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-Coulum-
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User Since
Mar 6 2013, 10:18 PM (611 w, 1 d)

Recent Activity

May 10 2016

-Coulum- added a comment to T66101: Mouse cursor loses sync with its actual placement.

This happens to me whenever I start the game. The cursor appears to the left of where the actual mouse is pointed. As I move the mouse to the right the offset becomes larger. As I move left the offset becomes smaller until at the very left edge the mouse and cursor align as they should.

After I alt tab out and in again everything usually re-aligns itself and works fine. Doesn't really effect gameplay but does make navigating the menus a chore.

May 10 2016, 2:28 AM · Arma 3
-Coulum- added a comment to T64365: [Suggestion] Different approaches with Ground Textures..

I think that this: http://feedback.arma3.com/view.php?id=4635 would be a much better way to solve the midrange texture problems. Both these mods are great, but they are, in the end just "cover ups", that don't truly fix the problem.

May 10 2016, 1:22 AM · Arma 3
-Coulum- added a comment to T63653: A.I. Avatar Variable Movement Speed.

Yeah I guess this would be neat, and make things more realistic, but overall it would just make things harder for the ai would it not? Added complexity for very little reason... I don't see the point.

May 10 2016, 12:50 AM · Arma 3
-Coulum- 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..

My resolution is only 1600x1200, so it isn't exclusive to 2560x1440 resolutions. I see the black dot in Night vision as well although it is really hard to see. It appears both with and without crosshairs enabled.

May 10 2016, 12:49 AM · Arma 3
-Coulum- 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..

I've witnessed this as well. At first I thought it was just a fly or something but it always trails to the right of where my gun is pointing. It even seems to follow the sway pattern of my rifle. Annoying but very minor.

May 10 2016, 12:49 AM · Arma 3
-Coulum- added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

Arma sorely needs this for both the visual "prettiness", and the increased spotting difficulty it will create.
Comibined with http://feedback.arma3.com/view.php?id=3505 and Arma's medium range angagements would be MUCH better. probably the best they could be without drawing grass 100's and 100's of metres away.

Very nice ticket by the way.

May 10 2016, 12:22 AM · Arma 3
-Coulum- added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

Shooting moving targets is harder... but not that hard. There is a clearly a problem here. Ai won't even engage strafing enemies at more than 100 metres, and at anything less they are more likely to expend all their ammunition than hit you even on full skill.

May 10 2016, 12:15 AM · Arma 3
-Coulum- added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

After some more testing after the .52, I find this problem only occurs when strafing right. When strafing left they hit easily, although they refuse to engage you when strafing over 100 metres no matter which way. All on full skill. and the ai is just a basic rifle man.

May 10 2016, 12:15 AM · Arma 3
-Coulum- added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

Heres a video I made demonstrating the AI's poor ability to hit at different ranges. All skills are set to max.
http://www.youtube.com/watch?v=uSa_ad7XYxk&list=PLP6xEoMEUojs3wSpxlLoBzRSxb0XP1eut

The video says this is due to slow turn rate but this is not the case at the longer ranges. My guess is it is due to poor ability to lead the target.

May 10 2016, 12:15 AM · Arma 3

May 9 2016

-Coulum- added a comment to T62399: When you die and do a team switch to a playable AI, many sound are gone..

I have witnessed this as well. Guns and explosions stop playing after the team switch. Radios and ambient environmental sounds can still be heard though.

May 9 2016, 11:59 PM · Arma 3
-Coulum- added a comment to T62244: AI Turn Rate is to Slow to Engage the Player at all Ranges.

^^My thought process is that the ai may be able to turn fast enough, but choose not to because they are basing their movements on the players current position rather than predicting where the player is going to be - Ie. they are always one step behind the player. But I am testing this further, from the AI POV and I think it may be something else entirely...

May 9 2016, 11:51 PM · Arma 3
-Coulum- added a comment to T62244: AI Turn Rate is to Slow to Engage the Player at all Ranges.

this vid also demonstrates how this problem can be exploited.
http://www.youtube.com/watch?v=oFZKEWe9tKo

May 9 2016, 11:51 PM · Arma 3
-Coulum- edited Steps To Reproduce on T62244: AI Turn Rate is to Slow to Engage the Player at all Ranges.
May 9 2016, 11:51 PM · Arma 3
-Coulum- added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

I dislike this ticket because it is attempting to address many very different issues at once. We have accuracy, spotting time, seeing/shooting through bushes and ai reaction to incoming fire all being addressed in one ticket. I think it could have been a bit more specific.

While I agree that the ai spotting is far too simplistic and fundamentally flawed, resulting in ai that can detect you far too easily, I disagree that the AI's accuracy should also be made worse.

Instead I think that the user should be able to easily change accuracy ingame. Ie. BIS should make a precision slider as well as a overall skill slider for friendly and enemy AI. This is so that players, mission makers, and modders alike have the ability to configure the ai's accuracy however they like - a mission maker might want an ai sniper to be capable of headshotting you at 800 metres away. A player might want to have a real challenge against the ai by making them super accurate. Simply decreasing the ai's accuracy like suggested would make it harder for these people to get what they want.

May 9 2016, 11:26 PM · Arma 3
-Coulum- added a comment to T61049: AI can see you through smoke grenades/general smoke.

I have not experienced this. The ai will continue to fire at you last known position or if you are moving, at the position they predict you to be in. If you move after throwing smoke their shots will not follow you but rather keep landing where you used to be. Smoke works find in my experience, you just can't be predictable.

Sometimes there are "thin spots" in the smoke that the ai can see through, but you can see through them too so it is not cheating. I think it would be worth it however to make smoke thicker so that this doesn't happen as often.

May 9 2016, 10:40 PM · Arma 3
-Coulum- added a comment to T59788: Recoil way to high.

I think the issue is not so much that the recoil while standing/crouched/prone is too high, but rather that we lack the ability to rest our weapon on ledges or deploy bipods.

May 9 2016, 7:13 PM · Arma 3
-Coulum- added a comment to T59788: Recoil way to high.

Assuming that no weapons are being rested or bipods used, I find the recoil to be great the way it is. It is large enough that you have to take time to line up accurate shots yet slow enough that you can control it too some degree by pulling down the mouse in full auto. Most importantly, in combination with sway, it creates longer firefights that require more maneuvering and less "plinking".
Those against it, keep in mind that you probably haven't gotten accustomed to it yet. After a while it won't seem quite as bad because you will learn to control it.

May 9 2016, 7:13 PM · Arma 3
-Coulum- added a comment to T59743: Weapon Sway is Over the Top.

Yes it is perfect. You can hold your breath. End of story. And even when you don't hold your breath you can still effectively engage targets up to 300 metres from a crouched stance.
I have tried to reproduce this "fake counter movement" that your talk of but can't. The direction of the sway seems to be independent of the mouse movement.
I say this sway is near perfect because it creates fire fights that are not merely point and click affairs that end in a matter of seconds. It draws out the fight and encourages maneuvring to close with the enemy rather than plinking up on the hill top.
Oh and when shooting without holding your breath, going prone (ie when you have to fight the sway) don't try to compensate for it. Point at the target and then wait for the sway to point the weapon at your target. When it lines up take your shot. At least thats how I do it.

Ha now I read your previous reports in this issues and see I have wasted my time trying to explain myself to you. I find it extremely ironic that you tell me I am an aimbotter not long after you say:

"I will debate what I want and state what I want, without having you telling me what you think I am and know.

You don't have the slightest clue who I am or what my complaint is about.."
Needless to say I am not an aimbotter. Everyone experiences the sway in the same way - many are still able to hit just fine. Maybe the problem isn't the sway but rather your on ability/expectations.

May 9 2016, 7:11 PM · Arma 3
-Coulum- added a comment to T59743: Weapon Sway is Over the Top.

Sway is near perfect right no. The ability to hold ones breath and stabilize the aim makes it totally possible to line up accurate shots at range... but as in reality, it takes time and concentration. This sway is one of the best things that happened to arma.

May 9 2016, 7:11 PM · Arma 3
-Coulum- added a comment to T58523: AI seems to have superhuman/x-ray vision.

I think these requests are pretty useless without a method to reproduce. Is there a way to reproduce this issue reliably?

May 9 2016, 3:19 PM · Arma 3