There are invisible but they can still take damages, that's just the fatigue.
May 10 2016
Same I cannot repro the divers.
@Postman2112 I'm bored of seeing this kind of judgement showing how out of arguments you are, stop throwing petrol on the fire, get a life... funny guy.
rogerx : the one which is not making any sense is rather you and the author of this useless thread.
I don't give a damn. I know what I read and that's totally bullcrap. You're just playing with words and being hypocritical with yourself.
"it's a combat not a war simulator" guess what we do in a conflict? combat oh!
What I see is that you have no respect for peoples which gave their lives for freedom, if you have free speech it's because of them, stop using it to say crap. I like how you're comfortable in front of your PC desk and trying to change the world with peace messages, do you find yourself clever? Oh yeah you must be!
Get some maturity and learn about the world. War is sad and tough, that's why you must have some respect for the guys who fight for you when you're sitting in your comfortable house.
"thousands of people killed for no use, all the pain all the destruction, children having to grow up without a father, because he was killed in a useless war which was mostly motivated by avarice for ressources"
Please ban this douchebag. I would smash your head into the soil for saying that in front of me. I don't even know why you play a military simulator.
Exact, I want it so bad, it would be cool to act stealth with close combat technics. Though I have no idea about how to implement it without scripting it as hell like in Battlederp 3. We need randomness in the routine, otherwise it's too easy to kill someone just because he's close.
So good idea but nightmare to designers :/ Argh
May 9 2016
I suggest you to read back the Arma 3 website, there was an announcement about the performances...
The smoke added by Blastcore in A2 was really great, I'm sure it will be ported if BIS won't correct that. GOATier is right though, it's a lot for making position. Well not the debat anyway.
I agree with that, this technic is mostly used by the CPAs which are from the Air Force. Though it should be difficult to script.
About the close combat... Arma series are alone with that... *cough**cough*
I got the issue too, opening my inventory, I can't remove or take the binoculars by right clicking on it, I've to drag it or select "take binoculars" in the drop menu.
Yep I tried to blow a street light with C4 and it didn't break the light bulbs. As well as the concrete base which is looking very odd once toppled over, it should be splitted in chunks or badly gnawed. I think it should take more damage and the post isn't even touching the ground, it is levitating on its side.
The cooking is not really important, the problem in every game is that you don't get the depth and the force applied to your sensors.
The solution would be to put a script with a limit for the min-max distance (I don't know how far you can throw a grenade IRL) and a point for the land position.
The aim point could be placed by the player on the ground to designate where the grenade is going to hit and bounce. Then a script would adjust the throwing by itself and put the grenade where the aim point was, I mean including some bouncing afterwards of course depending of the power/height (more power = more bounces). Just my thoughts.
An other pointless thread...
+1 InstaGoat, peoples should stop whinning about it and focus on bug tracking (yes there are still problems...), of course deploying a weapon is important and the development team knows why, no need to write pages to repeat the same thing over and over and over again. They're not stupid!
They said they'll not do it, ACE will probably implement it as well as a lot of other cool stuff, not a serious issue to me.