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May 10 2016

GiorgyGR updated subscribers of T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

@Grumpy
..i ll have to add that Attack Helicopters with advanced optical systems (like FLIR etc) must have a lot higher possibilities to spot threats under bad weather conditions.

@TTc30 Of course..that would have been very nice

May 10 2016, 7:41 AM · Arma 3
GiorgyGR added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

Really appreciated the support & the extra effort for extensive tests Grumpy (and guyzz)

May 10 2016, 7:41 AM · Arma 3
GiorgyGR added a comment to T75650: Helicopter AI can't spot enemy infantry unless get shot by them.

I would suggest to repeat the test while "player" unit is within ground team-and not as heli passenger/commander/gunner etc.

In EVERY mission i played with my team from ARMA 3 Alpha ground forces cannot be spotted-unless helicopters get fire

May 10 2016, 7:41 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T75650: Helicopter AI can't spot enemy infantry unless get shot by them.
May 10 2016, 7:41 AM · Arma 3
GiorgyGR added a comment to T74440: No way to modify gravity.

lol @shadowmaster ..very true
Upvoted of course

May 10 2016, 7:12 AM · Arma 3
GiorgyGR added a comment to T73723: Support for different weather depending on your location on the map..

Well..i have the honor to inform you..the request you have it's already INGAME from (at least) ARMA 1 age...in the (sad)form of asynchronous weather between clients.
Even today played a mission with the team..and for some guys was rain-for some others sunshine.

*As i m writing this i can remember (again from ArmA1 era)a mission known as *Evolution (CTI-coop) was having a feature of dynamic/moving rain on map (probably scripted)
So..i will guess this is (probably) doable also in ArmA3

May 10 2016, 6:50 AM · Arma 3
GiorgyGR added a comment to T73553: AI not working true on AH-99 Blackfoot.

He means at AH_99 Blackfoot while in Pilot seat the *attitude indicator (the instrument that shows the artificial horizon ) it shows backwards results.
i.e. You gain altitude and it shows loosing altitude (and backwards)

I got report there is no issue while in Gunner seat

May 10 2016, 6:44 AM · Arma 3
GiorgyGR added a comment to T73553: AI not working true on AH-99 Blackfoot.

Moderator please edit main title
as:"Attitude Instrument not working properly on AH-99 Blackfoot"

Thanks

May 10 2016, 6:44 AM · Arma 3
GiorgyGR added a comment to T73443: Reduce/Disable Panting sound..

I respect your POV so i ll upvote

May 10 2016, 6:42 AM · Arma 3
GiorgyGR added a comment to T73443: Reduce/Disable Panting sound..

All those years i m lookin' for a way to make my team-members feel the same annoying symptoms you describe in every Coop session in ArmA.

I don't want to offend of course..but only make you see a different aspect of
desired/imagined and planned experience from a..."game".

Respectfully

May 10 2016, 6:42 AM · Arma 3
GiorgyGR added a comment to T72314: Weird reflections on units inside vehicle.

Yeah..like "Colonial Marines" or "Colonial ...."(type_whatever_u_want) :)

May 10 2016, 6:09 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T72314: Weird reflections on units inside vehicle.
May 10 2016, 6:09 AM · Arma 3
GiorgyGR added a comment to T72052: Performance changes in ArmA3 | 64-bit Support (arma3.exe*32).

It's easier for BI to burn the Feedback tracker than create a poll with this subject

May 10 2016, 6:02 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71868: Forgot 'smoothing' the Barrels?...
May 10 2016, 5:57 AM · Arma 3
GiorgyGR added a comment to T71654: Need batteries for the Darter.

Yup..pretty fair ;)

May 10 2016, 5:51 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71566: AI still "assumes dead" while in vehicle (sometimes).
May 10 2016, 5:49 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71565: Scope reflections has high intensity.
May 10 2016, 5:49 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71564: AI Buried on ground.
May 10 2016, 5:49 AM · Arma 3
GiorgyGR added a comment to T71562: AMD HD7870 Vsync problem.

So there is hope that V sync would not anymore cutting frames??

But..i think (not entirely sure) that V sync affects mouse lag too..

May 10 2016, 5:49 AM · Arma 3
GiorgyGR added a comment to T71496: AI turning vehicle lights on while you exit the vehicle...

I really can't remember any ArmA game who hasn't this problem.
I hope this time they will fix it :/

May 10 2016, 5:47 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71496: AI turning vehicle lights on while you exit the vehicle...
May 10 2016, 5:47 AM · Arma 3
GiorgyGR added a comment to T71495: After Changing Stance in Stance Adjustment, Player Should Return to Default Position after moving.

Upvoted ONLY for sidesteps/ctrl+A ctrl+D

May 10 2016, 5:47 AM · Arma 3
GiorgyGR added a comment to T71491: [Feature Request] Engine start delay for vehicles.

Very good

May 10 2016, 5:47 AM · Arma 3
GiorgyGR added a comment to T71469: Zooming in, by using any type of optics, should move the camera closer to the location u're looking at..

Yes yes yes!
Long time problem.Fixing that we can actually have proper satellite surveillance/proper weapon systems that involve cameras/optic systems

May 10 2016, 5:46 AM · Arma 3
GiorgyGR added a comment to T71450: Steam Workshop Scenarios Re-Download Every Time.

btw let's say
1)i m playing a campaign DL/ed by Workshop.
2)I have spend lots of hours in progress
3)The developer of the mission uploads an updated version that isn't compatible with the previous version savegames

so..
The update will happen' automatically the next time i ll try to continue my campaign?

May 10 2016, 5:46 AM · Arma 3
GiorgyGR added a comment to T71424: (Official Petition) for complete Control over your crosshairs.

No..mission maker and server host should always decide if they want players to have crosshairs

May 10 2016, 5:45 AM · Arma 3
GiorgyGR added a comment to T71331: PCML Always locks onto Rabbits for me.

Sometimes Rabbits are extremely dangerous.
I m currently hosting a rabbit for a friend who is on vacations..and the damn thing got eat the cable of my keyboard in a split of a second.
Under those circumstances..i would have Down-vote the issue..but..
upvoted :)

May 10 2016, 5:42 AM · Arma 3
GiorgyGR added a comment to T71326: Texture Clash.

You are right man.
Minor but..still there.
I m wondering if same problem occurs with other buildings windows or even glass
used in vehicles

May 10 2016, 5:42 AM · Arma 3
GiorgyGR added a comment to T71254: Footstep Sounds playing When Not Moving.

Sorry astaroth..it's not.

New video from 077.109.399
http://www.youtube.com/watch?v=5JyoGXKwGVk&feature=youtu.be

*Please notice this is happening ONLY to middle stances (the stances who has the arrow above or beneath the soldier's icon) top right screen corner

At 0:28 of video i assumed a "clear" stance (without the additional arrow along soldier icon) and the loop is gone

May 10 2016, 5:40 AM · Arma 3
GiorgyGR added a comment to T71254: Footstep Sounds playing When Not Moving.

There is a similar thread.

This is a video showing the problem in ALL "middle" stances (the stances that has the ^ and down icon)

http://www.youtube.com/watch?v=IcR0bqekhSk&feature=youtu.be

May 10 2016, 5:40 AM · Arma 3
GiorgyGR added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

I think BI's UAV's (ArmA2) always suffered the "camera-axis-lock" effect.
This is probably because the movement of the camera should need 2 animated sections 1 for controlling X,Y axis and the second (the actual camera) only Z axis.

http://i579.photobucket.com/albums/ss239/Ayger74/Public/UAV_CAM_AXIS_zps9c224285.jpg

btw The "Geo lock" and "gradual zoom" is among features you should fight for at ANY cost.

May 10 2016, 5:39 AM · Arma 3
GiorgyGR added a comment to T71212: Suggestion: Add camera stabilization to the UAV, and maybe other aircraft eventually..

I prefer "exact" stabilization imo

May 10 2016, 5:39 AM · Arma 3
GiorgyGR added a comment to T71161: MRCO's aimpoint doesn't emmit's light from moon-useless in the dark without NVG's.

no ..but i can provide a screenshot of the current situation

http://i579.photobucket.com/albums/ss239/Ayger74/Public/ReticuleX_zps1a67d236.jpg

I ll test other weapons with other 'similar' optics and i ll come back

May 10 2016, 5:37 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71161: MRCO's aimpoint doesn't emmit's light from moon-useless in the dark without NVG's.
May 10 2016, 5:37 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T71160: Sound of footsteps keeps playing while character stops moving..
May 10 2016, 5:37 AM · Arma 3
GiorgyGR added a comment to T70922: Game laggs/ freezes/ crash in multiplayer.

I 've made -nologs a 'standard' parameter from 1st day available :)

May 10 2016, 5:29 AM · Arma 3
GiorgyGR added a comment to T70922: Game laggs/ freezes/ crash in multiplayer.

Well..i m on 64 bit also but MP is still a nightmare regarding framerate.
I admit my CPU is not powerfull enough..but going from SP to MP..it's chaotic difference..

May 10 2016, 5:29 AM · Arma 3
GiorgyGR added a comment to T70796: Footstep sound loops while in low crouch with main weapon.

Video's up!

http://www.youtube.com/watch?v=IcR0bqekhSk&feature=youtu.be

May 10 2016, 5:25 AM · Arma 3
GiorgyGR added a comment to T70796: Footstep sound loops while in low crouch with main weapon.

Reporting back from latest dev.version. (077.109136)
The problem it's still there.
In next hours i ll provide a video.
As it seems the problem shows up in middle-stances (the stances who have the ^ and downside equivalent symbol)

May 10 2016, 5:25 AM · Arma 3
GiorgyGR added a comment to T70796: Footstep sound loops while in low crouch with main weapon.

-obsolete-

May 10 2016, 5:25 AM · Arma 3
GiorgyGR added a comment to T70796: Footstep sound loops while in low crouch with main weapon.

It is still here at stable 0.76

Rest of guys must be sure to assume THIS stance http://i579.photobucket.com/albums/ss239/Ayger74/Public/Stance___zpsf0eeeaf0.jpg
..and be in "WALK" mode

May 10 2016, 5:25 AM · Arma 3
GiorgyGR added a comment to T70763: No communication between differents AI groups.

Well Pluto74..i believe this is doable ( this feature exists long time ago
in ASR_AI mod) -and if i m not mistaken in SLX mod too-..
Every unit who has "Radio" item when spots an enemy..the information passes to
other Groups around a radius defined by user (Default 500m)
I upvoted tho..but i believe making this as default behavior of AI may cause
problems for some mission makers who want a 'specific' difficulty in their mission..and NOT a normal behavior (comms between groups)

May 10 2016, 5:24 AM · Arma 3
GiorgyGR added a comment to T70495: Stop "Balancing" and make it how it is in real life, its a SIMULATION!.

Personally (and my opinions reflect my teams POV also) we play ARMA series
for the simulation.
We expected ARMA3 to fulfill our expectations for the ULTIMATE simulation platform..but things aren't going very well.
Anyone who will speak about VBS now..plz feel free to provide us for free 15 full copies and i 'll stop complaining.
I stated it before..but if ARMA3 drowns my expectations it's the last game BIS will take money from me. (at least)

May 10 2016, 5:15 AM · Arma 3
GiorgyGR added a comment to T70262: Arma engine should more open at low level (Engine programming).

The downvote should be probably Marek Spanel :)

May 10 2016, 5:05 AM · Arma 3
GiorgyGR added a comment to T69952: Wrong Kill Message when Gunner of a Vehicle shoots a Teammate.

Yes it should be fixed.
Although truly the blame is on commander -the current system doesn't help at all
in a 'generic' PvP scenario for numerous reasons mentioned above.

As hardcore by-the-book mil-sim coordinator this doesn't annoys me at all-because
in a serious COOP scenario the loose-cannon-gunner can (and will) be dealt with
appropriate ways.

May 10 2016, 4:54 AM · Arma 3
GiorgyGR added a comment to T69916: Add possiblity to use scroll button for adjusting stances in key mapping..

You also should vote on your ticket btw..

May 10 2016, 4:53 AM · Arma 3
GiorgyGR added a comment to T69874: Clipping issues.

This problem is not only encountered on "stairs".
Player collision with most game objects during animations still
has severe problems.

May 10 2016, 4:51 AM · Arma 3
GiorgyGR added a comment to T69849: AI uses AT launchers against infantry targets..

AT launchers are widely used in RL against infantry or buildings..whats the point of this ticket..nerfing?
And..why wait for using AT against enemy?
You might save some friendly lives before enemy gets more 'cover' position

May 10 2016, 4:50 AM · Arma 3
GiorgyGR added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

I shall down-vote.
Making this "Fixed" behavior of a generic building..it reduces the use of those buildings under "certain" scenarios.
There was already scripts in ARMA2CO (if not in every ARMA game..)that do exactly what you asking for.

Also..the performance impact was ALWAYS notice-able..so even we had the choice to use those scripts-most times we were avoiding it..

May 10 2016, 4:48 AM · Arma 3
GiorgyGR added a comment to T69741: Boats should be able to sink if enough damage is done to the hull.

No doubt +1

May 10 2016, 4:46 AM · Arma 3
GiorgyGR added a comment to T69671: AI bug with pistol.

Can't agree more.
I m stumbling EVERY day upon this problem.
As @AstroRetro said this problem exists for long time ago.
Please fix it guys :/

http://i579.photobucket.com/albums/ss239/Ayger74/Public/AI_prefers_pistols_zps16990f0f.png

May 10 2016, 4:44 AM · Arma 3
GiorgyGR added a comment to T69597: Assault Diver's head looks out the SDV.

Today a friend laugh at me saying it could see my head visually bypassing SDV hull

+1 of course

May 10 2016, 4:41 AM · Arma 3
GiorgyGR added a comment to T69563: Action menu improvement and mouse manipulation.

I really don't know.
In every game BIS has to re-invent the wheel.
At least with the previous titles BIS gives a 50% in potential.
Community gets it to 150% ..and in next title we are back to "0" again.
Everything is there to be used to no avail..

May 10 2016, 4:40 AM · Arma 3
GiorgyGR added a comment to T69514: Diver subsonic gun/ammo sucks on land.

The most cases in battlefields (not special ops probably) its not uncommon using Silencers with 'normal' ammunition.
Even if 'bulletcrack' will be still there..the detection of the shooter will be more difficult compared when not using Silencer at all..

May 10 2016, 4:37 AM · Arma 3
GiorgyGR added a comment to T69509: Ability to pickup bodies to hide them example for sniper mission were you have roling patrols.

Of course a very nice feature to be added!

*btw reporter..you can vote too FYI

May 10 2016, 4:37 AM · Arma 3
GiorgyGR added a comment to T69500: Walking while weapon is lowered.

Up voted -Yes this such'o'-macho redneck style shouldn't be the only 1 way

May 10 2016, 4:37 AM · Arma 3
GiorgyGR added a comment to T69490: Water around player should realistically move and splash.

Adopting such a feature how you will tell the engine the difference when doing
a stealth mission (Moving quietly without noise)

Yes..moving above water lever-even in "stealth" mode- it will produce noise but
the diver can control the amount of it-and reduce it to close-to-zero values.
How will tell the engine to do that and not the noise produced from a swimming contest?

May 10 2016, 4:37 AM · Arma 3
GiorgyGR added a comment to T69486: Ingame 'Squad Management' user interface..

Flexibility is the way of ArmA
Up-voted

May 10 2016, 4:36 AM · Arma 3
GiorgyGR added a comment to T69478: Flag disappears when it is owned by a Player.

Come on lovely BI guys.
You are letting a whole game-mode's crowd with a *space-ball above their headz instead of our beloved flag.

May 10 2016, 4:36 AM · Arma 3
GiorgyGR added a comment to T69361: attachTo turns 3D object in 2D.

Is there any way i can reverse this bug and create a tank from a 2D drawing? :D

(voted up)

May 10 2016, 4:33 AM · Arma 3
GiorgyGR added a comment to T69257: .45 rounds are instantkill (ACP and Vermin).

Something that doesn't happen with a rifle round..shouldn't be happening with a .45 round.
BI must double-check their configs

May 10 2016, 4:29 AM · Arma 3
GiorgyGR added a comment to T69180: vermin smg zeroing way off.

This is major problem.
I hope it will be fixed until next update.. :O

May 10 2016, 4:26 AM · Arma 3
GiorgyGR added a comment to T69004: Vermin SMG not zeroed properly with reflex sights.

How possibly can this still being an issue after the recent attention SMG's gotten?

Still an issue in 0.74 stable ^^

May 10 2016, 4:16 AM · Arma 3
GiorgyGR added a comment to T69004: Vermin SMG not zeroed properly with reflex sights.

fix it guys plz

May 10 2016, 4:16 AM · Arma 3
GiorgyGR added a comment to T69004: Vermin SMG not zeroed properly with reflex sights.

still an issue on 0.72 stable

May 10 2016, 4:16 AM · Arma 3
GiorgyGR added a comment to T68974: Ability to Make flat parts for bases in the editor..

I m laughing at guys who say "NOT SUPPORTED BY ENGINE"

Things that engine supports..are the things BI want to be supported.
So (because client has always the right opinion) BI must keep the client happy.
Happy client=more clients

May 10 2016, 4:15 AM · Arma 3
GiorgyGR added a comment to T68903: SMG's fixed zeroing too high with holo sights.

Anyway this is just a 'config problem' and not a 'feature'..so i hope it will be fixed in next update..

May 10 2016, 4:12 AM · Arma 3
GiorgyGR added a comment to T68903: SMG's fixed zeroing too high with holo sights.

Still same problem after latest patch.
I really hoped they have fixed the problem with CQB attachments in SMG's -because they already fixed the 'no-recoil' problem.
Thats sad

May 10 2016, 4:12 AM · Arma 3
GiorgyGR added a comment to T68823: Weapon recoil based on additional stamina..

I can't decide guys.
Already the recoil and sway is really harsh on player.
If this can be implemented i want to see the 'worst case of recoil' to be the 'present' state of recoil.. :/

May 10 2016, 4:09 AM · Arma 3
GiorgyGR added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

There are guys who down-voted this issue.
I know it gets your life easy with No-recoil but..this is totally unacceptable.
Even at 9mm we should have at least *some recoil.
Get in your senses and don't fack-up our game

May 10 2016, 3:49 AM · Arma 3
GiorgyGR added a comment to T68174: Uncontrollable Recoil with Vermin (Vector) whilst suppressor is attached.

The most recent news say that "recoil has been added" to SMG's which is a nice thing (i haven't tried yet-i hope it isn't much recoil after all..)

The use of a silencer should reduce further the recoil.(x - recentlyAddedRecoil)

So Yes..the SMG's should have *some recoil at least but the use of a silencer must reduce it further-compared to un-suppresed version. (*on all modes:semi-burst-auto)

May 10 2016, 3:44 AM · Arma 3
GiorgyGR added a comment to T68077: Ability for mission maker to force some Video settings (as Shadows) on.

Thanks for understanding :)

May 10 2016, 3:41 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T68077: Ability for mission maker to force some Video settings (as Shadows) on.
May 10 2016, 3:41 AM · Arma 3
GiorgyGR added a comment to T67353: Greek language input.

oh lol..Downvotes on this??
The game already supports other irrelevant language sets so..get serious plz

May 10 2016, 3:16 AM · Arma 3
GiorgyGR added a comment to T67300: Reloading weapon / placing explosive / switching firemode is audible far away from source.

Come on guys!!
Please do something already!!
It's friggin' January and they still can hear me from 500m when i place an explosive.

We just lose a MP match because the crucial moment a whole enemy team hear me placing explosives at a strategic point.

Please do something ASAP
Frustration its on its peak here!..

Placing explosives must be completely faded out max in 5 meters

added "..and must have serious coefficient penalty for someone inside a vehicle"

May 10 2016, 3:14 AM · Arma 3
GiorgyGR added a comment to T67161: No consequence to being shot.

For those guys who isn't aware of..there is a mod "TPW_FALL" that is trying
to simulate (pretty decent) the dynamics of bullet hit until an official solution can be found.

http://forums.bistudio.com/showthread.php?158398-TPW-FALL-realistic-infantry-falling-system

May 10 2016, 3:09 AM · Arma 3
GiorgyGR added a comment to T67063: weapon reloading sounds don't stick to their in-game position.

I which i could vote 100 more times for this.

*This is happening also with Explosives placing sound

I m really wondering why this isn't solved yet.This is major flaw

May 10 2016, 3:05 AM · Arma 3
GiorgyGR added a comment to T66723: Light spot of street lights can be seen through some character parts and weapon attachments..

Yes plus i saw it happening with some terrain objects/rocks

May 10 2016, 2:53 AM · Arma 3
GiorgyGR added a comment to T65989: Arma 3 - Takistan Port in full release by: BIS.

No thanks-Already solved

http://forums.bistudio.com/showthread.php?152706-All-in-Arma-%28AiA%29-TKOH-OA-A2-A1-merge-with-A3

May 10 2016, 2:23 AM · Arma 3
GiorgyGR added a comment to T65939: Backpack Gear Theft.

No...just no..

May 10 2016, 2:20 AM · Arma 3
GiorgyGR added a comment to T65939: Backpack Gear Theft.

I don't think we should add more actions for 1-2 stupid guys who want to play with the nervous system of others.
Most people playing ARMA just doing their jobs (as they should..)
Lets keep some things simple (as they must be)
So..it's a "No" for me..

May 10 2016, 2:20 AM · Arma 3
GiorgyGR added a comment to T65863: Creepy hand shadows.

Why to raise more-the already raised poly count??

May 10 2016, 2:16 AM · Arma 3
GiorgyGR added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

Sorry..but as is it's not realistic.
Anyways i m not talking about 90 degrees..but currently it's around 60-65 (absurd!)
Me (and the team) are using "standard" tactics for our training sessions.
http://i579.photobucket.com/albums/ss239/Ayger74/ladder_clearing_zps28bd4f9f.jpg

I would be happy if (at least) they raise the boundary to 80 degrees

May 10 2016, 2:04 AM · Arma 3
GiorgyGR added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

*reproducible also in 0.54.103957

May 10 2016, 2:04 AM · Arma 3
GiorgyGR added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

There are situations such as this we stumbled across clan training when a squad mate should cover you while clearing the stairs-and that cannot be simulated due to this bug.

May 10 2016, 2:04 AM · Arma 3
GiorgyGR added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

*Video added

http://www.youtube.com/watch?v=F8zEUkz01CU&feature=youtu.be

May 10 2016, 2:04 AM · Arma 3
GiorgyGR added a comment to T65577: Losing aim focus while moving and aiming on high angle (low/high).

*SCREENSHOTS ADDED

While moving--Weapon lowers/out of focus
http://i579.photobucket.com/albums/ss239/Ayger74/CQB_OnTheMove_zpsb5deb2a2.jpg

Stopped--Weapon in right position
http://i579.photobucket.com/albums/ss239/Ayger74/CQB_Stopped_zps4ca5f556.jpg

May 10 2016, 2:04 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T65577: Losing aim focus while moving and aiming on high angle (low/high).
May 10 2016, 2:04 AM · Arma 3
GiorgyGR added a comment to T65208: Boonie Hat Texture.

Yea Boonie hat seems bugged.
I get white glowing texture instead

May 10 2016, 1:51 AM · Arma 3
GiorgyGR added a comment to T65194: Sound of Night Vision Goggles.

Yea..at least a simple "Click" would suffice ..

May 10 2016, 1:51 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T65179: Remove "Gamma" exploit like you did at DayZ (A2CO).
May 10 2016, 1:50 AM · Arma 3
GiorgyGR added a comment to T65153: Buildings do not feel right.

@I know the game is primarily oriented on the large landscape battles..

Yes but..but not all players want to focus on that.
So my opinion (and vote ^) goes to All types of scenario's must be flawless and smooth like butter..

May 10 2016, 1:49 AM · Arma 3
GiorgyGR added a comment to T64995: Infinite crouch sprint.

Yes the unit keeps moving while you are out for cigarette :)

May 10 2016, 1:44 AM · Arma 3
GiorgyGR added a comment to T64520: Feature -Weapon: Tactical Shield.

@Kol9yN

now..you are being harsh on addon-makers.
Me don't like

BUT...

..i agree i DON'T want to always have to download anything considered "Standard equipment" as separate addon.
At least an (cheap estimation follows..)60-75% public players wouldn't use addons
in MP.
Of course that means i won't be able to use _this or a..Flashbang (FFS!)..in a casual public game..

May 10 2016, 1:27 AM · Arma 3
GiorgyGR added a comment to T64427: Falling animation needed.

Yes..it's awful the way it is (was forever i meant)
UPVOTED W/BOTH HANDS

May 10 2016, 1:24 AM · Arma 3
GiorgyGR added a comment to T64186: Weapons: Flashbang Stun Grenades & GL Flashbang Grenades.

Make it happen guyzz!

May 10 2016, 1:16 AM · Arma 3
GiorgyGR added a comment to T64047: Terrain slope has insufficient effect on soldier movement speed and fatigue.

So its more natural to run like Cockroach ignoring fatigue/weight/angle??

May 10 2016, 1:11 AM · Arma 3
GiorgyGR added a comment to T63981: (Upcoming tools-Oxygen) Add LOD that negates collision with ground (Buildings).

This would have been wonderful.
Of course it would require *biiiiiiit more work i.e. different LOD's
to define/separate drainage rooms of the rest drain/sealed building-facility.

Although i would like that!

May 10 2016, 1:08 AM · Arma 3
GiorgyGR added a comment to T63981: (Upcoming tools-Oxygen) Add LOD that negates collision with ground (Buildings).

Plz a moderator can change the title to "Underground Buildings support"?

May 10 2016, 1:08 AM · Arma 3
GiorgyGR edited Steps To Reproduce on T63981: (Upcoming tools-Oxygen) Add LOD that negates collision with ground (Buildings).
May 10 2016, 1:08 AM · Arma 3