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May 10 2016

Goblinbutt added a comment to T64597: Walk around in big helicopters and planes.

Immersion factor. is it doable? Absolutely. Can bohemia do it? Doubtful. Most probably not.

May 10 2016, 1:30 AM · Arma 3
Goblinbutt added a comment to T64460: Explosives and mines, in general..

So much anal, can you write me TL;DR version?

May 10 2016, 1:25 AM · Arma 3
Goblinbutt added a comment to T64419: Clothing should darken to symbolise being wet....

Upvote

May 10 2016, 1:24 AM · Arma 3
Goblinbutt added a comment to T63980: The watch should display AM or PM.

Downvote, don't want any stinking digital watches. You people should just learn to read the clock and sun like normal people.

I mean seriously. Do you even clock?

May 10 2016, 1:08 AM · Arma 3
Goblinbutt added a comment to T63875: Make sprinting realistic.

If it's so simple then do it yourself.

May 10 2016, 1:03 AM · Arma 3
Goblinbutt added a comment to T63875: Make sprinting realistic.

no

EDIT: If you want realistic sprinting, go sprint outside. This is a game, and sacrifices have to be made in order to make it playable.

Nobody wants schfiftyfive different ways of running, and keybinds to go with them.

Leave your sickly obsession with realism at the door and try to understand game design -- You can't make some things too complicated, or implement too many needless features, or you risk alienating large portions of your playerbase.

Reality is not perfection, it's just a model.

tl;dr - Sprinting is fine, l2p.

May 10 2016, 1:03 AM · Arma 3
Goblinbutt added a comment to T63731: Request: Add 25m range increments to GL sights..

I think the current reticule is rather stupid. Why can't we have the good old leaf sight back from Arma 2?
Once you learned to use it, it was really accurate and you didn't have to change any settings, just aim.
Mind you I'm talking about the "iron sights" and not the HUD thing even if that was actually more helpful than the current implementation is

May 10 2016, 12:52 AM · Arma 3
Goblinbutt added a comment to T63201: Modernize vehicle gunnery.

Realistic maybe
But fun it is not I think
Make things amusing

-Haiku By Goblinbutt

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

It's not a simulator, It's very much not a simulator. It is however simulator-like.

May 10 2016, 12:31 AM · Arma 3
Goblinbutt added a comment to T62515: Vehichles blowing up without any warning is a bit unrealistic, isn't it?.

it's realistic, arma is a parallell universe

May 10 2016, 12:04 AM · Arma 3

May 9 2016

Goblinbutt added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

@gotmikl - Claymores do not automagically explode when you move in front of them irl either.

May 9 2016, 11:36 PM · Arma 3
Goblinbutt added a comment to T61580: Unable to crouch with NLAW/RPG.

It's still not an NLAW :P It is whatever the label says it is. Because unlike real life this is a game.

May 9 2016, 11:12 PM · Arma 3
Goblinbutt added a comment to T61580: Unable to crouch with NLAW/RPG.

What NLAW?

May 9 2016, 11:12 PM · Arma 3
Goblinbutt added a comment to T61580: Unable to crouch with NLAW/RPG.

Exactly, I don't know what people get NLAW from when that's not what it is.

May 9 2016, 11:12 PM · Arma 3
Goblinbutt added a comment to T61471: Commanding UI is too slow.

I don't seem to be able to reproduce this. I've also tried voice recognition software called Articulate which is designed specifically for Arma 3 and that issues the keypresses in as little as 10ms between presses with no issues.

May 9 2016, 11:08 PM · Arma 3
Goblinbutt added a comment to T61172: Shoot through floor of Hunter MRAP (all types).

Shouldn't disable proning under any vehicles, find a different way.
I'd consider this a feature rather than a bug. It's not likely that you'll be able to crawl up to an MRAP that's spotted you anyway.

May 9 2016, 10:53 PM · Arma 3
Goblinbutt added a comment to T61005: [Suggestion] Ability to repack mags.

Just hold both mags in one hand, strip them with your other hand and shove them into the other mag. It's not complicated. And rounds aren't THAT small. The process could be made to take more time if you want by wearing gloves.

May 9 2016, 10:38 PM · Arma 3
Goblinbutt added a comment to T61005: [Suggestion] Ability to repack mags.

No I'm taking that into account. Pistol mags might be slightly more fiddly because you have to insert them from the front, press down and push it in again, may require some thumb skills. Rifle and carbine mags on the other hands are super easy to shove rounds into straight from the top.

Either way if you hold two mags in one hand then one mag holds the rounds for you making it easy to strip a few into your hand at once, or one at a time then simply shove them into the other mag in short order.

If you check on youtube you can find tutorials on how to load magazines, these are of course slowed down so that you can see the basics of how it is done. But you can easily see the potential for speeding up the loading process once you have the right touch.

In reality however any reloading for game purposes will probably have to be limited to 10-15 seconds because it doesn't add anything to the experience to sit and wait until you start sighing. If you make it take too long you'll find yourself sitting and playing a mag-loader simulation all of a sudden. And that's not ARMA, it has never been 100% realistic and for good reason, it doesn't work in terms of game design. It is better to leave the overly anal things to the ACE community.

May 9 2016, 10:38 PM · Arma 3
Goblinbutt added a comment to T61005: [Suggestion] Ability to repack mags.

Have you actually put bullets into a mag in the first place yourself?

May 9 2016, 10:38 PM · Arma 3
Goblinbutt added a comment to T61005: [Suggestion] Ability to repack mags.

There's a mod that does this, but I'd like to see it implemented in the core game so everyone can use it regardless.

I don't imagine repacking one magazine takes very long, maybe 30-35 seconds max but that's just moving 30 rnds from one mag to another, dealing with less rounds would be even faster.

May 9 2016, 10:38 PM · Arma 3
Goblinbutt added a comment to T59877: Suggestion to add Moveable searchlights to choppers and vehicles.

Ah I didn't know that, and yes that co-pilot fear is starting to mess up how people think about helicopters, it's broken in-game and it might be broken for a while longer in people's minds even if it gets fixed :S

May 9 2016, 7:17 PM · Arma 3
Goblinbutt added a comment to T59877: Suggestion to add Moveable searchlights to choppers and vehicles.

I'd like some movable searchlights too :)

May 9 2016, 7:17 PM · Arma 3
Goblinbutt added a comment to T58799: Deploying a weapon / proper use of bipods.

@Altimaden: "- it detracts from the complexity of a 'complex' game. to see a bipod on the end of my gun, folded uselessly as if welded in place is a crying shame."

Fixed that for you.

Arma is not "realistic" because it aims to be "realistic". It just uses reality as a model for its own complexity because reality is inherently complex.

Complexity brings depth, and that's sometimes a nice thing because it gives you more things to do.

That said. FIX THE DAMN BIPODS AND AIMING IN GENERAL!

May 9 2016, 3:53 PM · Arma 3
Goblinbutt added a comment to T58799: Deploying a weapon / proper use of bipods.

Speaking of resting your weapon on things, I looked through a scope lately and paid attention to the sway. APPARENTLY your guy has gigantic lungs and no natural point of aim.

May 9 2016, 3:51 PM · Arma 3
Goblinbutt added a comment to T58799: Deploying a weapon / proper use of bipods.

This has to be implemented, at least the bipod functionality. As it is now it looks really bad for you to have modelled bipods on guns and you can't use them. It's worthy of a facepalm if you don't finish what you started.

May 9 2016, 3:50 PM · Arma 3