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May 10 2016

supercereal4 added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

Well what I'm saying is that the 30rd 6.5 stanags and the 100rd. 6.5 stanags are the same bullet, therefor they should behave the same way when fired from the same weapon. As of now they behave in different ways.

May 10 2016, 5:04 AM · Arma 3
supercereal4 added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

Yes, each different caliber should, and does for the most part, have different ballistic properties, however what I'm saying is that the MX SW and the MX are built differently, different barrel lengths, different rifling etc. and so its expected that the round that leaves the rifles will behave differently. For the most part they do. The MX SW, when loaded with the 100rd. magazine, has more penetration than the MX. However, when the MX SW is loaded with the 30rd. magazines, the bullets behave as if they were fired from the MX instead of the MX SW. The bullets are the same, its just one is 100 rounds, and configured for the MX SW, and the other is 30 rounds and configured for the MX. I guess what I'm trying to say is that the bullets that leave the weapons should behave uniformly, regardless of the magazine that's loaded as long as its the same caliber. Right now the MX SW magically turns into a full-auto only MX when its loaded with the 30rd magazines.

May 10 2016, 5:04 AM · Arma 3
supercereal4 edited Steps To Reproduce on T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .
May 10 2016, 5:04 AM · Arma 3
supercereal4 edited Steps To Reproduce on T70228: Thrown objects are not affected by physics once they land/activate/ stop moving..
May 10 2016, 5:04 AM · Arma 3
supercereal4 edited Steps To Reproduce on T70226: Offroads have a tendency to sink underground after a sideswipe collision with a wall..
May 10 2016, 5:04 AM · Arma 3
supercereal4 added a comment to T70109: BTR-K and IVF-6c are driveable underwater..

I had fun with this the other day, I thought that the engine would never break!

May 10 2016, 5:00 AM · Arma 3
supercereal4 edited Steps To Reproduce on T70078: BTR-K Titan missile smoke effect has wrong origin on first fire..
May 10 2016, 4:59 AM · Arma 3
supercereal4 added a comment to T70077: Prone Stances, Cannot view down sights doing extra stances.

they had this feature implemented for around 3 or so days. I personally enjoyed the feature, however I think it was removed because it was really buggy and the sights wouldn't align properly. I think and hope that they're polishing and fixing it internally so they can re-release the feature.

May 10 2016, 4:59 AM · Arma 3
supercereal4 added a comment to T70076: in 3rd Person Stances Element is not visable.

its intentionally removed because you can see yourself.

May 10 2016, 4:59 AM · Arma 3
supercereal4 edited Steps To Reproduce on T70033: IFV-6c Panther top armour is made out of dirt... spits dirt when shot..
May 10 2016, 4:57 AM · Arma 3
supercereal4 added a comment to T70010: wrong SOS Scope zeroing.

Just tried it myself, and you're right, it needs to be fixed. upvoted.

May 10 2016, 4:56 AM · Arma 3
supercereal4 edited Steps To Reproduce on T69978: marshall passenger 1st person view glitched..
May 10 2016, 4:55 AM · Arma 3
supercereal4 added a comment to T69912: radio subtitles not displayed, even when enabled..

EDIT: This was fixed by creating a new profile.

May 10 2016, 4:53 AM · Arma 3
supercereal4 edited Steps To Reproduce on T69912: radio subtitles not displayed, even when enabled..
May 10 2016, 4:53 AM · Arma 3
supercereal4 added a comment to T69814: Dev branch - EXE rev. 07682. Passenger can't turn head in marshall.

yeah, its a big immersion breaker.

May 10 2016, 4:49 AM · Arma 3
supercereal4 edited Steps To Reproduce on T69693: Suppressed rifles use three round burst instead of automatic..
May 10 2016, 4:44 AM · Arma 3
supercereal4 added a comment to T69645: Incorrect instrument readings on AH-99 Blackfoot.

bumping again because this seemed to be fixed but then in a more recent update the issue showed up again.

May 10 2016, 4:43 AM · Arma 3
supercereal4 added a comment to T69645: Incorrect instrument readings on AH-99 Blackfoot.

bumping because this didn't make it into the .72 update

May 10 2016, 4:43 AM · Arma 3
supercereal4 edited Steps To Reproduce on T69645: Incorrect instrument readings on AH-99 Blackfoot.
May 10 2016, 4:43 AM · Arma 3
supercereal4 edited Steps To Reproduce on T69598: still nothing protecting us against script kiddies.
May 10 2016, 4:41 AM · Arma 3
supercereal4 added a comment to T69581: Helicopter Gunner Views *Missing Feature*.

Yeah it really kills the immersion without this feature.

May 10 2016, 4:41 AM · Arma 3
supercereal4 added a comment to T69581: Helicopter Gunner Views *Missing Feature*.

bumping because for me this is much missed as well.

May 10 2016, 4:41 AM · Arma 3
supercereal4 added a comment to T69500: Walking while weapon is lowered.

I reported this back when the alpha came out. It was closed and it was explained to me that the weapons were hanging on a sling, allowing your left hand to swing freely and not support the weapon... however there is no sling model.... and it does look extremely silly. I much prefer the A2 lowered weapon walk. They should at least make it dynamic where there's a random chance that you'll get the silly lowered walk, or the A2 one. It'll just add some more "life" to AI patrols.

May 10 2016, 4:37 AM · Arma 3
supercereal4 added a comment to T68764: Horrible effect on 3D scopes.

@CutterSlade If I'm not mistaken, military sights are coated with some sort of anti-glare material to alleviate this issue.

May 10 2016, 4:07 AM · Arma 3
supercereal4 added a comment to T68399: Moving while prone with binocular type items in hand produces a footstep sound.

issue still persists.

May 10 2016, 3:53 AM · Arma 3
supercereal4 edited Steps To Reproduce on T68296: shells not ejecting from ejection port..
May 10 2016, 3:50 AM · Arma 3
supercereal4 edited Steps To Reproduce on T68295: Character leg clips through Marshall tank when sitting in passenger seat..
May 10 2016, 3:49 AM · Arma 3
supercereal4 added a comment to T68262: AH-99 Blackfoot (Comanche) damage too low.

Yeah, the gatling gun is pretty much a rapid fire smoke launcher, if you don't hit them in the face, they're not going down.

May 10 2016, 3:48 AM · Arma 3
supercereal4 added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

I've been waiting since OFP 12 years ago for this. That was the last BIS game where I liked using tanks.

May 10 2016, 3:47 AM · Arma 3
supercereal4 edited Steps To Reproduce on T68161: GREENFOR army helmet incorrectly labeled as "MICH".
May 10 2016, 3:44 AM · Arma 3
supercereal4 added a comment to T68156: Water produces dirt effect when shot with any grenade launcher..

Still not fixed after release.

May 10 2016, 3:44 AM · Arma 3
supercereal4 edited Steps To Reproduce on T68156: Water produces dirt effect when shot with any grenade launcher..
May 10 2016, 3:44 AM · Arma 3
supercereal4 edited Steps To Reproduce on T68155: suggestion: switch helmets for BLUEFOR recon and standard infantry men..
May 10 2016, 3:44 AM · Arma 3
supercereal4 added a comment to T67782: Signs produces dirt whenever shot at..

bumping because this hasn't been fixed in the Beta released on the dev build today.

May 10 2016, 3:31 AM · Arma 3
supercereal4 edited Steps To Reproduce on T67782: Signs produces dirt whenever shot at..
May 10 2016, 3:31 AM · Arma 3
supercereal4 edited Steps To Reproduce on T67382: Wrong items visible in vest / BLUFOR vests always show 5.56mm 30 round stanag models.
May 10 2016, 3:17 AM · Arma 3
supercereal4 edited Steps To Reproduce on T67381: Character shadow whilst in underwear is extremely jaggy..
May 10 2016, 3:17 AM · Arma 3
supercereal4 edited Steps To Reproduce on T67053: GM6 Lynx trigger housing.
May 10 2016, 3:05 AM · Arma 3
supercereal4 edited Steps To Reproduce on T66990: M320R LRR name.
May 10 2016, 3:03 AM · Arma 3
supercereal4 added a comment to T66949: Allow changing name of first player profile.

This has been an issue since OFP.

May 10 2016, 3:01 AM · Arma 3
supercereal4 added a comment to T66600: Footprints are always from boots.

In his defense, I was annoyed that whenever you took your clothes off and ran around, it still sounded like the character was wearing boots and combat gear. I reported the issue and it was adjusted so you hear a light pat when you run naked. BIS might just pay attention to this one too.

May 10 2016, 2:49 AM · Arma 3
supercereal4 added a comment to T66566: AI knows the enemy position at all times, no matter what.

This is very evident when using Kronzky's UPS script. place a bluefor unit at the air field and then an opfor squad on safe in agia marina and watch them as they patrol the town. the second that they spawn they exit safe and go into combat, seeming to sense that there is enemy units on the map.

May 10 2016, 2:47 AM · Arma 3
supercereal4 added a comment to T66564: Certain Textures/Objects Not Loading.

up voted. thought i was the only one. really breaks immersion, and sometimes gameplay. like the missing EBR magazines.

May 10 2016, 2:46 AM · Arma 3
supercereal4 edited Steps To Reproduce on T66527: Sage coveralls not found; makes NATO pilots invisible..
May 10 2016, 2:45 AM · Arma 3
supercereal4 added a comment to T65086: Bullet holes/impacts on objects and vehicles fade too fast and have a very low resolution / improved damage model.

The tree hit decals are even worse, its just a bright manila dot. The ground hit decals are nice though. But I concur that the object hit decals are an immersion killer.

May 10 2016, 1:47 AM · Arma 3
supercereal4 added a comment to T63552: Running into helicopter's tail rotors doesn't kill you.

second this. was in ACE for A2

May 10 2016, 12:44 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63514: More realistic and simple zeroing.
May 10 2016, 12:43 AM · Arma 3
supercereal4 added a comment to T63510: No eject from choppers.

I believe that this hasn't been added yet because the parachutes haven't been added yet. Here's a mod that allows you to eject, however. http://www.armaholic.com/page.php?id=19220

May 10 2016, 12:42 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63508: Players get stuck when trying to enter the last seat of a vehicle at the same time..
May 10 2016, 12:42 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63504: incapacitated players can perform actions while waiting for a revive..
May 10 2016, 12:42 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63502: character with back packs morphing.
May 10 2016, 12:42 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63500: duplicate items when 2 players grab from dead body.
May 10 2016, 12:42 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63499: vehicle wheels clipping under ground.
May 10 2016, 12:42 AM · Arma 3
supercereal4 added a comment to T63459: Jamming / Malfunctions of small arms.

really, all I'd like to see is when I fire at an enemy with my .408 M320 and the round hits the rifle that's laying idle across their chest, it'd like that sucker to be unserviceable after taking that hit. So often I'm taking aim at an enemy just to miss and put a round into their rifle and then have them turn that same rifle that's been all shot up and kill me with it.

May 10 2016, 12:41 AM · Arma 3
supercereal4 edited Steps To Reproduce on T63020: Feedback Tracker error 1100.
May 10 2016, 12:27 AM · Arma 3
supercereal4 added a comment to T63020: Feedback Tracker error 1100.

EDIT: seems to happen when the OP tries and upload a picture.

May 10 2016, 12:27 AM · Arma 3
supercereal4 added a comment to T62484: Blank multiplayer role assignment page.

same problem

May 10 2016, 12:02 AM · Arma 3

May 9 2016

supercereal4 added a comment to T62030: Terrible sound immersion.

Yeah, right now tank/arty shell explosions sounds like me tipping over my china cabinet... just a big crash/shatter sound, not the thump you'd expect.

May 9 2016, 11:42 PM · Arma 3
supercereal4 edited Steps To Reproduce on T61953: streetlight model stays lit when destroyed.
May 9 2016, 11:37 PM · Arma 3
supercereal4 added a comment to T61948: No firemode animation for guns..

i really loved medal of honor warfighter's fire mode animation. you could actually see the selector switch move into a semi auto position or a full auto position.

May 9 2016, 11:37 PM · Arma 3
supercereal4 edited Steps To Reproduce on T61908: fish pathfinding.
May 9 2016, 11:35 PM · Arma 3
supercereal4 edited Steps To Reproduce on T61378: MX200 inconsistent shell model.
May 9 2016, 11:04 PM · Arma 3
supercereal4 edited Steps To Reproduce on T61376: Movement sound while in underwear.
May 9 2016, 11:04 PM · Arma 3
supercereal4 added a comment to T61369: Realistic Wounding System.

this sounds much like the Red Orchestra 2 wounding system and dismemberment. take that as a reference

May 9 2016, 11:00 PM · Arma 3
supercereal4 added a comment to T61093: UGL grenade splash damage too low.

Old ticket but it was a glaring issue in my play session last night. In the open, you basically have to put the grenade right in their chest to kill them.

May 9 2016, 10:50 PM · Arma 3
supercereal4 edited Steps To Reproduce on T60864: Radio subtitles disabled, menu says they're enabled.
May 9 2016, 10:18 PM · Arma 3
supercereal4 edited Steps To Reproduce on T60862: vault animation, rear leg stretches when going over objects.
May 9 2016, 10:17 PM · Arma 3
supercereal4 edited Steps To Reproduce on T60856: rifle lowered, combat pace, walk animation tweak.
May 9 2016, 10:17 PM · Arma 3
supercereal4 added a comment to T60856: rifle lowered, combat pace, walk animation tweak.

also, if anything, just swap the rifle and pistol lowered animations. you dont need 2 hands to carry a pistol, but an lmg? yeah you do.

May 9 2016, 10:17 PM · Arma 3
supercereal4 added a comment to T60819: Firing from vehicles.

http://www.youtube.com/watch?feature=player_detailpage&v=pnpzN5TO-Bc#t=83s

see! These guys even train to fire their personal weapons from vehicles!
However, I'm not suggesting that you continually have your gun raised and facing the outside of the vehicle (think battlefield) because that would kill the immersion so very fast. maybe add it as an option (press a key, character turns and raised rifle)

May 9 2016, 10:04 PM · Arma 3
supercereal4 added a comment to T60023: Street lamps and other artificial light sources are too resilient, difficult to disable.

you can put out the street lights with bullets, but the light stays "on", however the lighting efefct on the ground is gone

May 9 2016, 7:23 PM · Arma 3
supercereal4 added a comment to T59961: Running animations are too fast.

I think the entire running and sprinting animation has to be redone. It looks very very feminine. The style of running they're using is used for CQB, where spaces are tight and you need to tuck your shoulders in and keep your rifle out of the way. It looks really silly to see a squad sprinting down a field like this.

May 9 2016, 7:21 PM · Arma 3
supercereal4 added a comment to T59853: No Drowning Mechanism.

I don't think you waited long enough. I've drowned. When your screen starts getting black around the edges you know its only a matter of seconds. It even warns you in the field manual

May 9 2016, 7:16 PM · Arma 3
supercereal4 added a comment to T59778: Mk200 6.5 mm ejects brass.

it can be loaded with cased ammo. I was just about to report that when firing cased ammo, the bullet model on the ammo belt is a red telescoped round, but when ejected its a standard brass cartridge

May 9 2016, 7:12 PM · Arma 3
supercereal4 added a comment to T59408: Too much recoil on LMG's..

or we could add functional bipods that we've all been praying for since ArmA 1

May 9 2016, 6:54 PM · Arma 3
supercereal4 added a comment to T58754: Caseless ammo assault rifle still plays sound of empty shell casing hitting the floor.

yeah i was just about to report this as well. upvoted. it happens without a suppressor as well

May 9 2016, 3:28 PM · Arma 3