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May 10 2016

Psychomorph added a comment to T70723: NIght is broken.

That's the new LSD program ArmA3 feature the future military will be testing. BIS did nothing wrong.

May 10 2016, 5:22 AM · Arma 3
Psychomorph added a comment to T70658: Combat Pace and Auto-Run Off by Default.

You have three base movements, the walk, combat pace and run. You should be able to set one of these as your default and toggle/hold keys to do the others.

May 10 2016, 5:20 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70654: Avionics emitting light.
May 10 2016, 5:20 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70643: Opfor neck/wrists are so ugly.
May 10 2016, 5:20 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70639: One way ZOOM keys.
May 10 2016, 5:20 AM · Arma 3
Psychomorph added a comment to T70621: Opfor helmets are so ugly..

I haven't seen one from close up since I started to play again last week. Guess I have to check up on this.

But I also hate the alien looking ribbed neck and wrists. Maybe worth a ticket:
http://feedback.arma3.com/view.php?id=12284

May 10 2016, 5:19 AM · Arma 3
Psychomorph added a comment to T70621: Opfor helmets are so ugly..

I find the insect looking helmets ugly, too.

May 10 2016, 5:19 AM · Arma 3
Psychomorph added a comment to T70611: Grenade Launcher sights/aim (functionality/animation).

Realistically you turn the little GL holo sight on the gun counter clockwise to increase range and clockwise to reduce range. Aligning sights is not necessary as you have that red dot, but you need to look through the sight from a proper angle to see the dot, which naturally/automatically brings the rifle into the necessary position.

There is no reason why you should lower or raise your head, it is all done by hands, adjust the sight and hold the rifle according to zeroing, but you keep looking straight (or wherever you want).

May 10 2016, 5:19 AM · Arma 3
Psychomorph added a comment to T70611: Grenade Launcher sights/aim (functionality/animation).

@AD2001:

Explain, please.

You reposition the gun, and in addition to that adjust the sight in order to have the muzzle show higher, or lower to launch the grenade further or nearer. This is how it works in ArmA3, but while at that your looking direction changes abruptly with the adjustment of range, which is disorientating and kind of reasonless.

Theory is that it might serve to guess the uneven ranges. Like zeroing the GL to 400m and placing sights on target, than zero it to 300m and move the view half the way to the target to launch the grenade to 350m. I did this accurately in ArmA3, but this can be achieved without the change of view direction (which as said is disorientating), by learning how much you need to move the sight up to add additional 50m to the range (I did this in other games).

The view should always look at the same direction.

May 10 2016, 5:19 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70611: Grenade Launcher sights/aim (functionality/animation).
May 10 2016, 5:19 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70610: MX 3GL grenade launcher reloading animation.
May 10 2016, 5:19 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70608: Field of view (FOV) continuity in Vehicles.
May 10 2016, 5:19 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70607: Sitting position in the 3 seated truck.
May 10 2016, 5:18 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70606: Character collision model.
May 10 2016, 5:18 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70603: Advanced Deadzone.
May 10 2016, 5:18 AM · Arma 3
Psychomorph added a comment to T70602: Add a hold breath sound.

What do you mean? You mean like an inhaling sound? If yes, than I don't think holding breath with guns is like holding breath under water. You don't inhale hard to get as much air into your lungs as possible, you just hold the breathing process for a bit to decrease some of the muzzle sway for a split second.

If I got you wrong, apologize. If I'm wrong on my interpretation of breath holding, than educate me please.

May 10 2016, 5:18 AM · Arma 3
Psychomorph added a comment to T70601: Add *click* sound for switching fire modes.

A very silent click sound that others wont hear past 1 meter is good, but nothing over exaggerated please.

May 10 2016, 5:18 AM · Arma 3
Psychomorph added a comment to T70597: Contextual action priorities... or insert own title here.

What else is there to polish? It's quite straight forward.

You don't need to use the left and right mouse buttons to step out, you can set any key you want, even keep it as it is now (WASD).

My point is, that you can either have individual keys to scroll up and down the action menu, the zeroing options and stance adjust (PageUp/Down for zero, scroll wheel for action menu and WASD [or other keys that you can set] for stance adjust) like now in ArmA3, or you can have only two buttons for scrolling (I prefer scroll wheel) which you use to scroll up and down the list/settings when holding a dedicated action menu/zeroing/stance adjust key.
With the stance adjust you need to hold the adjust key in any case, as it is now too, but you'd have the option to change it to the wheel.

I guess I make it more confusing the more I try to explain it, let me try a simpler example, for the case the above wasn't understood:

Key element is that holding this dedicated key allows you to use the, let's say, scroll wheel to scroll up and down the list/settings without the other functions that you have put to the wheel conflicting with it.
Like now with the stance adjust, you hold the stance key (which is one hold key) to use the WASD keys to adjust stance, the movement is disabled the moment you hold the stance key.
So what I suggest is that you can set whatever keys you want to adjust stance when you hold the stance key (not being forced to use WASD, but can use scroll wheel and mouse buttons, if you like) and in addition to that, using the action menu, zeroing and possibly other stuff in the same way as the stance adjust (by holding one key and using whatever keys you want to scroll through the lists, adjust stuff, etc).

This would give you the ultimate personalization/customization level of the controls.

May 10 2016, 5:18 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70597: Contextual action priorities... or insert own title here.
May 10 2016, 5:18 AM · Arma 3
Psychomorph edited Steps To Reproduce on T70567: Setting toggle and hold key priority.
May 10 2016, 5:17 AM · Arma 3
Psychomorph added a comment to T67818: Night Vision Optic should not be shown in 3rd person view.

I'd suggest not full fledged circle, but dimmed corners. Like a transparent circle with heavy gradient blur.

May 10 2016, 3:33 AM · Arma 3
Psychomorph edited Steps To Reproduce on T64183: Prone and weapon lowering.
May 10 2016, 1:16 AM · Arma 3
Psychomorph edited Steps To Reproduce on T64153: Sidestep (lean) or vaulting, legs stretching.
May 10 2016, 1:14 AM · Arma 3
Psychomorph edited Steps To Reproduce on T64152: Moving up/down hill.
May 10 2016, 1:14 AM · Arma 3
Psychomorph edited Steps To Reproduce on T64112: 4:3 aspect ratio.
May 10 2016, 1:13 AM · Arma 3
Psychomorph edited Steps To Reproduce on T64096: Passing wind noise in vehicles/aircrafts.
May 10 2016, 1:13 AM · Arma 3
Psychomorph added a comment to T64035: Raise and lower binoculars.

When you select the binoculars, they should be held in the hands like an item. Aim key would make you look through them and aim key would "unaim" the binoculars again.

This the only correct way to make it.

May 10 2016, 1:11 AM · Arma 3
Psychomorph added a comment to T64031: Sniper scopes arent working with nvg.

This is no bug. You can keep the holo's in front of the NVG lense, but it doesn't really work with the scope. We need a NV scope attachment for night combat (the one that you can put in front of the actual scope).

http://www.lahouxoptics.nl/images/nv/d542_2.jpg

May 10 2016, 1:11 AM · Arma 3
Psychomorph added a comment to T63970: Change Combat Pace toggle and Walk or Run toggle Transposed..
  1. I would like to set my default speed to be walk.
  1. I would like to toggle with a key between walk and tactical.
  1. I would like to be able to hold that same key to run.
  1. I would like to drop to tactical after the run key is released, not to be forced to remember whether I had walk or tactical before I started to run.

That would be the most intuitive way to handle this for me. I want it, I need it. BIS please fix it.

May 10 2016, 1:07 AM · Arma 3
Psychomorph added a comment to T63920: Make feedback tracker a feedback tracker.

Most critique argumentz have their subtle reasons, you may not always comprehend it. I do not always comprehend myself and just let those reports be.

May 10 2016, 1:04 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63882: Sling rifles across the chest.
May 10 2016, 1:03 AM · Arma 3
Psychomorph added a comment to T63880: No underwear in the field, please!.

Alright, I'm callin' in the police... you mean bunch of perverts.

:p

What about a "don't forget pants" option in the menu? Check it and the embarrassment has an end.

May 10 2016, 1:03 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63880: No underwear in the field, please!.
May 10 2016, 1:03 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63876: Zoom in/out on mousewheel & zoom "lock".
May 10 2016, 1:03 AM · Arma 3
Psychomorph added a comment to T63875: Make sprinting realistic.

Sprint (turbo) is a bit too fast and the animation is cycled way too fast in order to accommodate the pace. It looks a bit comical that way (Charlie Chaplin esque). The animation should fit a slightly slower pace better by making slower but larger steps, and when getting tired, the steps would become shorter and animation slightly slower, which would make you move slower.

Run/tactical and walk animations are perfect and seem authentic (mass and weight), but I'd slow them a tad bit down.

Also, running (or moving in general) up or down hills should affect the pace and fatigue very much.

May 10 2016, 1:02 AM · Arma 3
Psychomorph added a comment to T63875: Make sprinting realistic.

Agreed, the faster the movement (also goes for the run, but more for the sprint) the more inertia and such should affect. Gives people more reason to use the slower paces where these need to be used.

May 10 2016, 1:02 AM · Arma 3
Psychomorph added a comment to T63874: Zoom and inventory menu.

I said:
"When I use the mouse scroll wheel to zoom in and out (which doesn't work properly anyway)..."

here the report regarding this issue:

http://feedback.arma3.com/view.php?id=5510

May 10 2016, 1:02 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63874: Zoom and inventory menu.
May 10 2016, 1:02 AM · Arma 3
Psychomorph updated subscribers of T63858: please remove the part of the loading screen saying: "this is war"..

@SharkBaztard:
Troll at your service, Sir!

@ExploitedYouth:
read post (0013528): http://feedback.arma3.com/view.php?id=5492#c13528
...and the post above that and you will see this is not about morale and ethics, it is far more twisted than that.

May 10 2016, 1:01 AM · Arma 3
Psychomorph added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

Yeah the critics have not understood what this is all about, it is not about morale here.

It is indeed somewhat silly to discuss, but I was surprised when I saw this report here, because I had the same thought. It's one of those things that don't make perfect sense, lol.

May 10 2016, 1:01 AM · Arma 3
Psychomorph added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

The addition "don't" usually reverses the meaning of "perfect sense", which is what I was getting at.

Still, this is not trolling and only few can understand that. All what matters is that the developers understand. Unless they don't... than it's a shame.

May 10 2016, 1:01 AM · Arma 3
Psychomorph added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

Plz gun control in America!

May 10 2016, 1:01 AM · Arma 3
Psychomorph added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

My reason to agree with the OP has nothing to do with morale or ethics and I feel kind of silly to make such a big deal out of it, but the first time I saw it, it annoyed me, because it is such a random thing. It reminds me of a Tourette patient, who shouts out random things that seem out of place.
Sure, the term "war" relates to the games content, so does the term "fly" relate to a flight sim. Imagine a flight sim splash that said "We fly". I'd be like:
"Yeah, we do, so what? Whatcha wanna say? We fly, alright Cpt. Obvious, smart-azz, you do have a point, now get me to that menu so I can... "fly."

I know it's ridiculous, but I'm just ridiculously annoyed by this, for no particular and rational reason. Call it bad design, as if like a color doesn't fit the background and thus annoys an artist. Or so. *shrugs*

Just prove you are more eloquent than that BIS and put something better and more meaningful instead of this splash screen.

May 10 2016, 1:01 AM · Arma 3
Psychomorph added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

I vote to remove, because I thought it looks out of place and has no meaning behind it, just three pointless words. Kinda silly.

You can remove the intros by setting a launch option (I think its -novideo) in steam, but then I need to watch the ArmA3 logo for a bit too long, while the intros usually give you the feel of (loading) progress, the motionless ArmA3 logo looks like a crashed game, lol.

May 10 2016, 1:01 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63748: Moon halo.
May 10 2016, 12:56 AM · Arma 3
Psychomorph added a comment to T63747: Night sky.

I made a mistake, I did not mean depth of field as in focus to make things blurry. I mean to not zoom the stars, moon and sun much when zooming-in, but keep them always distant as they are (they would be zoomed in slightly, but not according to the level of zoom).

May 10 2016, 12:56 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63747: Night sky.
May 10 2016, 12:56 AM · Arma 3
Psychomorph added a comment to T63746: Custom stance keybind?.

More power to options! Voted up.

May 10 2016, 12:55 AM · Arma 3
Psychomorph added a comment to T63743: Add realistic body armour..

Body armour should have only certain parts covered (center mass), but there are spots where a single bullet would still do the thing. So body armour, as in real life, should give you a chance but no perfect protection.

May 10 2016, 12:54 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63734: Reloading animation when incapacitated.
May 10 2016, 12:52 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63727: APPLY button in options.
May 10 2016, 12:52 AM · Arma 3
Psychomorph added a comment to T63714: Manual paddling on assault boat and some further boat mechanics.

I forgot to add: Allow a light boat that hit the sand to be pulled on the beach by men and also pulled back into water. The more men help, the faster you do this.

May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63714: Manual paddling on assault boat and some further boat mechanics.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63713: AI and boat.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63712: Moving individualy around on a boat.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63711: Swimming and climbing on rock from water.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63710: Going under water with vehicle / aircraft.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63709: Helicopter (little bird) interaction with water.
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63707: Helicopter rotors should kill (nasty if possible).
May 10 2016, 12:51 AM · Arma 3
Psychomorph edited Steps To Reproduce on T63705: More sound effects driving cars off-road/on-road.
May 10 2016, 12:51 AM · Arma 3
Psychomorph added a comment to T63623: A single white pixel is seen on screen with the RCO sight attacked to the MXM 7.62 on 2560X1440 resolution..

In night vision mode the pixel is black, while normally it is white.

I have same problem.

My resolution is 2560x1440, too.

May 10 2016, 12:49 AM · Arma 3
Psychomorph added a comment to T63607: Jump/Jumping command.

Many people opposing the jump function are simply badly educated on the subject of real-life jumping and spoiled by arcade games. In a game like ArmA, if jumping is implemented it should (and would) simulate the soldiers real-life jumping capability (with full gear).
Leaping over gaps (which are too wide for a step over) hopping over smaller obstacles while running fast (no time to stop, you might get killed vaulting over it), etc.

ArmA is a realistic game and it needs realistic jumping, of at all. This has nothing to do with Battlefield games.

May 10 2016, 12:46 AM · Arma 3
Psychomorph added a comment to T63467: AI See you ALWAYS, Cant sneak.

Too high priority? This has been destroying co-op games so far. AI is one of the more important features and it is flawed in regard to their ability to spot enemies.

May 10 2016, 12:41 AM · Arma 3
Psychomorph added a comment to T63467: AI See you ALWAYS, Cant sneak.

That is true, they see you through trees, bushes and grass. You must only fire few shots and you see green tracers flying through a set of trees toward you.

May 10 2016, 12:41 AM · Arma 3
Psychomorph added a comment to T63286: Vehicles feel... weak. They stall while going up inclines, are weightless, handle too poorly..

Vehicles in ArmA3 are better than in PlanetSide 2, but feel a bit like rubber, they jump around weightless and like unaffected by gravity (too jumpy and fast).

Driving them is still hell lot of fun. Love the civilian pick-up truck.

May 10 2016, 12:35 AM · Arma 3
Psychomorph added a comment to T63276: Ear Plugs.

I don't know about ear plugs, but from what I know the Special Forces use those special headphones that allow you to hear normal, but filter out very loud noise such as nearby explosions and gun fire.

I believe the cap with the green headphones in the ArmA3 gear selection are those things. The helmets in ArmA3 might also have those build in?

Not sure how to convey this in the game. I love the fact that guns are loud in ArmA3, I am tired of the generic shooters barely making any impact with gun sounds, but if you use those headphones/earplugs, people may not understand and complain about the unrealistic gun sounds.
This would need to be implemented somehow in an understandable way.

May 10 2016, 12:35 AM · Arma 3
Psychomorph added a comment to T63165: Rope deployment from a helicopter.

Great, this needs to be done really.

I can imagine that once the pilot is in the right height and is not moving he says "good to go" and the players will get the option to use a rope in their action menu, they select it and rope down.

May 10 2016, 12:31 AM · Arma 3
Psychomorph added a comment to T62733: Inconsistent placement of buttons in multiplayer menus.

Agree, the disconnect should be at the same (left corner) side always in every menu. Consistency.

May 10 2016, 12:14 AM · Arma 3

May 9 2016

Psychomorph added a comment to T62383: Side step key binding.

I agree with OP, I also thought that single Q/E to lean (you decide if hold or toggle) and double Q/E = step-out + lean (toggle obviously) would be a quicker and more intuitive way to do it.

Tapping the opposite lean key would leave the step-out + lean and get you back to normal standing (if you need to hide again fast).

May 9 2016, 11:58 PM · Arma 3
Psychomorph added a comment to T62030: Terrible sound immersion.

I really notice how the unimmersive sound takes away something from the game. When I think about the Crysis 2 gun sounds, when you hear the pops in the distance, that adds something to it.

Thing is, ArmA3 looks very convincing (for the most part), but the sound doesn't fit the looks, which makes the flaw kind of even more obvious.

Solution; make graphics worse... :p

May 9 2016, 11:40 PM · Arma 3
Psychomorph added a comment to T62030: Terrible sound immersion.

Sound tech is a bit weak indeed.

May 9 2016, 11:40 PM · Arma 3
Psychomorph added a comment to T61996: Free looking while aimed down sights.

Alright, I see the idea behind it now, it's just a bit clumsy implemented, because I have two problems:

  1. The mouse sensitivity with freelook changes (floaty, too fast), so it looks and feels out of place (hence like a bug), the sensitivity should at least match your normal sensitivity in freelook.
  1. You can move the sight a bit to the left and right and keep the moving direction, but your view is locked within this. I think you should be able to keep turning your view further to the side, like it is usually done with the freelook, so your sights will not follow your view beyond their limit. It's like combining the two features.
May 9 2016, 11:38 PM · Arma 3
Psychomorph added a comment to T61996: Free looking while aimed down sights.

Not sure what's the use of that feature, it feels odd.

May 9 2016, 11:38 PM · Arma 3
Psychomorph added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I am mainly Co-op player and the AI doesn't do a good job on acting authentic, instead it acts only challenging.

May 9 2016, 11:26 PM · Arma 3
Psychomorph added a comment to T61486: When it gets dark and no night vision turned on, screen is black.

As people said, yes the lights dim when it gets darker, they need to illuminate the environment around them much more.
Looking at the lights should also darken the dark areas, while if looking away from lights, the eyes should adapt and you could see slightly better in the dark.

@liquidgreg:
AI uses Night Vision Goggles at night, but the AI can see you through grass and trees also, so this is also an AI vision problem as it was reported already.

May 9 2016, 11:08 PM · Arma 3
Psychomorph added a comment to T61109: Options > Game > Vehicle Freelook addition options.

I agree, I prefer to have freelook by default in vehicles. Though in a helicopter the mouse is good for steering. Since I use the freelook function on my mouse side button I have little issues to toggle it, but I'd prefer if I could set freelook by default in vehicles. Less button clicking, we have enough of this in ArmA.

May 9 2016, 10:50 PM · Arma 3
Psychomorph added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Recoil is really wrong. I saw an enemy like 7 meters in front, holo sight aligned, started tapping the trigger like 5 times, the fist might have hit, the others went WAY above his head and I got shot. It's like there's a magnet above me pulling the muzzle upward.

As far as I can tell most of recoil in real life goes backward into your shoulder, the muzzle goes up and to the side a bit as it has nowhere further to go, based on the fact that you hold the gun at the bottom.
You should tap the trigger several times and still be able to land a tight grouping on closer ranges, but no, it goes UUPPP.

Also the scope sways like mad, even when lying prone.

May 9 2016, 10:02 PM · Arma 3
Psychomorph added a comment to T60635: Separate mouse sensitivity options (in sights, zoomed in, scope etc).

+1+1+1+1+1+1+1

Also, separate mouse sensitivity setting for freelook AND separate mouse sensitivity for deadzone (gun movement sensitivity within the deazone). Must have!

May 9 2016, 9:52 PM · Arma 3
Psychomorph added a comment to T60025: No female soldiers models available.

I never cared, but now that women are part of the fighting force in the US (in Israel all the time), why not.

May 9 2016, 7:54 PM · Arma 3
Psychomorph added a comment to T60025: No female soldiers models available.

I never cared, but now that women are part of the fighting force in the US (in Israel all the time), why not.

May 9 2016, 7:54 PM · Arma 3
Psychomorph added a comment to T59777: No option to set Field of view degree in options. 1st person view FOV.

@integ3r:

Double tapping minus does zoom out, but the fov resets to default as soon as you aim the sights. Well, at least for me it does I can tell. So I guess this needs to be fixed then?

May 9 2016, 7:12 PM · Arma 3
Psychomorph added a comment to T59660: Free Look Negative Acceleration.

Not sure about acceleration, but freelook feels floaty, like there is smoothing on and inconsistent it is (I guess due to acceleration) also the sensitivity becomes higher.

I guess higher sens means that it is easier to move the head than the gun, but I adjusted a specific mouse sensitivity for a reason, to have it comfortable as I need it, the higher sense just brings the tune out of balance.
I'd like to have the freelook feel as good and consistent as the normal look.
Of course, I'd vote for a separate freelook mouse sensitivity setting any day (anyyyy)!

Also, when you move the mouse slightly faster, the gun speeds up and moves off center until it bounces off its border and locks back to center, where the view can no longer be moved further into that direction. This also made it look like a glitch. This thing is unoptimized and the gun sights should remain steady when turning the view (unless there is deadzone), the mouse sense should remain as it is by default also.

Also2, when you change the muzzles direction with aimed freelook while the walking direction remains, deactivating the freelook snaps the sights back to the moving direction, but it should be the other way around, the sight must remain pointed where you pointed it and it is the moving direction that should change/adapt to where you got the sights pointed.
I believe theres another ticket pointing that out, but I think it is worth mentioning here, also.

May 9 2016, 7:08 PM · Arma 3
Psychomorph added a comment to T59277: Grenade throwing is unrealistic (too fast).

The fact that this highly modern arcade shooter grenade throw was implemented is concerning. Perhaps the developers had no time to mess around with the grenade throw mechanics yet and used it as a place holder, I hope so.

This definitely needs to be worked on.

May 9 2016, 6:47 PM · Arma 3
Psychomorph added a comment to T58793: Implement a visual stance indicator.

fbiss, quite short sighted. Some prefer to stay immersed in 1st person and others want to play hardcore (no 3rd person servers).

An indicator is a must, but it must be visually far more subtle than that mod that was made recently.

May 9 2016, 3:31 PM · Arma 3
Psychomorph added a comment to T58710: Mortar fired me....

In soviet Russia, mortar fires you.

May 9 2016, 3:27 PM · Arma 3
Psychomorph added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

I don't mind the M14 to be part of Iranian armory, but the first time I saw this I wondered. I thought the AI picked some downed soldiers gun, but then realized it was their own. I thought it looked somewhat out of place. Perhaps a pimped FAL would be a better choice? Keep the M14 for the US forces specialists.

May 9 2016, 3:20 PM · Arma 3
Psychomorph added a comment to T58547: m14 EBR, is a US Armed Forces Weapon, and is Manufactured Here in the US by the US.

On co-op servers that allow you to change weapons I always use th EBR, because it's my favorite weapon. But I use it with the Russian scope (I guess it's Russian?).

May 9 2016, 3:20 PM · Arma 3
Psychomorph added a comment to T58510: Helicopter too light?.

I agree, the air crafts (vehicles in general too), feel somewhat light and jumpy, with little consistency.

I do not want difficult controls, they should be responsive and precise, but I would like to feel like I'm moving metal, not plastic.

May 9 2016, 3:18 PM · Arma 3
Psychomorph added a comment to T58485: Changing profile name impossible.

I had the same problem.

In-game I had no name, just blank space and in the profile menu I clicked "edit" and it said "you cannot change the default profile name" or something like that.
I could not even go back in the menus anymore, had to alt+tab and close ArmA3 in the task manager and restart.

A friend helped me out. He told me how to add the profile/name string value in the registry manually. I had only the (default) string. My friend told me to create a new string value called "name" (or "profile"? Don't remember), in the string I typed in my name. When I started ArmA3 then, I had a name in the game and could customize my character in the profile menu.

I don't remember the exact registry path, was probably something with local machine, windows, bohemia interactive, arma3 alpha.

May 9 2016, 3:17 PM · Arma 3