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May 10 2016

gutsnav added a comment to T70809: SDAR fires wrong ammunition.

The 5.56 in ARMA 3 is still very weak. Maybe a little better than 9mm :P

May 10 2016, 5:25 AM · Arma 3
gutsnav added a comment to T70809: SDAR fires wrong ammunition.

What I am saying is that there are no drawbacks really to having the SDAR fire 7.62 Supercavitating rounds, as it would in real life if used as an underwater rifle, and anyway the 5.56 rifles do barely anything underwater.

May 10 2016, 5:25 AM · Arma 3
gutsnav edited Steps To Reproduce on T70809: SDAR fires wrong ammunition.
May 10 2016, 5:25 AM · Arma 3
gutsnav added a comment to T70808: More underwater weapons and vehicles.

There are underwater mines. They actually work. Also they are going to add different underwater mines later in development.

May 10 2016, 5:25 AM · Arma 3
gutsnav edited Steps To Reproduce on T70799: Animation glitch underwater.
May 10 2016, 5:25 AM · Arma 3
gutsnav added a comment to T70799: Animation glitch underwater.

Updated summary.

May 10 2016, 5:25 AM · Arma 3
gutsnav edited Steps To Reproduce on T70764: "Neck Glitch" when in Speedboat Minigun.
May 10 2016, 5:24 AM · Arma 3
gutsnav added a comment to T70714: Air lifting/ paradrop vehicals.

Bump

May 10 2016, 5:22 AM · Arma 3
gutsnav added a comment to T70714: Air lifting/ paradrop vehicals.

Didn't they say this was being added to Arma 3? If they don't then that's disappointing.

May 10 2016, 5:22 AM · Arma 3
gutsnav added a comment to T70545: please please please improve the site modules they're useless..

If you want that much detail, place the units yourself. A module can only do so much.

May 10 2016, 5:16 AM · Arma 3
gutsnav added a comment to T70487: Bad hit animation.

This is (or was) not an animation issue. When hit, the player / AI character model will ragdoll for a split second. I'm not sure how they fixed this.

May 10 2016, 5:14 AM · Arma 3
gutsnav added a comment to T70414: One Simple Question: Where are the freaking flashbangs?.

Look in the Field Manual under "Health - Drowning". At the bottom it says "Tunnel vision will occur when in sealed rooms or when exposed to gas weapons." Just found this today :D chemical grenades? This would probably mean flash bangs :D

May 10 2016, 5:12 AM · Arma 3
gutsnav added a comment to T70413: gasmasks and gas.

Gas weapons are in the field manual, so maybe they are testing it?

May 10 2016, 5:12 AM · Arma 3
gutsnav added a comment to T70411: Anti-Personal Tripwire Mine(s).

Good idea. +1 vote

May 10 2016, 5:11 AM · Arma 3
gutsnav added a comment to T70394: Add optional stub wings for AH 99 Blackfoot.

^ ^ ^
This. The AG Blackfoot could have the stub wings with Hellfires on them (or whatever it it in Arma 3) and maybe a laser designator to guide the missiles. Same with the Kajiman.

May 10 2016, 5:11 AM · Arma 3
gutsnav added a comment to T70394: Add optional stub wings for AH 99 Blackfoot.

EFAMS stands for External Fuel and Armament Management System. What this basically does is it adds additional weapons to the vehicle. This is already in the game, as you can see on the KA-60 Camo (Rockets, Gatling gun, etc.). I would like to see more customization of the vehicle armament, as the MI-48 is useless against air targets, and the AH-99 is useless against ground targets.

May 10 2016, 5:11 AM · Arma 3
gutsnav added a comment to T70382: Need rear view camera on armored vehicles.

Sadly, the devs do not seem inclined to put in armored vehicle interiors. If they do, which will (hopefully) happen in time, I'm sure that they will add rear view cameras to vehicles if they have them in real life.

May 10 2016, 5:10 AM · Arma 3
gutsnav added a comment to T70171: Bring back "Carry" / "Drag" feature.

...............What??? Are you saying that you like to shoot wounded people and because you love the fatigue system the developers should strap bricks to their backs? I wouldn't use Google translate, it doesn't do well with grammar. Pretty funny though

May 10 2016, 5:02 AM · Arma 3
gutsnav added a comment to T70171: Bring back "Carry" / "Drag" feature.

I agree. Being able to carry dead bodies would certainly help in stealth missions and stuff. Or bringing them back to a hospital or something.

May 10 2016, 5:02 AM · Arma 3
gutsnav edited Steps To Reproduce on T70171: Bring back "Carry" / "Drag" feature.
May 10 2016, 5:02 AM · Arma 3
gutsnav added a comment to T70167: Additional less lethal APERS mine needed.

To have injured men be a burden we would need a "carry/drag" feature and have to drag soldiers to ambulances, but currently this is only in Arma 2 OA :(. upvoted.

May 10 2016, 5:02 AM · Arma 3
gutsnav added a comment to T70107: Let Us Add Goggles to Gearboxes.

I think you can. Are you sure there isn't a class file?

May 10 2016, 5:00 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Whoops. BW mod has this. Could an admin delete this post please? It's irrelevant.

May 10 2016, 4:59 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Hmm it seems the green side does have an APC/IFV. Can't quite make out what it is, but it looks cool. (PCGames' interview with the game devs)

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Does anyone know if the green faction is going to have armor?

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Coalition of Southern Arab Territories? Israel is still allied with the US in the storyline, so it kinda makes sense.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Yeah, I guess it kind of is right in the middle of all the countries with large Arabic populations. Generally speaking though :/

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Wonder what it really stands for.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Center for Substance Abuse Treatment?

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

The Iranians are addiction therapists? Or is that the Greeks?

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Progamer, what questions are you talking about?

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

matAWG yeah but for now I think a little more infantry support on the green faction would be better.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Updated desc.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Updated description.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Yeah it should have some variety, or they could just modify the design.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Only problem with this really is that it currently has 3 crew members and only 6 passengers.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

@ProGamer I will clarify, thank you for your feedback.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Yeah the green side seems to be using equipment similar to the Bundeswehr or the Italian army.

May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T70072: Green Army IFV (Shuetzenpanzer Puma).

Updated description & added pictures

May 10 2016, 4:58 AM · Arma 3
gutsnav edited Steps To Reproduce on T70072: Green Army IFV (Shuetzenpanzer Puma).
May 10 2016, 4:58 AM · Arma 3
gutsnav added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

My computer would have a 25% chance of igniting, too. :P

May 10 2016, 4:48 AM · Arma 3
gutsnav added a comment to T69668: Realistic 1st person view when entering ragdoll mode..

My view follows the head of my character. Is this on Dev branch or normal?

May 10 2016, 4:44 AM · Arma 3
gutsnav added a comment to T69604: [FEATURE REQUEST] Add a Fastrope waypoint to the editor (only works for cargo helicopters).

There is a fast roping script, but I don't think BIS has either noticed or cared.

May 10 2016, 4:41 AM · Arma 3
gutsnav edited Steps To Reproduce on T69379: Better recoil compensation system.
May 10 2016, 4:33 AM · Arma 3
gutsnav added a comment to T69367: REMOVE THE FATIGUE BLUR.

My vision is always blurry :P need glasses

May 10 2016, 4:33 AM · Arma 3
gutsnav added a comment to T69359: Wasteland Features Intigration.

If they implemented this we would probably only be able to move ammo boxes and airlift vehicles / h-barriers.

Upvoted

May 10 2016, 4:32 AM · Arma 3
gutsnav added a comment to T69299: Armor Gunner sound inside, unreal..

Good idea.

May 10 2016, 4:30 AM · Arma 3
gutsnav added a comment to T69298: Armor Turrets / Force Engine. Change the setting so moving the turret dose NOT force start the engine..

I think it would be impossible for the turret to move if it had nothing to power it but a car battery. Those turrets weigh like a ton.

May 10 2016, 4:30 AM · Arma 3
gutsnav edited Steps To Reproduce on T69297: Ammo truck customization.
May 10 2016, 4:30 AM · Arma 3
gutsnav added a comment to T69292: Remove the blured vision when Fatigued..

Sorry not what I meant. It is pretty annoying you can't run a mile without your vision blurring, but what I meant was your vision should blur after a long run with a pack and stuff.

May 10 2016, 4:30 AM · Arma 3
gutsnav added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

.45 is powerful. But it shouldn't kill you instantly if you get hit in your arm or lower leg.

May 10 2016, 4:29 AM · Arma 3
gutsnav added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

The HUD in Battlefield 3 is probably the most realistic interface I've seen. Battlefield is pretty unrealistic, but all HUDs and weapons are accurately represented.

May 10 2016, 4:28 AM · Arma 3
gutsnav added a comment to T69229: Increase aircraft engagement range.

So AAA sites can target you 12 km away? Great! It's actually way easier to avoid missiles fired far away than close. Far away gives you more time to maneuver or do whatever you can to avoid that SAM. And if you can't avoid it, you have enough time to deploy chaff (Long range missiles are typically radar - guided).

May 10 2016, 4:27 AM · Arma 3
gutsnav added a comment to T69167: silenced sniper rifle.

Suppressors would be perfectly realistic and believable for these weapons. But we don't really need them with this current sound system. :P the sound just fades out over distance (except reloading, that travels into neighboring countries).

May 10 2016, 4:25 AM · Arma 3
gutsnav added a comment to T69144: SDV should move faster with closed hatches.

Also, (add this to your ticket :P) the periscope being down should reduce the drag and increase speed as well.

May 10 2016, 4:24 AM · Arma 3
gutsnav added a comment to T69144: SDV should move faster with closed hatches.

Well, yes, but having 2 poles with a camera on top isn't exactly the most streamlined is it?

May 10 2016, 4:24 AM · Arma 3
gutsnav edited Steps To Reproduce on T69094: (Request) Moving in vehicles.
May 10 2016, 4:22 AM · Arma 3
gutsnav edited Steps To Reproduce on T68970: AMV-7 Marshall floating off the ground.
May 10 2016, 4:14 AM · Arma 3
gutsnav added a comment to T68887: Option to stand on lowered back door of CH-49.

Then wouldn't it be very easy to port/improve the function?

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

Oh I thought BIS made VBS2 :/

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

This is the same as report 0005577 (Walkable Interiors). Vote that up and you can have gunners / spotters wherever you want.

May 10 2016, 4:12 AM · Arma 3
gutsnav added a comment to T68770: Armored turret makes no noise when traversing.

Already reported, they're working on it. http://feedback.arma3.com/view.php?id=17714

May 10 2016, 4:08 AM · Arma 3
gutsnav added a comment to T68718: AI Levine (male) speak woman voice..

Levine is hilarious.

May 10 2016, 4:05 AM · Arma 3
gutsnav added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

I love Battlefield three and four's vehicle HUDs and fire control systems. They give so much information that we sometimes need in Arma (don't really need it in Battlefield). Like an ammunition counter, compass bearings, gun elevation, showing where the guns are pointed, warning lights, state of the weapons, and a bunch of really neat stuff.

May 10 2016, 4:04 AM · Arma 3
gutsnav added a comment to T68497: Standar rifleman sights should be combat scopes.

Like an ACOG on an M-4. Standard Marine issue.

May 10 2016, 3:56 AM · Arma 3
gutsnav added a comment to T68481: Add interiors for buildings: "diesel powerplant factory (small)", "transformer", and "radar station"..

This would be nice. I think it would barely affect frame rates (pretty much the same as a few more houses in the area).

May 10 2016, 3:55 AM · Arma 3
gutsnav added a comment to T68481: Add interiors for buildings: "diesel powerplant factory (small)", "transformer", and "radar station"..

This would be nice. I think it would barely affect frame rates (pretty much the same as a few more houses in the area).

May 10 2016, 3:55 AM · Arma 3
gutsnav added a comment to T68480: AH-9/MH-9 instrument panel clock not working..

This works in other vehicles, it should work in this one.

May 10 2016, 3:55 AM · Arma 3
gutsnav added a comment to T68367: Blackfoot / Ghosthawk / Mohawk / Future Helicopters manual gear control.

I wonder if the TKOH flight model has retractable gear?

May 10 2016, 3:52 AM · Arma 3
gutsnav added a comment to T68367: Blackfoot / Ghosthawk / Mohawk / Future Helicopters manual gear control.

I hope this will be added after / pre final release.

May 10 2016, 3:52 AM · Arma 3
gutsnav added a comment to T68334: Add a laser designator to the RAH-99 Blackfoot gunner and to the Mi-48 Kajman.

Arma 3 equipment is a step down from modern technology but it is in the future???

May 10 2016, 3:51 AM · Arma 3
gutsnav added a comment to T68196: Flooding land like Arma 2 ACR.

I think they should just add minor flooding with seasons because Limnos has a seasonal lake that fills up with water occasionally.

May 10 2016, 3:45 AM · Arma 3
gutsnav added a comment to T68196: Flooding land like Arma 2 ACR.

So we can fight swimming insectoid Iranians in underwater cities.

May 10 2016, 3:45 AM · Arma 3
gutsnav added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

Removed in Alpha, also every light in the game was dimmed down. It used to look sweet. Made a ticket for it here: http://feedback.arma3.com/view.php?id=21601

May 10 2016, 3:28 AM · Arma 3
gutsnav added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

The Arma 3 Tactical light is about as useful as a penlight. Good for seeing stuff on the floor or something 7m away.

May 10 2016, 3:28 AM · Arma 3
gutsnav added a comment to T67666: Ragdoll physics bug in Bunker(small).

This is like something out of a horror movie.

May 10 2016, 3:28 AM · Arma 3
gutsnav added a comment to T67168: The sound inside buildings is exactly the same as outside....

JSRS 2.0 does this splendidly. It simply draws a line above the player's head, then if it hits a solid object (Not trees or bushes, bullets can pass through so they aren't counted in), it adds an echo effect. This even works with modded in weapons.

May 10 2016, 3:09 AM · Arma 3
gutsnav added a comment to T66706: Map problem with "Pythos" Island.

If the script is not created by BI, then please ask the author of this script to fix it.

May 10 2016, 2:52 AM · Arma 3
gutsnav added a comment to T66092: For Final: Put Stratis and Altis on one map (like Sahrani and Rahmadi).

May cause some lag, but totally worth it :D

May 10 2016, 2:27 AM · Arma 3
gutsnav added a comment to T66036: Allow mounting attachments to the SDAR.

The RFB (SDAR, whatever) would really be a great weapon on land if I could put a scope or a flashlight on it. Like for assaulting an oil rig :D

May 10 2016, 2:25 AM · Arma 3
gutsnav edited Steps To Reproduce on T65135: Car horns don't make noise.
May 10 2016, 1:49 AM · Arma 3
gutsnav added a comment to T65063: Vehicles should not explode by gunfire.

Vehicles should only explode if their gas tanks are hit by tracer / explosive rounds. Normal rounds usually won't ignite the fuel. Instead of exploding (from normal rounds), there should only be a slim chance of an engine fire, and an explosion is highly unlikely.

May 10 2016, 1:46 AM · Arma 3
gutsnav added a comment to T64924: Dual wield handguns and SMGs.

In all seriousness, I can't find any tactical reason or any sane reason for dual wielding SMGs in a firefight. That's gangster shit.

May 10 2016, 1:42 AM · Arma 3
gutsnav added a comment to T64178: Vehicle livery selection (camo, numbers, squadrons, nose art, pilot name).

Yeah I'd like to put "Hell on wheels" on the side of my APC.

May 10 2016, 1:15 AM · Arma 3
gutsnav added a comment to T63945: Caves.

There are caves on Altis, but I think they are bunkers under rock formations, not spaces below the ground :(. I know because of the cave on Stratis.

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

Not sure if this helps at all, but here:
http://www.youtube.com/watch?v=2tC9M4-vP3w

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

May not be possible with this engine though :/

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

In HALO, Planetside 2, VBS 2, etc., you can stand on moving vehicles without problems. Someone should look into the vehicle files, find out how it works, and port it over to Arma 3. Without plagiarism or copyright infringement of course :P

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

BIS,
Please add this to the final/beta version of the game. It would merge with so many of the current top requested features (shooting out of vehicles, diver deployment, HALO jumps, fast roping, and others). Just imagine jumping out of the back of a Mohawk, or providing support to your mates on the ground, or walking out the door of an armored vehicle. You guys probably have tons of crap to implement and bugs to fix, but this would greatly add to the immersive part of this awesome game.

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63943: [Request] Walkable Interior for Vehicles like Boats, Planes.

I support this, but I wouldn't want to be working at BI if they decide to do it :P

May 10 2016, 1:05 AM · Arma 3
gutsnav added a comment to T63774: Unreal Explosions In ARMA 3.

The dust should rise out of the ground. Just watch some videos of a tank firing or an artillery shell impact.

Like this: https://www.youtube.com/watch?feature=player_detailpage&v=QaJBmyDxtYE#t=35

May 10 2016, 12:58 AM · Arma 3
gutsnav added a comment to T63774: Unreal Explosions In ARMA 3.

Shock waves are there, but they only affect players at the moment.

May 10 2016, 12:58 AM · Arma 3
gutsnav added a comment to T63607: Jump/Jumping command.

Bunny hopping wouldn't work, even if we could jump. Just one 7.62 mm FMJ to the legs and that fucker will never jump again.

May 10 2016, 12:48 AM · Arma 3
gutsnav added a comment to T63225: Different detonators for different explosives.

It could work where you could assign different explosives to a sort of "group". What I mean by this is you could place two explosives and have them detonate separately, or you could link them together and detonate them at the same time. This would cut down on scroll menu clutter and you could organize controlled explosions easily.

May 10 2016, 12:33 AM · Arma 3
gutsnav added a comment to T63138: Add switch modes for a Laser and the flashlight.

In real life, the "IR Laser" attachment has a flashlight and two lasers (IR & Red). As Tholozor said, just cycle through with CTRL + L.

May 10 2016, 12:31 AM · Arma 3
gutsnav added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

Shouldn't this be "Assigned"?

May 10 2016, 12:26 AM · Arma 3
gutsnav added a comment to T62693: Advanced Combat Radio Environment (ACRE) integration.

Apparently they are implementing the feature where when you talk on the radio everyone nearby can hear you.

May 10 2016, 12:12 AM · Arma 3
gutsnav added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

What if when the hull was red the model would turn to something like the "Blackfoot Wreck" model or Van wreck model, with no explosions or insta-death. Then if the engine was red there would be an engine fire, maybe a very very low chance of explosion. Very low. And if the fuel was red then you would just have a fuel leak, with a very low chance of a fire.

May 10 2016, 12:04 AM · Arma 3
gutsnav added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

Vehicles should only explode if their gas tanks get hit with tracers / explosives / AP rounds. Not when their hull reaches "0".

May 10 2016, 12:04 AM · Arma 3
gutsnav added a comment to T62445: If implementing ghillie suits....

What if you could have an option to put grass on your helmet or backpack to better camouflage yourself?

May 10 2016, 12:00 AM · Arma 3