You have my vote.
It seems as though all the soldiers need training in parkour.
You have my vote.
It seems as though all the soldiers need training in parkour.
I agree with Humay that we may not agree with 'what' each animation may be, but I certainly agree with the general idea. The stepping over is good for tactical pace but there should ideally be a quicker leap or vault (or something) for running/sprinting.
While I agree that there should be more animations, I don't think that a roll is the right one. What about backpacks? How stupid would it look if you run arround with a Darter on your back and just roll?
I agree with Humay. Rolls on a battlefield is pure Hollywood. Besides, combat gear weighs a lot (ceramic plates, etc. For example a magazine weighs a lot when not empty) and makes you extremely clumsy. Rolling while on the ground (Q & E keys) is the most acrobatic feat you could do.
fixed indeed.
Not even a nudge? Commands that freeze the game are a problem.
It's fixed in dev version.
FYI, the Sochor in the Armed Assault Showcase is running a special damage handler to make it blow up with one charge, for gameplay purposes.
Fixed - works perfectly now.
Yeah - it's definitely bugged on Elite difficulty. You ought to be able to destroy a Sochor with 1-2 explosive charges.
Thanks for testing man! Try it on the highest difficulty though - it's insane! :-)
Okay, tested it in the editor on regular and was able to blow one up with one charge and one satchel. The ones in the showcase were probably damaged or something.
/upvoted
I was playing the "Armed assault" showcase on regular difficulty. It took me one one explosive charge to destroy the Sochor.
I cannot destroy the S29 Sochor with one explosive charge. Not demo or satchel. In fact, at 0,5 damage on the Sochor, I still could not destroy it with 2 satchel charges! I find it hard to believe that no-one else can reproduce this?
Maybe it was because I was playing on a higher difficulty or something? Seriously man, it took 6 charges. What did you do? Did you use the demo charge? And was it against the S29 Sochor? It happens consistently for me.
Unable to reproduce. It took me one explosive charge to take out a piece of artillery.
Server still crash with actual dev build.
Try validating your game cache.
Mass closing ancient tickets with no activity this year; assume fixed or too trivial etc.
If this issue is still relevant in current dev build, please create a new ticket referencing this one and request for it to be re-opened.
Yes, please try validate your game cache. Thank you.
From the Library section, right-click on the game and select Properties from the menu.
Select the Local files tab and click the Verify integrity of game cache... button.
Steam will verify the game's files - this process may take several minutes.
Once the process is completed, the Check Window will automatically exit.
Verify integrity of game cache
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335
related tickets: #4626, #4629, #8968
Issue persists in latest stable 1.54.133570.
Confirmed in 1.11.115429.
This is caused by <b>AmovPercMstpSlowWrflDnon</b>'s <b>connectTo</b> which adds an edge leading to <b>Acts_TreatingWounded_in</b> with a really low cost of 0.001.
Thanks for specifying the issue, I wish I had the knowledge and the means to figure out such details.
Confirmed
This animation bug is still there.
Seems to be fixed after today's update.
Nope, just tested in today's build, it's still there.
Maybe add backpacks with disassembled sniper rifles? Have two men carry around the GM6 or M320 in addition to their assault rifles. No fully functional 2nd weapon slot please, those "close quarter sniper ghilie professionals" are already a pitb, no need to make them even more independent from the rest of all normal players.
Duplicate of #0005374.
I also agree. The inventory needs a heavy rework. It needs filter options, the design has flaws as shown and prooved above.
Exactly my point bootsy. The new setup is more time consuming.
It's no wonder there's already a virtual ammo box that has a lot more features, but it's still not got the ease of use of ARMA 2.
I agree 100% with this - the new inventory UI is awful and nowhere near as practical/functional as Arma 2. The video you made sums it up perfectly, it's so frustrating.
I just don't like the new setup in general. Thats mostly because of all the seperate attachments, constant dragging/clicking of ammo that disapears from view (in your backpack/bandolier) and if the weaponsbox is filled you have to scroll witgh every magazine you grab cos the slider pops back to the top, its a fuzz. In ArmA2 you just grabbed a weapon with a scope attached, spam-click on the ammo and your done.
The only single thing that I agree with from the whole ticket is the useless launcher and pistol attachment slots.
Already reported.
i don't know why people would down vote a good idea like this when they would still be able to keep their crosshair style. I never been a hater, if i like mine then i want you to like yours too, add us an option thanks! 1
I had no idea you had to be an engineer for this to work.
But in any case, shouldn't all soldiers be trained in basic explosives handling?
If a soldier can wound another soldier, he can also heal it... wait, what?
Oh, I need a medic for my buddy over here!!! That is what they call teamplay dude. If you are semi professional enough to arm a mine, doesn't mean, that you are professional enough to disarm it. Deal with it.
That's what the different classes are for.
/downvoted
You need to be an engineer or explosive specialist and you need to have a toolkit in your inventory.
It works for me.
Now, that is cowpoo! If a soldier can arm a satchel, he can also disarm it.
So either limit the whole thing to an expert or let every soldier handle it.
Wasteland gives the worst performance due to all the objects on the map, it is more CPU intensive than GPU intensive so no matter what you put the graphics at it will still be crap fps if is already crap fps.
The problem is most likely a weak server, plus the wasteland missions are not optimized yet. Try to find a different server.
As servers are operated by users, some of them think they can run a dedicated server on a cheap virtual machine... -.-
I play on Altis on a laptop without issues in multiplayer.
Should be improved by 23.09.2013. Changing shell type in 120mm cannon will now take as much time as reloading the gun; we should take cumbersomeness of action menu in account as opposed to yelling "MPAT"; can't track "unloading" the loaded shell at the moment.
Mass-closing resolved issues not updated in 10 days.
Reload time on a loaded cannon should be at least doubled. The loaded shell needs to be removed, re-shelved into the ammo compartment and the canister closed, another shell withdrawn and loaded. I do not understand why switching ammo costs so little time compared to reloading normally.
And how would you map everything to a controller?