Page MenuHomeFeedback Tracker
Feed Advanced Search

May 10 2016

samogon added a comment to T66912: Iranian infantry man more modern that Iranian SF?.

@Vulcanexius - this is because they are Iranian and not NATOish?They're break my stereotypes,same as many things in ArmA3,but now I thing diffirent.I don't like it,but I don't hate them much.
SF have always have better weapon,that default infantry - their knowledges.They're trained much better.

May 10 2016, 3:00 AM · Arma 3
samogon added a comment to T66766: Pistols do unrealistically low amounts of damage.

I thing hitting by 9mm round must have negative effect,like small risign up weapon,that dissallow you aiming,or increasing of fatigue.Or even both.

May 10 2016, 2:54 AM · Arma 3
samogon added a comment to T66722: MXM shouldn't have full-auto fire mode.

I'll also suggest to use matched rounds mag.
It must be shorter,that standart(As well - lower ammo capacity).
Why?
As you can see any DMR have short mags,no one have something bigger that handle,because that easier to rest weapon on obstacles.

May 10 2016, 2:53 AM · Arma 3
samogon added a comment to T66722: MXM shouldn't have full-auto fire mode.

Agree.
Also - exist automatic DMRs based on assault rifles.Like G3SG1.Haven't remember have full auto SAM-R,but this isn't matter a lot.

May 10 2016, 2:53 AM · Arma 3
samogon added a comment to T66647: Night time is too dark.

Depend what kind of night.If there is no moon - yes,you hard to see things even with NVG.But exist IR/Color flares for UGL.If full moon - I can see things without,sometimes better that with NVG.

Try to ajust gamma in game or monitor,but not so hard.In some kind - overajusted gamma is an hardware cheat(Use this or not - your problem).Im perfectry see moving vehicles at ~1km distance,moving infantry - around 500m,in forest - almost didn't see anything.

May 10 2016, 2:50 AM · Arma 3
samogon added a comment to T66584: Anti tank have no ballistic..

@MadDogX thanks for link... my sourses was incorected...
@mwcuboi - now everything fine.Guidance only at less that 600 meters.All rest = falling down.When I start this feedback - they was shoots on direct line at 2kms.
BUT point "rocktes guidance" myst be removed in difficulkty options IMO.
Also - we talking not about such AT systems,we talking about squad weapons.Currenty in this role in US army AFAIK AT4.Some soldiers in afghan even uses M72 because they are extremely light,and there is no armoured vehicles.

And one more point - will be great to see unguided rockets for diffirent purpose,that destroy vehicles.Building destruction for example.It may be light and disposabe like RPG-26 or AT4.Or be a cartrigde for RPG48 for example.

May 10 2016, 2:48 AM · Arma 3
samogon added a comment to T66584: Anti tank have no ballistic..

NLAW are disposable laucher IRL.And they are guided.
My IMO about all of this:
NLAW - guided and disposable.Effective only at less that 1km.Flying on trajectory.
RPG - Unguided and reloadable.With rangefinder and ballistic grid like in carl gustav in OA.

May 10 2016, 2:48 AM · Arma 3
samogon added a comment to T66584: Anti tank have no ballistic..

Azur.Yes,but this function may to be disabled.I well know that NLAW are Fire and Forgot.
Well looks like now everything looks fine.
I have no idea,what plans devs have about light disposable launchers,but such big rockets makes big problems on hardcore PvP missions.This missle destroy any ported ArmA2 vehicles.Those rockets are to much for squads.But yet we don't know much about vehicles,possible this will be not enough for future vehicles.

May 10 2016, 2:48 AM · Arma 3
samogon added a comment to T66584: Anti tank have no ballistic..

Guidance may to be disabled.And propellant aren't infinite.For handled AT launchers this is very important,because it should have enough ligth for carry it by one man.

May 10 2016, 2:48 AM · Arma 3
samogon edited Steps To Reproduce on T66584: Anti tank have no ballistic..
May 10 2016, 2:48 AM · Arma 3
samogon edited Steps To Reproduce on T66270: Hunter doesn't have smoke screen.
May 10 2016, 2:34 AM · Arma 3
samogon edited Steps To Reproduce on T66211: Urban prone switch while crouch.
May 10 2016, 2:32 AM · Arma 3
samogon edited Steps To Reproduce on T66209: Grenades doesn't break glass in houses.
May 10 2016, 2:32 AM · Arma 3
samogon edited Steps To Reproduce on T66207: mods autoload.
May 10 2016, 2:32 AM · Arma 3
samogon added a comment to T66184: More NATO factions.

Why only NATO?
OPFOR in A3 alpha is almost equal to BLUFOR.BLUFOR doesn't have superior firepower now,that it was in A2OA.Balance between sides allows to create enjoyable PvP missions.

May 10 2016, 2:31 AM · Arma 3
samogon added a comment to T65646: Missing reddot in holosight while combat prone.

Thank you for screens,that all what I mean.And yes it's called urban prone,I forget it,my bad.

Well I'll just record video actually about it.
http://www.youtube.com/watch?v=1lJc6F8GwPg&feature=player_detailpage&

May 10 2016, 2:07 AM · Arma 3
samogon edited Steps To Reproduce on T65646: Missing reddot in holosight while combat prone.
May 10 2016, 2:07 AM · Arma 3
samogon added a comment to T65615: Sniper Ghillie suit.

@Deli
A marksman is a person who is skilled in precision, or a sharpshooter shooting, using projectile weapons, such as with a rifle but most commonly with a designated marksman rifle and/or a sniper rifle, to shoot at long range targets. The main difference between a marksman and a normal sniper is that a marksman is usually considered an organic part of a fireteam of soldiers, whereas regular snipers tend to work alone or with other snipers. In the military, marksmen are sometimes attached to an infantry fireteam or squad where they take accurate long-range shots at valuable targets as needed, thus extending the reach of the fireteam or squad. (c)Wiki
Use google next time,then ask questions.It helps.

In topic - it's still alpha,sure that suit will be ingame.And it's doesn't have sniper weapon as well,only DMRs(May uses as sniper rifle in range up to 600m).

May 10 2016, 2:06 AM · Arma 3
samogon edited Steps To Reproduce on T65542: Weapon list addition.
May 10 2016, 2:03 AM · Arma 3
samogon added a comment to T65509: [Feature Request] Weapon: Crossbows.

Well crossbow is interested.The suppressor is way effective,if you miss you may shoot again.But
This will be good combined underwater and silent ground weapon.
This weapon may used by civilians in single player.Non-military use isn't allowed?

In fact Russian SF have crossbows for some purposes,but not for combat,as well as .22lr rifles.For silent killing exist VSS an AS.

@Kol9yN - I didn't support knife as well.If melee combat will be in arma - it better be butstock kick like.Knife more tool,that weapon in modern combat.You better grow up or keep play your COD,BF... whatever.

May 10 2016, 2:02 AM · Arma 3
samogon added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

Well better be ready that be with lowered weapon.
Character doesn't stuck much in buildings.

May 10 2016, 1:47 AM · Arma 3
samogon added a comment to T65000: Ammunition: 100Rnd_65x39_caseless_mag default ammo is firing tracers.

200 round belt for mk200 have tracers too on any mags.

May 10 2016, 1:44 AM · Arma 3
samogon added a comment to T64924: Dual wield handguns and SMGs.

Dual wield was used in USSR with revolvers.Shooting was inaccurate and does only for one thing - to compensate small magazine and small forerate.Modern pistols like Glock17,well actually even Makarov have good firerate.No sense to do this.

May 10 2016, 1:41 AM · Arma 3
samogon added a comment to T64264: Leaning against walls, aiming around and blind fire (as in smk for Arma 2).

As far as I know Smookie creates anims for ArmA3.
Well their ArmA2 anims was great,but some of them was still pretty weak.One of them was "lean to the wall".Such usuall bug with this - you comes,tho the corner,but game thing that corner a bit closer/longer,that it is.As result you aim into the wall,or even worse you lean for nothing.

Current anims system(9 stances + 6 side stances) is more reliable,that this,he already does even more,that needed.But I'll highly support for blind fire.Well there also was another 2 good features - jump over wall and combat roll,not so important,but will be nice to see this too anyway.

May 10 2016, 1:19 AM · Arma 3
samogon added a comment to T64241: VOIP inclusiveness.

Lets start from those,that PR it's just mod for BF2.All PR players already forget it.All rest of mod on BF2 have same VOIP system.

But I agree with this.Current VOIP are not ideal.If someone start talk off-topic in side chat(for example)game become impossible.
Well I think integration of ACRE may help.

May 10 2016, 1:18 AM · Arma 3

May 9 2016

samogon added a comment to T61943: bringing back the m4s/scars?.

Weapons balanced well.No need to add more weapons.One army weapon types,one SF(If needs).Like I saw BLUFOR - ACR and TAR21 and OPFOR KH2002 and Abakan(?,saw ammo for them in editor).If you would like to see BLUFOR much real - how do you explain Uberfuturistic Iranian gear?
To me M4 and M16 are pretty old weapons irl,but cause quantities in the world armies it still stay served.

Disagree

May 9 2016, 11:36 PM · Arma 3
samogon added a comment to T61904: Dangerous stance change when reloading.

vote up and bump

May 9 2016, 11:35 PM · Arma 3
samogon added a comment to T61081: Some sort of melee?.

Well,I see thats same argumenst as usual.
1)Knife forcing as weapon in older mainstream FPS,because techincal abilities allows them to use as separate weapon.But in COD2 was ability to use melee attacks with current firearm(buttstock or bayonet).Also knife was popular(by CS community mostly).Thats why all rest of then have "knife on button" ability.

Let's see,how much methods to kill enemy on a example of Russian Army(well known for me):
1)Unarmed melee(Well much trained:Such methods like breaking necks or throttling) - 2 ways.
2)Knife-Bayonet(Mounted on AK74 it have their own technique) - 2 ways
3)Small infantry shovel(read as axe,they are well sharp for this) - 1 ways

As you can see - there is 5 ways to kill,knife is only one of them,and the most rarely.

2)Silencer still not absolute silent - it's fact.But they still hides your shooting.In absolute silence,you may be spotted,but if someone makes noise (shoots for example) you're will be 95% silent.In fact - army gear makes some sound,when you moves.Material under feet of soldier makes noise,when someone moving on them(For example noisy gravel,or less noisy grass).You must come enough close untill you knife someone.To do this you must come slower that crouch walking in game.

IMO - Melee is more additional feature,that very usefull feature.Also you give me an idea to force special silent weapon without silecers like PSS.

May 9 2016, 10:43 PM · Arma 3
samogon added a comment to T61081: Some sort of melee?.

@Dr Death.
Yes knife is standart army equpment.But this is more tool that weapon.
Most army knifes are longblade fixeds,sometimes bayonets.
Fixed knifes easier in exploitation,that folder.Longblade allow you to do hard jobs.It's for infantry.
Pilot crew have folders or even swiss knifes.

Silent kill?Are you kidding me?The knife wound are bloody.Strag neck will be way effective in this case.

May 9 2016, 10:43 PM · Arma 3
samogon added a comment to T61081: Some sort of melee?.

Buttstock/pistol handle kick.Not more.

May 9 2016, 10:42 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@nord,you explain a lot.As I tried
@galzohar - ability to shoot accurate doesn't means that you should hit target every shot.But for sure,if MG are ready to fire at medium - you're dead,if you doesn't take cover and walking/running.
If this kind of weapon will be ineffective in real life - army would't use it,ingeneers doesn't develop it.And will be only bolt-action rifles and tripod-mount machineguns.
Reality is diffirent - modern army uses automatic assault rifles and LMGs as well as tripod with MMG/HMG/GMGs.Maybe in future,when US army will have weapon like XM25 - LMGs will be useless.

May 9 2016, 10:02 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@galzohar - well,depend what distance,and what weapon.
LMGs or GMPG are created for this,to shoot in full auto mode at same distances,as same caliber rifles.If automatic fire will be useless - no one(mean armies) will use it.What point to carry 30kg,when other riflemans have only 20kg.Let MGs used only in vehicles,or just always carry a bipod 5kg.
Current LMG role in game - overpowered WW2 SMG for city combat up to 50meters.Nothing more.

May 9 2016, 10:02 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@Anachoretes yes casual.Remind me Counter Strike.Average recoil on Rifles,Heavy recoil on MGs at any pose,small recoil(For this caliber) form heavy caliber sniper rifles(When bullet is loaded - you already sighted to same point).

@galzohar - well,2 sides of medal.For ArmA1 handling,usage of OA-like recoil was pretty silly.Automatic fire is useless there,only single,MGs was useless.For ArmA3 usage of ArmA1 recoil type is silly,because control of weapon was enhanced,but still need something better.

Well todays patch makes me glad,looks like recoils are fixed.

May 9 2016, 10:01 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@galzohar - it's just a bipod,nothing like tripod or vehicle mount.If there was tripod - weapon would'n even snake,if vehicle mount - suspension will react(almost not visible for small calibers).
Anyway - weapon should not climb up,they recoil should hit shoulder,and as result climb up/right or snake.Well,my favorite recoil system was in ArmA1,weapon fall back to ALMOST same position after shoots.

Good example - ~10 rounds burst,and they didn't climb up,just hitting the shoulder
https://www.youtube.com/watch?v=3D91ttpbLyU

@Anachoretes - well,usually in casual games you can do this on the move,jump or other vanilla shit for childs.If you have holo sight,and your enemy uses covers,you still need to work hard to kill him.On vid was rested soldier,without fatigue,that why they shoots thats accurate.In combat situation this shooting would be not so much accurate.
P.S current recoil system are most casual ever I seen in ArmA series.

May 9 2016, 10:01 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

http://www.youtube.com/watch?v=LZLppTG97pE&feature=player_embedded

Well,this looks better that current recoils.
Look at LMGs,while proned they're machines of the dead,not useless aimless junk.
P.S this is ACE recoils,can't share.

May 9 2016, 10:01 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Recoils still not working properly.
LMGs still jump up to much(Zafir is fine for 7.62,also less MX SW and MK200).
IMO about recoils on LMGs - they should be less that on rifles because heavier weapon are much stable,they also have bipod,but this is another story :).

Also TRG series have super huge recoil,that pretty odd for such balanced gun and such weak caliber.

May 9 2016, 10:01 PM · Arma 3
samogon added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Bump up the thread.
I actually dislike LMG recoil.LMGs have higher mass.In my shooting practice(Hunting) - heavier weapon are much more stable,that lighter.Currently they're punch you like a mule.They should be more accurate at long burst,while soldier rest,but have heavy waste stamina,while moving.

May 9 2016, 10:00 PM · Arma 3
samogon added a comment to T60648: Remove weapon switch and reload from the scrolling action menu..

+1

May 9 2016, 9:52 PM · Arma 3
samogon added a comment to T58799: Deploying a weapon / proper use of bipods.

High weight + small caliber = less kicking recoil.I my army service expirience RPK shoots a bit smoother that AK cause have higher weight,even undeployed.Also most smooth in shooting is an PKM,but it's not comfortable to shooting from stand pose(Hot barrel dissalow you to handle it like a rifle).Only non aiming pose.
For this game weights will be:
1)MX SW - around 3.7kg(Almost same as MX,MX is MAGPUL MASADA)+AMMO
2)MK200 - 4.5kg(KAC LMG IRL) + AMMO
3)Zafir - 6.5kg(NEGEV NG IRL) + 3kg ammo belt

May 9 2016, 3:44 PM · Arma 3
samogon added a comment to T58799: Deploying a weapon / proper use of bipods.

Oh such cool story Demongornot :)
Still not created :( this sad.

May 9 2016, 3:42 PM · Arma 3