Page MenuHomeFeedback Tracker
Feed Advanced Search

May 9 2016

JNC edited Steps To Reproduce on T60868: Handheld grenade travel.
May 9 2016, 10:18 PM · Arma 3
JNC added a comment to T60860: Compass and clock disappear after aiming.

It may not be a bug but it could be feedback, Basso thinks that's how it should be.

In A2 the player could have both his watch and compass on screen at the same time... so it's not a realism issue unless your character was running around with his wrist and compass in his face, haha.

I agree with Subscyed however. I prefer to use these tools only momentarilly for time or bearing (I also like how the compass now has sway when it's brought up or moved, yay!).

May 9 2016, 10:17 PM · Arma 3
JNC edited Steps To Reproduce on T60855: Helicopter toughness.
May 9 2016, 10:17 PM · Arma 3
JNC added a comment to T60853: Suba Showcase: Bubbles in the air.

Shouldnt have ate those fish! :D

May 9 2016, 10:17 PM · Arma 3
JNC added a comment to T60846: Bullet holes in glass.

Possibly, they should say that though "for alpha, blablabla textures are just placeholders"

May 9 2016, 10:17 PM · Arma 3
JNC added a comment to T60846: Bullet holes in glass.

I mean, there should be a listing someplace that states "current damage models are shitty and only ment as placeholders" not "this is an alpha, everything is subject to change"

For example, I read that the current flight model IS NOT what is planned for release, so I have not posted anything regarding that in and of itself.

May 9 2016, 10:17 PM · Arma 3
JNC edited Steps To Reproduce on T60846: Bullet holes in glass.
May 9 2016, 10:17 PM · Arma 3
JNC added a comment to T60820: Water stops bullets instantly.

But he specifically said 30/40 meters of wather... WAY different

May 9 2016, 10:16 PM · Arma 3
JNC added a comment to T60820: Water stops bullets instantly.

Srsly.. wth is a waith wather? Water is very effective at stopping traditional bullets but hitting the apex of waves would not do this... if that's what he's saying?

otherwise yea, a few feet of water will completely stop a bullet usually

I added a pic showing a pistol round being fired while submerged. The round can be seen at about 1.5 feet and completely stops moving forward about about 2 feet.. doneskies

May 9 2016, 10:16 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

http://www.youtube.com/watch?v=2-O1hQasMB0

http://www.youtube.com/watch?v=z1sPHnsWX3w
(terribad, however one was fired from a motorcycle)

http://www.youtube.com/watch?v=_ajMeiM3IHA
(.50bmg recoiless? SO MUCH RECOIL!... not)

http://www.youtube.com/watch?v=VjpC9H99MLw
(105mm recoiless weapon being fired from a jeep)

http://www.youtube.com/watch?v=rtAqD9_oOEY
(dont block the rear)

There, now we all have real explody things to base our opinions off of.

May 9 2016, 10:10 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

The picture is of a firing port from an AT. Why not allow that if the vehicle supports it? It wouldnt be very effective firing from a 3" window in a moving AT, however, it would add to the fun lvl and give the passengers something to do.

May 9 2016, 10:09 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

This is a bug. The feature should be here but it's missing! :D

Turbo may work well? you could hold turbo button, get off a few shots, let of turbo and get back behind cover (say if you're in back of truck or something).

May 9 2016, 10:04 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

Guess what some armored vehicles have that allow passengers to shoot stuff?

FIRING PORTS!! (pic added)

May 9 2016, 10:04 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

http://feedback.arma3.com/view.php?id=2448

see pic

May 9 2016, 10:04 PM · Arma 3
JNC added a comment to T60819: Firing from vehicles.

I suggested this for the MH-9 as well. In that case, it would be purely defencive/supressive because if the heli is close enough that the unprotected passengers can fire at the enemy than the enemy can likely shoot the heli.

Dont fly so close to enemy in a modded light civilian news helicopter.

Not balancing issue

+1

May 9 2016, 10:04 PM · Arma 3
JNC added a comment to T60815: MH-9 Passengers / firing position.

MH-9.. *cough* well it's a little helicopter (or bird) so it may be "better" to seat it's armored passengers on benches outside than cram them inside?

May 9 2016, 10:03 PM · Arma 3
JNC added a comment to T60815: MH-9 Passengers / firing position.

Exactly! It's not ment to be very effective but it give the players something to do rather than just get shot at AND it could be a usefull means of suppression OR if you've got a skilled marksman than an enemy may actually get shot! USCG does this when stoping drug runners I think?

May 9 2016, 10:03 PM · Arma 3
JNC edited Steps To Reproduce on T60815: MH-9 Passengers / firing position.
May 9 2016, 10:03 PM · Arma 3
JNC added a comment to T60807: Muzzle flash intermittent on FLIR.

Ok just to be clear, since I did not specify, by the "FLIR display" i mean the small display that is seen while sitting in the gunners seat and not the full screen display accessed via RMB.

Having cleared that up, there no longer appears to be an issue HOWEVER! There is no muzzle flash.... at all? While firing the HMG from the hunter at night only smoke, with a slight orange hue, is seen while firing; at least from the gunners perspective.

Also, the cross hair in the gunners display appears to be about 10 feet off virtically from the cross hair in the full screen gunners view @ 100m. I suppose that's a seperate issue though.

May 9 2016, 10:03 PM · Arma 3
JNC edited Steps To Reproduce on T60807: Muzzle flash intermittent on FLIR.
May 9 2016, 10:03 PM · Arma 3
JNC added a comment to T60795: Stars and Moon should become visible earlier at dusk / invisible later at dawn.

I concur -- bumped

May 9 2016, 10:03 PM · Arma 3
JNC added a comment to T60739: The Windows Are For Looking, Not For Shooting?.

Still a good idea! Try searching for keywords next time you want to create a new topic. I've made duplicate tickets too.

+1

May 9 2016, 9:56 PM · Arma 3
JNC added a comment to T60599: The sun's visible disc is much too big..

You are providing "feedback" so being picky is your right. What is done with it is Bohemias =P

Based on what I could find, A3 sun and real sun appear to be proportionally correct compared to one another; I did not check moon. HOWEVER the A3 sun does appear to have an odd "flare" going on... especially the "mini sun" permanently afixed to its side.

May 9 2016, 9:50 PM · Arma 3
JNC added a comment to T60400: Helicopters controls.

They asked for feedback, not reports. If they wanted to avoid "filtering" than they could provide detailed "reporting instructions".... but they have not.

S3hadow3S may be suggesting that the devs should make the preference changes as default because everyone else will likely make the same changes due to it being unintuitive. Such as if the default resolution were 640x480. I would not consider that a common screen resolution so they should either increase that from factory or remove "default" in that case all together... hypothetically.

May 9 2016, 9:43 PM · Arma 3
JNC added a comment to T60369: Aircraft not Affected by Wind.

I was JUST about to make a ticket for this :D

I had 30 (whatever that is) winds with 50 gusts and I couldnt feel a thing

May 9 2016, 9:41 PM · Arma 3
JNC added a comment to T60337: Helicopter drops too slowly when collective is decreased and raises too slowly when it's increased.

Arma 2 helicopter flying was great fun, wtf happened Arma 3?!

I flew the AH-9 to a couple thousand feet (I think cause the altimeter doesnt work right) and shutoff the engine. It took almost 10 seconds, from a hover, before any altitude loss was shown on the altimeter (but again, that may just be the instrument).

May 9 2016, 9:40 PM · Arma 3
JNC added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

Takeing nad out of inventory (hopefully they arent kept in backpack) and pulling pin should take 1 to 1.5 seconds if nad is easily accessed on chest or belt than 2 seconds to throw or 3 if a crows hop is made. This also depends on if you drop your weapon (no?) or if your off hand holds it the whole time.

4 to 4.5 seconds from time nad is grabbed to release

If nad is cooked than add this time.

http://www.youtube.com/watch?v=_CcQUwFE158

He pulls pin at 15 seconds after (as seen from timer at lwr left hand of vid) and releases at 19 seconds after. He is also not holding a weapon or in combat fyi

May 9 2016, 9:38 PM · Arma 3
JNC added a comment to T60186: You should be able to move while changing weapons.

Sure! reduced movement just like when using iron sights

+1

May 9 2016, 9:30 PM · Arma 3
JNC added a comment to T60170: Helicopter parts disappear when shot at..

Haha, sounds like a good idea not fully implemented

May 9 2016, 9:29 PM · Arma 3
JNC added a comment to T60167: Many complaints about recoil... Solution: Weapon bi-pods/ weapon resting.

http://feedback.arma3.com/view.php?id=432

There be pics

May 9 2016, 9:29 PM · Arma 3
JNC added a comment to T60165: Be able to "eject" of choppers (as in real life)..

This issue has already been posted

But yes! People need to GTFO sometimes, please add this feature!!!!

May 9 2016, 9:29 PM · Arma 3
JNC added a comment to T60149: Suppressor doesn't effect on bullet trajectory.

http://www.youtube.com/watch?v=6dYX-h-5HDQ

Above is an FPSRussia vid of a 1911 with a suppressor/silencer. Skip to 1:10, it's attached at this point and he is firing regular ball ammo (not sub sonic crap). Rifles are affected similarly, just with larger equipment.

(thx FPSRussia!! ^_^)

May 9 2016, 9:28 PM · Arma 3
JNC added a comment to T60098: I would like to see all inventory at once without clicking into areas.

The items which can carry things have a bar which shows their current capacity. Bohemia could simply show all items in the lower portion of the inventory by default, and if the player click the individual containing items it will show only what's inside those.

Since no containers provide any privilages over another, if the player pickups an item and drops it in the proposed "show all" area of the inventory than that item will be placed in the first container capable of containing it (ammo goes in belt pouch, weapon does not fit on belt so it goes on/in back/bag).

Great idea McAllen! +1

May 9 2016, 9:26 PM · Arma 3
JNC added a comment to T60094: Arma 3 blows.

Yes, I do agree with McAllen....

Overall, I feel the game mechanics and some gameplay features have been over simplified. The Devs may not feel as I do but I do not belive Arma should be an easy game to play. I orginally found it refered to as a "combat simulator". Arma 3 seems to play more like a FPS.

It's like the difference between Arma 2 and Operation Flashpoint: Dragon Rising. They are both good games but one was ment for a console; OF:DRs gameplay was not as deep (or fulfilling) as the Arma series and I do not want to see Bohemia take Arma down the FPS road.

May 9 2016, 9:26 PM · Arma 3
JNC added a comment to T60094: Arma 3 blows.

Just because it's in alpha we shouldnt hold back issues. If Arma 3 alpha didnt have weapons than would you only provide feedback on running around? It's a FPS with a history of realistic combat simulation (at least among competitors). Currently it's not living up to the name.

I'm sure many more poor gameplay details can be revealed in responces than what I can offer in just my gameplay experiance.

May 9 2016, 9:26 PM · Arma 3
JNC edited Steps To Reproduce on T60094: Arma 3 blows.
May 9 2016, 9:26 PM · Arma 3
JNC edited Steps To Reproduce on T60092: Vehicle speeds.
May 9 2016, 9:26 PM · Arma 3
JNC added a comment to T60090: Vehicle command inputs lag.

The wheel turning shouldnt be instant but I feel it should be re-done. A smooth continuous motion of some kind would be much easier for keyboard users. Arma 2 was odd getting used to but it felt better in this regard.

May 9 2016, 9:26 PM · Arma 3
JNC edited Steps To Reproduce on T60090: Vehicle command inputs lag.
May 9 2016, 9:26 PM · Arma 3
JNC edited Steps To Reproduce on T60088: Unapplicable vehicle sounds.
May 9 2016, 9:26 PM · Arma 3
JNC edited Steps To Reproduce on T60087: Grenade throwing.
May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60086: Vehicle sounds.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60085: Blood in water.

Agreed, I may be wrong but when i see "gore" im thinking body parts, sinew... squishy bits inside are now outside... etc

digital blood? not so much

mini smoke grenade seem lagit, however, I've noticed a bit of lag when using smoke grenades already so.... maybe if they were tweaked a little and THAN applied to this situation.

Keep it coming guys! :D

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60085: Blood in water.

Since there are air, ground, and sea vehicles an underwater vehicle or two would be a nice addition (maybe not a sub but still). Due to waters light absorbing qualities most underwater battles will takeplace at near melee ranges so a blood cloud of a few inches or larger would likely be noticable, and, most all gunshot wounds in arma 3 seem to be near fatal, artery slashing, wounds... PLUS the uniforms have large blood stains, why wouldnt the water pick this up?

Thx for the feedback everyone!

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60085: Blood in water.

It could be just like smoke from weapon. When characters are hit a red cloud is produced for a few seconds. Aesthetics are nice too

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60085: Blood in water.

Well underwater anything is new compared to the other arma games so idk how often it will be used. If underwater aesthetics (such as this) arent applied due to "lack of use" than why are any? Why have underwater gameplay if it isnt going to be used?

May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60085: Blood in water.
May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60084: Seeing through water.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60081: Projectile weapons underwater.

modern weapons use "cartridges" made of brass (typically) casings which contain the propellent (not always gun powder) primer, and round. This new fangled contraption is waterproof to a certain depth.

http://www.youtube.com/watch?v=WOoUVeyaY_8
The above weapon did not malfunction when water was applied

Weapons can be made tough enough to withstand these preasures but it is a good rule of thumb not to fire a weapon when submerged (water in barrel from rain in such should not explode).

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60081: Projectile weapons underwater.

How about a combat knife? Many normal weapons WILL function underwater, it just isnt realistic to portray them as being nearly the killing machine as their above water counterparts.

May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60081: Projectile weapons underwater.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60080: No indications of o2 level when underwater.

Hmm ok, I was not aware of that (no scuba experience). I know some Arma 2 games can last for hours (probably not 6-8 though).

How about anything that may expire within 3 hours has a gauge?

May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60080: No indications of o2 level when underwater.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60078: Cannot access gear underwater.

Exactly!

Plus, if you're going underwater to do something (such as sabotage a ship) you arent going to carry all your tools in your hands the whole time!

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60078: Cannot access gear underwater.

What equipment carried by the player is NOT waterproof? AND why would you bring something with you on an underwater sabotage mission that will become damaged by water.

They could add a batman utility belt or something... that way you could atleast store some ammo off killed enemies and such.

May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60078: Cannot access gear underwater.
May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60075: Infantry destructive capabilities.
May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60072: Weapon control.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60072: Weapon control.

Well "control" isnt very specific, sorry. I ment that it appears when firing in full auto; the weapons move less. When firing a single shot it appeared to move more.

Perhaps it isnt every weapon.

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60069: HP values.

Yea that's what i was saying about the grenads too... i'm pretty sure it bounced off the guys dome piece and landed at his feet but he was just peachy after it exploded...

ESPLOSION FAILZ!

May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60069: HP values.

It may be a grenade issue. I agree that when firing at AI they appear to react well, however, thrown grenades not so much.

May 9 2016, 9:25 PM · Arma 3
JNC edited Steps To Reproduce on T60069: HP values.
May 9 2016, 9:25 PM · Arma 3
JNC added a comment to T60065: No damage detail for helicopter / vehicles.

That's fine, I would just like to see more damage models. You could put a thousand rounds of .223 into a car and all you would see would be a few holes in the windows. haha

May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60065: No damage detail for helicopter / vehicles.

Oh, good job Uncertain! Well in that case, there is certainly room for improvement regarding the portraral of damage.

The finished product should at least have comparable detail to that of Arma 2 in this matter.

May 9 2016, 9:24 PM · Arma 3
JNC edited Steps To Reproduce on T60065: No damage detail for helicopter / vehicles.
May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60062: Instruments do not function properly.

None of the annunciator lights work either

May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60062: Instruments do not function properly.

In the latest build it appears that all the instruments function properly (at least in the little bird) with the exception of the engine instruments which only has RPM working at all. The others just stay in the optimal positions. The rotor and engine RPM do not stay within their operating ranges though. While at full collective engine RPM goes to ~75% and rotor goes below the red line which looks like ~85% ? Maybe it's just the instruments, I assume at full ccollective you would require full throttle as well?

May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60062: Instruments do not function properly.

uhm... wierd the rpms i tried to state were 75 % and 85 %

May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60062: Instruments do not function properly.

Yea, personnally I'd rather have inaperable instruments instead of wrong ones. I'm sure there are many vehicle improvements being worked still

May 9 2016, 9:24 PM · Arma 3
JNC edited Steps To Reproduce on T60062: Instruments do not function properly.
May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60061: Unable to leave downed helicopter.

haha well ok, I didnt know the engine was "scaled" thought it was new. Ground vehicles have eject option (no parachute).... difference being eject keeps the engine running, get out does not. I also did not have the "get out" option, I was just stuck.

May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T60061: Unable to leave downed helicopter.

I'm inverted in a helicopter on top of a building... being shot at? I dont think we want to wait 5min before we get out! =P

It's a new game, why are legacy issues present?

May 9 2016, 9:24 PM · Arma 3
JNC edited Steps To Reproduce on T60061: Unable to leave downed helicopter.
May 9 2016, 9:24 PM · Arma 3
JNC added a comment to T59952: lowest prone on ur side position, if you rotate in 3rd person theres no animation of you turning you just spin on a dime.

The first person animation is kinda jacked as well

May 9 2016, 7:20 PM · Arma 3
JNC added a comment to T59947: Better ragdoll.

...you shot an unarmed civilian in flippy floppies??!

May 9 2016, 7:20 PM · Arma 3
JNC added a comment to T59815: SDAR Dual Purpose round disappears after ~45m when above water.

I made a topic similar to this and was bashed for some reason....

For a bullet to be of any use underwater it must sustain a cavitation around itself to eliminate drag. A wadcutter could do this but would not be accurate and range is still greatly reduced. The US military had an experimental round intended for submarine hunting but I cannot find any details on it. It was fired from a helicopter mounted cannon. It was a sabot round and I do not recall any limitations outside of the water.

http://www.youtube.com/watch?v=V2PoCIDECzo
and
http://www.youtube.com/watch?NR=1&v=502KryEguA0&feature=fvwp

May 9 2016, 7:14 PM · Arma 3
JNC added a comment to T59808: Human Ladder.

How about rappelling for that matter?

+1

May 9 2016, 7:14 PM · Arma 3
JNC added a comment to T59754: Ladder on Small Lighthouse does not give the "Climb" actions.

I've found other ladders that are not climbable as well =(

May 9 2016, 7:11 PM · Arma 3
JNC added a comment to T59493: Speed of sound simulation missing.

I tried this with explosions (grenade launcher) and i'm not sure if they got it right or if it's just lag =/

This needs work

+1

May 9 2016, 6:59 PM · Arma 3
JNC added a comment to T59444: Snakes can open doors.

awesome can doors be blocked by characters? These snakes could be a problem

May 9 2016, 6:55 PM · Arma 3
JNC added a comment to T59020: The sky's Color during a storm is very Unreal (Blue).

The clouds seem to be layed out in virtical colums all parallel with eachother. Perhaps another element is missing / inoperable but from time to time you can clearly see blue through the storm clouds (overcast).

sucky

May 9 2016, 4:16 PM · Arma 3
JNC added a comment to T58942: NV Goggles working under wather ?!?.

He's trying to say under water??

If the NVG is made waterproof than it should work under water... the technology only requires photons; from space or a man-made source.

I'm not sure, but I dont think there are any that work in total darkness?

May 9 2016, 4:06 PM · Arma 3
JNC added a comment to T58917: Hand grenades are OP against buildings.

That's odd, I had the complete opposite impression with grenades! While playing the infantry mission if you toss nades into any of the towns buildings (down by the beach) nothing at all happens.

May 9 2016, 4:06 PM · Arma 3
JNC added a comment to T58909: Littlebird straight face into ground doesnt break it, but upside down does.

I agree! Fix this chit!!

also, I made a post
http://feedback.arma3.com/view.php?id=2488

May 9 2016, 4:05 PM · Arma 3
JNC added a comment to T58799: Deploying a weapon / proper use of bipods.

ESPECIALLY since this is the third installment in the Arma series! Previous "must have" features (added by popular mods) have GOT TO BE added into the sequel! Why should the modding community need to make the same mods for each game that comes out? Put that stuff in from the get-go and let the modders find other cool things to improve upon.

Yeah!

May 9 2016, 3:35 PM · Arma 3
JNC added a comment to T58799: Deploying a weapon / proper use of bipods.

bump!

May 9 2016, 3:34 PM · Arma 3
JNC added a comment to T58799: Deploying a weapon / proper use of bipods.

I know right!

May 9 2016, 3:34 PM · Arma 3
JNC added a comment to T58799: Deploying a weapon / proper use of bipods.

yea, adding bipods arent really that important

BUT implementing the potential gameplay awesomeness they may provide should be high on the list. This is an infantry game after all (vehicles are support =P

May 9 2016, 3:34 PM · Arma 3
JNC added a comment to T58799: Deploying a weapon / proper use of bipods.

One of the first things the devs should look at when making an "improved" Arma game should be the most popular mods! Obviously they are popular because the players enjoyed the added features... go ahead and add those to your new game, duh!

Adjustable stance? Than when a bipod is deployed in the prone/crouching position the player should be able to adjust the bipod legs instead (or aswell?) to raise/lower weapon, avoiding obstacles.

One button could easily be assigned to "bipod" just like binoculars or weapon fire mode toggle.

Unfolding bipods while standing has no affect unless standing near chest hi objects (walls, cars, etc) than the weapon could be deployed while standing.

Perhaps deployed weapons could be left (as in an option such as "leave weapon") than it simply rests on its bipod ready for use later just like a mortor or gun emplacement.

May 9 2016, 3:33 PM · Arma 3