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Aikmofobi
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User Since
Mar 6 2013, 10:11 PM (616 w, 12 h)

Recent Activity

May 10 2016

Aikmofobi added a comment to T76049: Berets still not textured..

Thing is they've stated in patch notes that it is fixed.

May 10 2016, 7:51 AM · Arma 3
Aikmofobi edited Steps To Reproduce on T76049: Berets still not textured..
May 10 2016, 7:50 AM · Arma 3
Aikmofobi added a comment to T63731: Request: Add 25m range increments to GL sights..

50 m increments is perfect, 25 m would be way too tedious to click through.

May 10 2016, 12:52 AM · Arma 3
Aikmofobi added a comment to T63728: Health Problem.

I'm sorry, you must be new around here.

May 10 2016, 12:52 AM · Arma 3
Aikmofobi added a comment to T63525: Ammobox issues.

Interface size in options might help you out.

May 10 2016, 12:43 AM · Arma 3
Aikmofobi added a comment to T62575: "Revert" not the best or most expected word for reload a save.

It's tradition by now.

May 10 2016, 12:07 AM · Arma 3

May 9 2016

Aikmofobi added a comment to T61614: bullet impact and explosions on water.

Look at how ACE2 for arma2 did it, thats pretty good. Arma3's current effects are a step backwards.

May 9 2016, 11:15 PM · Arma 3
Aikmofobi edited Steps To Reproduce on T61606: Tactical crouch is too fast.
May 9 2016, 11:14 PM · Arma 3
Aikmofobi added a comment to T61606: Tactical crouch is too fast.

Exactly, tactical standing as it is now is completely redundant.

May 9 2016, 11:14 PM · Arma 3
Aikmofobi added a comment to T61573: Game gets major lag and then crashes during online play..

Aye, I'm getting it too. About 10-20 minutes in everyone starts desyncing and then it crashes.

May 9 2016, 11:12 PM · Arma 3
Aikmofobi added a comment to T61491: Grenades don't bounce/roll on the ground.

I have had a grenade bounce violently once. Once...

May 9 2016, 11:09 PM · Arma 3
Aikmofobi added a comment to T61298: Weapons Transitions Unrealistic/Too Slow.

Agreed, the character should just drop his weapon to hang in front of him.
Would mean redoing the whole animation, sure, but the current one is very old fashioned, wrong and the new one covers up the fact that the weapon in game doesn't actually have a sling attached.

May 9 2016, 10:57 PM · Arma 3
Aikmofobi added a comment to T60602: implementation of full auto firemode hindering use of machine guns.

Also, suppressive fire really isn't that accurate.

May 9 2016, 9:50 PM · Arma 3
Aikmofobi added a comment to T60602: implementation of full auto firemode hindering use of machine guns.

Real machine guns do not in fact recoil upwards very much since you most often have the whole thing resting on it's bipod and it simply weighs a ton. It does however have significant kick up on the first shot of a burst and after that, hard recoil to one side.
I'm speaking from experience with the 7.62 mm FN MAG/m240G, but having fired 5.56 mm rifles I'd say 5.56 and even 6.5 machine guns react the same but to a lesser degree.

May 9 2016, 9:50 PM · Arma 3
Aikmofobi added a comment to T60440: Vehicle's 1st gear is too slow/Sound not synced with speed.

All the cars feel like some sort of Reeaally weak electric car.
They all have almost constant acceleration with no real difference between the gears. If I press E which is roughly the equivalent of "pedal to the metal" I want to feel the thing really jump away.

May 9 2016, 9:44 PM · Arma 3
Aikmofobi added a comment to T60101: Two rockets fired at a time from AH-9 helicopters.

Maybe the dial is set to 2. Switch weapon and switch fire mode, which could change burst lenght, should be separate buttons or done as in ACE2 for arma2.

May 9 2016, 9:26 PM · Arma 3
Aikmofobi added a comment to T60096: Recoil is way to strong... like in all previos games.

Poor delusional cod boys. You are supposed to be that soldier, your avatar is simply holding the gun. If anything recoil is too uniform and predictable.

May 9 2016, 9:26 PM · Arma 3
Aikmofobi added a comment to T60094: Arma 3 blows.

Wow. Alpha mean anything to you? We are meant to provide useful feedback and constructive criticism.

May 9 2016, 9:26 PM · Arma 3
Aikmofobi added a comment to T60090: Vehicle command inputs lag.

The way it is now it is sometimes slow and sometimes very unexpectedly fast having veered me off the road on more than one occation.

May 9 2016, 9:26 PM · Arma 3
Aikmofobi added a comment to T60090: Vehicle command inputs lag.

They do take too long to turn though. Even on the offroad it feels sluggish.

May 9 2016, 9:26 PM · Arma 3
Aikmofobi added a comment to T60085: Blood in water.

Or the same way as the clouds in the sky, only smaller.

May 9 2016, 9:25 PM · Arma 3
Aikmofobi added a comment to T60060: Shooting from Little Birds.

Shacktac even did this for Arma 2 so it's definitely possible.

May 9 2016, 9:24 PM · Arma 3
Aikmofobi added a comment to T59961: Running animations are too fast.

The jogging speed is pretty much straight on correct for a fitness maniac.
Sprinting feels too fast.

May 9 2016, 7:21 PM · Arma 3
Aikmofobi added a comment to T59884: Areas with dense vegetation have a large impact on framerate.

The picture-in-picture on screens and mirrors literally eats frame rate.

May 9 2016, 7:17 PM · Arma 3
Aikmofobi added a comment to T59883: Helicopter controls are way too arcade.

The focus of the Alpha is infantry anyway, choppers will come along in the Beta.

May 9 2016, 7:17 PM · Arma 3
Aikmofobi added a comment to T59883: Helicopter controls are way too arcade.

The looping is bloody hilarious though.

May 9 2016, 7:17 PM · Arma 3
Aikmofobi added a comment to T59859: Adjust Key & Head Look Key Redundant.

It's a horrible idea, moving around and looking around freely has been a core part of the game since ofp in 2001.

May 9 2016, 7:16 PM · Arma 3
Aikmofobi added a comment to T59788: Recoil way to high.

It's actually way too easy to hit targets with the 6.5 mm weapons on automatic, the recoil is extremely predictable.

May 9 2016, 7:13 PM · Arma 3
Aikmofobi added a comment to T59560: weapon ammo shells, and bullet, grenade holes.

About the eject shells staying on the floor, imagine five sections in a meeting engagement, thats around 50 blokes. Each fires two 30 round mags and each section has a machine gunner that fires 200 rounds.
You've got almost 4000 spent casings on the ground.
Now imagine the sheer amount of polygons in them, not to mention the physics calculations.

May 9 2016, 7:01 PM · Arma 3
Aikmofobi added a comment to T58953: Terrain transforms when moving prone.

It's possible to turn off, in Terrain select Standard or lower.

May 9 2016, 4:09 PM · Arma 3
Aikmofobi added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

The sound of distant weapons is also off, making it even harder to determine if they're actually distant.

May 9 2016, 4:08 PM · Arma 3
Aikmofobi added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

By off i of course mean wrong and unrealistic.

May 9 2016, 4:08 PM · Arma 3
Aikmofobi added a comment to T58799: Deploying a weapon / proper use of bipods.

Bipods are very important on the weapons that actually have them. Unsupported firing on machine guns is silly.
The ability to deploy them on low walls and in windows presents an incredible amount of possibilities and opportunities.

May 9 2016, 3:34 PM · Arma 3
Aikmofobi added a comment to T58799: Deploying a weapon / proper use of bipods.

What retsudo said, bigtime. +1

May 9 2016, 3:33 PM · Arma 3