I'd like to see it in game, maybe not as a vehicle, but as a base middle of the sea.
Just having a model for it would create a good amount of different custom missions.
I'd like to see it in game, maybe not as a vehicle, but as a base middle of the sea.
Just having a model for it would create a good amount of different custom missions.
Tried that myself and was surprised that you can't hover and use manual fire.
Not sure if it's a bug or a feature to prevent 1 man being able to fly effectively a 2 man chopper.
Right now, while you're alive, people can only access your backpack. So I recomend leaving "esencial" ammo on your vest/clothing.
Is you need a way of locking your backpack, a general Lock/Unlock would work too, as if you had a little padlock on your backpack.
This is a simple, yet effective system to avoid "gear stealing".
Not sure if it's worth an upvote though, I don't see it as a problem and never had issues with someone stealing my gear (only on Stratis Life servers, but that's how the gameplay is anyway)
They could implement it as an option in the menus, something like: "Default map view: Satellite / Topographical"
Personally I don't use satellite at all.
I don't think it's needed at all.
I've never been in a situation where I was like "Oh man, I wish I could change to stance "X" without going through other stances".
If I'm prone and I want to stand up, I'll press Z. I won't go through all the crouch positions...
@Kid18120 I don't think you understood this correctly.
I'm not saying that scopes are not accurate, but that they're zeroed using wrong "system" if you want. Bars match shoulders width almost perfectly if you substract 300 from the distance marked on the scope.
It's not a problem of "this guy is at 400m but scope marks 460", but target at 400 and scope marks 700 (400+300).
Agree, running over little obstacles (bushes, little rocks, small fences) with "big" vehicle like Ifrit/Hunter should not produce any damage to the crew inside the vehicle.
Last few bullets (5 I believe) of a 30rnd Stanag magazine are tracer rounds.
And by other comments I assume 100rnd Stanag mag shoots tracers each 5 bullets.
Both cases working as intended, downvote.
I definetely agree about the need of supression system. There were times when I was being shot by 2 LMGs from long range, they couldn't kill me because of low of accuracy of LMGs at long range, but I could return accurate fire using a 7.62 rifle (MXM). That felt very unrealistic and I if were the LMG shooter I would be "pissed" because my supression fire had close to no effect on the sniper.
What LoneWulf said above is a good way for supression - making your aim less steady while under fire. If you can't return -accurate- fire while supressed because the game doesn't allow you to do so, you'll try to move into a new position or ask a non-supressed teammate to take down the enemies for you.
I think you're talking about the Wasteland mission, because I don't recall seeing any clored squares on other A3 MP missions.
If that's the case, go to the 404games site and repor the bug.
If you're talking about the vanilla A3 missions, it's normal that you can't see friendly/enemy indicators other than your squad (hexagons). You have to think before taking a shot and know what uniform/camo your team has (Dark green - Opfor / Light - Blufor)
It's ok as it is now, as said above, theese kind of scopes come with "standard" zeroing which you have to use.
Specially RCO and ARCO, their ACOG type scope must be pre-zoroed so all the "mil-dots" below (horizontal lines) are accurate. If you could change zeroing on theese 2 scopes you would need to adjust each mil-dot.
PS: about DMR in arma2 - A LOT of people don't know that DMR doesn't only have 2 zoom levels ("zoomed out" and "zoomed in"). You can change it gradually using +/- keys on your NumPad by default.
A mod for source engine called Insurgency uses this kind of scope view. I guess it's not hard to implement into Arma 3's engine that already has a PiP capabilities.
Examples:
http://www.youtube.com/watch?v=SMB-7gPKaJQ
http://www.youtube.com/watch?v=YiRpnqWeQEE
It's ok as it is now. You're not suposed to be shooting at long ranges while standing. But if you really need a steady aim, you can hold your breath holding RMB (right mouse button), it will help a bit, but don't expect 100% accuracy while standing.
I believe it's been fixed already and will be available on the next update:
http://feedback.arma3.com/view.php?id=6262 - case 0006262 - Sounds at different distances
http://feedback.arma3.com/view.php?id=1126 - case 0001126 - Speed of sound (hearing the shot first and then the bullet impact)
I can't tell if positional audio is bad or not because of how loud the shots are. Before the last update the sounds were Ok-Good and I could locate vehicles/shots pretty well.