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50cal
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User Since
May 2 2013, 7:21 PM (605 w, 5 d)

Recent Activity

May 10 2016

50cal added a comment to T81869: Hand grenades are way underpowered.

Even 2035 protective gear will not save you from a grenade going off 1 meter away from you.

But hey miracles do happen ;-) let's just pretend we have very lucky AI...faster that fixing it right?

May 10 2016, 10:44 AM · Arma 3
50cal added a comment to T81869: Hand grenades are way underpowered.

Yep talking about RGO grenades.

And also while playing with that I realized that it's virtually impossible to throw them through windows that have any sorts of frame attached to it.
The grenade will always bump on it and come back to your face.

The grenade effects and handling needs to be reworked somehow.
In earlier build we could adjust the throwing strength by holding the fire button. This was way better.

Perhaps this should come back into the game with some kind of optional vector indicator to actually help us with aiming.

May 10 2016, 10:44 AM · Arma 3
50cal set Category to category:engine on T81869: Hand grenades are way underpowered.
May 10 2016, 10:44 AM · Arma 3
50cal added a comment to T81595: Crashes when using various mods.

Thx! I'll try that

May 10 2016, 10:35 AM · Arma 3
50cal added a comment to T81595: Crashes when using various mods.

Hi,
It doesn't crash without the above mentioned mods.

May 10 2016, 10:35 AM · Arma 3
50cal set Category to category:gamecrash on T81595: Crashes when using various mods.
May 10 2016, 10:35 AM · Arma 3
50cal added a comment to T81513: Bipod improvement ideas.

I mean any combination of key would do.

May 10 2016, 10:33 AM · Arma 3
50cal set Category to category:featurerequest on T81513: Bipod improvement ideas.
May 10 2016, 10:33 AM · Arma 3
50cal added a comment to T81512: Can't deploy any weapon when loading a savegame..

Still in latest beta...

May 10 2016, 10:33 AM · Arma 3
50cal edited Steps To Reproduce on T81512: Can't deploy any weapon when loading a savegame..
May 10 2016, 10:33 AM · Arma 3
50cal edited Steps To Reproduce on T77283: Tactical target assignment.
May 10 2016, 8:23 AM · Arma 3
50cal edited Steps To Reproduce on T77282: General problems affecting gamplay..
May 10 2016, 8:23 AM · Arma 3
50cal added a comment to T73627: Inventory/ Loadout editor.

I really hope you are right and they are actually going to do that.

May 10 2016, 6:46 AM · Arma 3
50cal edited Steps To Reproduce on T73627: Inventory/ Loadout editor.
May 10 2016, 6:46 AM · Arma 3
50cal edited Steps To Reproduce on T73624: Where is the inventory/loadout editor?.
May 10 2016, 6:46 AM · Arma 3
50cal edited Steps To Reproduce on T71136: Remove "open door" order from actions orders menu.
May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71132: Mortar animations.
May 10 2016, 5:36 AM · Arma 3
50cal added a comment to T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.

I'd rather have basic smoke that I can use than these ones.

They are not occulting the view at all and they eat a lot of resources.

May 10 2016, 5:36 AM · Arma 3
50cal added a comment to T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.

what was wrong with the old smoke system?

May 10 2016, 5:36 AM · Arma 3
50cal added a comment to T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.

Correct. I will update the description.
Thx

May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71128: Smoke grenade -> huge perfomance hit -> very shallow smoke screen.
May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71126: Switching to AT or AA should not change stance.
May 10 2016, 5:36 AM · Arma 3
50cal added a comment to T71124: Constant reload when picking up magazine.

Added

May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71125: Vermin wrong zeroing using optics.
May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71124: Constant reload when picking up magazine.
May 10 2016, 5:36 AM · Arma 3
50cal edited Steps To Reproduce on T71123: Vermin: unable to place attachments directly to bag/pouches.
May 10 2016, 5:36 AM · Arma 3
50cal added a comment to T71025: Difficult to get inventory / enter icon when approaching bodies / vehicles.

Sometimes it's also actually impossible to access the inventory on a dead body when you have a weapon or 2 in the vicinity.

And underwater it is simply impossible to access it.

May 10 2016, 5:33 AM · Arma 3
50cal added a comment to T70971: [FIXED] 3rd Person view on MK6 Mortar is useless.

There should be a way to keep the unit 3rd pers view instead of the "vehicle" 3rd pers view.

May 10 2016, 5:31 AM · Arma 3
50cal edited Steps To Reproduce on T70947: Burning objects.
May 10 2016, 5:30 AM · Arma 3
50cal edited Steps To Reproduce on T70904: Mortar illumination rounds problem.
May 10 2016, 5:28 AM · Arma 3
50cal edited Steps To Reproduce on T70903: Weapon sway.
May 10 2016, 5:28 AM · Arma 3
50cal edited Steps To Reproduce on T70900: Incoming mortar and artillery sounds.
May 10 2016, 5:28 AM · Arma 3
50cal added a comment to T70868: Transition from healthy to dead.

Sorry for my horrible English grammar. It's obviously not my first language.

Corrected as best as I could...hope it's better now.

May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70868: Transition from healthy to dead.
May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70867: Zoomed view (double tap "+" ) should stay when switching to optic.
May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70866: Gear editor.
May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70863: Eject from pilot position.

Now that's a good point for not having it back into the game...I agree

Perhaps this could be editable by admins for the multiplayer part?

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70863: Eject from pilot position.

Thanks NodUnit I had a good laugh reading you.

Let's please end this debate here. It's not about if helo pilots are bailing out or not...they don't and we know why.

Nevertheless it is possible possible to do so.
It's even easier than with a plane since you can reduce your airspeed to zero.

The "would it be possible or not question" being answered it would be nice to see this feature coming back into the game.

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70863: Eject from pilot position.

I know it's not realistic, it's about freedom!!!

Could be useful for James Bond like missions ;-)

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70863: Eject from pilot position.

Ok let's get some facts.

Flying at approx 80kts (in auto rotation) with a vertical speed of about 1500ft/min...that's about 14kts vertical speed.

A human body doesn't fly with that kind of ratio...just a wild guess ;-)

To make it simple you will not hit the main rotor unless the helo suddenly banks on your side...and even then, by the time you would be way behind.

From my (airplane pilot) point of view it is absolutely possible to bail out of a little bird...

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70863: Eject from pilot position.

If you have a parachute and the helo is completely out of control you would try to bail out.

May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70863: Eject from pilot position.
May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70862: 6.5 mm damage too low.

Yes they are all a bit underpowered actually.
Also I it seems suppressors decrease damage a lot too! This would be completely wrong since we don't have subsonic ammo for the time being.

May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70862: 6.5 mm damage too low.
May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70858: ARCO Optics: collimator too dark.

If ACOG do that sure enough any other us army candidate would do the same or better.

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70858: ARCO Optics: collimator too dark.

The collimator is self illuminated and you can adjust the brightness of it for NVG use.

May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70858: ARCO Optics: collimator too dark.

Do you have any reference to support your statement?

May 10 2016, 5:27 AM · Arma 3
50cal edited Steps To Reproduce on T70858: ARCO Optics: collimator too dark.
May 10 2016, 5:27 AM · Arma 3
50cal added a comment to T70229: penetration is determined by the loaded magazine type, not the gun or caliber. .

I think this is a feature in ACE already.

And this one of many many other "essential" things done in ACE that will not find it's way to the final product.

May 10 2016, 5:04 AM · Arma 3
50cal added a comment to T69640: Cant aim through scope while lying (left/right/full down).

yes that was nice! bring it back!

May 10 2016, 4:43 AM · Arma 3
50cal added a comment to T69456: Skeletal animations for static and mounted weapons.

Upvoted, I actually opened a ticket for mortar anims only but you are right, we need animations for all static weapons!

May 10 2016, 4:36 AM · Arma 3

May 9 2016

50cal added a comment to T60609: Add a feature to open weapon on ground inventory (more accesible attachments).

I didn't know this was an issue.
A way to take directly the attachments from the weapon on ground is indeed needed.
cheers.

May 9 2016, 9:51 PM · Arma 3
50cal added a comment to T58799: Deploying a weapon / proper use of bipods.

With me it's now 1245 request.
Let's hope this get higher in the priority list now.

May 9 2016, 3:40 PM · Arma 3