and the health system regarding limbs. You are trying to bandaid the problem.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

But they aren't very similar to 9mm rounds. They are still stopped by body armor but are much more powerful in killing and stopping power than the 9mm.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

So your saying if I shoot someone in the chest or head with a .45 calliber bullet, they shouldn't die as a result? And I have no idea what you ment by that last comment.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Wouldn't it for more for health systems? Rather than artificially changing the weapon, look at the heath system which makes the shot to the arm or leg a one hit kill.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

What about chest shots and head shots? It's a .45 callibers bullet! It's purposely like that due to the calliber of the round, another 5 callibers up and you have a really powerful sniper rifle.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Yes that is what I said, the health system has a problem in which involves being shot in the arma or legs. You ticket's name is quite misleading because it looks like your upset about the damage rather than wanting to fix a health systems glitch or bug.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Your ticket should be health is glitched when being shot in the arm or leg. Not this.

May 10 2016, 4:29 AM · Arma 3
ProGamer added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Ever seen a .50 caliber sniper? Well this is five callibers less.

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69248: Passengers take too much damage (including bleed damage) in helicopters from hard landings..

Yes, they are missing auto rotation and shock absorption currently. Your ticket is a bandaid to the acual problems.

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69247: Cookoff destroyed vehicles....

Duplicate of another post: http://feedback.arma3.com/view.php?id=4878

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69245: Roll rate on LittleBirds is reduced too much in BETA.

It depends if the little bird is designed to do such a thing, the Comanche/ BlackFoot was made to be very agile and fly at high speed just above the trees and fly sideways. Idk about the AH-9/6

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69244: Bad CPU/GPU optimization..

Duplicate of: http://feedback.arma3.com/view.php?id=716

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

Can we see some images of modern vehicle HUD?

May 10 2016, 4:28 AM · Arma 3
ProGamer added a comment to T69216: Ifrit Hidden Selection not working.

Closed as it is a duplicate.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

It's just unrealistic not to have hit boxes and if your landing ontop of them your doing it wrong.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Still not fixed I think.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

This is a big part of the runway simulation which is currently missing.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Still an issue at this point in time.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

If your landing were you hit these, your doing it wrong!

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Then adjust them to break easier not leave them broken and glitched.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Added pictures to better show the devs the bug.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Got pictures to show the problem now.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

This will be important for fixed wing aircraft because they should have to worry a little about hitting these.

May 10 2016, 4:27 AM · Arma 3
ProGamer edited Steps To Reproduce on T69210: Small lights on the runway can be walked and driven through..
May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69210: Small lights on the runway can be walked and driven through..

Why is this downvoted? It's a glitch in the map, not some suggestion!

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69204: [Feature Request] Camouflage on sniper rifles.

It should take a new slot, and not the place of a light, or scope, or barrel.

May 10 2016, 4:27 AM · Arma 3
ProGamer added a comment to T69188: [BLUE] Recon Marksman missing config files.

Idk, mabey new attachments and new variant of the gun?

May 10 2016, 4:26 AM · Arma 3
ProGamer added a comment to T69188: [BLUE] Recon Marksman missing config files.

It looks like it was removed for a new weapon that will be introduced later. Or something like that.

May 10 2016, 4:26 AM · Arma 3
ProGamer added a comment to T69177: Autorudder Switch for Aircrafts.

A duplicate/ better ticket exists for this issue.

May 10 2016, 4:26 AM · Arma 3
ProGamer added a comment to T69165: Static weapons.

You will have static weapons on September 4th on the development branch and then in the stable version during release.

May 10 2016, 4:25 AM · Arma 3
ProGamer added a comment to T69158: Heli's taking engine damage from water inconsistantly.

http://feedback.arma3.com/view.php?id=8468

May 10 2016, 4:25 AM · Arma 3
ProGamer added a comment to T69135: Re-insert MergeConfig script command.

Couldn't you protect it by making it only executed by the mission?

May 10 2016, 4:24 AM · Arma 3
ProGamer edited Steps To Reproduce on T69065: Forest fire simulation.
May 10 2016, 4:18 AM · Arma 3
ProGamer added a comment to T69015: Add "BigDog-esque" robot for enhanced load carrying, scouting, etc.

UGVs will be in the full game.

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69015: Add "BigDog-esque" robot for enhanced load carrying, scouting, etc.

The game already has a Unmanned ground vehicle that will do what you want this to do.

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69010: Medics, Engineers, AT/AA Soldiers and EODs are unable to take their special equipment with them on parajumps.

It would be nice for paratroopers to carry a realistic backpack and gear.

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69000: suggestion an Underwater base.

Script wise why not just blacklist the script commands via Battleye?

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69000: suggestion an Underwater base.

A better solution would be to have a fully configurable object that can remove all water effects in an area: http://feedback.arma3.com/view.php?id=16247

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69000: suggestion an Underwater base.

Hacked easily? The ticket I made is for mods. Not base game.

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T69000: suggestion an Underwater base.

Isn't there a new parameter or command which keeps water out of vehicles that are submerged? Could you possibly apply this to a larger area?

May 10 2016, 4:16 AM · Arma 3
ProGamer added a comment to T68981: Cheating using shift-click marker.

When you see an enemy, it is thought that you can read a map and use the scale of the map to calculate distance, it's not hard but something the game assumes you can do.

May 10 2016, 4:15 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

@trooper226: the game was like this before but a feedback tracker ticket made them just completely block throwing anything underwater which messed up night diving with chem lights.

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

Yep, and bullets will be replaced with nerf darts for added safety!

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

And regarding throwing underwater or on the surface, it would be more like dropping for bombing or lighting the area up quick.

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

Yea, it's not an issue of "why should you do it" but an issue of you should be able to do it.

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

It was removed after a few people complained about it, though it seems like a feature for players new to the game who might blow themselves up of something by accident.

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

Why was throwing gernades and other objects disabled in the first place? It can happen underwater so why disable it? If you throw a gernade underwater, you live with the consequences not get the devs to disable it because your too lazy to remember not to do so yourself!

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

Still, would love to use them underwater, even for a brief moment if they floated away.

May 10 2016, 4:14 AM · Arma 3
ProGamer edited Steps To Reproduce on T68948: Can't throw chem lights in water and drop them underwater.
May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68948: Can't throw chem lights in water and drop them underwater.

I believe gernade were disabled underwater but for some reason chem lights were too.

May 10 2016, 4:14 AM · Arma 3
ProGamer added a comment to T68936: New scripting command: setUnderwaterVisibility.

The devs could just adapt the fog system for this command underwater.

May 10 2016, 4:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T68936: New scripting command: setUnderwaterVisibility.
May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68931: Airport shoreline geometery is not smoothed at all and looks unrealistic compared to the rest of stratis.

The edges just look way to sharp.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68931: Airport shoreline geometery is not smoothed at all and looks unrealistic compared to the rest of stratis.

Good, as this area of land was created solely by the devs and not off the real island, I hope it can be fixed.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68931: Airport shoreline geometery is not smoothed at all and looks unrealistic compared to the rest of stratis.

Oh, so mine is good?

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68931: Airport shoreline geometery is not smoothed at all and looks unrealistic compared to the rest of stratis.

Well if there is another one, maybe the pictures can be moved there?

May 10 2016, 4:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T68931: Airport shoreline geometery is not smoothed at all and looks unrealistic compared to the rest of stratis.
May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68929: Boats act like they are anchored to the ground in waves..

We need video of ingame proof, and real life proof for the devs to see to get this fixed.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68929: Boats act like they are anchored to the ground in waves..

No, his is about currents, mine is about waves pushing boats a little bit of pushing them against shore.

May 10 2016, 4:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T68929: Boats act like they are anchored to the ground in waves..
May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

I know, but this is something that should at least be considered for an expansion or dlc to the game.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

This is something that at least needs to be attempted to be fixed.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Your focusing on all the negative aspects! There are plenty of positive things as well!

Reviewed means it is given to the devs. And when you campare the number of devs Arma has to the number of devs companies have that make games as big as Arma, you will find the Arma 3 dev team is smaller than most.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Well, I doubt they expected the explosion of feedback tracker issues likely they hadn't even herd before either.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

I can also say the Ocean lacks white caps when you look across it with waves.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Waves cashing in the shore would give a better authentic/realistic feel to the game as well!

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Great, this was reviewed! Mabey we can can finally get some waves crashing on the shoreline now!

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Still not fixed!

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

I would say this should be normal priority as this completely breaks the immersion with anything involving water that is not perfectly calm.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

I would say look at battlefield 4's waves crashing on the shore but I don't think it has that either.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

I should have to fight the surf to leave the beach!

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Kinda ruins immersion seeing big waves out at sea, yet a few meters from the beach is perfectly flat and no waves crashing onto the beach, this makes boating new large rock formations in realistically safe in high sea conditions as well.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

Added pictures showing flat water a few meters from shore with the highest wave settings, this needs to be fixed.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68928: Waves do nothing to and does not show on the shoreline.

This is a big thing for immersion, really ruins a boat mission without this.

May 10 2016, 4:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T68928: Waves do nothing to and does not show on the shoreline.
May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68926: Need real tactical military hand signals during stealth combat.

I saw the VTS mission had hand signs already.

May 10 2016, 4:13 AM · Arma 3
ProGamer added a comment to T68887: Option to stand on lowered back door of CH-49.

It should be...

May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68887: Option to stand on lowered back door of CH-49.

It's the same engine...

May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68887: Option to stand on lowered back door of CH-49.

They do....

May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68887: Option to stand on lowered back door of CH-49.

Doubt BIS would do that, they want VBS2 to have all the features the community wants.

May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68887: Option to stand on lowered back door of CH-49.

Saw a ticket which is was just resolved with this issue I think. Nm, adjusting ticket.

May 10 2016, 4:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T68887: Option to stand on lowered back door of CH-49.
May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68883: Submarine filled with water..

No, it's not a bug. The real life version is designed to flood, so that when you release divers it doesn't give them away.

May 10 2016, 4:12 AM · Arma 3
ProGamer added a comment to T68822: Propellers activated when on shore..

Yep, noticed this bug as well

May 10 2016, 4:09 AM · Arma 3
ProGamer added a comment to T68808: AH-99 Blackfoot : Muzzle smoke too far from cannon.

Closed as it is a duplicate.

May 10 2016, 4:09 AM · Arma 3
ProGamer added a comment to T68801: Mumble Server Overlay Crashes Arma 3.

Wouldn't this be something mumble has to fix?

May 10 2016, 4:09 AM · Arma 3
ProGamer added a comment to T68797: Nighttime stars appear below aircraft at high altitudes..

What altitude, what should I set the elevation of the unit?

May 10 2016, 4:08 AM · Arma 3
ProGamer added a comment to T68796: Can't tab out of the game without other windows open.

ALT TAB it?

May 10 2016, 4:08 AM · Arma 3
ProGamer edited Steps To Reproduce on T68786: Coil-Gun Tank removed?.
May 10 2016, 4:08 AM · Arma 3