- User Since
- Mar 7 2013, 12:14 AM (383 w, 4 d)
May 10 2016
@oukej: Good to hear and np! :)
Excellent find t3quila88! This should be more than enough information to find the exact cause of the bug in the code. Now let's just hope the devs see this as well :) I really would like to have this bug fixed...it bothers me more than it probably should.
The sonic cracks are a result of the supersonic pressure wave the supersonic bullet creates. It will be audible to any unit towards at which the bullet is travelling, even if you are just in front of the barrel and someone fires their weapon behind you.
Grenades should not be guaranteed kills at any distance. People survive grenades at point blank range all the time. It is all a chance game where the fragments go and what they hit. With proper flak vests, helmets and going prone you are more likely to survive a grenade just a few feet away with some minor injuries than to instantly die.
Video of this https://www.youtube.com/watch?v=u2Swzlss_kc
May 9 2016
AI detection distances are based on real life distances, they should never be balanced for gameplay sake as this is a simulator first. up to 1km-1,3km you should be able to see a moving squad, but not identify them at first. Which ARMA AI shouldn't do either, the squad leader might take out binoculars or one of the men with a scope can identify the target. Engaging the enemy at 600m is nothing uncommon in a real combat situation and shouldn't be in ARMA. You are putting yourself in a disadvantage when you are moving through the forest with a stationary platoon of enemies. Try standing still yourself, having a platoon of enemies move through the forest and you'll be able to see them moving around much faster than if you were the one running.
If you are outside of the grass drawing distance, you will sink into the ground if you are on a grassy area. If you go prone, only the top of your head is visible from a distance. No change needed, except a better distant ground texture with more noise and not so even colors.