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GepardenK
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User Since
Apr 24 2013, 10:36 PM (574 w, 19 h)

Recent Activity

May 10 2016

GepardenK edited Steps To Reproduce on T71929: Diving goggles should be visible in 1st person when underwater.
May 10 2016, 5:59 AM · Arma 3
GepardenK added a comment to T67549: Make stance indicator show up when changing stance.

But the stance indicator is already there. Do you want it to go away when not changing stance?

May 10 2016, 3:24 AM · Arma 3
GepardenK edited Steps To Reproduce on T67391: Inconsistent mouse zoom (Not always possible to hold zoom/focus).
May 10 2016, 3:17 AM · Arma 3
GepardenK edited Steps To Reproduce on T67380: Rotating while healing - animation "bug".
May 10 2016, 3:17 AM · Arma 3
GepardenK added a comment to T67350: Killing gunner on boat in underwater mission causes glitch. Keeps coming back to life and re-dying..

I can confirm this. Also, when the AI comes back to life the boat gets locked aswell and you are unable to enter it. Once the AI dies again you can enter it, but you have to be fast because after a while he will come back to life again and the boat is locked once more

May 10 2016, 3:16 AM · Arma 3
GepardenK added a comment to T67332: Improved Action Menu .

@arziben
I see your point; but the idea here is that the "hold, drag and release" system would be so quick that it wont be a problem. Making a choice should take one second tops. After all its just a delayed middle mouse click with some moving of the mouse at the same time.

Also, like Ben85 points out; regular stuff like opening doors should still be possible by just pointing at it and pressing space. The "hold and drag" system is meant to speed up actions like choosing a seat in a vehicle or looting a corpse (situations in which you are looking at the ground or right into a car anyway)

May 10 2016, 3:15 AM · Arma 3
GepardenK edited Steps To Reproduce on T67332: Improved Action Menu .
May 10 2016, 3:15 AM · Arma 3
GepardenK edited Steps To Reproduce on T67331: Diving goggles should be visible in 1st person when underwater.
May 10 2016, 3:15 AM · Arma 3
GepardenK edited Steps To Reproduce on T67281: AI is way too slow to react in CQB and close ranges (both friendlies and enemies).
May 10 2016, 3:14 AM · Arma 3
GepardenK added a comment to T67257: Player should fall to the ground when hit criticaly (but not be locked into it).

@Linkin
I very much agree with that system. AT feels very weak now against infantry, but this would change I think if it knocked you down also

But I feel the not being stand thing is simply not needed. The walk only thing we have in arma 3 have exactly the same effect as you are pretty much dead without a medic, its not like you are getting anywere. The only difference is that it feels less arbitrary and forced upon the player

May 10 2016, 3:12 AM · Arma 3
GepardenK edited Steps To Reproduce on T67257: Player should fall to the ground when hit criticaly (but not be locked into it).
May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67257: Player should fall to the ground when hit criticaly (but not be locked into it).

@Goose
Yes, having the knockdowns random (ie not every time) and maybe also dependent on bullet caliber would be a great idea

May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67257: Player should fall to the ground when hit criticaly (but not be locked into it).

Yes the fact that you (in multiplayer and maybe even SP if this applies to AI) can never be sure if you just wounded a guy or killed him should add some nice extra tension. You may see him fall after a shot but you must dobble check to see if he is really dead

May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67256: No Jumping.

Yes climbing would be nice but im pretty sure it would be both hard and expesive to include it in a good looking way :( Imagine if we could also climb up stuff like cliffs and rocks - you would hold down the sapcebar or something and the character would seamlessly climb through whatever enviorment he was in using his hands instead of holding his gun up. You could even use this to move faster up a steep hill by using your hands aswell as your feet.

But Im just dreaming now, that one is reserved for arma 5

May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67256: No Jumping.

Arma tries to be realistic. Even though in reallity we can jump (not very far or high though, much less than other games) the problem is that if everyone was jumping around in multiplayer then the game wouldnt be realistic at all, as that is not how real combat looks. So even if jumping is realistic, putting it in the game will make unrealistic battles as players will alwys jump around if they have the option.

Furthermore, there is no reason why we would need a jump in Arma, it serves no practical purpose

May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67251: Player sounds (footsteps, exshausted breathing etc) too low when in 3rd person.

No, if you dont want the unbalance of 3rd person then you disable it on the server or through difficulty options. There is no reason to make 3rd person less immersive and fun to play just to balance it (and the sound thing dont balance it anyway since a 3rd person camera is totaly overpowered anyway)

Do you really find it an interesting option, balance wise, to make me trade my ability to hear my own breath for the ability to see around corners? That dosent make sense to me. Much better to just make both modes as entertaning to play as possible and then let the servers choose if they want 3rd p in or not

May 10 2016, 3:12 AM · Arma 3
GepardenK edited Steps To Reproduce on T67251: Player sounds (footsteps, exshausted breathing etc) too low when in 3rd person.
May 10 2016, 3:12 AM · Arma 3
GepardenK added a comment to T67176: AI Spotting is Not Affected by Camoflague.

Good suggestion!

I think making the AI use binoculars etc may be a bit complicated to add at this point. But the AI should definetly be less good at spotting people at long ranges, even when fired upon. This will make gameplay much better and also lead to situations where two AI teams almost stumble upon eachother in the forest instead of spotting eachother at 100m!

Its interesting to note that if you have an AI in your squad he will almost always spot every enemy for you long before you are able to see them yourself, almost like a "see through forests" cheat. Its better that they are a bit to bad at spotting than a bit to good imo

The AI`s ability to actually hit targets at long ranges is good as it is now I think, but the "eagle eye" AI needs to be removed. This will also make people less frustrated when playing. To counter this the AI should be faster at reacting to enemies when at close range (In the current build the AI will take its time to slowly aim at you even if you are right in front of them, they should just sprayfire instead)

May 10 2016, 3:09 AM · Arma 3
GepardenK added a comment to T67161: No consequence to being shot.

Interesting topic

It may be realistic that the AI gets "stunned" when shot. But the thing is that the the player dosent get stunned when shot. So should players get stunned aswell?

I say this because the AI in arma are more or less bots, meaning that they are designed to play by the same rules as the player

May 10 2016, 3:08 AM · Arma 3
GepardenK added a comment to T67034: Weapon zeroing isn't stored in weapon.

Weapon zeroing seems to be stored in the detachable sights, not sure if this is realistic or not. If i put one of the new sniper scopes on a regular rifle it will be zeroed just like the sniper rifle - at 500m

May 10 2016, 3:04 AM · Arma 3
GepardenK added a comment to T66258: Add recoil recentering.

Sniping and long distance engagements have always been too easy compared to real life in Arma 2. You can just point and shoot and kill almost anything at all ranges within seconds.

This is fixed by the heavy recoil in Arma 3. It makes long range shooting take much more effort to pull off. The recoil itself and how it is done may not be realistic, but the gameplay result is. Now players actually have to consentrate when aiming and they will not always hit at medium to long ranges.

I say bis should leave Arma 3 recoil where it is

May 10 2016, 2:33 AM · Arma 3
GepardenK added a comment to T66249: Suggest: Same kind of units/weapons for both sides feels ridiculous.

Its not the US army alone, its NATO. And opfor is Iran, most weapons are based on real life ones or prototypes.

May 10 2016, 2:33 AM · Arma 3
GepardenK edited Steps To Reproduce on T66203: Missing water effects.
May 10 2016, 2:32 AM · Arma 3
GepardenK added a comment to T66195: Add Things to Building interiors. No bare bones ghost towns. Needs more immersion.

I would MUCH rather have AI use buildings more often during regular combat than have furniture in the houses. Furniture will most likely mess with AI pathfinding and preformance in general.

May 10 2016, 2:31 AM · Arma 3
GepardenK added a comment to T66098: Add a Tactical Knife? (not a quick cod style knife).

This would be nice to have but Im not sure if it is worth the development time. Stuff like this takes a long time to implement and in the world of Arma a knife would for the most part be useless. Only very rarely would you be able to get so close to someone that you could use a knife and to avoid COD style knifing the action would have to take a long time and be really messy.

Still voted yes for it in case the developers see it and deems it worthy of development time. But honestly I dont think they will as it dosent add enough to the actual gameplay compared to other more important stuff

May 10 2016, 2:27 AM · Arma 3
GepardenK edited Steps To Reproduce on T66095: Water getting darker and blocking the sun as you dive deeper.
May 10 2016, 2:27 AM · Arma 3
GepardenK edited Steps To Reproduce on T66094: Switching weapons while moving.
May 10 2016, 2:27 AM · Arma 3
GepardenK added a comment to T66079: Laying on ground, doing medic animation suddenly..

I can confirm tarciop`s steps for reproduction. It happens every time on the current dev build

May 10 2016, 2:26 AM · Arma 3
GepardenK added a comment to T64471: Ocean water is too transparent..

+1 DemonMustang for the ocean floor. It is a bit boring but we have to keep in mind that making all that just as detailed as the rest of the world would be a big problem. IMO the flat parts should be replaced with underwater sanddunes, it would look better, be no problem for preformance and realistic as greece is full of those

May 10 2016, 1:25 AM · Arma 3
GepardenK added a comment to T64471: Ocean water is too transparent..

If you look straight down into mediterranean water on a clear day (preferably from somewhere up high) then the water is extremely clear, just like in Arma :) The way it is in arma now is really good imo, I love how the water is not transparent when you are at sea level and looking forward but that it is clear if you look straight down.

May 10 2016, 1:25 AM · Arma 3
GepardenK added a comment to T64447: Implement FA Stance as part of the game.

Keragon: Pressing Z will make you stand straight up from prone, you dont need to crouch first

May 10 2016, 1:25 AM · Arma 3
GepardenK added a comment to T63002: Sophisticated considerations on how to get rid of the blurry mid range textures.

This would be a massive improvement to Arma 3`s visuals! Not least when you are sniping as those blurry mid-range textures are all you see then

May 10 2016, 12:24 AM · Arma 3

May 9 2016

GepardenK added a comment to T61959: AI reflexes are extremely bad even at max skills.

Skill slider might not be working but this is not a matter of AI skill or actuall diffeculty for the player when playing the game. This is a matter of making the game more immersive/interesting by having the AI react faster and maybe sprayfire instead of aiming when at close ranges. Its about making gameplay in general better and the AI more impressive for singleplayer

May 9 2016, 11:37 PM · Arma 3
GepardenK added a comment to T61848: Missing realistic effects to weather elements.

Different sounds for Rain based on what it is hitting (metal cars etc) would go a massive way in terms of immersion!!

May 9 2016, 11:29 PM · Arma 3
GepardenK added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

^The AI is worse at shooting you from long distances compared to most ppl youll meet in MP. Imo the AI`s ability to shoot is actually very good as it is now.

The problem here is that the AI is way to good at spotting people, both inside and outside of a firefight. If this get fixed I would bet that the AI would seem a lot more fair and be more interesting to play against.

Also, in some areas the AI is actually not good enough. They react way to slow at close ranges and is also way to slow at finding cover when fired upon. This hampers gameplay imo and is not so fun

May 9 2016, 11:27 PM · Arma 3
GepardenK added a comment to T60186: You should be able to move while changing weapons.

Moving while changing weapon is important to take away some of the last remaining clunkyness in arma, this way we avoid the anoying "locked in animation" feeling. Its perfectly fine to slow down the player considerably as he changes weapon to avoid run and gun, but make him able to at least control the character.

We are able to reload while moving, and this is just as hard (if not harder) to do in real life seeing as you have to pull out magazines from your vest and replace them (anyone who have tried this in real life can confirm this is not something done in a second or two on the move). Still, being able to reload on the move have made Arma a much smoother experience, same should apply to changing weapons

May 9 2016, 9:31 PM · Arma 3
GepardenK added a comment to T59277: Grenade throwing is unrealistic (too fast).

^@z-boson
THIS!

G should equip the greneade. Pressing F while greneades is equipped should cycle greneade types (much easier than ctrl+G). Holding left mouse should charge a throw and releasing it should throw.

This system gives the player more controll of the throw and adds a realistic delay as the player has to prepare to throw the greneade. The actuall throwing animation is good as it is now and I love how you are not "locked" into it like in previous arma games

May 9 2016, 6:47 PM · Arma 3