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BlackJack2088
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User Since
Mar 8 2013, 4:00 AM (611 w, 2 d)

Recent Activity

May 9 2016

BlackJack2088 added a comment to T61802: Add ability to climb onto/over objects.

+1 to this.

I was also thinking about a "combat vault" where you like, jump over knee/waist high obstacles instead of stopping and carefully walking over it. and you would be able to perform a combat vault by pressing V while holding sprint, or Shift. I mean, it's supposed to be a fast maneuver involving a semi-jump anyways so I don't see why it shouldn't be that bind. :3

May 9 2016, 11:22 PM · Arma 3
BlackJack2088 added a comment to T61389: Where are the shotguns?.

I do realize this is an alpha as well, but I would have liked to see one shotgun. Just so we have a slight bit more variety other than 3 rifles that use 6.5, 2 that use 7.62 and 1 that uses 5.56.

May 9 2016, 11:04 PM · Arma 3
BlackJack2088 added a comment to T61349: weapon's recoil.

I honestly love the way the recoil system is now, but he does have a point on the needing a long table argument.

Would be nice if your weapon returned to an area around its original position on the Y plane if anything.

May 9 2016, 10:59 PM · Arma 3
BlackJack2088 added a comment to T61081: Some sort of melee?.

Yeah, Jesse.. I'm not talking about some Marathon Pro knife ninja sh*t here lol.. I'm just talking about the ability to kill someone when you have no other bullets..

And another guy commented about having 12 30rd magazines; Well when you spawn in a wasteland server, you usually get a PO7 with like, 2 magazines.. and we all know how pistols are in this alpha. So.... There you have it.

May 9 2016, 10:41 PM · Arma 3
BlackJack2088 added a comment to T61081: Some sort of melee?.

Exactly, Streaks. Just SOMETHING in that aspect. :D

May 9 2016, 10:41 PM · Arma 3
BlackJack2088 edited Steps To Reproduce on T61081: Some sort of melee?.
May 9 2016, 10:41 PM · Arma 3
BlackJack2088 added a comment to T61063: Bullet Penetration / Ammo Types.

I hear you, Sairus.

I know for a fact theres standard rounds and then theres Tracer rounds, meaning they already have ammunition types established. Hopefully this sees the light of day (or devs lol) and the hook me up. :3

May 9 2016, 10:41 PM · Arma 3
BlackJack2088 edited Steps To Reproduce on T61063: Bullet Penetration / Ammo Types.
May 9 2016, 10:41 PM · Arma 3
BlackJack2088 added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

My dad used to serve. :)

And yeah they really aren't cheap at all. Also, the ABC you're talking about really isn't that effective. If you were to look into a light or something you'd have a halo that would obstruct at least 70% of your view.

Also yeah, the military can't afford new NVGs because we're too busy making tanks and jets we can't use.. Lol.

May 9 2016, 10:39 PM · Arma 3
BlackJack2088 added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

Oh another thing that's really crappy about the 14s (dual eye device) Is that even though you can set the focus for each eye independently, you still have a sort of.. zeroing perse. If you set your focus to be at like 10 meters and you try to look out to about 50-60 meters, its' going to be blurry. So you're constantly adjusting your focus.. That's half the reason they started issuing the newer 7s. Those are monocular and you adjust to a good zero, maybe 100 meters, maybe less depending on what you're doing (Infantry, Driving, Piloting) and then your other eye becomes your peripheral eye etc. It's pretty nice to be able to see in the dark man, lemme tell ya. :D

May 9 2016, 10:39 PM · Arma 3
BlackJack2088 added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

I have a PVS-7 and PVS-14, still in use by today's Army. :)

May 9 2016, 10:39 PM · Arma 3
BlackJack2088 added a comment to T61033: [Feature request] Night Vision Sensitivity Controls.

Sorry to tell you bro, but I own 2 pairs of military nightvision goggles, and theres no brightness feature to them. They have focus, on, off, and an IR LED Flashlight for FoF Targeting.

The only other way to limit the amount of light coming in is to attach a cap on the front with a pinhole in the center, and I'm pretty sure no one has the time to play an animation just because a car blew up. =\

May 9 2016, 10:39 PM · Arma 3
BlackJack2088 added a comment to T61020: Suggestion for Stance Changing.

Hey OP, It's a real hackjob but you CAN map them..

Go to your controls and map Mouse Wheel Up to Move Forward, and Mouse Wheel Down to Move Backward, in Infantry Controls.

Keep in mind when you're navigating menus you're better off not trying to move as well otherwise you'll kinda tard out and stop etc

May 9 2016, 10:39 PM · Arma 3
BlackJack2088 added a comment to T60963: Ambidextrous weapon transition.

JNC, He's talking about switching from using your right hand to your left hand. I think this is a pretty good idea, honestly, and I don't think it's THAT hard to do.

May 9 2016, 10:36 PM · Arma 3
BlackJack2088 edited Steps To Reproduce on T60953: Silent running upon rocks..
May 9 2016, 10:36 PM · Arma 3
BlackJack2088 edited Steps To Reproduce on T60946: Stance glitching..
May 9 2016, 10:35 PM · Arma 3
BlackJack2088 edited Steps To Reproduce on T60941: Silenced PO7 9mm.
May 9 2016, 10:35 PM · Arma 3
BlackJack2088 added a comment to T60927: Improvised transport.

That seems quite difficult to do, in my opinion.

Not only that, but just imagine how you would select this option. Yup, the mouse wheel. May as well just enter the vehicle like a regular human being haha

May 9 2016, 10:35 PM · Arma 3
BlackJack2088 added a comment to T60881: Low fps,low gpu and cpu usage.

Something tells me that this Alpha has some sort of memory leak in Multiplayer.

Because as you all have stated, in single player the FPS is a solid, consistent rate.

But then in multiplayer it's great! Then it's... average. After that it's just a mess of 10-20fps.

May 9 2016, 10:33 PM · Arma 3
BlackJack2088 added a comment to T60191: Pistol damage too low..

I agree with this whole-heartedly. It's such a hassle to use the pistol in any firefights in MP simply because an assault rifle will wreck me all the time.

I mean, even if I sneak up to someone and let 8 shots out into him, he just turns around and sprays me with his rifle and 1-2 bullets will kill me instantly. It's a bit farfetched in my opinion.

May 9 2016, 9:34 PM · Arma 3
BlackJack2088 added a comment to T60186: You should be able to move while changing weapons.

+1 to this definitely.

It's one of the only things that still give me that "clunky" feel to the gunplay. This becomes a real problem for me in PvP when I'm out of rifle ammo and decide that switching to my pistol is a better option.. standing still is NEVER a good option in CQB.

May 9 2016, 9:30 PM · Arma 3
BlackJack2088 added a comment to T60167: Many complaints about recoil... Solution: Weapon bi-pods/ weapon resting.

Honestly, I can say that this recoil is still NOT ENOUGH compared to shooting in real life.

I've shot both semi and full-auto weapons in real life, and let me tell you; in full auto, it's pretty hard to hit a dinner plate at 25m.

I agree resting your weapon on things / deploying it should be implemented, but for once, I think a game's finally nailed recoil.

May 9 2016, 9:29 PM · Arma 3
BlackJack2088 added a comment to T59041: Requesting abilty to aim grenades..

I agree there should be some sort of aiming for your grenades.

If you've ever played SOCOM on the PlayStation 2, you might remember the visual path it showed that your grenade would take upon throwing. This would be supremely beneficial for the ArmA series.

I couldnt find a picture to show what I'm talking about so I made a really sloppy one.

http://imageshack.us/f/703/grenadeve.jpg/

(Hopefully the link works) I'm showing the projection of possible grenade landing, and trying to make it more realistic by giving you a possible AREA of grenade landing, that way it's still fluid and realistic, but you don't overthrow or underthrow your grenades.

May 9 2016, 4:16 PM · Arma 3