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May 9 2016

goldblaze added a comment to T60819: Firing from vehicles.

I kinda want to beable to fire from humvees and blackhawks too, as they do do that, BUT, you have to have the doors open.

May 9 2016, 10:05 PM · Arma 3
goldblaze added a comment to T60819: Firing from vehicles.

Not to mention the enemy will be shooting out of vehicles too, and people will be shooting INTO vehicles.

(You can already shoot into vehicles like that, though, humvees and other armored vehicles will make this interesting, because you hav e achoice of lowering a window or turning out for adding the firepower, but for less protection.)

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

turbo key wouldn't work well, but that's just becasue, we'd want drivers of disabled vehicles to do this too I'd think, haha.

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

Ah, yet in arma 2 you could shoot a .50 standing up, just with a larger bit of recoil, haha.

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

CSWs for sure, no, same with ATs, heavy sniper rifles are a maybe, would have to look that up sometime.

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

Oh, crew servered weapon, so like the backback weapons. and SOV?

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

CSW?

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

Not to mention use sniper rifles with high optics out of humvees, it's akward and you aren't going to be able to move that weapon around easily at all, but this option will help hunter drivers especially, though as a note, no way you'll be able to use a AT weapon inside a Humvee, in real life, that would kill you and everybody else in the vehicle.

May 9 2016, 10:04 PM · Arma 3
goldblaze added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

I just have trouble typing stuff, ether way, I find durning the gun shot, no matter how much I pull down, the gun goes up, to the point my mouse falls off the mousepad for a 5 round burst.

May 9 2016, 9:58 PM · Arma 3
goldblaze added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

What I mean is, you literally CAN'T pull your mouse down for like half a second, meaning you can't fight the recoil.

May 9 2016, 9:58 PM · Arma 3
goldblaze added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

at least don't have the miliseconds of not beingable to fight the recoil.

May 9 2016, 9:58 PM · Arma 3
goldblaze added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

I think it seems reasonable to have the weapon come down a little after the recoil, not a whole bunch, but enough to let machine gunners actually machine gun, haha, they also need to fix the inability to compinsate for recoil, as that's the bigger issue.

May 9 2016, 9:58 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

@ system They might add a wounding system and bleeding out that'll knock you out, they have bleeding already installed in the game so they just need to add the wounding system, but, again, I think FAKs, are enough, they still count as limited supplies, and only heal so much, while a medical officer is the only one that can heal you totally, that seems like enough, just pretend the FAK has all that medical gear inside it, you can still only carry so many and have to be carful about gettign shot.(If I remember, in ace, you still just had apply bandage in the action menu anyway.)

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

@SYSTEM, I think it depends on the wounding system you want, there can be too much in that reguard, espesally if that wounding system is deprendant on 10 diffrent medical supplies, but I want to wear what you want for a woundign system, as bis does have plans to add one, later.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

I'm not arguing against wounding systems, or windage, I want those features, it's the complex stuff that's like, blacking out, or complex medical systems, that's something ace can do, arma3 will already have a basis for medical items thanks to the FAK, that can be expanded on by ACE, but, I want the stuff that's easy to grasp in the core game(Windage on normal/hard mode, bipods/weapon deployment, a simple yet fun wounding system, and a simple but expandable medical system) but not 10 different medicines, having to sit there at a black screen for half a hour because I didn't USE the right medicine, as for radios, might be nice actually to have a bit more complex radio system, but you need a reason for people to use the normal radio over team speak to cercomvent the in game radio.

my main argument is because the core game is for the entire comunity, not just ACE people, the devs NEED to cater to all of us, and the best way to do that is with systems that a newb can learn, but mods can expand on, ACE users will still have ace for the total mil sim.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

......You're acting like I think arma as is a mil sim, it's not, and i LIKE it that way, half mil sim, half game, use fucking ace, or better yet, amaricas army!!!! for the total mil sim, seriously, play AA, it has everything as a core game and can be effing modded, so it's all you fucking want, XD

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

I'ms till against total ace features, and I'll keep saying it, it is too much, I don't like the radio system, I don't like the medical system, and I don't like the idea of weapons jamming up, heck, my real life soldier freinds don't like that idea, what we do like, is bipods, wwindage and other features that seem nature in a game.

Also, on the subject of radios, why bother, people would just cheat by using team speak or skype anyway.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

As rewan says arma3 is a game that balences game with milsim, and we like it that way, ace is there for the total mil sim.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

@Rewan, I think he meant the wind effecting bullets, which I can understand, and I don't think it'd be hard to implement, but that means we won't know if it's in there as far as tell release, so fingers crossed(for that in hard mode anyway., windage would frustrate the fuck out of newbs, I dunno about you, but I'd like to see new people join the community, as does BIS.)

weapon collision is very, very hard, AND, it's not needed for a core feature, just because you can clip your gun through a object right now won't make it a terrible game, hehe, it's be nice, but I would call it very low priority, it's not impossible with the engine I don't think, but you probably need to add a new bounding box to what you have already, which is harder then it sounds, bipods I think would be easy by comparison. :P

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

Well the OP wants everything in expert mode, even things that would take too much time to expert mode it, besides, wind effected bullets, are very hard, again, would drive away the newbs doing reqruit, maybe regular, and defiantly hard and vetrian should have wind though, besides, you can stll have wind in recruit if it was option, you can choose to enable or disable individual things in hard, regular etc.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

@Rewan: WGL? I like some of the things from ace, but I agree there's things ace does too much, I'd love to see windage for example, but ina limited way, possibly hard mode it? but I really, really don't want to see complex, over the top medicine and wound states, If I wanted to learn to be a army/airforce/etc medical officer...well yeah, XD. There's allot of stuff that are reasonable though that could easily fit into the game without pushing into too milsim.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

I agree with nordkindchen.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

Also, one hit will not black out a soldier, if that where the case there wouldn't be a priority system for being wounded in real life, it'll hurt a ton, but you won't be unable to fight with a single gunshot wound to your arm or leg.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

It dosin't work in the edtior, that would require a entire revamp of the editor system for items that can only work in one game mode, I don't know about you, but that's at least a years worth of work in my eyes.

The vanilla wounding system makes sense, it shouldn't be so complicated that it takes the fun out of it, which is what that does, I can understand being shot in the lets making it harder to move, and the wounding system will make it hard to aim with ANY damage already, but it dosin't feel like you have to know where your shot(which you cannot do ina game) when you get hurt. And finally, the first aid kit counts as morphine and all that other shit, in one EASY TO USE package. It's stupid to make that more complicated, especially when they announced release in less thena year, so I'm saying, if you want ace use ACE.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

Because it really is a ton of work to add in something the editor is not designed for, it was never designed for game mode in mind, they'd have to script in whole new stuff just to cater to items that only exist for hard core players, that, to me, would be a very very bad design decision this late in development. Windage, on the other hand, is easier to script in, you don't have to make new items or script commands for it, you just have to make wind effect bullets if on a certain level of hardness. It's how you make a game really.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

As a note, I am ONLY arguing ageinst blacking out and complicated medical systems, the rest will ether for sure be in there, or I hope to see them.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

You don't get what I'm saying at all, ESPECIALLY the medicine, you CAN NOT have complicated medicine in just one game mode, the devs would have to figure out how to make that work with the editor, which would clash with that idea. also, why do we need blacking out, in arma2 is your inquired enough you fall to the ground, unable to do anything, that's basically the same exact thing.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

And I like it as a regular shooter, I play arma as a GAME, not a supperly realistic mil sim, I HATE ace, evne if I like some of the options, other things are just too complicated to get the hang of, I couldn't use ace for more thena few hours, and I couldn't even figure out how to heal myself.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

I'm pretty sure I would not like to see that even in elite game mode, but use ace if you have to have loads of medicine, also, multiple medicines couldn't be limited to just elite by the pure nature of the game, you ether have the meds or not, not elite mode tons of meds.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

I would not like loss of consciousness and lots of medicine for release, I'm sorry, that's just WAY to complex for me at least to enjoy. I fully support BIS with the current model for healing yourself.

Again, if you need that functionality, ace will likely give it for DL.

May 9 2016, 9:49 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

Though, I do support, windage and bipods, those are the only two I'm not sure will be added(minus loss of consciousness and lots of medicine, which I feel isn't needed unless your a ace player), Really want to see bipods especially.

May 9 2016, 9:48 PM · Arma 3
goldblaze added a comment to T60556: More realistic balistics(bullet drop, windage) and other ACE features on "expert mode".

Don't they have stamina implemented? as for medicine, I prefer the way arma3 did it, rather then lots of different medicines, you get a single medical pack to heal yourself once, I feel that works well and if you want more complicated medicine things just use ace, right?

Also, I can understand the no blacking out, it gets boring sitting there staring at a black screen.

May 9 2016, 9:48 PM · Arma 3
goldblaze added a comment to T60475: AT-Mines are underpowered..

That sounds like a lag issue.

May 9 2016, 9:46 PM · Arma 3
goldblaze added a comment to T60475: AT-Mines are underpowered..

Actually, the hunter seems to be disabled the minute I run it over, even blows up if it's the back end that's hit, even with the m6, I'd asume the anti personel mines wouldn't have as much luck though, though, still depends on how the vehicle is hit, I just know that the hunter tends to not survive a M6 or AT mine.

May 9 2016, 9:46 PM · Arma 3
goldblaze added a comment to T60475: AT-Mines are underpowered..

I think the issue isin't so much the power of the AT mine as the fact that vehicles arn't disabled by losing wheels yet, it'sa bug that hasin't been fixed yet.

May 9 2016, 9:46 PM · Arma 3
goldblaze added a comment to T60456: Let mission designer decide if they want allow players to wear enemy uniforms or not..

You can already hack enemy clothing on a soldier using scripts, people will make it happen, whether it's against the Geneva convention or not. Besides, we want at least to be able to wear civi clothing, that I know isn't against any real life stuff (ether that or a LOT of special forces around the world have broken those rules, haha.) I think bis should embrace this and make it work, it's what people want, though I do agree there should be a way to limit if someone can put on civi or enemy clothing in the mission. Though as a note to the OP, I think bis should make it so AI might react to you based on your clothing, even if in a simplistic way.

May 9 2016, 9:45 PM · Arma 3
goldblaze added a comment to T60441: No hard set classes.

Hard to tell with how arma2 already works.

May 9 2016, 9:44 PM · Arma 3
goldblaze edited Steps To Reproduce on T60441: No hard set classes.
May 9 2016, 9:44 PM · Arma 3
goldblaze added a comment to T60402: fast roping.

Oh sorry, thought they took that out, I'll delete this, there's been allot of feature cuts and such.(If I can figure out how to edit.)

May 9 2016, 9:43 PM · Arma 3
goldblaze added a comment to T60402: fast roping.

Well, I know the ealier you know you should add something, the better off you'll be, even it it won't be tell the final game, gives more time to the coders, and at least lets them know what things the coding will need to allow, so they can just plug in the code and such.

May 9 2016, 9:43 PM · Arma 3
goldblaze edited Steps To Reproduce on T60402: fast roping.
May 9 2016, 9:43 PM · Arma 3
goldblaze added a comment to T60398: Implement ability to climb onto vehicles and other objects.

Could have deploayable ladders as backpacks for the really high stuff if we really want to get into this stuff, lik another feature I suggested.

May 9 2016, 9:43 PM · Arma 3
goldblaze added a comment to T60398: Implement ability to climb onto vehicles and other objects.

Climbing on these objects would make pretty interesting firing positions as well., also, add to this, ability to cut through certain kinds of fencing and razor wire, though that's a minor feature and you'd need to add in wire cutters, or you'd need to be a engineer with a toolkit.

May 9 2016, 9:43 PM · Arma 3
goldblaze edited Steps To Reproduce on T60398: Implement ability to climb onto vehicles and other objects.
May 9 2016, 9:43 PM · Arma 3
goldblaze added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

I don't like the multi step grenade thing that this guy suggests, but button to take out grenade, and mouse to throw sounds reasonable.

May 9 2016, 9:38 PM · Arma 3
goldblaze added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

Might be nice, I know that a lot of other FPS do that where you just switch to a grenade pose, on a side note, if they did decide to do that, x2 G could switch you to a pose to roll the grenade? :P

May 9 2016, 9:38 PM · Arma 3
goldblaze added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

Maybe you just need to get used to the new keyboard scheme, I like using 'I' for inventory and 'g' for the grenade.

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

@Ekko, just remap it to T :P

May 9 2016, 9:30 PM · Arma 3
goldblaze added a comment to T60153: shoot out of vehicle.

Yep, defnitly, but you'd limit this on stuff like tanks and attack choppers.(anks would be more a maybe becasue you can only fire out when you turn out.)

May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60153: shoot out of vehicle.

Yeah, a vehicle isn't the best firing platform so it's not like it'd be OP or something, right? I don't see issues with it, besides, if you're shooting out a window, people can easily shoot you.(no window giving you a half second of protection, XP) Though there are some vehicles that don't have windows you can role down, so yeah, you're not like, going to be firing out of slits in tanks and such, more likely humvees and the MH-60. One thing that might help is limited aim range maybe?

May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60153: shoot out of vehicle.

LB? And so far it seems pretty positive to this idea, again, as long as certain things are limited, like the way your aim is limited when your in optics, + * and moving.

May 9 2016, 9:29 PM · Arma 3
goldblaze edited Steps To Reproduce on T60153: shoot out of vehicle.
May 9 2016, 9:29 PM · Arma 3
goldblaze edited Steps To Reproduce on T60152: [Feature request] Duck / take cover in vehicles.
May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60152: [Feature request] Duck / take cover in vehicles.

Likely best to limit how much you can duck down though, after all, there isin't a whole lot of space in the hunter for example.

May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60150: vehicle optics.

This is more a tutorial issue by the way, as the tutorial say lctrl right mouse for optics.

May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60150: vehicle optics.

Seems the only way to get into optics is to press numpad 0

May 9 2016, 9:29 PM · Arma 3
goldblaze edited Steps To Reproduce on T60150: vehicle optics.
May 9 2016, 9:29 PM · Arma 3
goldblaze added a comment to T60107: Ammo boxes - Interactive.

I like the idea, would love to see one being able to carry a ammo box, maybe even storing ammo boxes in vehicles so if your vehicle is disabled you can still take some stuff with you(this is of course, for like being pinned down for a long period in a building and such.)

May 9 2016, 9:27 PM · Arma 3
goldblaze added a comment to T59955: Unable to put on enemy uniform.

oh if they added a timer, I'm sure they'd add a way to edit it, I just suggested the timer so you can walk quickly past a enemy, but if you linger they might notice something is off, but that's just my head, there might be a way better way of handling it that I can't think of.

May 9 2016, 7:21 PM · Arma 3
goldblaze added a comment to T59955: Unable to put on enemy uniform.

At least it's not just the giniva convention thing people talk about as a reason, I can understand difficulties with AI, I'd likely set something like if you're say within 10 metters of a enemy for more thena certain time they an comferm you as hostile, and of course shooting them makes you instantly hostile, maybe add ina way for players to tell the AI that someone is a enemy too, if they can tell?

May 9 2016, 7:21 PM · Arma 3
goldblaze added a comment to T59955: Unable to put on enemy uniform.

Well, they may yet figure it out, I really, really hope they do, I'm pretty sure they only said Geneva convention in the manual to keep you inside that world and such, ether way, the fact that you cna script in the clothing likely means that they haven't thrown the idea out complacently yet.

May 9 2016, 7:21 PM · Arma 3
goldblaze added a comment to T59637: Dedicated buttons for adjusting the stance up/down instead of a modifier button (CTRL).

I think what's be best is to keep the scheme, but have dedicated binding options in the control menu for stance changes?

May 9 2016, 7:06 PM · Arma 3
goldblaze added a comment to T59637: Dedicated buttons for adjusting the stance up/down instead of a modifier button (CTRL).

They'll for sure add the ability to add custom keys, that I know for sure, haha, after all, that's been in the arma series forever.

May 9 2016, 7:06 PM · Arma 3
goldblaze added a comment to T59637: Dedicated buttons for adjusting the stance up/down instead of a modifier button (CTRL).

Might be nice, the biggest issue is the mouse wheel it dedicated to the action menu, though, question, why should stance adjustment be sepreate, I know arma has a habit of making you stand still while changing stances, do we really need the movement buttons if that's the case?

May 9 2016, 7:06 PM · Arma 3
goldblaze added a comment to T59499: No need for wheels.

Oh yeah, though, there should of course be limits, and very likely you'll have ahard time manuvering the weapon, one thing that just came to mind, is should you be allowed to shoot out the front window if they are shot out? As one thing to make vehicle shooting is making sure you can't move your weapon that easily. oh, and upvote my thing on shooting out of vehicles if you can, XP

May 9 2016, 6:59 PM · Arma 3
goldblaze added a comment to T59499: No need for wheels.

and if I get my way(hard to tell at this point.) you might beable to shoot out of windows, that should be fun.

May 9 2016, 6:59 PM · Arma 3
goldblaze added a comment to T59499: No need for wheels.

You can apparently drive with all weals off, just very little traction and sparks WILL fly, XP

May 9 2016, 6:59 PM · Arma 3
goldblaze added a comment to T58989: Head Shot Hit Box.

I've found that helemts tend to keep you from getting badly hurt froma single bullet, so that could be it as well.

May 9 2016, 4:14 PM · Arma 3
goldblaze added a comment to T58799: Deploying a weapon / proper use of bipods.

though weapon resting is in arcade games too, it's a way to get a edge, while sacrificing movement, so it's a good thing for a game to have, though, I'm 95% sure it'll be in marksman, considering how easy it is for modders to put in.

Though, that might also be a good reason for the devs to NOT put it in, if modders can add something as good as a dev could, they may decide time is better spent on another aspect of game play, for example, wind ballistics.

May 9 2016, 3:58 PM · Arma 3
goldblaze added a comment to T58799: Deploying a weapon / proper use of bipods.

Well, you know, mostly need something for in game rules, yes? XD it's very difficult to make a game detect say, you droping a backpack to lay your weapon on, lol.

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

not trolling, lol, I'm just wondering if there's something a soldier carries around to rest their weapon on while prone and nothing is available.

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

do soldiers carry around the sandbags they use for resting weapons on, or do they just use those in training?

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

I don't like ace, but I've tried this on BF3, it's nice to have, for sure.

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

What'd be nice, even though I don't think we'll have, is the ability to switch grenade launchers for bipods or hand grips etc, on certain weapons that cna do that, but I don't think that cna be put in with the limited amount of time, :(

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

bf3 is a great example of bipod deployment, even though this is not a arcade game, I believe for certain features, other games are good to look at.

May 9 2016, 3:34 PM · Arma 3
goldblaze added a comment to T58503: Do not steer with mouse in vehicles (especially when using WASD).

go to control settings and remove the mouse ability to effect it, :P

May 9 2016, 3:18 PM · Arma 3
goldblaze added a comment to T58481: Ragdolls too heavy and not random..

That, and Explosions don't actually move you much I think, though I suppose depends on the exact distance and size of the boom.

May 9 2016, 3:17 PM · Arma 3