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- User Since
- Mar 8 2013, 12:03 PM (615 w, 5 d)
May 10 2016
@Podder "Aside from the bipod issue, this is juvenile and disrespectful to the devs :/"
BI aims for a realistic or close to realistic game, but the problem is they now seem to listen more to people with little experience or none at all.
I am a exMil qualified instructed on both assault rifles, light machine guns and other. I also have a decent amount of experience in shooting in difficult terrain. Its not a "gamer" opinion I have on this.
Pointing out that something first seen as a bug, by probably mostly exMils I would assume, isnt a good feature. Is aimed at proving BI with proper information. It has nothing to do with "disrespect".
Well this "feature" is totally unrealistic.
There is just no way in real life one would be able to do that.
Normal prone without "deploy" in this game is even more stable than real life. Adding a uber stable on top of that (edit: for none bipod weapons)just makes it silly.
Secondly, while not using LMG the character still changes from "rifle" stance to a LMG stance regardless of weapon. Yes, I do know that people can shoot in many dif ways, but the reason they use the rifle stance is, ironically, for more stability without a bipod and the more flat strait behind the weapon with both legs in a V. Is more commonly used with LMGs because you have a bipod, but you are most likely shooting full auto with larger calibers so you can more easily absorb recoil without it affecting your aim too much.
The way its ingame right now is the opposite of real life.
Which would be fluff if it wasnt for the fact this is supposed to be a mil infantry simulator.
Sure its not a overheating issue with your 3d card?
I do not understand why it would take x min before it became a issue otherwise...
What about Units speed?
Currently, setting up a mech mixed unit with both foot and cars will make the car just speed off. Same with infantry, some times one would want a slow moving patrol.
SPEED: Limited, Normal, Full
Voted down.
If you want pros with modern radars targeting systems. Then they should also have the cons of radar. Which they dont have in arma. Arma radar spots any vehicle regardless of conditions, unlike real life. In short, multi lock fire without any cons would be OP for vanilla in my view.
Hopefully they will add the proper rotor damage seen in Take On Helicopters. Were if they hit something they would fly all over the place in peaces.
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Whats less likely is that they will also, similar to Take on Hinds, add the retractable gear to the same function as gears on air planes. The automatic stuff is just silly and some times you want to hover close to the ground without the landing gear down.
The bug is actually that the divers, because they have arma3 rebreathers in their inventory, can -visually- be seen in the mini subs without their gear on their faces while operating it.
They too would drown in real life because the mini sub is not pressurized.
Thats the bug, not that none divers drown in the sub like you say, but obviously the diver issue makes it somewhat logical to think that the sub was pressurized, which its not, as far as I know.
This is the REAL bug (He is NOT drowning):
http://cloud-2.steampowered.com/ugc/576741569682970635/12C8A2F64497A248C967944FE3406900802E3FEA/1024x576.resizedimage
Gustav, even wwII tanks could move the turrets with their engine off. It took human crank power, but it was more than possible and designed. Granted it was slower than with engine help...
Today you will NOT find a IFV or a MBT without a turret movable APU (Auxiliary power unit, aka electric engine that hardly makes any sound).
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Twistking, adding a sound like that to the turret is fully possible and some mods do it already.
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B101uk, I dont agree. Some servers are more realism than others and there are plenty of times you are guarding a area for a while. Its also in ACE, but its a simple fix to give people the option.
"Check on forums if you can set FOV for tank positions yourself as alot of people do not like the zoomed out look to games."
Its a config setting you can change in the vehicle files (not ingame config setup). You can create mods and have these view settings otherwise, how would I have created these pictures.?.?.
The original view is actually a zoomed in view btw (think console fps games)... maybe to simulate the telescopic effect, but its not a very good view or solution, I think.
Going from 319.xx drivers to the newest 320.49 (Release Date:2013.07.01) seems to have fixed the issue I had on 1920x1200 alt tabbing. :)
I have a GTX680 (v 319.xx)and its been a issue since Alpha.
It seems to be a 1920x1200 issue.
If I lower the resolution to 1920x1080, which I have to do in the cfg file when the issues dosent fix itself because even a restart wont fix it. The cfg file edit fixes the issue and I do not have the issue when alt tabing in 1920x1080.
Yeah, its time the driver view gets something like ACE where there is a box and indicator lines for where the gunner AND commander is viewing.
A second important feature the driver view needs to be at all functional in realism mode is a heading indicator. Its impossible to ask a driver to go heading 035 if he has no idea where even North is.
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Arma 2 had heading indicators (mid top in picture).
http://cloud-2.steampowered.com/ugc/576741569680553719/D5DDE64CF077151A74745BFA301F2C8E3A04DBDB/
I dont mind if they add two T-100 version.
One with the railgun gun and another with a Merkava like cannon so you could visually tell the difference.
The railgun and coax would only really be anti tank anyway and one could argue that the additional space needed for the PSU would lower the ammo count for the rods.
But the game NEEDS a conventional opfor tank if people are supposed to have tank vs tank battles. A point and click super speed rod with no drop vs a normal tank isnt really fair.
LoL, not that I would mind opfor finally getting something OP for once!
"Good idea! There should be a slider that changes sea level height."
This!
Agree, sound is very important. Nothing like a good sound mod to make you hit the ground when you get shot at or feel like you are in a war when you hear distant shot noises and such. Here is another example were the sound changes over range dynamically.
A2 Mod: Symphony of War 2
http://www.youtube.com/watch?v=xsP4gvRUuUE
I have noticed this as well.
"No target" is a 2-1 order.
3-7 should only be "scan horizon".
Yeah, I kinda agree with OP on this.
Even when I in the Editor took away E_AI nightvision, set the game to 0015 and was crawling slowly at 50m they instantly saw me and started shooting.
Compared to A2 sneaking around in A3 regardless of setting seems impossible in comparison.
You could probably have had that attitude since OFP and nothing new would have been added because of "issues" with the engine...
All the textures etc have already been done. Just needs a split up etc. Not saying its no work, but its not impossible ether.
In take on Helicopter. Landing anything over 10-20km equals a wrecked chopper.
If the current controls for helicopters are not just placeholders because they are trying to implement the ToH features on all the helicopters then they are totally unrealistic.
I sort of get what you are saying, but I dont think it fits in a combat game setting if it becomes to tedious. That, and in some communities you are "forced" to have your weapon down etc. So its already possible and in the game, but as a toggle...
Not really the reason I posted. I actually think you will like this DayZ video blog:
http://www.youtube.com/watch?v=d-ni3S3ni4I#t=04m50s
Skip to 04:50 if the link dosent work correctly.
Thats is kinda what you mean if I understand you correctly.
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It could actually work in A3 too.
For example:
The weapon is down, even when you are standing still, by default UNLESS you are in optics mode or tactical pace.
I can confirm this issue.
Firstly, since A3 is a Steam game I recommend using the Steam client picture part so people dont need to download and virus scan just for a image.
(Speculation)
On the issue though I think this has something to do with Germany regional thing were they removed the ability for bodies to be moved after death (law thing). So Physx cuts out after x milliseconds. Bodies roll down stairs, to a point until they just stop despite gravity etc. So they dont fall to the ground on top of buildings right away, because they fall up and the animation is shut off before they hit the ground.
To see the stuck thing. Shoot a AI and try to manipulate hes body after hes dead regardless of where it is. After the few milliseconds you cant.
In other words extending the rag doll timer might fix this issue.
May 9 2016
I want this too. Similar to whats in ACE2.
That said, the nigh vision I had in the military didnt have a brightness level. Only focus, but what it did have was a IR booster (IR flash light source). It made the view brighter, but also made enemies using night vision see it as other people walking around with "flashlights" because they too could see the IR beam.
If I can get that instead in A3, yes please, but I will settle for any system to make the gameplay a little more fluid at night.
I have no issues with this as long as its the above average women that is selected. The 1,75+, athletic with short or pinned up hair. Basically so it makes sense she could carry the equipment etc.
Give me it for bipods only and I am okay...
Have equipable bipods too maybe? ;)
Nah, you can tell based on the weapon in fps mode.
I dont really remember which A2 patch it was possible in, but you could go into the pilot seat of the AH64, select manual fire and the 30mm and shoot where you were looking with Track Ir.
Why it was removed or if it was even removed on purpose of accident I dont know.
They actually had this at one point in Arma 2 for the AH64, but it was broken after a patch... So it is possible.