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Flaw
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Mar 12 2013, 5:28 PM (344 w, 2 d)

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May 10 2016

Flaw edited Steps To Reproduce on T68243: Max yaw speed for helis lower with joystick than mouse.
May 10 2016, 3:48 AM · Arma 3

May 9 2016

Flaw added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Yeah, while the aiming isn't THAT bad, the spotting seems utterly broken.

Yesterday I was playing a mission where the OPFOR AI was set to 0.35 and BLUFO AI to 0.4.

While patrolling with an AI squad (me as SL) one of the soldiers reported "Enemy Infantry 1.5 clicks (1500m!) west. Looking in that direction showed a big mountain at about 700m. Checking the map to see where they were, and found out that they were in the valley BEHIND THE MOUNTAIN!

So it doesn't seem to be an issue with AI skill levels being to high. It rather seems like AI vision is X-Ray superpowered at long distances.

Worthy to note is that AI spotting skills seems to work perfectly fine at Close Quarters. If I sneak around a corner and see an enemy 10m infront of me, it takes a second or two for him to detect me and shoot me. Just enough time for me to drop him first. This on the same skill levels as above.
So it feels rather easy, which is exactly how 0.35 should feel like.

Running headlong around a corner still gets me pretty much instakilled, which is also as it should be I think.

May 9 2016, 11:27 PM · Arma 3
Flaw added a comment to T60559: Helicopter Flight Model Super Arcadey.

While damage models would be nice, I wouldn't go so far as to have material strain simulation. That would be a waste of dev time on something very few would notice/appreciate.

The ability to shoot out a tail rotor for instance would be nice though (but maybe that's already in game? haven't tested it).

That said, I think a proper flight model is far more important than fancy stuff like that, so let's try not to derail this ticket, yes?

May 9 2016, 9:49 PM · Arma 3
Flaw added a comment to T58605: Helicopter HUD moves with head.

While the deadzone and on/off toggle for Track IR can be used as a workaround, it's far from an ideal one.

The big thing about Track IR (at least for me) is immersion. Any head movements _should_ result in corresponding ingame movements. A deadzone utterly breaks this and turns Track IR into just yet another controller.

Without deadzone you quite quickly forget about Track IR as a controller and instead feel like you simply look around ingame. Due to this, I never use any deadzone, ever.

So yeah, it's a workaround, but a bad one. Would be awesome with a proper fix.

May 9 2016, 3:22 PM · Arma 3