Page MenuHomeFeedback Tracker

FrankDaTank1218
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 8 2013, 6:36 PM (352 w, 2 d)

Recent Activity

Oct 4 2016

FrankDaTank1218 added a comment to T120488: Permanent, constant Desync after clone was killed.

http://steamcommunity.com/id/frank1218/

Oct 4 2016, 3:35 PM · DayZ
FrankDaTank1218 updated the task description for T120488: Permanent, constant Desync after clone was killed.
Oct 4 2016, 3:57 AM · DayZ
FrankDaTank1218 created T120488: Permanent, constant Desync after clone was killed.
Oct 4 2016, 3:57 AM · DayZ

Jul 6 2016

FrankDaTank1218 added a comment to T118848: New DEV Branch unconscious state sometimes locks movement when revived.

This seems to be resolved

Jul 6 2016, 10:07 PM · Arma 3

Jul 2 2016

FrankDaTank1218 created T119012: DEV BUILD AK12 Firing hand clipping and misplaced.
Jul 2 2016, 7:34 PM · Arma 3

Jun 27 2016

FrankDaTank1218 created T118848: New DEV Branch unconscious state sometimes locks movement when revived.
Jun 27 2016, 7:22 PM · Arma 3

Jun 22 2016

FrankDaTank1218 created T118462: New Dev Branch Revive system has players sometimes stand up when incapacitated .
Jun 22 2016, 5:24 AM · Arma 3

Jun 16 2016

FrankDaTank1218 edited Steps To Reproduce on T118059: Bandit Clothes (Polo Shirt) "stretchy arms" lod glitch APEX.
Jun 16 2016, 6:28 PM · Arma 3
FrankDaTank1218 created T118059: Bandit Clothes (Polo Shirt) "stretchy arms" lod glitch APEX.
Jun 16 2016, 6:26 PM · Arma 3

May 11 2016

FrankDaTank1218 edited Steps To Reproduce on T108062: Usable row boats.
May 11 2016, 3:57 AM · DayZ
FrankDaTank1218 added a comment to T107986: Duffelbag/Suitcase container.

I was thinking you drop it to do anything else, like the Jerry Can. But if it took up one hand and allowed things like eating, that would be an entirely new item behavior.

May 11 2016, 3:55 AM · DayZ
FrankDaTank1218 edited Steps To Reproduce on T107986: Duffelbag/Suitcase container.
May 11 2016, 3:55 AM · DayZ

May 10 2016

FrankDaTank1218 edited Steps To Reproduce on T84748: Today's DEV update broke Virtual Arsenal, only Insignias work.
May 10 2016, 12:16 PM · Arma 3
FrankDaTank1218 added a comment to T84721: AMS scope reflection is a weird static swirl when not aiming down it using RHS..

Edited as I realized the RHS mods caused this.

May 10 2016, 12:15 PM · Arma 3
FrankDaTank1218 added a comment to T84721: AMS scope reflection is a weird static swirl when not aiming down it using RHS..

It appears to be connected to the RHS mods.

May 10 2016, 12:15 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T84721: AMS scope reflection is a weird static swirl when not aiming down it using RHS..
May 10 2016, 12:15 PM · Arma 3
FrankDaTank1218 added a comment to T84205: Recent DEV branch broke Battleye for me.

UPDATE: Fixed itself. Must've have just been intermittent Battleye server issues.

May 10 2016, 12:00 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T84205: Recent DEV branch broke Battleye for me.
May 10 2016, 12:00 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T82760: Make Arsenal Loadouts Place-able in Editor or Zeus.
May 10 2016, 11:15 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81916: Reload Animation while deployed makes character movement glitch out, also clipping.
May 10 2016, 10:46 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81913: MK18 ABR and tank cannon sounds distorts and gets fuzzy on surround audio devices.
May 10 2016, 10:46 AM · Arma 3
FrankDaTank1218 added a comment to T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..

Distance is perfect now, I can faintly hear shots at 1.3-1.5km

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81859: Distant gunshots get quiet too quickly, and become muted at too short a range..
May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

Seriously Vlad?

Like I said, more people who know nothing about guns making recommendations for them in a simulator.

SUPPRESSED (they aren't silencers) weapons are still pretty damn loud, especially sniper calibers, the suppressor reduces the sounds ability to be directionally tracked, but it is still audible for a good distance, far more than 20 or even 200 meters.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

You gave yourself the advice that will help you with the fact that snipers aren't invisible, insta-kill angels of silent death.

"Shoot and get the hell out of there."

Snipers displace after a few shots, at least shots taken in rapid succession.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

"Medium" and "low" settings aren't available options for view distance it is a slider, no other graphic option limits how long you can make the distance.

What EXACTLY is wrong with the sound being audible from that range when you yourself admitted before the update it was fine? Before the update you could still hear sniper shots from far away!

Your complaints and statements are full of contradictions.

I'm not presuming anything, you just aren;t making sense.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

There is NO LOGIC that supports the idea that " Gunshot sounds travel slightly too far" why do you think your request is disliked more than liked? Because people with brains know that gunshots actually go MUCH FARTHER than they do now.

There is no drop down setting for distance, period! Are you even palying the same game?

You aren't making sense because you said the last build's sound was fine, but it also allowed you to hear snipers at these distances, so why was the last build okay? It DOESN'T MAKE SENSE.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

So you're mad that you can't snipe in silence? IDK if you know this, but you can hear guns over 1km. Get better at sniping and repositioning.

This latest DEV build has gunshots becoming MUTE at 400m which is ridiculous, I hope they didn't listen to you. If you don't understand how guns work, don't make recommendations about them in a very realistic game.

You are seriously complaining that a sniper caliber weapon can be heard at a mere FIVE HUNDRED METERS!?

I'm tired of arcade kiddies saying what Arma should be.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 added a comment to T81856: Sound too loud over long distance (Snipers will understand).

How un-spottable do you expect to be?

If you need to be impossible to find to not be frustrated then you aren't a good sniper.

You keep talking about maximum view distance and then say 1.4km is too far, 1.4km is FAR below the max viewing range. The default is 2km and can go to 12KM!.

"I understand that it's a realistic game, but in terms of the view distance to sniping range ratio, it's like sniping from across the map and being able to hear where the shot came from. You nugget."

You can see FAR MORE THAN 1.4KM and it's perfectly reasonable to hear an assault rifle caliber or higher beyond 1km.

You DO NOT UNDERSTAND SNIPING, this isn't battlefield 1.4km isn't across the map.

"And try shooting a (real person) target 1.4km away using a silencer.
(That's most likely a 2 shot to kill incase you didn't know)"

Silencers reduce long range effectiveness, deal with it. You want sniping to be unbeatable and that would ruin the game. You want to have unlimited range, be silent, and insta-kill, that's not realistic, it's not even fun, buzz off!

If you don't like a realistic game, stop playing it. Snipers can be found at 1km+, deal with it. You just want to sit back at range and shoot people with no vulnerability, that's nonsense.

May 10 2016, 10:44 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81563: Deploying weapon while prone on a down-slope sinks player into ground..
May 10 2016, 10:34 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81498: ASP Kir zeroing way high on all optics except for a few.
May 10 2016, 10:32 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81495: Deploying weapons on castle ramparts and rocks can get you stuck in the ground upon undeploying.
May 10 2016, 10:32 AM · Arma 3
FrankDaTank1218 added a comment to T81282: No muzzle cracks/sonic cracks anymore in 1.40.

You do realize that mean sound is broken at it's core right now. Right?

May 10 2016, 10:25 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T81282: No muzzle cracks/sonic cracks anymore in 1.40.
May 10 2016, 10:25 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T79726: Slide operation sounds for first person shooting of pistols is too shrill and loud.
May 10 2016, 9:31 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T79448: "Load on Respawn" function for in-mission Virtual Arsenal..
May 10 2016, 9:22 AM · Arma 3
FrankDaTank1218 added a comment to T78950: Cannot host listen internet server with mods after today's hot "fix".

This was fixed, close the issue

May 10 2016, 9:05 AM · Arma 3
FrankDaTank1218 added a comment to T78949: 5.56 and 6.5 are still too weak..

@Killzone_Kid "Regular"

Extended Armor protection is off

May 10 2016, 9:05 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78950: Cannot host listen internet server with mods after today's hot "fix".
May 10 2016, 9:05 AM · Arma 3
FrankDaTank1218 added a comment to T78949: 5.56 and 6.5 are still too weak..

@csathdfw

So you wanna tell me about how the human skulls of the CSAT, AAF, and NATO soldiers have evolved to be made out of steel?

The issue is HEADSHOTS, TO THE FACE do not consistently kill in one shot. That 5.56 and 6.5 hit the exposed pelvic areas, the face, neck, shoulder areas that the body armor pieces and helmets clearly don't cover and it is doing as little damage as if it was hitting the middle of a heavy chest plate at a shallow angle. The types of ammo HAVE ALWAYS kept up with the types of armor. Not too mention AAF are in reality a VERY tiny army with guns like the F2000 made in 2001, making it 34 years old in the game, and many decades old vehicles in all areas but their MRAP. Why would they have super armor? The NATO soldiers also are suffering budget cuts and they are getting shot by advanced 6.5mm rounds, 6.5mm rounds will do well against armors well into the forsee-able future, especially in areas where the main armor vest doesn't cover. The armor simulation is not good enough, only if you hit the main vest at a shallow angle should rounds to so little damage, anywhere else it should take NO MORE than 3 shots to neutralize a guy, more like 1-2 shots in most cases.

May 10 2016, 9:05 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78949: 5.56 and 6.5 are still too weak..
May 10 2016, 9:05 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78709: Call arsenal init command broken by new patch.
May 10 2016, 8:58 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78575: 5.56 IS ABSOLUTELY USELESS!!.
May 10 2016, 8:55 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78328: Certain guns shoot WAY right with the ARCO..
May 10 2016, 8:49 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78296: Private Server re-broken.
May 10 2016, 8:48 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78108: Allow the easy placement of NPC's in Zeus/Editor using Arsenal Loadouts.
May 10 2016, 8:43 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T78074: Add quick button to add all items in zeus ammobox to virtual arsenal..
May 10 2016, 8:41 AM · Arma 3
FrankDaTank1218 added a comment to T77989: Make it easier for Zeus to create a true Virtual Arsenal for players to access..

Agreed, how about a button that simply makes all items listed virtually available. Just a "select all" style button on the top left or a virtual Arsenal button near the "Clear" option.

But we also need a simple way to add virtual arsenal boxes in the 2D editor too, for non-zeus ops.

May 10 2016, 8:40 AM · Arma 3
FrankDaTank1218 added a comment to T77800: It is way too difficult to understand how to put Virtual Arsenal in a mission..

@Moricky

Still not giving me clear instruction. Which code goes into init? I tried the obvious one on the page and all of the others in init, none worked.

May 10 2016, 8:35 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T77800: It is way too difficult to understand how to put Virtual Arsenal in a mission..
May 10 2016, 8:35 AM · Arma 3
FrankDaTank1218 added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

Turns out having VAS in a SP mission also causes it.

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

Thank you. When will this stable update go live?

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

Link to video demonstration of glitch (thanks to Youtube and BIS Forum user "Coulumful"):

https://www.youtube.com/watch?v=QicYCGbgmsE#t=22

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

I have not had it happen without mods. VTS_WeaponResting or TMR Modular Realism (because it has a weapon resting feature). HLC_Core and it's weapon packs allegedly also do it.

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 added a comment to T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).

@N3croo I put in alot of work isolating this issue, it is only present with said mods in singleplayer, and applies to all semi auto and/or full auto capable weapons. This is absolutely, in my instance, tied to mods. Perhaps another, different circumstance is causing it for you since it seems to apply differently. I suggest you figure out your particular cause and report that as separate.

@Fireball The modders didn't break it, BI did, therefore at the very least BI and you could explain the changes that caused this in detail to modders to see what they must change to accommodate.

Of course, you could just officially add weapon resting into the game, but BI seems to want to ignore this glaring shortcoming for some reason. Even though modders have shown that overall it is easy to implement.

The weird thing is why does it apply only in singleplayer?

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T77678: Only half of shots have recoil in SP (weapon resting mods and VAS).
May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 added a comment to T77663: Weapon shaking after running.

TBH I wouldn't mind more robust aim detriment for being completely out of breath, it would discourage ridiculously heavy loadouts. But it shouldn't be this wacky, immersion breaking shaking that looks cartoonish. Perhaps instead you should shake as much as you do when you hold down Hold Breath/ Zoom for too long, but it just lasts until you rest and catch breath.

May 10 2016, 8:32 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T77662: My hosted Server will not show up in Steam Browser.
May 10 2016, 8:31 AM · Arma 3
FrankDaTank1218 added a comment to T77615: ARCO optics not zeroed in properly.

WAS my favorite optic. LOL Bohemia Introllactive.

May 10 2016, 8:30 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T77258: Tracers go through walls when the round isn't penetrating..
May 10 2016, 8:22 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T76565: Crash To Desktop upon selecting waypoint behavior in Zeus..
May 10 2016, 8:03 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T75916: rounds below 7.62mm lose stopping power too quickly at medium range.
May 10 2016, 7:47 AM · Arma 3
FrankDaTank1218 added a comment to T75916: rounds below 7.62mm lose stopping power too quickly at medium range.

I apologize if I was a bit venomous in the descriptions, but this game is great when functioning and this game-breaking damage issue keeps reappearing and disappearing in an irritating manner. I would like a response. I will edit the emotional crap out of the issue.

May 10 2016, 7:47 AM · Arma 3
FrankDaTank1218 added a comment to T75915: Remove "Black Border" around screen when remote controlling a unit via Zeus.

Thanks

May 10 2016, 7:47 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T75915: Remove "Black Border" around screen when remote controlling a unit via Zeus.
May 10 2016, 7:47 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T75914: AAF soldiers damn near bulletproof to 5.56mm.
May 10 2016, 7:47 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..
May 10 2016, 7:46 AM · Arma 3
FrankDaTank1218 added a comment to T75847: Cannot aim down sights or use any optics with "Remote Control" Zeus module..

ADDENDUM: This is only an issue in Zeus missions where Zeus can't be switched off to control a "Player" unit. If there is a player unit, Remote Control of a unit allows Aim-down sights.

May 10 2016, 7:46 AM · Arma 3
FrankDaTank1218 added a comment to T75817: Remote Control module does not work.

Now I can't aim down sights in remote control mode.

May 10 2016, 7:45 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T74969: Broken Damage system (all of the sudden).
May 10 2016, 7:24 AM · Arma 3
FrankDaTank1218 added a comment to T73650: 9x21mm (Gyurza) not accurately represented..

It is the 9x21mm gyurza, the 9x21mm IMI is essentially 9x19, the cartridge was simply lengthened to enable civilian legality.

9x21mm IMI is not likely the caliber because:

-It offers no performance advantage over 9x19mm
-Is a civilian competition caliber.

The 9x21mm Gyurza is more advanced, more powerful, and higher velocity than the 9x21mm and is made for military/law enforcement application.

Saying it should be closer to the power of .45 is legitimate, especially at range.

May 10 2016, 6:48 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T73650: 9x21mm (Gyurza) not accurately represented..
May 10 2016, 6:47 AM · Arma 3
FrankDaTank1218 added a comment to T70291: Guerilla Force.

@Dr.Death

Cool? Yes

Want it? Yes

Practical? A large, fairly rural region occupied by a larger force? What makes you think Guerilla presence or tactics are impractical?

Relevant to the Campaign (this is the most nonsensical)? To quote the Campaign Summary on the Official Arma 3 site:

"Caught up in a situation beyond their control, a botched withdrawal traps the men of Task Force Aegis and a clandestine group of UKSF operators in a fight for survival. With only a crippled LOCAL RESISTANCE to turn to, they must rapidly adapt to overcome an unforgiving environment and defeat a brutal enemy."

NOT having Guerrillas is actually LESS in line with the campaign than having them in.

Plus the series has always had Asymetrical warfare involving guerrillas since OPF: Resistance

May 10 2016, 5:07 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T70006: Switching weapons stops movement.
May 10 2016, 4:56 AM · Arma 3
FrankDaTank1218 added a comment to T69739: RFB as the SDAR looks weird.

Effort? All I'm saying take the SDAR model, add some rails, make it a DMR, then you could use maybe an APS Underwater rifle model, just modify it to use the games 5.56 dual purpose and STANAG mags.

Pic of APS rifle: http://upload.wikimedia.org/wikipedia/commons/5/55/APS_underwater_rifle_REMOV.jpg

It's not throwing away "all the effort that was put into it."

It's just using it's model to make a Green Army unique DMR which isn't present currently, and it allows the SDAR to have a more authentically appropriate model. Even if they changed the model they could still use the same code and ballistics. Swapping models isn't terribly involved, just ask any competent modder.

May 10 2016, 4:46 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T69739: RFB as the SDAR looks weird.
May 10 2016, 4:46 AM · Arma 3
FrankDaTank1218 added a comment to T69686: GPS display has to be re-opened after using scope.

I like that is like that, you can't look at a GPS and aim down the sights at the same time effectively in real life either.

May 10 2016, 4:44 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68903: SMG's fixed zeroing too high with holo sights.
May 10 2016, 4:12 AM · Arma 3
FrankDaTank1218 added a comment to T68643: Helicopters drop when AA hits them.

I think this is realistic that most lock on rockets make it drop from the sky. Destroying the main rotor makes it do that, rockets lock on to engines, located at the base of the main rotor so most successful missile hits should critically damage the rotor that way.

May 10 2016, 4:02 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68477: "Transport Heli" Support crash lands a lot and hovers in place near enemies.
May 10 2016, 3:55 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68474: FOV setting needed for both gameplay and health concerns.
May 10 2016, 3:55 AM · Arma 3
FrankDaTank1218 added a comment to T68473: Can we have a holster-pistol option?.

Yes, many mission types could benefit from this. Like City Life for instance, by default the game would allow civilians and criminals to conceal pistols/machinepistols. This would also be good for a mission type me and my clan are devloping called "saboteur" where one team of soldiers defend targets in a city/town (Agia Marina for example) populated with AI civlians in which one civilian-factioned player has a pistol, a silencer, and some explosive chargers, problem is that the civlian "Saboteur" in ARMA 2 or in current ARMA 3 builds either has to have a backpack to store the pistol (which makes him look different from other civvies, ruining his cover), stash the pistol somewhere like a car until they need to get it, or just walk around brandishing it. The pistol holster option would fix the issue.

May 10 2016, 3:55 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68409: Suppressed 9mm handguns do not kill in one headshot.
May 10 2016, 3:53 AM · Arma 3
FrankDaTank1218 added a comment to T68408: There is no lock on tone for helis.

I just want to have sweet Commanche (sorry, ahem "AH99 Blackfoot" night attack missions but can't because infantry have super-stealth missiles of certain doom!

May 10 2016, 3:53 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68408: There is no lock on tone for helis.
May 10 2016, 3:53 AM · Arma 3
FrankDaTank1218 added a comment to T68405: Arma 3 Not Ready for Beta?.

The people have spoken. GET ON WITH IT BIS!!!

May 10 2016, 3:53 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68247: Commanche (RAH 99 Blackfoot) has no anti-armor weapons.
May 10 2016, 3:48 AM · Arma 3
FrankDaTank1218 added a comment to T68245: All scopes shoot to the left.

It seems a recent update fixed this. You can report it as "resolved" if you like.

May 10 2016, 3:48 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68245: All scopes shoot to the left.
May 10 2016, 3:48 AM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T68193: RCO shoots to the left.
May 10 2016, 3:45 AM · Arma 3
FrankDaTank1218 added a comment to T68164: ACP-C2 should be chambered in .45 ACP..

Agreed, the only reason they did that is laziness, to avoid coding in .45 ammo. It's the same reason the Vector Kriss is 9mm as well.

May 10 2016, 3:44 AM · Arma 3
FrankDaTank1218 added a comment to T63743: Add realistic body armour..

The problem with putting this in is that it depends on other implementations first before it is satisfying. There is no practical bleeding, you bleed as a visual effect, but can't bleed out and die. There is no official unconscious or revive state, and AI's accuracy (unlike players) are not effected by injury.

Here is how armor can be realistic and satisfying, any thing short just leads to units soaking up too much damage a la Battlefield:

  1. Body armor must be location-based. The whole body or even the whole vest shouldn't be protected, just the plated areas. That means neck, collarbone, and inner shoulder shots would be relatively unprotected.
  1. Range and angle of impact should matter. A less than 200m shot with a 6.5mm at a nearly perpendicular angle should shred through body armor. (These are 1st world armies, the default rounds are made to pierce armor). Even 5.56mm could be effective in that scenario.
  1. Deflected shot =/= painless or un-harming shot. You would still be in pain, still get sever bruising, and still have your performance hindered from bullet hits. It just wouldn't be as severe and you wouldn't bleed out. If a helmet stops a bullet, concussion effects should apply or if it is a high enough impact, a momentary black out or unconsciousness lasting from 30 seconds to several minutes should occur. Also, all of these should effect AI as much as players.

Until all of this is implemented. It should just take 1-3 shots to the body (1 shot being the norm) to kill, 1 headshot, and then legs and arms aren't too lethal. Basically Arma 2's system.

May 10 2016, 12:55 AM · Arma 3

May 9 2016

FrankDaTank1218 added a comment to T62269: Fov Setting.

We NEED this! People get nauseous from default FOV's. Not putting in this setting can literally make people sick. Additionally,for a game where situational awareness is paramount it's odd to have such a narrow FOV.

May 9 2016, 11:51 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T62026: Rook 40 ironsights shoot way high.
May 9 2016, 11:40 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T61535: Game Freezes with 1-5 minutes of play in any PVP Multiplayer server.
May 9 2016, 11:11 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T61263: Raising terrain detail increases grass density and distance, as well as terrain geometry detail.
May 9 2016, 10:56 PM · Arma 3
FrankDaTank1218 edited Steps To Reproduce on T61255: AI on vehicle HMG's and Infantry LMG's snipe pilots out of moving helicopters at range.
May 9 2016, 10:56 PM · Arma 3
FrankDaTank1218 added a comment to T61081: Some sort of melee?.

Melee should have three aspects:

  1. Rear silent takedowns (silent via smothering your enemy simultaneously so he can't scream). The person being attacked could counter it and break the takedown if they select a "counter" option in the context action menu fast enough.
  1. Frontal/side takedowns, these would take longer, and but the target would get a longer window to counter than from the rear, this would be less for stealth and more of a last ditch way to defend with minimal/no ammo.
  1. Stabbing/rifle butting/ pistol whipping (maybe even kicking?) similar to, but more refined than Dayz. The first hit stumbles the target for about 1 second, but it would take many hits to knock down the target, even then he is not dead, he must be executed in a way initiated similar to the takedowns. At any point until his death someone could kill the attacker and he will be alive, maybe needing first aid, but alive. This method would be a desperate way to kill, even more than front takedowns. More practically this could also be used to stun enemies at point blank range to allow you back off a bit and shoot them.

*This implementation along with them fixing pistols by not making them super weak would ensure melee could be implemented fairly realistically.

*Also unarmed attacks could be implemented, but you could only do rear takedowns (but unarmed means the counter window is just as big as an armed front takedown) or rifle-butt style melee via kicks and punches, but it would take far more hits to knock people down and finishing off downed targets would take much longer and the counter window would be substantial, so mainly it's just to stun enemies so you can get away, killing them unarmed would be the most risky option in the game.

May 9 2016, 10:46 PM · Arma 3
FrankDaTank1218 added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Yes please! Unlike the ARMA 3 Beta where the scope is "3D" in the sense of you can see outside of the scope as well, the zoom isn't just applied to the scope but the field of view outside of it, this is both unrealistic and cuts down on situational awareness. In Red Orchestra 2 for example, you're scope is zoomed but everything outside of it is unzoomed giving you a wide, un-magnified view of things around the scope.

May 9 2016, 10:24 PM · Arma 3
FrankDaTank1218 added a comment to T60819: Firing from vehicles.

Yes! I believe this (specifically shooting out of Humvee windows) was in the ARMA 1 predecessor of VBS (VBS2 I think), so we know it is possible in-engine.

May 9 2016, 10:11 PM · Arma 3