- User Since
- Aug 7 2014, 12:58 PM (193 w, 6 d)
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May 24 2017
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.
Nov 3 2016
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.
Sep 11 2016
I've made a video demonstrating the issue.
Jul 14 2016
Jun 18 2016
May 10 2016
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.
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.
Like R3vo said those weapons have integrated built in bipods.
So basically you just want active hearing protection like for example:
Sure it would be nice to have but just seems difficult to create and impliment.
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
Their production quality seems better than bohemias in some parts, but i just don't see this happening. :/
And the award for the most ridiculous feedback ticket of the year goes to...
Somewhat related to #20855
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.
Damn right, upvoted.
Pfff that rail is not made for that.
Vanilla arma 3 has no revive system apart from the one used in end game..
Is that what you're referring to?
Upvoted, this would be very helpful.
I've seen this ticket so many times. Use the search function, this is another duplicate.
More weight should cause more damage so this is just the opposite.
Tbh the reticle should look straight to your eye and the horizon tilt.
@mickeymen I wont support that ticket because his reasoning is absolutely different. So i would definitely not call this a duplicate.
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.
If you can't reproduce it in the editor without mods..
It's not bohemias issue.
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.
"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.
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.
That is a feature called weapon resting, not a bug.
Unable to reproduce in editor.
GMG on a speedboat is absolute garbage, downvoted.
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.
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.
That issue is already reported #0023195
Actual zoom for SOS is 3,5x-7,5x
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.
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.
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.
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.
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.
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.
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
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.
Sounds like a issue with the mod you're using..
Have you tried contacting the mod creator?
Every fifth round is a tracer orso.. That's standard for LMG's.
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.
I don't personally use it. I just stumbled upon it by accident.
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.
Still awaiting review, 1.50
Still an issue in 1.48
Too much context in one ticket? I can split this into two if needed.
Getting similar message..
"9.6.2015 2:36:20 - Blocked loading of file 'C:\Windows\SysWOW64\user32.dll'"
Anyone know what this means?
I agree, just flip ur Navid to burst fire and its an instant kill in CQC.
Mentioned in 1.48 spotrep "Fixed: ACP-C2 should not have tracers anymore (http://feedback.arma3.com/view.php?id=24296)"
This issue has been fixed in 1.46
Thank you, awesome job! Can be marked as resolved.
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.
Would be nice.
Duplicate of #0020855
Agreed, apparently a technical with a rambar in the front can't take down a small wooden fence.. gg
"Rabbit infestation" lmao
I agree. Come on, not even a fuel tank or engine?
Maybe they're behind grass and the grass texture doesn't load?
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.
Seems like a pretty game breaking issue, upvoted.
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.
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.
4-five .45 still has a sonic crack in 1.46 unlike other .45 ACP weapons.
This is more than a visual glitch, it actually effects the offroad's performance slowing it down significantly.
This issue has been fixed in 1.46
Awesome job! This can be marked as resolved.
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.
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.
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"
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.
Just hop into an APC gunner, turn thermal vision on and do a 360... They are just everywhere!!
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.
The body flying is a problem with the new death animations.
I don't believe its related to the revive system.
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.
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.
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.
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.
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.
Just look how dim they are! Can even barely see it, worthless piece of junk. They're so dirty too i always use ironsights instead.