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May 9 2016

joostSidy added a comment to T62287: AI don't keep up, and do not respond well to "move" or "get in" commands when in "danger" mode. (New movement command suggested).

Because there is no 'force move' option, basic manoeuvers like suppress and flank are very problematic.

Currently I'm designing some larger missions with around 8 squads and 8 BLUFOR vehicles attacking a town in the space of a square kilometer or so. Basic tactics would be that part of the forces attack from the north, while the others move around and attack from the east or west. A solid plan, however the flanking forces which rely on speed for the beginning of the engagement hear some sounds, see some enemies or catch some bullets and slow down to a crawl leading to many casualties among the attacking force depending on the fast execution of the flanking move.

If I modify the missions in such a way that the BLUFOR at least wins, the missions take ages with AI crawling and taking cover in plain sight in the fields..

May 9 2016, 11:54 PM · Arma 3
joostSidy added a comment to T62195: Unable To Holster Both Weapons.

The weapon is showing in holster, but we're still not able to walk with weapons holstered. The soldier always draws a weapon a weapon if he has one. Very unfortunate for for instance officers with a sidearm.

May 9 2016, 11:48 PM · Arma 3
joostSidy added a comment to T62195: Unable To Holster Both Weapons.

Just finished my 90 min single player mission all over Stratis succesfully and was ready to lounge at my new secured base (Tempest). Unfortunately you have to drop all your weapons to stroll around casually. Would very much like the option to walk around with no weapons in hand, while still having them.

May 9 2016, 11:48 PM · Arma 3
joostSidy added a comment to T62195: Unable To Holster Both Weapons.

Nice one Killzone, impressive. But it's not even a work around is it? In the comments you say: 'Long way to make it bug free, BIS can do this at core, I'd like that more.'

I'd like to see BIS do it, so we don't have to delete/create guns/mags/bullets through script to simulate this.

May 9 2016, 11:48 PM · Arma 3
joostSidy added a comment to T61202: Grenade launcher not an attachment..

I think forward hand position is a problem for the proposed feature. The forward hand stays the same with bipods, scopes etc, but with modular GL or Grip the hand should change which is currently not possible.

Of course a system can be built that takes hand pos into account, but maybe it needs a lot of changes.

May 9 2016, 10:54 PM · Arma 3
joostSidy added a comment to T58992: Bullet-in-chamber accounting.

BIS has commented on this in the past.

In the OPREP for the Marksmen DLC, they stated the following on bullet-in-chamber:

'This was another topic that we brought up in the pre-production of Marksmen DLC. However, there is one simple fact that we can't be oblivious to: weapons in Arma are merely 'shapes'. That means they contain no information about the magazine or ammunition in them. The implementation of such feature would require vast amount of time and effort and - since we already planned big features that you can enjoy (deployment, recoil overhaul, resting, audio overhaul and some basic changes to suppression) - we put the effort and gain to scales and decided to postpone this feature. Much like windage, it is not impossible to do, but again, the balance of effort to value was very disproportional - so we made a decision.'

I think it would be very nice to have this system, but I don't think it will be in Arma3.

May 9 2016, 4:15 PM · Arma 3