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May 10 2016

galzohar added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

I think the weapon moving away will be more annoying. But to know for sure they first need to fix 0009181, as until the fix it, the weapon lowering is purely visual and thus obviously annoying in all situations.

May 10 2016, 1:47 AM · Arma 3
galzohar added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

No. Getting your weapon lowered accidentally in the middle of a CQB fight would be extremely annoying.

Instead, fix 0009181:

http://feedback.arma3.com/view.php?id=9181

Players can lower their own weapon then when they actually want to.

They can make the "lower weapon" animation less clumsy, though, so people actively lowering their weapon won't take so long (IRL it's pretty quick and natural).

May 10 2016, 1:47 AM · Arma 3
galzohar added a comment to T65065: view does not stay zoomed in when using optics.

Related to 0002905 (same bug but in reverse):

http://feedback.arma3.com/view.php?id=2905

May 10 2016, 1:46 AM · Arma 3
galzohar added a comment to T65023: Bug with ClearWeaponCargo im MP.

KombatMilc, have you tried clearWeaponCargoGlobal? They probably won't fix clearWeaponCargo due to backward compatibility (it could break existing scripts that rely on the current behavior).

May 10 2016, 1:45 AM · Arma 3
galzohar added a comment to T65023: Bug with ClearWeaponCargo im MP.

Use clearWeaponCargoGlobal for multiplayer synchronized cargo clearing. Note you still need to use clearMagazineCargoGlobal and clearItemCargoGlobal as well to fully clear it, and for the moment clearItemCargoGlobal is indeed bugged and does not synchronize.

May 10 2016, 1:45 AM · Arma 3
galzohar added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

Using "subsonic ammunition" as argument isn't only bull!@#! because you use the same ammunition, it's also bull!@#! because in the end even with a suppressor the speed of the bullet is the same as without a suppressor. Why should the same bullet flying at the same speed do less damage?

The velocity is fine (unaffected by suppressor), but damage is wrong (affected by suppresor for no good reason other than lame balance excuses which should be done via realistic disadvantages like simulating the fact your weapon is longer and heavier).

May 10 2016, 1:33 AM · Arma 3
galzohar added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

I think actually the ballistics were the same but the damage was less. Please test damage with multiple weapons with and without suppressor before confirming issue as resolved.

May 10 2016, 1:32 AM · Arma 3
galzohar added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

Yes ArmA 3 is better than ArmA 2. Still this is a very significant issue.

May 10 2016, 1:32 AM · Arma 3
galzohar added a comment to T64666: Suppressors have an unrealistic deleterious effect on bullets.

Balance should be done by implementing the realistic disadvantages - Weapon length and bulk primarily, and also suppressor wearing out.

May 10 2016, 1:32 AM · Arma 3
galzohar added a comment to T64131: Triggers not working for civilians due to wildlife sharing same properties....

Took me a long time to realize wildlife "counts" in triggers... They should be their own "side".

May 10 2016, 1:14 AM
galzohar added a comment to T63875: Make sprinting realistic.

I don't consider people strafing left and right to avoid getting shot "playable". Sacrifices need to be made to your arcade needs so that the game actually plays like it has soldiers fighting and not 1992 FPS characters.

It doesn't have to be complicated. It's pretty simple physics that need to be implemented to make moving more smooth and less jumpy.

May 10 2016, 1:03 AM · Arma 3
galzohar added a comment to T63875: Make sprinting realistic.

If it's not clunky and frustrating to control in real life, no reason for it to be clunky and frustrating to control in-game, while still being restricted to basic physical limitations of a person. Even if implemented on a rather basic level, something still needs to be done to prevent instant acceleration which allows the unrealistic dodgy maneuvers.

The biggest problem with fixing this is that people are so used to FPS games (which seem to have practically the same character physics rules since the first DOS FPS game), that giving them anything difference would automatically be "difficult to control" and "feel wrong". So much time at the computer would make real life "feel wrong". It doesn't mean that they are. The real test should be whether the changes make the soldier move around more similar to how a real solider would.

May 10 2016, 1:03 AM · Arma 3
galzohar added a comment to T63740: Allow rifles to be equipped in both the primary and secondary slot.

If our back can carry a launcher, no reason for it to not be able to carry a rifle. In IDF sniper carry their M4A1 or Tavor in addition to their M24 or M82.

May 10 2016, 12:53 AM · Arma 3
galzohar added a comment to T63613: setVehicleAmmoDef does not work as expected.

Related to:

0011787 http://feedback.arma3.com/view.php?id=11878
0011873 http://feedback.arma3.com/view.php?id=11873
0013661 http://feedback.arma3.com/view.php?id=13661

May 10 2016, 12:48 AM · Arma 3
galzohar added a comment to T63372: Weight system.

The problem is more with how fatigue works than with how the inventory works. Backpacks might be a bit too large, but it's mostly the effects of fatigue that don't have a significant enough effect for the player to take them into consideration. You can still run very very fast even when you carry insane amounts of gear and are already very tired, as the normal run is not that much slower than a sprint anyway - And you can ALWAYS use the normal run regardless of fatigue/weight!

May 10 2016, 12:38 AM · Arma 3
galzohar added a comment to T63096: Wind ballistics.

At the very least they could add proper config values so modders can get it done (right now the config values for ammo are completely useless for anything that tries to be realistic).

Though it would be best if they do it themselves - That way it can be straight in the engine and thus MUCH more efficient than a script.

Could always make it a difficulty option so people who prefer to play without it can easily turn it off server-side.

May 10 2016, 12:29 AM · Arma 3
galzohar added a comment to T62774: Grenades are not powerful enough. .

If they simulate grenade chance to kill properly then fine. But for now grenades seem to often do 0 damage at very close range in a pretty obviously buggy fashion. The bugs need to be fixed.

May 10 2016, 12:15 AM · Arma 3
galzohar added a comment to T62693: Advanced Combat Radio Environment (ACRE) integration.

Heh, even in ArmA 2, regardless of which channel you were using, people around you (including enemies) could hear you as if you are talking on direct. Basically every channel is actually that channel plus the direct channel at the same time. You just don't usually notice it as you usually only talk to people who are already on your channel and thus you hear them only via radio.

The problem is not that ArmA doesn't have direct chat (it had it in ArmA 2 as well). It's that the simulation of the communication system is not good enough.

May 10 2016, 12:12 AM · Arma 3
galzohar added a comment to T62693: Advanced Combat Radio Environment (ACRE) integration.

At least giving us options to silence dead players and improve direct chat would be a huge step in the right direction and give us a lot of what we actually like about ACRE, even if the radios themselves aren't fully simulated.

The ability to steal an enemy's radio to listen to them could be a nice bonus too, but then again probably out of scope. But silencing dead players and better direct chat is very much needed, at least as an optional feature.

May 10 2016, 12:12 AM · Arma 3

May 9 2016

galzohar added a comment to T62396: Sites modules often spawn vehicles into buildings.

findEmptyPosition is definitely not working reliably. Having it fixed (and then the modules using it if they aren't already) would be of great help for many of my missions and probably for anyone else who ever moves units around with scripts.

May 9 2016, 11:58 PM · Arma 3
galzohar added a comment to T62387: Ai does not use lasers, flashlights etc.

Lasers and flashlights have no effect on AI. No reason for AI to use them until an effect is actually implemented.

May 9 2016, 11:58 PM · Arma 3
galzohar added a comment to T61934: setOvercast command not functioning.

We should be able to set the time it takes new weather to take effect to 0, or be able to use a command that bypasses the 30+ minute wait time without using ugly skipTime tricks.

May 9 2016, 11:36 PM · Arma 3
galzohar added a comment to T61620: Inventory Management of Ammunition not showing count.

When you open your inventory you only see number of magazines in uniform, or vest, or backpack. Never total number of magazines. And even that is hard to read because 5, 6, 8 and 9 all look the same.

May 9 2016, 11:15 PM · Arma 3
galzohar added a comment to T61580: Unable to crouch with NLAW/RPG.

Only one of the crouch buttons is bugged. The other works.

May 9 2016, 11:12 PM · Arma 3
galzohar added a comment to T61468: You can't deploy swimmers from helicopters.

I can confirm safe disembarking is possible for players.

May 9 2016, 11:07 PM · Arma 3
galzohar added a comment to T60930: Units accidentally placed on a rock in the editor will spawn on the ground 'inside' the rock..

findEmptyPosition does not work properly. Might be related to the described issue.

May 9 2016, 10:35 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Shoot yes. Hit? Not so much...

May 9 2016, 10:02 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Automatic return was in ArmA 2 and earlier OA versions (granted, it was returning to the EXACT same position and not approximately same), and it was bad enough that it got patched in OA to what we currently have in A3. Having played with both, I find the new one much more similar to real life, where you have to re-aim manually after each shot, rather than having the game do it for you.

May 9 2016, 10:02 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Automatic fire is pretty useless in real life too, so I don't see why it should be highly effective in-game. In-game it is already more effective than in real life!

I do agree that MG recoil should not be any greater than a recoil of a rifle firing the same caliber - That is just silly. The only thing that should be different for MGs is how easy they are to point at the target (holding them up is difficult as they're heavy), but this has nothing to do with recoil.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Actually, in a2/oa before the recoil patch (and I suppose in a1 too) the weapon would jump up and then return to the EXACT point it was, making quick followup shots unrealistically easy.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Wind is not important to a common rifleman who isn't expected to hit anything beyond 100m in a real combat situation, not to mention above 300.

Temprature? Even for snipers it rarely matters.

Besides, this ticket is about handling the weapon after each shot, not about the bullets.

And again, it seems like a lot of people think they should be able to rapidly fire their weapon and actually have a chance to hit something at 300++ meters, while in real life shooting that way is unlikely to hit anything even at 100m. For slow fire there is no need to "drag the mouse down" as the recoil is really not that strong.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Samogon - They were just prone. The recoil in this video looks more like what you should get when firing with a tripod / from a vehicle-mounted MG...

Rapid fire IRL is very much NOT effective when it comes to actually hitting something at long distances. No reason for it to be effective in-game.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

You can try explain how "proficient" you are in real life all you want, but in the end the firefights in ArmA end much faster than ones in real life due to how easy it is to manage your weapon in-game and get place your shots exactly where you want. Making it easier will not do the game any good in terms of both realism and gameplay. Except for the COD/BF kids, of course, who are too used for not having any real recoil at all (other than some fake visual effect that barely affects actual gameplay).

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

If you don't care about accuracy you can pretty much say you are controlling the weapon with ease in ArmA as well. Even if I don't put too much effort to it in-game, the bullets still fly in the general direction of my target. In fact, in real life control of your weapon while shooting rapidly is much more difficult than in-game, so I really don't think the in-game should be made any easier.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Shooting in real life is much more difficult than shooting in game. And that comes from real army experience.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

You should need to re-aim your weapon after each shot in a realistic manner, and the current recoil system does it rather reasonably well.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

The climb gives you a "I need to control this weapon" feeling. I kinda like it. The only disadvantage is the need of a larger mousepad if you spray a LOT, but that's really a tiny minor issue compared to the advantages of such a system.

May 9 2016, 10:01 PM · Arma 3
galzohar added a comment to T60441: No hard set classes.

Allow scripting to change class rather than hard-code it into the soldier config.

May 9 2016, 9:44 PM · Arma 3
galzohar added a comment to T60186: You should be able to move while changing weapons.

You can reload while moving (and unrealistically fast at that). You just can't move while changing weapons (taking a launcher off your back or putting it back on).

May 9 2016, 9:33 PM · Arma 3
galzohar added a comment to T60186: You should be able to move while changing weapons.

I don't know if you ever had a launcher on you, but fyi it isn't just sonething you "throw on your back". If it was, it would fall off pretty quickly while running, or at least bounce like crazy. Normally, launchers are more firmly attached, anf often you might need help from soneone else to take it on/off.

May 9 2016, 9:32 PM · Arma 3
galzohar added a comment to T60186: You should be able to move while changing weapons.

Yes for sidearm<->primary transition. No for launchers. Binoculars are a whole other problem that deserve their own issue report because they are all kinds of messed up when it comes to movement and switching.

May 9 2016, 9:32 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

All we really need here is proper pin-pulling animation before the throw. Just a longer animation really.

The workaround that had been in place for months (delay for throwing 2 grenades in a row) is just unacceptable in terms of realism.

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Randomizing the fuse time a bit would be a good idea too, might be worth its own feedback ticket. Though need to test first - This might already be implemented in-game.

Cooking a grenade IRL is not some fantasy, though. It's just not really safe (for the reasons mentioned) and therefore they teach you to not do it.

In any case, the animations are still ridiculously fast for throwing grenades. The delay was nice, but it really isn't a full solution.

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Actually Frank, I think you just made that up! It's simply extremely dangerous and thus never taught as something that you should be done. In basic training if you mention it you will get some kind of "are you crazy?! Do you want to get yourself killed?!" response.

In any case, grenade cooking should probably be a separate feature request, not a comment to this, as it's a completely different feature/issue.

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

I really dislike the current solution of artificial cooldown between throws. It looks weird and non-intuitive, and for a single grenade you can still throw in unrealistically fast.

We need a new proper animation rather than a cooldown or other bad solutions.

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

For scripts and editor questions there is an entire official forum at forums.bistudio.com and you will get much better answers

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Well, to get the actual grenade throw to work like this would probably require BIS to enable this animation instead of the current COD one. What he's trying to say is that the animation is already in the game, but simply not used.

With a mod I'm not sure how hard/easy it would be to switch to the slower animation.

May 9 2016, 6:49 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Putting the safety pin back in is also quite dangerous and we were instructed to never do it basically.

In any case, in real life you have to put your safety on (negligible though), move your hand to the pouch, open it, grab the grenade, pull the safety pin, and then swing your arm to throw it, and of course at the end grab your rifle again. If you can do that entire process in less than 1 second in real life you deserve a real medal of honor (meaning a copy of the game, not the actual medal). If you're super-fast it should take you about 4-5 seconds for the entire process.

Currently even the throw motion itself is too fast, not to mention completely ignoring the whole process of actually picking the grenade out of the vest.

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Indeed cooking grenades is very dangerous. So dangerous nobody even does it in movies usually. Only in games because it adds a funny gameplay element, and even that not in most games as it would be too complicated for the average (stupid) user.

But the throwing animation for grenades is too COD-like. As in, it is very very unrealistically fast.

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Basically it all comes down to the arcadish animation. All you need is watch another player throwing a grenade (especially if done while shooting) and see immidiately how wrong it is. Of corse it would look even worse if you ever actually had a grenade in your vest in real life.

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Why not just fixing the animation to something more realistic and less twitchy?...

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

The delay in the dev build is nice but not the right solution. The animation needs to be slower. Now it still only takes less than 1/2 a second to get back to shooting, which is extremely arcadish anyway.

At least you can't throw grenades like it's some automatic grenade launcher like you could before...

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59277: Grenade throwing is unrealistic (too fast).

Throwing grenades in ArmA 2 was bad, sure, but in ArmA 3 it was taken to the opposite COD-like extreme. Please fix!

May 9 2016, 6:48 PM · Arma 3
galzohar added a comment to T59033: At small font sizes, many characters look the same..

While it isn't nearly as bad as it was in alpha, it's definitely still a horrible font, as is apparent by the screenshot.

May 9 2016, 4:16 PM · Arma 3
galzohar added a comment to T59033: At small font sizes, many characters look the same..

This qualifies as one of the most annoying problems that can be fixed very easily... A less "round" font will do.

May 9 2016, 4:16 PM · Arma 3