- User Since
- Mar 6 2013, 10:11 PM (439 w, 11 h)
May 10 2016
Thing is they've stated in patch notes that it is fixed.
50 m increments is perfect, 25 m would be way too tedious to click through.
I'm sorry, you must be new around here.
Interface size in options might help you out.
It's tradition by now.
May 9 2016
Look at how ACE2 for arma2 did it, thats pretty good. Arma3's current effects are a step backwards.
Exactly, tactical standing as it is now is completely redundant.
Aye, I'm getting it too. About 10-20 minutes in everyone starts desyncing and then it crashes.
I have had a grenade bounce violently once. Once...
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.
Also, suppressive fire really isn't that accurate.
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.
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.
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.
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.
Wow. Alpha mean anything to you? We are meant to provide useful feedback and constructive criticism.
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.
They do take too long to turn though. Even on the offroad it feels sluggish.
Or the same way as the clouds in the sky, only smaller.
Shacktac even did this for Arma 2 so it's definitely possible.
The jogging speed is pretty much straight on correct for a fitness maniac.
Sprinting feels too fast.
The picture-in-picture on screens and mirrors literally eats frame rate.
The focus of the Alpha is infantry anyway, choppers will come along in the Beta.
The looping is bloody hilarious though.
It's a horrible idea, moving around and looking around freely has been a core part of the game since ofp in 2001.
It's actually way too easy to hit targets with the 6.5 mm weapons on automatic, the recoil is extremely predictable.
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.
It's possible to turn off, in Terrain select Standard or lower.
The sound of distant weapons is also off, making it even harder to determine if they're actually distant.
By off i of course mean wrong and unrealistic.
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.