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May 10 2016

DisasterMaster edited Steps To Reproduce on T69173: Thermal Camouflage for Infantry.
May 10 2016, 4:25 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68977: Animation for Looking Down Sights/Into Optics.
May 10 2016, 4:15 AM · Arma 3
DisasterMaster added a comment to T68672: 3D Scopes Are Incorrectly Implemented.

guys lol how can anyone vote this down? im saying like the mrco looks when unmagnified, with a magnified image inside it.

cant believe people actually downvoted this its like "oh no we dont want proper 3D scopes" lol nohopeforthehumanrace

May 10 2016, 4:03 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68672: 3D Scopes Are Incorrectly Implemented.
May 10 2016, 4:03 AM · Arma 3
DisasterMaster added a comment to T68643: Helicopters drop when AA hits them.

nevermind the fact that most mil helicopters employ titanium protection systems to ensure their vital systems and rotorblades are resistant to fire up to 50 calibre, which isnt implemented ingame

May 10 2016, 4:02 AM · Arma 3
DisasterMaster added a comment to T68643: Helicopters drop when AA hits them.

ya dude i updated already but i doubt BI will do anything as this requires them to redo their heli hitboxes and health system which they havent done in 12 years

May 10 2016, 4:02 AM · Arma 3
DisasterMaster added a comment to T68643: Helicopters drop when AA hits them.

yeah ur right the fuel will light up but not explode since pressure will be released before ignition

yes thats what i want, burning fuel on helis when they are shot with AA

May 10 2016, 4:02 AM · Arma 3
DisasterMaster added a comment to T68643: Helicopters drop when AA hits them.

yea most helis have a number of fuel tanks around the heli like u said self sealing but im talking about getting hit with AA in a fuel tank

that will = explode

May 10 2016, 4:02 AM · Arma 3
DisasterMaster added a comment to T68643: Helicopters drop when AA hits them.

yes and hitboxes for fuel tanks which will cause massive explosion

May 10 2016, 4:02 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68350: Vehicles Shouldn't Explode from Small Arms Fire.
May 10 2016, 3:51 AM · Arma 3
DisasterMaster added a comment to T68276: Moon does not illuminate.

having spent time in the national parks of south africa i can tell you that even without electricity for miles a full moon will light the ground to 25 - 30% of what full sunlight would do, this should be reflected in arma

May 10 2016, 3:49 AM · Arma 3
DisasterMaster added a comment to T68251: Aerial vehicles need audible warning warning system for AA missiles.

realistic pls

May 10 2016, 3:48 AM · Arma 3
DisasterMaster added a comment to T68042: Visual HUD Indicator for "OBSERVE THAT POSITION".

yes i think definitely it should only last 5 or so seconds

May 10 2016, 3:39 AM · Arma 3
DisasterMaster added a comment to T68042: Visual HUD Indicator for "OBSERVE THAT POSITION".

things is IRL you dont have sidechannel or some spaz screaming on global as youre telling your squad where to look or a noob squadmemeber who doesnt even realise youre actually talking to him.

the "observe that position" command exists already, theres just no visual indicator for it and i think there should be. maybe make it quite a large indicator so that you still have to talk the guy into "watch the bottomr right corner of that house focus on the doorway" type thing

dude these noobs are out of control lol just getting them used to the idea that they might have to sit for 2 minutes watching a house is already hard enougn lol

May 10 2016, 3:39 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68042: Visual HUD Indicator for "OBSERVE THAT POSITION".
May 10 2016, 3:39 AM · Arma 3
DisasterMaster added a comment to T68021: Weapons Reset Zeros too Often.

I tried to delete this as it is a duplicate but couldnt work out how to do so

May 10 2016, 3:39 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68021: Weapons Reset Zeros too Often.
May 10 2016, 3:39 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68010: Objects floating above ground/disappearing underground at various distances.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68009: Automatic Changing of Stances When Moving.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68008: Trouble Leaning Sideways through Doorways.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68007: Please reinstate "doubletap W to go into sprint".
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68006: Looking through scopes whilst climbing ladders.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68005: Add a Realistic Reward for Hitting other infantryman first.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68004: Being on Rocks negatively affects avatars movement.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68003: Add AI Command - Expected contact range.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68002: Unable to stop avatars automatic jostling/shuffling.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68001: Rolling should be possible with binoculars.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T68000: One `shouldnt have to stop moving to change weapons.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T67999: No weapon moving/jostling animations when seated in vehicles.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T67998: Simple solution to improve AI effectiveness when guarding inside buildings.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T67997: Using Binoculars Negatively Affect Players Mobility.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster edited Steps To Reproduce on T67996: 3D Scopes MAgnify Entire Image rather that Image inside Scope Only.
May 10 2016, 3:38 AM · Arma 3
DisasterMaster added a comment to T67993: Allow firearms to become damaged by gunfire..

v important point

struggling to understand that someone voted this down

May 10 2016, 3:38 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

BI sells vbs to armies because it has all those good added features which make it so good

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

they wont add vbs2 stuff because it will dilute that target market

but yes i see what u mean. there are a lot of things which would be really cool to have.

3D scopes are a big deal for me

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

dr death there are 2 things that would complete arma as the dominant tactical shooter of all time it is 1 - grass rendering at distance and 2 - proper 3D scopes

both require advanced methods of programming to be CPU viable but a lot of that advanced technique can be dealt with through machine optimization of that particular section of code, which BI could outsource to professionals

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

lol okay man but u know im just like i dont gaf 3D scopes in ARMA3 woulld just complete the game u know wim

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

I posted some stuff to the ARMA3 suggestions forum but that was 2 years ago and that stuff has been implemented. TBH I can understand why they don't have time for those little details right now I mean yes they aren't correct but you know, they working on this, on DAYZ, on Take On Helicopters and Take On Mars.

It's a lot.

I just want proper 3D scopes.

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67269: Silencers are unrealistic/overpowered and should be tweaked.

DOWNVOTED. REPORTER DOES NOT UNDERSTAND THE DIFFERENCE BETWEEN SILENCER AND SUPPRESSOR.

Suppressed weapons have already been nerfed across all difficulty settings which in my opinion is not what ARMA should be.

I suggest to the devs to nerf suppressed weapons on lower difficulty settings for the noobs but please leave the real stuff to us pros on normal, veteran and elite/hardcore. We understand that suppressors do not require subsonic rounds and don't affect external ballistics.

@DemonMustang - compile a list of the details you notice missing and upload it here under a "Feature Request" ticket.

May 10 2016, 3:13 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

Haha xd jerking aim off target should be adjusted to realistic proportions

May 10 2016, 3:09 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

After reading this again and judging the comments to be generally verbose - we have evidence of a civilian arguing with a seasoned combat medic about how trained human bodies react to bullet impacts - I would like to finalize my input here with a quote from the famous rap-god 50 Cent, which summarizes my feelings towards this thread;

"I got shot nine times but I don't walk with a limp."

Haha

May 10 2016, 3:09 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

The problem here is that people are expecting AI etc to act as untrained human beings when in fact they are professional soldiers fully trained.

It's not worldwar 2 where you put some construction workers in combat boots.

You are expecting the AI to be stupid, act out of fear, be weak, but they are again, trained to get shot, waiting for it even. Read what COMBATMED101 says again, a few times, carefully, and realise that he knows because he has seen it and been there, before you post.

The other aspect here is a psychological one. You may spend some minutes stalking an enemy or preparing an attack. Psychologically this tends to make people feel they have imposed some control over the situation and therefore they are able to make accurate predictions as to the outcomes of the situation.

This is a congnitive bias. In reality you do not know whether the AI glimpsed you out of the corner of their eye, saw your shadow, saw a rabbit run away from you and thought "Maybe there is someone there" or saw your reflection on a car or window.

You just don't know. If you want easy AI play on low difficulty settings. This is ARMA. If you are trying to play alone and be a hero you will die because something will happen that you don't expect and nobody will be overwatching you telling you what is going on.

Shooting someone in "the face" with a 9mm sidearm hardly guarantees they will be dead, incapacitated or even seriously hurt. If you don't hit the eyes, brain, or spine there will be little instant effect. Even if you hit the breathing systems (trachea) there will still be sufficient oxygen in the individuals brain, lungs and blood for them to function with nearly full capabilities for at least 45 seconds. With weapon systems that fire 800 rpm that 45 seconds translates to 600 rounds minus 200 rounds for reload/aiming gives 400 rounds of full automatic fire versus your silenced 9mm sidearm. You are surprised that you lost?

@sirbond and anyone else who thinks "everyone should go down as soon as they are shot" - go read citations of people who have been awarded Bronze Star with V Device and see how many people keep going after being shot multiple times.

You just don't know what you are talking about dude.

May 10 2016, 3:08 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

look, ive studied some physiology. its just a fact, according to physiology and according to my own esperience, that survival instinct triumphs over pain.

the body uses pain to say "you need to get out of this situation because it is damaging you" but it just doesnt do the same thing when it knows you are damaged already

its like it says to itself "okay. he is already seriously damaged and if he doesnt directly focus he will likely become more damaged from whatever first damaged him"

then it heightens your focus and eliminates all pain - this isnt even an exageration.

if anything a soldiers grouping, from my experience, would be tighter after being shot because of the deep focus and stillness that adrenalin brings.

this is excepting situation where a major nerve to the arms/hands/etc was severed by the impact. of course a break in these nerves would incapacitate, literally, the person impacted.

@Fireball - those texts in english would be interesting

@Scorpion - if i was shot, and felt the person shooting was going to kill me, i would do whatever i could to shoot back, or hurt that person to a point that they were no longer a threat.

@sirbond - you are arguing about bullet wounds with a seasoned combat medic, whilst you yourself have no related experience. i think that is all that needs be said

further, taking into account hydraulic shock effects on human physiology, there will be at least a 2 second delay in damage effects from hydraulic shock ie hemmoraghing etc

*Edit by Fireball: removed flame bait*

May 10 2016, 3:08 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

@sirbond stop arguing with a guy who has seen it many times when you havent seen it ever.

May 10 2016, 3:08 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

@Scorpion i have broken my leg and tried to get up and attack the driver of the other car whos fault it was with medics holding me down. it sounds strange but the body just says "fuck this. this is too much pain. im just going to bypass the whole thing." and u feel no pain.

May 10 2016, 3:08 AM · Arma 3
DisasterMaster added a comment to T67161: No consequence to being shot.

i dont think getting shot is as big a deal as people think. combatmed101 has actually been shot so this topic should be resolved based on his input above.

voted down.

May 10 2016, 3:08 AM · Arma 3
DisasterMaster added a comment to T67020: Changing terrain details causes strange "anomalies" in the distance..

Anyone who is going to comment that it can ne fixed by adjustimg terrain/video settings please realise you are incorrect and as it stands the adjustment of terrain/video settings will not fix this anomaly

May 10 2016, 3:04 AM · Arma 3
DisasterMaster added a comment to T66954: 3D optics peripheral vision problem..

go search for "fov slider" and upvote it

May 10 2016, 3:01 AM · Arma 3
DisasterMaster added a comment to T66954: 3D optics peripheral vision problem..

@ShotgunSheamuS yeahur right ill calm down lol

May 10 2016, 3:01 AM · Arma 3
DisasterMaster added a comment to T66954: 3D optics peripheral vision problem..

im very confused at how anyone could actually vote this down.

the only reason i can think is that some people like to use this glitch to their advantage.

i think that if there is a feedback tracker for arma 4 only a select group of players should be included because obviously - having seen tickets that are vital to good gameplay being voted down, this one included - there are people in the general public whose opinions should not be taken into account.

May 10 2016, 3:01 AM · Arma 3
DisasterMaster added a comment to T66926: Effect of night vision devices (NVGs).

yes NVG is OP please nerf

May 10 2016, 3:00 AM · Arma 3
DisasterMaster added a comment to T66777: Objects in the distance float.

I have tried various terrain detail settings with no improvement i.e. objects float exactly the same way on all terrain and other video quality settings.

NVIDIA GTX550ti
i5 3.1
4GB RAM

May 10 2016, 2:55 AM · Arma 3
DisasterMaster added a comment to T66766: Pistols do unrealistically low amounts of damage.

humans are stronger than u think. aim for the head.

May 10 2016, 2:54 AM · Arma 3
DisasterMaster added a comment to T66766: Pistols do unrealistically low amounts of damage.

@Sneakson i have killed regularly with the P07 at 100 - 120m

May 10 2016, 2:54 AM · Arma 3
DisasterMaster added a comment to T65581: Sniper scope axis tilt when leaning right or left.

all optics please

May 10 2016, 2:05 AM · Arma 3
DisasterMaster added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

WHY THE FUCK IS THERE A BALANCING SECTION FOR ARMA WHAT THE FUCK IS THIS

May 10 2016, 1:32 AM · Arma 3
DisasterMaster added a comment to T64085: Add digital noise to the nightvision and make them more realistic.

can someone who knows and has used NVG please post what they think the visual range should be in meters.

May 10 2016, 1:13 AM · Arma 3
DisasterMaster added a comment to T64011: Suppression effect for players.

I don't know if there can be established now some "standardized physiological response" to being under fire for game developers and other industries

I will say that close passing of high velocity projectiles will induce a certain hydrostatic effect on a humans liquid makeup

Perhaps this is the middleground. Perhaps you say "Well, we know scientifically that projectiles carrying high kinetic energy (or momentum my physics is a bit rusty) passing close to a liquid body will cause pressure fluctuations in that liquid therefore we can deduce there will be fluctuations in blood/intracranial-fluid pressures within that human and therefore we can implement a standardized, somewhat averaged version of the known effects of rapid and transient fluctuations in blood and intracranial-fluid pressures including blurred vision, confusion, etc."

I remember in ARMA2 that it became difficult to aim precisely when you were under fire but that this also lead to erroneous results where you suffered "suppression" in situations which did not warrant it.

I think the fluid pressure fluctuation model might be a good answer but that it should only apply to projectiles which pass very close to the human, mainly within 5cm of the head.

May 10 2016, 1:10 AM · Arma 3
DisasterMaster added a comment to T64011: Suppression effect for players.

vanilla arma2. if you take some fire your breathing goes apeshit and you cant aim. could be disabled at lower difficulty settings im not sure

May 10 2016, 1:10 AM · Arma 3
DisasterMaster added a comment to T62533: [Feature request] Dragging / carrying bodies or injured soldiers.

this of course should come as it was in arma2

May 10 2016, 12:05 AM · Arma 3

May 9 2016

DisasterMaster added a comment to T62030: Terrible sound immersion.

look ill say again that BI needs someone experienced with, and dedicated to sound, because over 40% of life is sound, always, and this arma should simulate life

May 9 2016, 11:41 PM · Arma 3
DisasterMaster added a comment to T62030: Terrible sound immersion.

BI needs a dedicated sound engineer and designer team

May 9 2016, 11:41 PM · Arma 3
DisasterMaster added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

here is how to get silent kill;

use EBR at 400m, = 800mps exit velocity = 0.6 second time to target -> attenuation

engage 3 targets in 0.5 seconds

targets are dead before gunshot sounds get there

;)

May 9 2016, 11:39 PM · Arma 3
DisasterMaster added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

you are using the word silenced when you mean suppressed. you are not firing subsonic rounds so there is still significant sound signature.

May 9 2016, 11:39 PM · Arma 3
DisasterMaster added a comment to T61872: New technique for rendering grass at far distance.

this lack of foliage rendering at distance is the last major hurdle to turn arma into a full fledged simulator. i really hope it is addressed soon

May 9 2016, 11:32 PM · Arma 3
DisasterMaster added a comment to T61466: Suppressive fire command does not work.

I believe this is a marketing tactic to differentiate ARMA from VBS as it is basically the main thing missing from infantry command and removing the ability to lay suppressive fire onto an area makes VBS much more appealing for the serious client.

May 9 2016, 11:07 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

dippysea is right and that is how it should be implemented but i have serious doubts this issue will be dealt with until arma 4

May 9 2016, 10:31 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

right now i have the choice to play arma or watch tv series and i choose to watch tv series because i think about the terrible 3D scopes in arma right now and i dont want to play

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@fri that was a crazy long response

that mockup u made http://i.imgur.com/18j3jiG.jpg shows almost exactly what i want and well done for training to have no dominant eye that is basically shooter equivalent of being equally strong in standard and southpaw fighting stance which

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

all i can say is im happy that this ticket is high voted because i want BI to make proper 3D scopes because i think that would basically complete infantry combat in arma and really lock arma into a lot of marketplaces which means new players, more players, more exposure, more people moving to arma which is what i want

also obviously for myself i want proper 3D scopes

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

dude u have to adjust ur FOV in config to like 100 otherwise its terrible

google it for arma2 its the same for 3

i think there might be a fov slider coming in full release

also i have a 32inch monitor so if i looked into the magnified scope image the pperipheral would be out of focus

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

my point is though once you switch to the eye that is not looking through the optic, doesnt the peripheral image become clear?

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

yeah look my government is shit so its not easy to get guns here

the reason to render the image outside the scope (peripheral image) clearly is because when people are looking physically at a point on their computer monitor ie the in-scope image, the peripheral will naturally blur. you dont need to render it blurred

riflemen, not marksman, scopes should have full 3D scopes ingame with full, focused peripheral image. marksman scopes should have full 3D scope with full, blurred peripheral image, and sniper scopes should have no peripheral image.

i cannot imagine a situation where a sniper would shoot with both eyes open until fibre optic or other new methods of delivering a magnified and zeroed target to the human eye is invented/developed

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@ThePredator the problem is that trijicon have already got 2-eyes-open scopes which have illuminated reticle and allow for shooting with eye relief of 50cm

http://www.trijicon.com/na_en/products/product1.php?id=ACOG

look under features - both eyes open design

it is obvious that both-eyes-open is a better way to shoot. it is also standard in many marksman training manuals, people however mainly ignore it.

20 years forward trijicon will have perfected both-eyes-open optics and they will be more mainstream than they already are because any smart person given a choice will choose to shoot with both eyes open

talking here about RCO magnification and less ie 12x and less. sniper scopes can stay with no peripheral.

also if you "couldnt care less about realism in vanilla arma 3" you wouldnt be posting here

May 9 2016, 10:30 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

"A game from 1998 managed to do this, why not today?" - exactly

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

the image outside the scope isnt even blurred because you are focusing on the image presented to you by the scope which is no more than 1 meter from you

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

yes fri i was joking

let me put it this way;

if i went to war, there is no fucking way i would use a scope that works like the ones in arma3 0.76 work because they will get you so hard killed

i will buy a scope from acog with good collinator or what the fuck ever - i am not a rifle optic designer so i wont quote wikipedia at you - scope there is that allows me to shoot accurately at distance and maintain situational awareness

again, scopes from TrueCombat are good

here is the image again

http://farm6.static.flickr.com/5183/5598391964_9e81232841_b.jpg

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

yaeh its totally realistic that the whole world zooms in when actually you are just looking into a small set of lenses but its realistic that everything zooms in also sniper scopes IRL are made so that if you look sideways whilst holding 1 your eyes will lazer in 65x wherever you look even though the objects are not inside the scope

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

the chance of BI doing this in arma3 is very small which sucks

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

mk

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

lol i dont think u understand how percentages work

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

ya but how can u not see this as important in a tactical shooter? thats like saying its not important to have ink in a printer before you print a book

the current BIS tweak has no tactical benefit. if anything is a waste of resources it was that tweak because it achieved nothing functional

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

ya anyone who votes this ticket down basically i dno, like why? stop pretending you have some special priveledged knowledge about how human vision works. we all know that you can use optics without losing peripheral vision so just upvote the ticket and move along

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

the thing with this is that there is marketing power behind this feature, which tells me there is a good chance BI will consider it

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

again bipods and realistic wounding will not take much time to implement as those systems are already developed

also again, this is not a place where you decide the development pipeline, its just a place where you say "yes i want that" or "no i dont want that"

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

just find a new way to do it somehow

and please, dont talk about performance/optimization unless youre actually a programmer and have looked at the game engine source code because you just dont know. not saying i have but you know, if you dont know then dont talk it confuses people

can you write a game engine? if not then you know, what do you really know about how much optimization is possible here? you just dont know

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

yeah having a videogaming computer is not vital having 3 girlfriends is not vital but we do it or we try to and then the one goes apeshit but whatever

May 9 2016, 10:29 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

lol

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@arziben 915 people disagree with you

CQB issues, which 3D scopes are, are very important, especially since things float in the air or go underground past 300m in ARMA3

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

come on man it would change the game so much, plus youre forgetting the fact that it is supposed to simulate the experience of using such a sight, where you could easily keep one eye at the correct relief and the other eye open to maintain awareness, if the situation warranted it

hitboxes for advanced wounding and an entire wounding system is already developed in VBS2, BI's military training simulator. i cant say for sure but the engine in ARMA3 would almost definitely be inherited in large part from VBS2 and so wounding and other aspects would need only be ported over. working bipods were achieved in mods over 7 years ago

do you really think that in 20 years with such obvious advantages of both-eyes-open-shooting the worlds militaries will settle for anything less?

everyone knows that the difference between an average and good soldier is how you deal with maintaining awareness of more than what youre doing at that time ie knowing what is happening and balancing focus between various threats or opportunities. not to be confrontational, but your bit about "either youre aiming long distance or youre not" is just nonsense, sorry but theres no other word for it.

again, im not here to argue, im happy to see that an overwhelming majority of the community have upvoted this ticket because i would really like to see it in game and think it will be a huge gamechanger for the ARMA series, drawing in a lot of new players, many of whom will be serious tactical gamers, which is what we all want

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

acog are working on incorporating that thing you said so that all scopes can be used with both eyes open because of the obvious advantages of such a system

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

here again is a picture of a true 3D scope in TrueCombat

http://farm6.static.flickr.com/5183/5598391964_9e81232841_b.jpg

if you look closely you will see that the image inside the scope is magnified and the image outside the scope is unmagnified

so far in arma we have magnified image both inside and outside the scope

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@Maffa

not everyone is a sniper. are you telling me that a person using a 1.5 or 2x scope is "aiming to long distance"?

jesus christ my patience

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

dude wasnt that footage of that mod some guy made for this specific purpose ie to show what we actually want? sseriously if BI dont have time to do this themselves they should get an outside group to do it

i dont think they fully realise the market they are missing out on

can u imagine how apeshit a 12 year old kid will go? 30% COD and 30% bf3 players would switch if they saw proper 3D scopes and a world 2000% times larger in a youtube video plus 100% hardcorers

May 9 2016, 10:28 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Look ARMA is really more than a game and there are just a few things left to make it really the greatest tactical shooter ever.

Proper 3D scopes are 1 of those things

The other thing is grass rendering at distance

Once those 2 things are done the game will be the best tactical shooter ever and rightfully dominate the market entirely.

At this point you still have a hardcore community of gamers playing mods like TrueCombat who would love to transition to ARMA but can't because of the 2 above-mentioned things.

This is why I am so adamant that these last 2 features be completed. As far as I'm concerned, once those 2 features are implemented into the game engine ARMA becomes the only game worth playing for FPS, tactical shooters, e.t.c.

Red Orchestra 3D scopes are not as good as TrueCombat 3D scopes, which are excellent and work very well in CQB.

In my opinion anyone who feels they are content with the current (0.72) 3D scopes implementation in ARMA would most likely change their mind if they tried TrueCombat's 3D scopes because they would realise that, like I've said, it's one of the last few barriers stopping ARMA from being the perfect game.

This is a picture of a 3D scope in TrueCombat

I chose a large one with high resolution.

Look at it closely and imagine that in ARMA.

http://farm6.static.flickr.com/5183/5598391964_9e81232841_b.jpg

May 9 2016, 10:27 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I cant understand how anyone could be happy with the rubbish 3D scopes we have in ARMA3 0.72.

They are terrible and I can't understand why anyone would try to argue otherwise.

May 9 2016, 10:27 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I cant believe that anyone would vote this down for any reason.

What is the point of an updated scope if it updates to what we had 10 years ago? 3D scopes properly done like in TrueCombat and Red Orchestra are 1 of the few things remaining that ARMA really needs.

Yeah some people need to stop whining about performance impact and get a job so they can upgrade their pc.

May 9 2016, 10:26 PM · Arma 3
DisasterMaster added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Make proper TrueCombat 3D scopes for quicker shots and then when you press + it takes you further into the scope back to the ARMA2 scope for a focused shot.

The guys at BI know what they're doing, they don't need to be told about Picture in Picture. Look at what they've done already.

May 9 2016, 10:26 PM · Arma 3
DisasterMaster added a comment to T59682: MX SW With suppressor is semi-auto only.

this kind of nerfing should not be seen in ARMA. suppressed weapons of this kind are incredibly powerful, limiting sound signature whilst maintaining supersonic bullet velocities with little effect on accuracy or range and are IRL devastating and terrifying because of the volume of silent fire received by the target.

This system of nerfing suppressed weapons through controlling fire rate has come about as a response to the upset of certain players who do not understand the difference between a silenced weapon employing subsonic, intentionally underpowered rounds and a suppressed weapon firing full charged rounds.

This system of nerfing should not be in the game. War is not balanced.

May 9 2016, 7:09 PM · Arma 3