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.
- Queries
- Arma 3 Activity
- All Stories
- Search
- Advanced Search
Advanced Search
May 10 2016
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.
I had fun with this the other day, I thought that the engine would never break!
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.
its intentionally removed because you can see yourself.
Just tried it myself, and you're right, it needs to be fixed. upvoted.
EDIT: This was fixed by creating a new profile.
yeah, its a big immersion breaker.
bumping again because this seemed to be fixed but then in a more recent update the issue showed up again.
bumping because this didn't make it into the .72 update
Yeah it really kills the immersion without this feature.
bumping because for me this is much missed as well.
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.
@CutterSlade If I'm not mistaken, military sights are coated with some sort of anti-glare material to alleviate this issue.
issue still persists.
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.
I've been waiting since OFP 12 years ago for this. That was the last BIS game where I liked using tanks.
Still not fixed after release.
bumping because this hasn't been fixed in the Beta released on the dev build today.
This has been an issue since OFP.
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.
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.
up voted. thought i was the only one. really breaks immersion, and sometimes gameplay. like the missing EBR magazines.
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.
second this. was in ACE for A2
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
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.
EDIT: seems to happen when the OP tries and upload a picture.
same problem
May 9 2016
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.
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.
this sounds much like the Red Orchestra 2 wounding system and dismemberment. take that as a reference
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.
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.
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)
you can put out the street lights with bullets, but the light stays "on", however the lighting efefct on the ground is gone
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.
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
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
or we could add functional bipods that we've all been praying for since ArmA 1
yeah i was just about to report this as well. upvoted. it happens without a suppressor as well