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May 10 2016

kill4eva added a comment to T66802: [DEV] Both lighthouses have the same flash patern....

"... flash pattern for identification purposes. "

Question...to identify what?

May 10 2016, 2:55 AM · Arma 3
kill4eva added a comment to T66750: Weapon Request: SNIPER.

remember the first few weeks when several dozen ppl wanted a refund not having the performance and arsenal of a final release...lol good times

May 10 2016, 2:54 AM · Arma 3
kill4eva edited Steps To Reproduce on T66713: Street Lamp(s) @ Stratis Air Base.
May 10 2016, 2:52 AM · Arma 3
kill4eva added a comment to T66712: 0.57.105210 - Tactical Pace optics are lowered!.

Yup just this is same for me as well, hope its a glitch and not a purposed change to the stance

May 10 2016, 2:52 AM · Arma 3
kill4eva added a comment to T66710: Visualisation of command radius, active orders/formation and squad cohesion restrictions.

Have you fully thought this through...since this being a milsim and not a bf3 DLC? because imo, suggestion # 6 makes NO sense whatsoever.

From what I can gather in this report you basically want to prevent units under your command to keep them with a certain radius or they'd AWOL & piss off, lol. That may say a bit about whom you play with but it won't fly in the arma world.

ALL firefights prevent you from staying in formation and of course in finding the nearest cover often creates more separation from your ldr/squad.

p.s. if a leader can't remember what order he gave to his squad...he probably shouldn't be leader of said squad, lol

May 10 2016, 2:52 AM · Arma 3
kill4eva added a comment to T66699: [FEATURE REQUEST] louder breathing underwater in the scuba gear plus the exhaled bubbles.

want it louder? turn up your volume, lol. NEXT

May 10 2016, 2:52 AM · Arma 3
kill4eva added a comment to T66682: Muzzle Fire randomized.

Thank you for your teams consideration Khan. I just wanna point out that I meant this towards every weapon possible in ARMA from pistols to tanks, all having a possible random muzzle flash.

May 10 2016, 2:51 AM · Arma 3
kill4eva added a comment to T66682: Muzzle Fire randomized.

I understand what you're saying but that's not what i meant

This video should clarify things

https://www.youtube.com/watch?v=-W4WT0zFV2Q&feature=youtube_gdata_player

muzzle fire that occurs randomly is what i'm showing...since after all the combustion of a real bullet doesn't produce the same effect every single time

May 10 2016, 2:51 AM · Arma 3
kill4eva edited Steps To Reproduce on T66682: Muzzle Fire randomized.
May 10 2016, 2:51 AM · Arma 3
kill4eva added a comment to T65643: Map is too bright at night.

Shack tac's map auto brightness mod is something devs can look at and implement in vanilla version

May 10 2016, 2:07 AM · Arma 3

May 9 2016

kill4eva added a comment to T61268: Missing smoke grenade sounds (pop+hiss) and grenade pin sound.

I was just noticing this last night...and was surprised there was no sound. /upvoted for realism sake

May 9 2016, 10:57 PM · Arma 3
kill4eva added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

I hope that if BIS doesn't do it...that this atleast this opens the door to modders in community to make PiP 3D scope :). Like OP stated in title...RO2 seems to be the only modern game with a realistic scope, 2D/zoomed in view is starting to get really boring.

May 9 2016, 10:23 PM · Arma 3