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Concurssi
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Mar 6 2013, 5:44 PM (581 w, 12 h)

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May 9 2016

Concurssi added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

@defk0n
Firstly, I was asking about aiming deadzone in a more general sense.
Secondly, this ticket is to fix the bug with turning when you hit the edge of the freeaim zone, not about what that dslyecxi is talking about on that page.

What I was interested in (and I should really have taken this to the forum) is why people use freeaim at all, when in my view (for the same reasons displayed on that page) it's not at all realistic.

May 9 2016, 9:53 PM · Arma 3
Concurssi added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

Just out of curiosity (and a certain amount of admitted elitism when it comes to not using aiming deadzone), why do you guys use it?

May 9 2016, 9:53 PM · Arma 3
Concurssi added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

@The Coyote
"Finally, it's a gameplay element many other shooters lack, and it helps everything feel much more natural and fluid, complementing ArmA's more realistic movement physics."

How would you counter this?
http://dslyecxi.com/freeaim/

May 9 2016, 9:53 PM · Arma 3
Concurssi added a comment to T60411: Collision Detection.

I've had AI team mates walk straight through walls, trying to get up a staircase and ending up outside the building.

May 9 2016, 9:43 PM · Arma 3
Concurssi added a comment to T60027: Grenades do not destroy trees / fences or any other object for that matter..

The most probably reason for the bodies not moving is because Germany does not allow dead bodies to be manipulated in games. If the bodies did move in ArmA 3, BIS would have to make a whole different version of the game just for the Germans.

Grenades on the other hand are not meant to destroy trees, fences, structures or scenery. They're small explosives, and most of them are meant to scatter shrapnel, that's why they're called frag(mentation) grenades.

May 9 2016, 9:21 PM · Arma 3
Concurssi added a comment to T59564: Walking sounds with lowered weapon don't match animation.

I've noticed the same thing happening, though it does depend on what kind of terrain you're walking on.

May 9 2016, 7:01 PM · Arma 3
Concurssi added a comment to T59432: column formation and staggerd column formation.

The way it works for me is that safe mode always defaults to staggered column no matter what I to set the formation to.

May 9 2016, 6:55 PM · Arma 3
Concurssi added a comment to T59177: Mission editor lacking invisible objects placement, missing SOFLAM for CAS and Arty.

There's a lot more stuff missing from the "Empty" category, I believe.
Seeing as the alpha is focused on infantry combat, and it includes vehicles meant for high mobility around the map, it's a shame that you can't make a mission where an AI pilot drops you off in a helicopter, simply because there are no helipads available, so I suggest adding them.

But about the designator, what would you need that for at the moment? The only artillery shells available are HE shells, the mortar rounds, and none of the aircraft has locking weapons as far as I'm aware.

May 9 2016, 6:42 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

I think having a silhouette is fine.

May 9 2016, 3:32 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

@fbiss
"First off, this wouldn't even be needed in the first place if they didn't dumb the controls down to just 2 stance buttons."

I find it pretty funny that you're talking about Bohemia "dumbing down" the controls, and yet you seem wholly incapable of the challenging task of finding the "Controls" section of the in-game options menu.

May 9 2016, 3:31 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

That wouldn't really work, considering there are now five different stances.

May 9 2016, 3:31 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

"You clearly have no clue at all what we are talking about."
How did I ever get your panties in a bunch so quickly?

Of course the settings are serverside! Of course they are forced on others! That's to level the playing field. So join a server with difficulty settings that you like. Can't find one? Make one. Can't host one? Join a like-minded squad and play with them. It would be absolutely ridiculous if everyone on one server could play with different difficulty settings.

May 9 2016, 3:30 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

@Helperman

You can turn off plenty of stuff in the difficulty settings. While in some cases I would like to see more options, ragging on BIS for supposedly never giving you options to turn something off is not really justifiable.

May 9 2016, 3:30 PM · Arma 3
Concurssi added a comment to T58793: Implement a visual stance indicator.

In real life, you can feel how much you're crouching, how high you're standing up and whatnot. When you're playing a game, no matter how simulator-y it is, you don't have that physical feedback. For another example, in real life you don't have crosshairs, but you do have that instinct that you get from training with the weapon and from your hand-eye coordination.

If we have crosshairs, might as well have a stance indicator.

May 9 2016, 3:30 PM · Arma 3