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Shields
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Aug 7 2014, 12:58 PM (538 w, 5 d)

Recent Activity

Apr 20 2019

Shields added a comment to T82251: Vehicle Inventory issues..

Still an issue in version 1.90.145471

Apr 20 2019, 6:48 PM · Arma 3

Apr 16 2018

Shields added a comment to T128176: Lase Target key does not function right..

You can dump the lead by manually adjusting the zeroing one notch up or down (whichever is closer) after the range has been lased.

Apr 16 2018, 11:22 AM · Arma 3

Apr 15 2018

Shields updated the task description for T128176: Lase Target key does not function right..
Apr 15 2018, 9:59 PM · Arma 3
Shields changed Category from category:general to category:controls on T128176: Lase Target key does not function right..
Apr 15 2018, 9:58 PM · Arma 3
Shields created T128176: Lase Target key does not function right..
Apr 15 2018, 9:57 PM · Arma 3

Apr 12 2018

Shields created T128137: LZ Nowhere mortar incompatible with given tripod..
Apr 12 2018, 6:37 PM · Arma 3

May 24 2017

Shields added a comment to T82167: Add the ability to adjust length of bipod legs..

This was a problem before tanoa as you can see the time i created this ticket apex was not released.
I understand Tanoa has more vegitation and grass so your view may be obstructed more on Tanoa.
But, the terrain on altis and other maps will have the same exact problems.
As i said this isn't a major issue that would effect the gameplay that greatly so no, i do not think this will effect any of the popularity of missions on Tanoa nor any other map.

May 24 2017, 5:49 PM · Arma 3
Shields added a comment to T82167: Add the ability to adjust length of bipod legs..
In T82167#1607294, @Lex wrote:

?????????????????????

May 24 2017, 5:22 PM · Arma 3

Nov 3 2016

Shields added a comment to T77428: Steam cloud support for saving campaign and mission progress.

I definitely agree steam cloud should be added to arma 3. I have had several incidents where i've lost campaign progress, scenario progress, showcase.. my custom profile settings and keybinds. It would be nice that if i'm forced to reinstall my game or i happen to play on a different PC i could easily get all my settings and progress back. I've tried copying user files from the documents but it doesn't work 100% reliably.
This feature would be so nice to have and i don't think its too much to ask at all.

Nov 3 2016, 4:05 PM · Arma 3

Sep 11 2016

Shields added a comment to T117830: Arma 3 Apex - ERCO Not properly aligned.

I've made a video demonstrating the issue.
https://www.youtube.com/watch?v=KH3ihd-jla4

Sep 11 2016, 2:26 PM · Arma 3

Jul 14 2016

Shields created T119405: ERCO incorrectly zeroed..
Jul 14 2016, 6:44 PM · Arma 3

Jun 18 2016

Shields created T118204: Arma 3 Launcher Freeze/Crash..
Jun 18 2016, 10:33 AM · Arma 3

May 10 2016

Shields added a comment to T86222: Titan MPRL Compact lock on (AT).

The spike isn't like the javelin, sure they can be compared but its a completely different system and works in a different way.
Incase you didn't know the Titan AT is based on the Mini Spike, not the Javelin.
http://defense-update.com/Images_new3/zaatut_minispike.jpg
http://defense-update.com/images_large2/zaatut_with_spike_clu.jpg
https://en.wikipedia.org/wiki/Spike_(missile)

May 10 2016, 1:00 PM · Arma 3
Shields added a comment to T86222: Titan MPRL Compact lock on (AT).

Well you should also be able to view the missile in flight using the imaging infrared seeker in the tip of the missile and adjust lock and all that cool shit.
But as this is only a video game so making it work completely realistic might be difficult for the developers as they have no clue how it works in real life anyway.

May 10 2016, 1:00 PM · Arma 3
Shields added a comment to T85430: Bipod cannot be attached to sniper rifles.

Like R3vo said those weapons have integrated built in bipods.

May 10 2016, 12:37 PM · Arma 3
Shields added a comment to T85403: Clothing effects?.

So basically you just want active hearing protection like for example:
http://solutions.3m.com/wps/portal/3M/en_US/3M-PPE-Safety-Solutions/Personal-Protective-Equipment/Products/Product-Catalog/~/3M-Peltor-ComTac-Headsets?N=7576577+8690968+3294178044+3294529207+8458071&rt=rud

Sure it would be nice to have but just seems difficult to create and impliment.

May 10 2016, 12:37 PM · Arma 3
Shields added a comment to T85352: Why are soldiers animated to carry launcher on the left if they are right handed?.

I don't even see how you could carry a NLAW on one shoulder like that. It would fall of constantly.
In FDF we're simply taught to carry it across the body on left shoulder with the nose pointing down.
It doesn't get in the way of your rifle and to take it off your back you simply swing it around to your right arm and push the clips in to release the strap.
Example in these pictures http://www.puolustusvoimat.fi/wcm/a09eb4804fb6dd9c9431b700a50fdfac/1/kuvitus-7924.JPG?MOD=AJPERES&CACHEID=a09eb4804fb6dd9c9431b700a50fdfac/1
http://www.army.mod.uk/images/central-panel/fusilier_and_nlaw_502x335.jpg

May 10 2016, 12:35 PM · Arma 3
Shields added a comment to T84906: How about allowing RHS: Escalation to become a free DLC for Arma 3?.

Their production quality seems better than bohemias in some parts, but i just don't see this happening. :/

May 10 2016, 12:20 PM · Arma 3
Shields added a comment to T84688: Ugly toilet in pile of junk.

And the award for the most ridiculous feedback ticket of the year goes to...

May 10 2016, 12:14 PM · Arma 3
Shields added a comment to T84582: Saving Fire Selector Mode.

Somewhat related to #20855

May 10 2016, 12:11 PM · Arma 3
Shields added a comment to T84544: Fire in the sitting animation.

Whats the point? There is already a sitting stance you can shoot from. Adding another stance is not only pointless but it would complicate the stance adjustment system. Seems really unnecessary to me.

May 10 2016, 12:10 PM · Arma 3
Shields added a comment to T84454: ARMA3 has no basic animations..

Damn right, upvoted.

May 10 2016, 12:07 PM · Arma 3
Shields edited Steps To Reproduce on T84018: Containers "Launchers [CSAT] and Launchers [AAF]" consist of incorrect items..
May 10 2016, 11:55 AM · Arma 3
Shields added a comment to T83939: Unable to attach bipod to MX 3GL.

Pfff that rail is not made for that.

May 10 2016, 11:52 AM · Arma 3
Shields added a comment to T83822: Every time a player dies, items go missing from his inventory..

Vanilla arma 3 has no revive system apart from the one used in end game..
Is that what you're referring to?

May 10 2016, 11:49 AM · Arma 3
Shields added a comment to T83789: gear loadouts.

Upvoted, this would be very helpful.

May 10 2016, 11:48 AM · Arma 3
Shields added a comment to T83786: visual artifact with MX 3GL and MRCO.

I've seen this ticket so many times. Use the search function, this is another duplicate.

May 10 2016, 11:48 AM · Arma 3
Shields added a comment to T83785: Falling damage increases greatly when you don't wear a vest..

More weight should cause more damage so this is just the opposite.

May 10 2016, 11:48 AM · Arma 3
Shields added a comment to T83770: AMS primary scope reticle in lean animation not tilted.

Tbh the reticle should look straight to your eye and the horizon tilt.

May 10 2016, 11:48 AM · Arma 3
Shields added a comment to T83721: ARMA 3 soldiers fail basic fitness test..

@mickeymen I wont support that ticket because his reasoning is absolutely different. So i would definitely not call this a duplicate.

May 10 2016, 11:46 AM · Arma 3
Shields added a comment to T83721: ARMA 3 soldiers fail basic fitness test..

I noticed the same when doing a coopers test. In real life +3100 meters in 12 minutes is a good result but in arma 3 you can only run about 2600 without any extra gear apart from clothes.

May 10 2016, 11:46 AM · Arma 3
Shields added a comment to T83656: Night Vision goggles fail to equip (Obselete; only reduplicate-able via mods.).

If you can't reproduce it in the editor without mods..
It's not bohemias issue.

May 10 2016, 11:44 AM · Arma 3
Shields added a comment to T83601: Prone with Launcher?.

Every single rocket launcher or missile system we use in FDF can be fired prone. They just require you to tilt your legs to about a 45 degree angle to avoid the backblast. Shooting from prone is the most stable unsupported stance to shoot from. Btw there is no such thing as "launcher bipod" thats just ridiculous. The closest thing like that i know is the supporting handle on the NLAW that is supported against your body. Having ability to shoot from prone is crucial as it makes you a smaller target and harder to detect. If the enemy armor detects you, then you're doing something terribly wrong.

May 10 2016, 11:42 AM · Arma 3
Shields added a comment to T83444: ATGM, Radar, Smoke - Need polishing for better teamplay experience - light armor oriented.

"Let's discuss about more specific popular gamemode.
Wasteland/Epoch and those trader style: Launchers are damn cheap, you can always buy one with starting funds. No need to do missions.
King of the Hill: These toys are damn cheap. At least you don't have it since 1st level! With a launcher you can kill any tank that is not a Slammer. Otherwise you may need like 3 rockets max
My point is, it's very very easy to have deadly toys; Often fresh start spawn give you enough funds."

How is this even related to the ticket?
Arma 3 isn't a game based on funds, its a sandbox. Its up to the creator whetever to make launchers easily accessible or not.
Just because the creator of those game modes does that, is a completely irrelevant reason for changing the game itself. Arma 3 should not be built around popular game modes, though i can already see that happening with more civilian content coming up with Tanoa.

With most of the other parts of your ticket i do agree, but that quote is just stupid to put here.

May 10 2016, 11:38 AM · Arma 3
Shields added a comment to T83381: Aiming cross-hairs.

Weapons have sights for a reason, tunnel vision is a lack of skill. Crosshairs are only there to give you a general idea where your barrel is pointing. Downvoted.

May 10 2016, 11:36 AM · Arma 3
Shields added a comment to T83082: Bipod.

That is a feature called weapon resting, not a bug.

May 10 2016, 11:25 AM · Arma 3
Shields edited Steps To Reproduce on T83043: Deploying a weapon always pushes player even if on a stable platform..
May 10 2016, 11:24 AM · Arma 3
Shields added a comment to T83002: Standard Katiba deal more damage than his variants and MX series.

Unable to reproduce in editor.

May 10 2016, 11:23 AM · Arma 3
Shields added a comment to T82999: HMG only or No Weapons versions of Speedboat needed..

GMG on a speedboat is absolute garbage, downvoted.

May 10 2016, 11:22 AM · Arma 3
Shields added a comment to T82835: compenetration Door.

Basically what he is saying is.
If you lay down facing towards a door and crawl towards it, you can look through it and shoot through it without hitting the door itself.

May 10 2016, 11:17 AM · Arma 3
Shields added a comment to T82821: Stance indicator should show damaged body parts.

Absolutely yes!

May 10 2016, 11:17 AM · Arma 3
Shields added a comment to T82808: SoS scope does not zoom that much as other scopes.

Thats because instead of correcting the stated ingame values, you're requesting for the magnification to be increased for the sos which makes no sense.

May 10 2016, 11:17 AM · Arma 3
Shields added a comment to T82808: SoS scope does not zoom that much as other scopes.

That issue is already reported #0023195
Actual zoom for SOS is 3,5x-7,5x

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82808: SoS scope does not zoom that much as other scopes.

Clearly its intended for more like medium distances..
We have new scopes with more magnification so why can't we have a few with less magnification?
No point having multiple scopes with the same functionality.
I don't see how this is a problem in any way. Downvoted.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

You're just showing examples of raised ironsights and toy guns. Instead of messing with the suppressor models they could perhaps add raised ironsights as an option or add more red dot sights like the trijicon RMR.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

The reason they are not popular is because they are unnecessary for handguns, as the range is so limited anyway. Just because its 2035 that doesn't make them necessary.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

Pistols are not really even effective beyond 30 meters. You can always bring in your sight from below the target which will give you a basic knowledge of its position.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

I never said there aren't essentric suppressors. I said they are not common, which is infact true. I work for Oulun työstökeskus Oy and none of our suppressors are essentric, nothing gives you the right to question my integrity. You can look at our stock for yourself.http://www.ouluntyostokeskus.com/New/vaimentimet.shtml
Sure there are few essentric suppressors but the most common solution is simply raised ironsights or a collimator sight as i said above. The only essentric suppressor in your examples is the silencerco osprey which might still require raised ironsights.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

I'm just saying they are not a problem. I work as a machinist in a company that makes suppressors and other weapon parts
parts. None of our suppressors are essentric. Take a look at some popular manifacturers and you can see there is not a lot of them. I just think it would be unnessacary work for developers to modify the current suppressors in the game. If you cant continiously hit your target then you need more practice.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

I don't understand half of what you're saying but accurate shooting is only slightly more difficult with the suppressor blocking the point of impact for your iron sights. You don't need a crosshair or a clear view of your point of impact when you have perception. Here is a good example from my own video. https://m.youtube.com/watch?v=b1P12kQOl8o

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82800: The muffler prevents to shoot from the gun. The design of mufflers should be corrected..

Most suppressors are NOT designed to be eccentric.
To get around this issue people often use raised iron sights. Just like the 4-five .45 has.
Handguns are used for close distances anyway so having a perfect sight picture isn't essential.
I don't think this is worth redesigning all the suppressors.. Downvote from me.
But that's just my opinion.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82797: CTD when opening guncase.

Sounds like a issue with the mod you're using..
Have you tried contacting the mod creator?

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82792: Zafir LMG never worked properly when using 3D scopes.

Every fifth round is a tracer orso.. That's standard for LMG's.

May 10 2016, 11:16 AM · Arma 3
Shields added a comment to T82784: Running with no weapon now has a rather awkward anim.

I agree, running unarmed should just use the old animation.
However this seems suitable for the binos.
So just make unarmed and binos have seperate animations.

May 10 2016, 11:15 AM · Arma 3
Shields added a comment to T82781: Depth of Field makes tritium illumination very pixel like..

I don't personally use it. I just stumbled upon it by accident.

May 10 2016, 11:15 AM · Arma 3
Shields edited Steps To Reproduce on T82782: Texture problem with tritium illumination on ACP-C2 sights..
May 10 2016, 11:15 AM · Arma 3
Shields edited Steps To Reproduce on T82781: Depth of Field makes tritium illumination very pixel like..
May 10 2016, 11:15 AM · Arma 3
Shields added a comment to T82748: Cargo Net [CSAT] and [AAF] consist of incorrect items..

Launchers [CSAT] and Launchers [AAF] are also boxes..
And the AT and AA launchers inside those boxes are all from NATO faction which is incorrect.

May 10 2016, 11:14 AM · Arma 3
Shields added a comment to T82748: Cargo Net [CSAT] and [AAF] consist of incorrect items..

Still awaiting review, 1.50

May 10 2016, 11:14 AM · Arma 3
Shields added a comment to T82748: Cargo Net [CSAT] and [AAF] consist of incorrect items..

Still an issue in 1.48

May 10 2016, 11:14 AM · Arma 3
Shields added a comment to T82748: Cargo Net [CSAT] and [AAF] consist of incorrect items..

Too much context in one ticket? I can split this into two if needed.

May 10 2016, 11:14 AM · Arma 3
Shields edited Steps To Reproduce on T82748: Cargo Net [CSAT] and [AAF] consist of incorrect items..
May 10 2016, 11:14 AM · Arma 3
Shields added a comment to T82746: Blocked loading of file 'C:\Windows\SysWOW64\PCProtect.dll' *FIXED!!!*.

Getting similar message..
"9.6.2015 2:36:20 - Blocked loading of file 'C:\Windows\SysWOW64\user32.dll'"
Anyone know what this means?

May 10 2016, 11:14 AM · Arma 3
Shields added a comment to T82684: Weapon Mobility Balancing.

I agree, just flip ur Navid to burst fire and its an instant kill in CQC.

May 10 2016, 11:12 AM · Arma 3
Shields added a comment to T82663: Last 4 rounds of ACP-C2 .45 magazines are tracers..

Mentioned in 1.48 spotrep "Fixed: ACP-C2 should not have tracers anymore (http://feedback.arma3.com/view.php?id=24296)"

May 10 2016, 11:11 AM · Arma 3
Shields added a comment to T82663: Last 4 rounds of ACP-C2 .45 magazines are tracers..

This issue has been fixed in 1.46
Thank you, awesome job! Can be marked as resolved.

May 10 2016, 11:11 AM · Arma 3
Shields edited Steps To Reproduce on T82663: Last 4 rounds of ACP-C2 .45 magazines are tracers..
May 10 2016, 11:11 AM · Arma 3
Shields added a comment to T82660: Red Dot Sights.

I agree, some backup sights include red dot sight but there isn't a collimator sight with a simple red dot reticle.
It would be nice to have atleast one simple red dot sight such as aimpoint micro or pro.

May 10 2016, 11:11 AM · Arma 3
Shields added a comment to T82657: Black Variants of TRG.

Would be nice.

May 10 2016, 11:11 AM · Arma 3
Shields added a comment to T82641: Marksman Optics Zeroing Issue.

Duplicate of #0020855
http://feedback.arma3.com/view.php?id=20855

May 10 2016, 11:10 AM · Arma 3
Shields added a comment to T82631: AMV marshall and offroads too vulnerable to obstacles.

Agreed, apparently a technical with a rambar in the front can't take down a small wooden fence.. gg

May 10 2016, 11:10 AM · Arma 3
Shields added a comment to T82620: rabits everywhere.

"Rabbit infestation" lmao

May 10 2016, 11:10 AM · Arma 3
Shields edited Steps To Reproduce on T82608: UGL Smoke Grenades are too bouncy..
May 10 2016, 11:09 AM · Arma 3
Shields added a comment to T82597: Fixed wing aircrafts still have no separate damageble parts.

I agree. Come on, not even a fuel tank or engine?

May 10 2016, 11:09 AM · Arma 3
Shields added a comment to T82583: Prone enemies disappears into the ground.

Maybe they're behind grass and the grass texture doesn't load?

May 10 2016, 11:09 AM · Arma 3
Shields added a comment to T82577: MBT Kuma, M2A1/A2 are missing indications of how many Smoke Grenades you got.

I've had similar bugs with the commander seat while experiencing desynch.
Such as, unable to deploy smoke, unable to use optics, no indication of smoke screens.

But for this specific issue i was able to reproduce the issue with M2A1, M2A4 and the MBT-52. None of those tanks have HUD indication of how many smoke screens you have left.

May 10 2016, 11:09 AM · Arma 3
Shields added a comment to T82534: Weapon burst fire pauses when moving.

Seems like a pretty game breaking issue, upvoted.

May 10 2016, 11:06 AM · Arma 3
Shields added a comment to T82495: We need more sub-sonic ammunition! Especially assault rifles!.

I'm just pointing our facts to developers that you did not.
But perhaps they already know that which is why they never gave us an option to use subsonic rounds for calibers such as this. 5.56, 7.62 are not "realistic sub sonic calibers" as said they don't function properly. I personally wouldn't like this implemented because of what i mentioned before. That's just my opinion.

May 10 2016, 11:04 AM · Arma 3
Shields added a comment to T82495: We need more sub-sonic ammunition! Especially assault rifles!.

Those calibers travel at such fast velocity, that making them subsonic would cause the action fail to cycle. Perhaps adjusting gas block might work sort of. Look up some videos on youtube. Even if you succeeded making the gun cycle the bullet velocity, trajectory and damage would be greatly different causing even more pain with the amount of hits required to take down an enemy.

May 10 2016, 11:04 AM · Arma 3
Shields added a comment to T82483: 4-five .45 fires supersonic unlike other .45 ACP weapons..

4-five .45 still has a sonic crack in 1.46 unlike other .45 ACP weapons.

May 10 2016, 11:04 AM · Arma 3
Shields edited Steps To Reproduce on T82483: 4-five .45 fires supersonic unlike other .45 ACP weapons..
May 10 2016, 11:04 AM · Arma 3
Shields added a comment to T82473: Off-Road Visual Bug.

This is more than a visual glitch, it actually effects the offroad's performance slowing it down significantly.

May 10 2016, 11:04 AM · Arma 3
Shields added a comment to T82455: Speedboat weapon systems are indestructible..

This issue has been fixed in 1.46
Awesome job! This can be marked as resolved.
Thank you!!

May 10 2016, 11:03 AM · Arma 3
Shields added a comment to T82455: Speedboat weapon systems are indestructible..

There are two issues and both are related to the same vehicle.
I already have a ticket regarding speedboats so it would seem silly making 3 different feedback tickets.
I don't see what you mean by "bad tone" here but either way this is mainly about the weapon systems being indestructible. The reload glitch i just happened to notice simultaneously and does occur not happen very often ingame.

May 10 2016, 11:03 AM · Arma 3
Shields added a comment to T82455: Speedboat weapon systems are indestructible..

I'm simply trying to help the developers by reporting glitches and giving feedback. I sometimes spend alot of time in my tickets to make sure that all information is there so they don't have to investigate further. I would say all 20 of them are properly done. So in no way am i here to disrespect developers. Since the glitch about the reloading is partially missing info i'll just remove it and investigate it further before i post it. Please take your opinions and witty comments about me somewhere else as this is feedback tracker not a forum post.

May 10 2016, 11:03 AM · Arma 3
Shields edited Steps To Reproduce on T82455: Speedboat weapon systems are indestructible..
May 10 2016, 11:03 AM · Arma 3
Shields set Category to category:server on T82454: Enable more #vote options for Official Servers..
May 10 2016, 11:03 AM · Arma 3
Shields set Category to category:server on T82436: Allow #vote admin for Zeus and End Game servers..
May 10 2016, 11:03 AM · Arma 3
Shields added a comment to T82419: Explosive specialist can use explosive when incapacitated in Endgame.

Duplicate of #0023982
"Unfortunately both of these issues cannot be fixed at the moment due to the nature of the Revive system and how it is implemented.

Thank you for your feedback"

May 10 2016, 11:02 AM · Arma 3
Shields added a comment to T82417: Taru slingloading needs fixing NOW.

Wow this glitch still exists in 1.44?
This is majorly game breaking and has already been reported whenever the Helicopters DLC first came out! I'm disappointed.

May 10 2016, 11:02 AM · Arma 3
Shields added a comment to T82375: After the upgrade 1.44 player sees a lot of ambient rabbits..

Just hop into an APC gunner, turn thermal vision on and do a 360... They are just everywhere!!

May 10 2016, 11:00 AM · Arma 3
Shields added a comment to T82372: Give to the player the feeling of heavy equipment (the weight should some affect max-movement speed).

Damn right, i know what its like to carry a missile rig and a launcher on your back and that definitely slows a person down.

May 10 2016, 11:00 AM · Arma 3
Shields added a comment to T82349: Issues with the new revive system..

The body flying is a problem with the new death animations.
I don't believe its related to the revive system.

May 10 2016, 11:00 AM · Arma 3
Shields added a comment to T82348: Texture problems with new personal armor and ghillie suits..

Texture problem with the Carrier Special Rig has been fixed. (1.46)
However texture on the new ghillie suits still fails to load properly beyond 25m distances.
http://s9.postimg.org/fpnk1tzgv/2015_06_08_00001.jpg
http://s9.postimg.org/l2cefyndb/2015_06_08_00002.jpg

May 10 2016, 11:00 AM · Arma 3
Shields edited Steps To Reproduce on T82349: Issues with the new revive system..
May 10 2016, 11:00 AM · Arma 3
Shields added a comment to T82348: Texture problems with new personal armor and ghillie suits..

I believe this occurs with black and mtp camos of the carrier special rig. I did not mention the GL variant @Adam. You should try with the carrier special rigs.

May 10 2016, 10:59 AM · Arma 3
Shields added a comment to T82348: Texture problems with new personal armor and ghillie suits..

I don't know how to make this any more clearer, so here's a video.
As you can see the texture fails to load depending on the distance.
https://www.youtube.com/watch?v=AXSgWVU0lH8

May 10 2016, 10:59 AM · Arma 3
Shields edited Steps To Reproduce on T82348: Texture problems with new personal armor and ghillie suits..
May 10 2016, 10:59 AM · Arma 3
Shields added a comment to T82338: Everything is a Bullet Sponge..

AR500 makes some pretty good body armor but i agree it takes way too many shots to kill a person.
Shoot someone in the leg 5 times and see if they're still concious. Plus the crazy twitching and death animations make it even worse.

May 10 2016, 10:59 AM · Arma 3
Shields added a comment to T82333: All scope reticles are now dimmer than illuminated iron sights..

Since apparently other light sources were illuminating our reticles according to this.. #0020337.. Maybe we should have a real source for that.
So either adjust the brightness settings for all collimator sights for both day and night time.
Or give us the ability to adjust reticle brightness in-game.

May 10 2016, 10:59 AM · Arma 3