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Mar 10 2013, 6:44 AM (344 w, 4 d)

Recent Activity

May 10 2016

Deceiver added a comment to T73334: Switching between range-finder and AT launcher bug.

Upvoted.

May 10 2016, 6:38 AM · Arma 3
Deceiver added a comment to T71001: Infantryman can carry two primary weapons.

Upvote this - http://feedback.arma3.com/view.php?id=5374

May 10 2016, 5:31 AM · Arma 3
Deceiver added a comment to T69474: The proposal to improve the animation.

I think what you're saying is this - http://feedback.arma3.com/view.php?id=4239

It seems the devs don't get the idea or there's some strange limitation we users are not aware of.

May 10 2016, 4:36 AM · Arma 3
Deceiver added a comment to T68814: SMGs with Holo and Reflex sights range adjustment ability..

+1
This is especially serious with a Vermin.

May 10 2016, 4:09 AM · Arma 3
Deceiver added a comment to T68707: picked up "Rangefinder" won't work.

Upvoted. It's not addressed yet.

May 10 2016, 4:05 AM · Arma 3
Deceiver added a comment to T68693: Aiming Up While Prone.

At first I thought Fireball meant the problem has existed for a long time but then I found this - http://feedback.arma3.com/view.php?id=5697

I agree with you anyway. This would be easy for BI to fix.

@CXN2615
Why would a soldier do that in combat lol
We'd better use urban prone or high prone to shoot high, not this yoga thing.

May 10 2016, 4:04 AM · Arma 3
Deceiver added a comment to T68597: Night Vision Goggles are not visible.

http://feedback.arma3.com/view.php?id=9880
I reported it earlier thinking it's a bug and then this - http://beta.arma3.com/spotrep-00006 - happened. I'm not sure what BI's intention is.

May 10 2016, 4:00 AM · Arma 3
Deceiver added a comment to T68554: 3D magazine models lack bullets.

Upvoted. Details matter. So many details have been overlooked in the previous games. This should change.

May 10 2016, 3:58 AM · Arma 3
Deceiver added a comment to T68549: New optic works with NVGs.

Upvoted.

May 10 2016, 3:58 AM · Arma 3
Deceiver added a comment to T68296: shells not ejecting from ejection port..

http://feedback.arma3.com/view.php?id=4774

So the devs haven't fixed this yet.. upvoted anyway.

May 10 2016, 3:50 AM · Arma 3
Deceiver added a comment to T68241: Invisible night vision goggles, again.

@Dave Zember
Check these out:
http://www.youtube.com/watch?v=R69Q2Cl-5z4#t=3m37s
http://www.youtube.com/watch?v=acwKkxnusRw#t=8m16s
http://www.youtube.com/watch?v=acwKkxnusRw#t=8m55s

And don't forget we can currently equip/unequip things like optics, uniform, vests, etc pretty quickly.

May 10 2016, 3:48 AM · Arma 3
Deceiver added a comment to T68241: Invisible night vision goggles, again.

Thanks for the info, AD2001.

SO it's intended removal. Is this really a 'rollback' then?

May 10 2016, 3:48 AM · Arma 3
Deceiver added a comment to T68241: Invisible night vision goggles, again.

InstaGoat said at http://feedback.arma3.com/view.php?id=10237 that those from the forum who can't drag and drop mounted NVG into their backpacks asked for this 'rollback' and BI did so instead of modifying the default loadout. What an amazing story! You guys are really smart, are you not?

So we finally got visible mounted NVG in 10+ years and lost them in a few months all because of those who can't UN-MOUNT them. Seriously, this is very much disappointing, BI. You should make them visible again. You should do what wolfstriked suggested above to satisfy those in the forum incapable of simple inventory work.

May 10 2016, 3:48 AM · Arma 3
Deceiver updated subscribers of T68241: Invisible night vision goggles, again.

@Sniperwolf572
You are right. I saw those parts too. Devs are possibly modifying the goggles?

@wolfstriked
Good idea. I think it will solve some known problems.

@Dave Zember
Not during the day I guess :) There are some people complaining about NVG being mounted 24/7 and even welcoming this 'bug.' This 'bug' has to be fixed, but what wolfstriked suggested would be a nice compromise.

May 10 2016, 3:47 AM · Arma 3
Deceiver edited Steps To Reproduce on T68241: Invisible night vision goggles, again.
May 10 2016, 3:47 AM · Arma 3
Deceiver added a comment to T68205: The hammer of ACP-C2 is not cocked when in use..

I confirm this is fixed. The hammer is now properly cocked.

May 10 2016, 3:46 AM · Arma 3
Deceiver added a comment to T68205: The hammer of ACP-C2 is not cocked when in use..

@Fireball
What are you talking about? The point is not that it's cocked when on the ground but that it's not cocked when in your hand. As Goose mentioned above, 1911s are single action pistols and you 'have to' manually cock the hammer of one before the first shot.

But I'm not asking for manual cocking/decocking or something, since Arma is not Receiver. What I'm asking for is just the hammer staying cocked. There is no situation in Arma where the hammer is decocked.

Maybe these will help you see what's wrong with the hammer in Arma 3 :
http://www.m1911.org/full_1911desc.htm
http://www.m1911.org/loader.swf
http://www.youtube.com/watch?v=3Y48ZSRvi_U#t=0m47s

May 10 2016, 3:46 AM · Arma 3
Deceiver added a comment to T68205: The hammer of ACP-C2 is not cocked when in use..

Thanks for listening :) I hope this will be fixed soon.

May 10 2016, 3:46 AM · Arma 3
Deceiver edited Steps To Reproduce on T68205: The hammer of ACP-C2 is not cocked when in use..
May 10 2016, 3:46 AM · Arma 3
Deceiver added a comment to T68165: Vermin SMG is chambered in 9mm.

http://en.wikipedia.org/wiki/9x21mm
http://en.wikipedia.org/wiki/9x21mm_Gyurza

May 10 2016, 3:44 AM · Arma 3
Deceiver added a comment to T68164: ACP-C2 should be chambered in .45 ACP..

I said 'mixture'. Its grips, slide and the integral rail are more like TLE/RL II while its camo/color scheme and sights are identical to those of Covert II.

May 10 2016, 3:44 AM · Arma 3
Deceiver added a comment to T68164: ACP-C2 should be chambered in .45 ACP..

I think it's a mixture of the pistol you mentioned and this- http://www.kimberamerica.com/1911/custom-ii/custom-tle-rl-ii

Anyway, I agree with you. The Vermin(...) have the same problem. Hopefully, they will change when .45 ACP is implemented.

May 10 2016, 3:44 AM · Arma 3
Deceiver added a comment to T67506: Game option "Permanent stance indicator".

Read and upvoted. Unlike other things(ammo, fire mode, etc) this one is necessary.

May 10 2016, 3:23 AM · Arma 3
Deceiver added a comment to T67359: Poor implementation of the new sniper scope..

Then vote here - http://feedback.arma3.com/view.php?id=2510

May 10 2016, 3:16 AM · Arma 3
Deceiver added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

In addition to this, 'Low ready' would be great for CQB.

http://feedback.arma3.com/view.php?id=6181
http://feedback.arma3.com/view.php?id=6724

May 10 2016, 1:47 AM · Arma 3
Deceiver added a comment to T65096: Weapon should automatically lower when it hit a wall or something..

If done right, this will give shorter weapons some advantage which is nonexistent now. Nice idea.

May 10 2016, 1:47 AM · Arma 3
Deceiver added a comment to T65088: [Control] Split 'Tactical Pace' and 'Normal' movement entirely.

Too right.

May 10 2016, 1:47 AM · Arma 3
Deceiver added a comment to T64545: "Low ready" stance.

@Phalanx
Read and upvoted. But it took some time for me to understand...

There is a related thread in the forum.
http://forums.bistudio.com/showthread.php?154098-Low-Ready-Position

May 10 2016, 1:28 AM · Arma 3
Deceiver added a comment to T64545: "Low ready" stance.

+1. This should be the default stance.

@sarlac
Low ready is very much different from that Lower Weapon where your weapon is not shouldered.

May 10 2016, 1:28 AM · Arma 3
Deceiver added a comment to T64247: Vehicle Optics - Stuck in full zoom.

Strange. I tested it with an Ifrit HMG just now and this bug is still there. I'm using the Dev build too.

May 10 2016, 1:18 AM · Arma 3
Deceiver added a comment to T64247: Vehicle Optics - Stuck in full zoom.

Not fixed yet.

May 10 2016, 1:18 AM · Arma 3
Deceiver added a comment to T63349: MX SW with suppressor locked with single fire.

That specific LMG suppressor is for Mk200, not MX SW.
I'm not sure if this is intended..

May 10 2016, 12:37 AM · Arma 3
Deceiver added a comment to T63141: Empty shells are not visible in the 1st person while shooting.

Deadfast is right. If you turn your head to the right using Alt key, you can see the shells in flight. I voted up anyway because it still looks weird..

May 10 2016, 12:31 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

Probably this is a low priority. I believe the devs will eventually fix this and that turning in adjusted stances thing you mentioned.

BTW, even Borderlands 2 has this implemented..
http://cloud-2.steampowered.com/ugc/597009398750656854/BE4B2786FF712EF411316FF735CCBE52133A1056/

May 10 2016, 12:08 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

The videos don't play..
Fortunately, there's a duplicate report with working links.

http://feedback.arma3.com/view.php?id=11115
http://www.youtube.com/watch?v=dPSUbZp_eQc&feature=youtu.be

May 10 2016, 12:08 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

<Turning to a certain degree>

C1. Current anim without Aiming deadzone

Weapon + Upper body + Head + Lower body(Just like old tank destroyers)

C2. Current anim with Aiming deadzone

Weapon + Upper body - Head - Lower body(Natural.. kind of)

E1. Expected anim without Aiming deadzone

Weapon + Upper body + Head - Lower body(What we want!)

E2. Expected anim with Aiming deadzone

Weapon + Upper body - Head - Lower body(The same as it is now)

May 10 2016, 12:08 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

What he describes is the animation exclusive to Aiming Deadzone, not Aiming Deadzone itself. Aiming Deadzone is about your weapon and upper body moving separately from your 'head(= center)', whereas the said animation is about your weapon and upper body moving separately from your 'lower body(to a certain degree)'. Logically this animation has no reason to be exclusive to Aiming Deadzone. Aiming Deadzone or not, we should be able to turn to a certain degree without moving our lower body.

May 10 2016, 12:08 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

Explanation failure? Some technical limit that binds the directions of the head and the lower body? I'm not sure...

May 10 2016, 12:08 AM · Arma 3
Deceiver added a comment to T62606: Easy to implement but major impact improvement for the animations.

Good idea. I don't see the reason the already existing upper body turning animation is used only when Aiming deadzone is on. The current turning animation without Aiming deadzone is like that of WW2 tank destroyers which lack turrets.

May 10 2016, 12:08 AM · Arma 3

May 9 2016

Deceiver added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

@kill4eva
Insurgency 2 seems to have this feature too.
http://www.youtube.com/watch?v=uBNWy_2K_cs#t=2m

May 9 2016, 10:23 PM · Arma 3
Deceiver added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

@Loki
I agree that it's unnatural. But since we can turn it off, there's no problem :)

If they change the deadzone option like Psychomorph suggested(this will enable natural Low ready) and make the 'deadzone only' turning animation the default turning animation(like this suggestion - http://feedback.arma3.com/view.php?id=4239 ), everybody will be happy.

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

They could make the option like this - http://img515.imageshack.us/img515/4866/armadeadzone.jpg (related to http://forums.bistudio.com/showthread.php?151506-Another-suggestion-thread-this-time-full-blown-overkill )

May 9 2016, 9:53 PM · Arma 3
Deceiver added a comment to T60370: Default mouse bind for optics doens't switch vehicle gunner to target view.

This seems to be related with the default Lock-on/Zoom key binding. If you change Lock-on/Zoom to any other key than Hold sec. mouse button, then you can switch to target view by pressing sec. mouse button..

May 9 2016, 9:41 PM · Arma 3
Deceiver added a comment to T59977: Reload animation temporarily changes stance.

I realized this just now. It also occurs when you reload in high prone. The reload animations run as follows.

-High standing : Moves the upper body forward needlessly
-Standing : Natural
-Low standing : Natural
-Hight crouch : Moves the upper body forward needlessly
-Crouch : Twitches
-Low crouch : Raises the upper body
-High prone : Raises the upper body

The current reload animations in stances other than prone are fit only for two standing stances. Maybe because it's WIP.

May 9 2016, 7:22 PM · Arma 3
Deceiver added a comment to T59893: Optics in veichles does not work if bound to the same key as zoom/focus..

I suffered the same problem(so I upvoted this) but it's fixed in the latest build. If you are using the latest Development build, you should check again.

May 9 2016, 7:18 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Meanwhile, rifle to binoculars transition has become a mess. The natural drop animation since ARMA 1 is gone and it's this 'rifle on back' now. Even the transition in OFP CWC( http://www.youtube.com/watch?v=llR9sNZcHy0#t=0m10s ) was more natural than the current one in ARMA 3.

Why are you doing this BI?

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Finally!

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

http://www.youtube.com/watch?v=wouoN9e9fM4

It seems switching weapons on the move will be realized. That will be much more natural if a soldier drops his primary weapon instead of shouldering it.

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

That level of details would be great but I think we should ask for basic ones like this - http://www.youtube.com/watch?v=rFDDhNGUP94#t=1m53s - first, considering the current status.

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Smookie, check these out.

http://www.youtube.com/watch?feature=player_embedded&v=qrcx0DToDL4#t=2m18s
http://www.youtube.com/watch?feature=player_embedded&v=qrcx0DToDL4#t=3m20s
http://www.youtube.com/watch?feature=player_embedded&v=qrcx0DToDL4#t=3m26s

With the rifle dropped to the side, additional procedure can be eliminated.

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

It seems like someone is preventing you from improving animations :(

To sprint and hit the dirt and crawl fast 25 meters with the pistol in our hands, we have to survive the situation that made us switch to the pistol first. To keep it realistic, the weapon should be dropped immediately in order not to delay the weapon transition and not to get yourself killed(an enemy rifleman turning to you from 5m away etc.). It WAS rather uneasy for common players(we reporters here are common players, right?) to acknowledge additional procedure(putting your rifle on back) before initiating a life-and-death movement that is UNHOLSTERING YOUR PISTOL and that's why this ticket exists without a single downvote.

As you may know, the problem of the current transition is twofold. It's slow(while prone this issue is dead serious - http://www.youtube.com/watch?v=FBJ8nos5yqc#t=27m33s ) and unnatural(the animation itself and the fast-forwarded speed) all because of THE wrongly placed additional procedure. If some additional procedure(putting PW on the back / pushing PW to the rear) is necessary, wouldn't it be more natural to place it before less urgent actions like sprint or going prone? Why put it before the very last resort? If we reach out to our pistol instead of running or reloading or something, it means the threat is imminent and at close range. Running with the pistol etc. are actions subsequent to the transition. The ability to sprint faster after the transition means little when a soldier gets killed during the transition.

Please let us do it like IRL. It's natural and fast.

My suggestion is as below.

  • OR make it like the current binoculars animations(NOT auto switching back to the rifle whenever you change the stance part!). If we wanna sprint etc., we should manually switch back to the rifle, which is natural. Maybe you can add manual shouldering option in Actions menu for those who wanna run around with their pistol. IIRC, OFP had this feature.
  • In a sniper's case, you can hold your rifle with your left hand: http://www.youtube.com/watch?v=Sh99zEh9WpU#t=0m28s Or just drop your rifle on the ground. soldiers in OFP/Arma have dropped their weapons without mercy whenever they die and the weapons have been all OK! Since when did we give a damn about damaging the weapon? :) Or are you planning to implement Jagged Alliance-like(or S.T.A.L.K.E.R.-like) weapon condition feature?

Please, Smookie. YOU are the one who made the cool and natural weapon transition animation for ArmA 2. YOU are the one who gave us hope of better animations in Arma. Please don't forsake us.

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

They may or may not be implementing those which got 'reviewed' eventually. Now is not the time to judge.

I'm thankful for the reason ShotgunSheamuS said. They are paying attention :)

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

And it doesn't mean they're going to do nothing either :) or does it?

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Hooray! Thank you, BI!

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

http://www.youtube.com/watch?v=FBJ8nos5yqc#t=27m33s

Here comes another example..

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

Yeah, that was beautiful. I really hope to see it in Arma 3.

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

http://www.youtube.com/watch?v=IAKdbT_-g90&list=WLCE25DF3D40C16D40

I can't believe this got only 70+ votes while that female soldier model thing got 700+..

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59450: Primary Weapon put on Back first when switching to Backup Weapon.

+1. You did this right in your SMK animations mod for Arma 2..

May 9 2016, 6:56 PM · Arma 3
Deceiver added a comment to T59225: The camera is not tied to rolling when aiming.

Confirmed. Rolling cancels aiming in the latest dev build.

May 9 2016, 6:45 PM · Arma 3
Deceiver added a comment to T59092: Switching weapons prone.

This happened every time to me and my friend..

May 9 2016, 6:38 PM · Arma 3
Deceiver added a comment to T58992: Bullet-in-chamber accounting.

+1 to what meansoap said. That could be used for bolt action too..

May 9 2016, 4:14 PM · Arma 3
Deceiver added a comment to T58799: Deploying a weapon / proper use of bipods.

@Oktyabr

OK, I downvoted that action menu thing you mentioned because there are MUCH more important aspects of the game that should be given priority FIRST(like Deploying a weapon / proper use of bipods, AI, optimization, etc.). Thanks for teaching me the true meaning of downvoting.

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

@javelin10

You are right, but don't worry. I didn't actually downvoted it. I just wanted to show Oktyabr how ridiculous his argument was by copy pasting some part of it. The ticket in question is what I upvoted months ago, after all.

May 9 2016, 3:50 PM · Arma 3