Page MenuHomeFeedback Tracker
Feed Advanced Search

May 11 2016

K20017 edited Steps To Reproduce on T111874: Longhorn shows ammo as .308mm instead of .308 inches.
May 11 2016, 6:07 AM · DayZ

May 10 2016

K20017 edited Steps To Reproduce on T99318: Texture glitch on Fresh Spawn Character.
May 10 2016, 10:42 PM · DayZ
K20017 edited Steps To Reproduce on T99316: Weapon on back raises when running with item in hand.
May 10 2016, 10:42 PM · DayZ
K20017 edited Steps To Reproduce on T99315: Weapon on back raises when running with item in hand.
May 10 2016, 10:42 PM · DayZ
K20017 edited Steps To Reproduce on T95786: Players can become invisible.
May 10 2016, 8:42 PM · DayZ
K20017 edited Steps To Reproduce on T95281: Ruined Items Probability from Player/Environment Interaction is Unrealistic.
May 10 2016, 8:25 PM · DayZ
K20017 added a comment to T64845: "Running" distances.

Helmet - 1 lb
Flak - (It's the MTV style so front, back, and side sapis) - 40-50 lbs
Backpack - (Empty weight plus some very small basic stuff) At least 10 lbs
Long sleeve uniform and boots - 3 lbs
Rifle - +6 lbs
Full Ammunition (6 mags) - 6 lbs.
Pistol - 2.5 lbs
Leg Holster plus mags - 2-3 lbs.

Do the math and you'll see that is roughly a total of 75 pounds. Not to mention the discomfort and difficulty to actually run well with all this equipment in the way.

It's certainly not an easy task. However, if the game were made to complete realistic expectations, it may not be enjoyable to play. So there is a happy medium to shoot for. It all seems fine except for the jogging. The players speed is unaffected on hills and they can go for miles on a 10 mph speed.

May 10 2016, 1:39 AM · Arma 3
K20017 edited Steps To Reproduce on T63912: Clicking with the LMB to select an option in the Action Menu fires weapon.
May 10 2016, 1:04 AM · Arma 3
K20017 added a comment to T63459: Jamming / Malfunctions of small arms.

This is a great feature to introduce for several reasons:

  1. It forces the player to maintain situational awareness of their weapon and ammunition.
  1. Military weapons aren't new out of the box. They are used and abused and will certainly reflect that when you go to fire it and get jams here and there.

But I think the best way to implement this jamming feature would be to have only 2 types of jamming.

Type one: Bad primer/stove pipe/misfire/misfeed (Easy and fast to correct)

              Corrective Action: Tap rack bang

Type two: Double feed (Harder to correct, requires more steps)

               
              Corrective Action: Initially tap rack bang, then drop magazine,               rack slide or clear stoppage, reinsert mag and bang.

This should make the jamming system not too complex where it could annoy players, but easy enough where they can recognize they have a jam and easily fix it. In real life, when firing a weapon that jams, you can feel and hear the difference in the shot. The bolt or slide doesn't come all the way forward or it just doesn't sound right. The game should implement a different sound for the weapon when this happens so the player can not only see a small flashing "jam" symbol somewhere, but they can tune into only the sound and stay focused on the enemy in front of them.

Jam clearing procedures: http://www.youtube.com/watch?v=oJaQvV6q-D8

May 10 2016, 12:41 AM · Arma 3
K20017 edited Steps To Reproduce on T63401: Small arms fire can demolish buildings in very short period of time..
May 10 2016, 12:39 AM · Arma 3
K20017 edited Steps To Reproduce on T63395: Ejecting from boat results in uncontrollable ragdoll.
May 10 2016, 12:39 AM · Arma 3

May 9 2016

K20017 added a comment to T61202: Grenade launcher not an attachment..

I down voted because removing a grenade launcher from a weapon isn't as easy as loosening some wing nuts and off she goes. It really is more than that. Then the hand guards have to go back on. Realistically, it would take much longer than the second it would take to remove it in game.

May 9 2016, 10:54 PM · Arma 3
K20017 added a comment to T61009: Players fatigue far too quickly.

Maybe you haven't put on full gear and tried running around. Put on your flak jacket (30-40lbs), 6 magazines (10 lbs), boots, helmut, rifle (8 lbs), and THEN your backpack full of gear. 10-20 minutes? No way... The character moves way too fast in his short sprint speed. And especially when they job up 40 degree inclines, not realistic at all. You wouldn't last 20 feet at those speeds.

May 9 2016, 10:38 PM · Arma 3