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Streaks
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Mar 8 2013, 9:23 AM (327 w, 6 d)

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May 10 2016

Streaks added a comment to T71051: AI troop stuck in mid-air.

Ya it's probably prediction but still annoying to watch your hellfire get 3/4 the way there and then veer sharply to the side as it tries to adjust to where the target REALLY is. Or, even worse, to follow the missile in and watch it impact directly where you shot it.....then the target box snaps over 500m to the side where the target REALLY is....who is of course by now filling my A10 full of hot steel!

May 10 2016, 5:33 AM · Arma 3
Streaks edited Steps To Reproduce on T71051: AI troop stuck in mid-air.
May 10 2016, 5:33 AM · Arma 3
Streaks added a comment to T71036: After switching primary gun with one on the ammo box/ground/dead player, weapon switches to secondary..

I wonder if this is similar to the bug in ArmA2 where you'd swap to your pistol if you had one, after you respawn or even at times shot a launcher.

May 10 2016, 5:33 AM · Arma 3
Streaks added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

Well we have AiA so that's at least some kind of work-around. I just hope that the mod makers won't get discouraged. Because I really want to see the currently available media make it to the new game in some way shape or form. To me, it doesn't feel right to play arma and NOT be in an A10 LOL.

May 10 2016, 5:32 AM · Arma 3
Streaks added a comment to T71018: Make A3 engine backwards compatibility to A2/OA content a top priority post release..

I voted for it. Though personally I'd like to see a simpler way to add mods to the game. Not to say, making them, but USING them. Anyone remember umods from UT? Just plug in and you're good. As it is now, if you want to say, use an F16 (or in ArmA3 an A10.....sigh, stupid future crap), you have to make the mod folder, then decompress an existing map, edit some files to include the mod and the mods options (different weapon loadouts etc), then recompile it. I may not have that all right but it's how I understand it to work. To me this seems NOT to be intuitive and NOT user friendly. We're wanting new people in the game as well. Making it user friendly would help a lot IMO so that you could use a mod on any map? Maybe a way to include all the old favorites? I'm sure it'd be a daunting programing nightmare but it'd be great to have IMO.

May 10 2016, 5:32 AM · Arma 3
Streaks edited Steps To Reproduce on T69919: Requests for Firing Drils.
May 10 2016, 4:53 AM · Arma 3
Streaks added a comment to T69748: Radar can simultaneously lock multiple targets and simultaneously launched several missiles.

I personally like the idea. If we have systems now that can hedge on doing this I don't see why in 2035 they wouldn't have systems that are superior. Just look at how far tech has come in the PAST thirty years! And personally, I loathe the term "balance" when applied to ArmA. If I wanted "balance" I'd go play the BF series. WAR is NOT balanced....period

That said, if proper countermeasures were in place that had even a 50/50 chance of working then it'd not be such a big deal IMO. As it stands now countermeasures aren't very valuable IMO. The fact that missiles travel too slowly IMO doesn't help either. Last night I was playing ArmAII and flying a SU34, passed over the US base, then their other base in close order. Had something like twelve launches directed at me (playing BE), and because I was doing 900KPH all I had to do was bank a little and point the nose down gently to keep gravity pulling me down fast and they never even got close.

So, either way I'd personally be ok with this but I think people would wank too much about it being an easy button for victory lol. The same people that'd probably also faint if Vulcan weapons actually fired at their correct ROF and could really chew objects/cover to bits like IRL. Or engage targets with MBT cannons and missile weapons at proper ranges.

Also @Demongornot, I love your posts, but could you please limit the blinding wall of text replies? I check some threads on my cell and when it starts to drop everything because it can't load it all then it's too much txt man :)

May 10 2016, 4:47 AM · Arma 3
Streaks added a comment to T69016: No ammo for ACP-C2 in shoothouse missions.

Same for me. Was so happy to see my favorite pistol frame in the game too. And when you sight up it seems to me that the weapon is a bit too small or distant looking. Also the damned support hand keeps wiggling out of time with the main hand which I personally find distracting.

May 10 2016, 4:16 AM · Arma 3
Streaks added a comment to T68909: Cannot load texture after beta upgrade.

The filter function isn't very accurate then as I searched for the exact string. Am I just missing some more advanced search?

May 10 2016, 4:12 AM · Arma 3
Streaks edited Steps To Reproduce on T68909: Cannot load texture after beta upgrade.
May 10 2016, 4:12 AM · Arma 3
Streaks added a comment to T68879: when dead cant exit out.

Voting up as I'm having the same issue. At first I thought it was some new wounded system and kept expecting teammates to come patch me up but this never happens. I've played the ACE mod a bit on ArmA2 so I thought maybe I'd bleed out or like I said, a teammate helps out. But after about ten minutes of waiting neither happened.

May 10 2016, 4:11 AM · Arma 3
Streaks added a comment to T68720: Expanded firing drills.

+1

I enjoyed the kill house in ArmAII/OA so why not have one here? Why not have expanded versions as suggested? Maybe even kill houses that aim to teach certain skills such as breaching and overwatch etc.

May 10 2016, 4:05 AM · Arma 3
Streaks added a comment to T63771: [Feature request] "Safety" fire mode.

I voted up. Mostly because I have one or two friends, one in particular who is VERY bad about friendly fire. It'd be nice to tell him to switch to safe lol. Otherwise, if you have a mouse that clicks easy or perhaps like me you have asshole cats who climb all over you at the worst possible times, it could be handy. This way, what's left of my squad won't turn to me asking why I discharged my RPG up their butts and then shake their heads when I tell them "no really my cat jumped on the mouse again!" :D

May 10 2016, 12:56 AM · Arma 3
Streaks added a comment to T63733: We need extended underwater functionality and a underwater pistol.

Maybe have the NVG's in a sealed bag so you can open them up when on land? I don't know about the underwater movement though. While I agree that it does need a little refinement, diving with all that gear on would be cumbersome I'd imagine. And while you feel bouyant etc, it still has mass which means you have to acellerate said mass around. So all that kit means you'd also have to fight the gear's resistance to the water itself, i.e. making it tougher to turn fast and manuver. Personally, I think the addition of det packs would be a short term solution. Take the SCUBA showcase for example....you sabotage the boat then deal with the divers that come after you. No problem, you then (at least I had to), have to surface and dispatch the rear gunner and the commander who mans the GL. Every time I did NOT do this that GL gunner was killing me on shore. This would easily be solved with just taking along a demo pack. You're playing a frogman in this scenario after all! Blow that boat sky high and you don't NEED to worry about shooting the divers :)

Guys on shore: "they sure have been out there a while in one spot"
boat: *KABOOOOM*
Guys on shore: ".......guess Fred had beer with his chili again"

Maybe by 2030ish we could have a repeating or gas powered spear gun? :)

May 10 2016, 12:52 AM · Arma 3
Streaks edited Steps To Reproduce on T63577: Same old binoculars? Pls update the filter?.
May 10 2016, 12:45 AM · Arma 3
Streaks added a comment to T63249: Disembodied window?.

Yup tried the search but it returned all sorts of odd things.....and it was 4am and I was foggy.

I'll keep the tags in mind, didn't know that.

May 10 2016, 12:34 AM · Arma 3
Streaks edited Steps To Reproduce on T63249: Disembodied window?.
May 10 2016, 12:34 AM · Arma 3
Streaks added a comment to T63247: Using launcher: going prone still cycles a different weapon.

Hope this is included on launch. Just did the combined arms demo and took out the technical with my launcher, then went prone because of course, tracers tap dance on your head whenever you launch a rocket *peers at AI guys*, and I still stowed the launcher before getting out my rifle THEN going prone :)

May 10 2016, 12:34 AM · Arma 3
Streaks edited Steps To Reproduce on T63247: Using launcher: going prone still cycles a different weapon.
May 10 2016, 12:34 AM · Arma 3
Streaks edited Steps To Reproduce on T63241: When sighting with pistol, off hand seems out of synch.
May 10 2016, 12:34 AM · Arma 3
Streaks added a comment to T62772: Too much weapon sway.

I personally don't see how one could be confused into thinking the OP was talking about recoil/muzzle climb being a problem. He clearly states that it's NOT the problem (not sure why he included it but whatever).

I personally agree with what he's saying. To me it seems like there are times that I'm moving the mouse but nothing is happening. Even if I've not fired anything yet and trying to just zero in on a target.

May 10 2016, 12:15 AM · Arma 3
Streaks added a comment to T62630: Shell caseing do not eject on MX rifle with Grenade launcher.

Caseless ammo has been around for years. Nobody uses it though, I think the HK G11 was the most promising caseless weapon made but don't quote me on it.

May 10 2016, 12:09 AM · Arma 3

May 9 2016

Streaks added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

Suppressors aren't meant to make weapon reports go away. They're designed to make it confusing as to which direction the sound comes from. They change the muzzle report from being an End of the World noise or Voice-of-God noise into "someone slamming a table with a sledge hammer....with a pillow on the table :P

May 9 2016, 11:39 PM · Arma 3
Streaks added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Biggest problem I have with this is the effects of incoming fire. Tried the combined arms showcase a little bit ago and picked up an LMG as I was low on ammo. Got to the town and set about repelling the support troops. Caught a machinegunner out in the open. From prone, I fired a few rounds his way....he went prone and started stitching me up. Upon taking the first hit I start doing the chaingun cha-cha whereas I can clearly see my rounds dancing all around him....until the first one struck me of course. Then I'm looking at the dirt, sky, my shoulder, etc while my target (who did actually go down), just laser'd me in two with his LMG in a sustained burst. This was at about 200m or a little under, I had only half of my body visible from behind a rock (rifle up next to it basically).

May 9 2016, 11:29 PM · Arma 3
Streaks added a comment to T61699: Scopes not working with NVG.

The game takes place some what, 20 years in the future? I don't see why this couldn't be something that future systems would be updated with. Just think how far the gear has come in the LAST 20 years! And that was at the start of our latest tech boom!

I totally understand the posts explaining why it doesn't work currently, I get that and even agree with it. But, it's 2035 or something so why not have NVG or hell even >WHITE HOT< abilities built into every scope put on a rifle or even personal optics? Wouldn't the land warrior (or whatever the present name is), be working by then too? You'd think it would have optic upgrades built in right? :)

May 9 2016, 11:18 PM · Arma 3
Streaks added a comment to T61699: Scopes not working with NVG.

I'm voting up for this. It's supposed to be 2030 something right? I'd like to think that NVG tech is better and more compact by then if nothing else :)

May 9 2016, 11:18 PM · Arma 3
Streaks edited Steps To Reproduce on T61082: Player submerges too slowly in SCUBA mission.
May 9 2016, 10:49 PM · Arma 3
Streaks added a comment to T61081: Some sort of melee?.

Wow the thread that will not die! :P

Personally, I'm for having SOME kind of basic melee. I like the rifle butt or barrel stab idea personally. Though having a knife could be handy for more than just melee attacks. Cutting fences and setting claymores comes to mind....assuming you have to string your wires manually and it isn't some magical auto-sensing kind you see in games now days (aahh I miss the old Infiltration mod for UT99).

I say, let the Dev's consult with their contacts in the armed forces. See what kind of info they get from them as to how realistic this would be. I'll go with whatever they say :) This assumes they didn't ask about knives in the first place of course.

May 9 2016, 10:48 PM · Arma 3
Streaks added a comment to T61081: Some sort of melee?.

I've been looking around but cannot find a video. But, there's an old game, SOCOMII for the PS2 IIRC that had a great take down system. You had to sneak up on the target and, it was terribly difficult to do even this as they almost ALWAYS discovered you. Then, once you initiated the kill your character would cover the targets mouth, then stab their throat, then two under the right arm. I've thought for years this was the best depiction of a stealthy knife kill in any video game I've played. Wish I could find a video of it to post! THIS I'd be ok with having in the game. While I think fisticuffs of some kind is also something we should have, I think it should be an OMGWTF moment. Say you run around a corner only to bodily collide with a hostile player coming the other way and you both tangle up. THEN I could see grabbing them and trying to subdue them or put them in a hold or something, choke them out or bash their head on a rock etc. But I don't think it should be a planned thing so much unless you're making the effort for that silent kill and then, GFL with that! It should be very tough to get the drop on 'em. Although, I think it'd actually be easier to get a silent kill on another player than AI as people tend to get focused on whatever they're looking at vs the AI scanning with their rearward facing eyeballs lol.

May 9 2016, 10:47 PM · Arma 3
Streaks added a comment to T61081: Some sort of melee?.

I've often wanted to have some sort of melee action. Perhaps even if it was just as a form of silent take-down. If you round the corner and see someone posted but they haven't seen you yet, it would be better not to blow your cover by knifing them IMO. OR just passing them by I know, but then that's one more gun that may be pointing (now), at your back. I don't want some crappy CoDMW1 style uber-knife attack but I was thinking morem like SOCOM II...er...or was it 1? When it was rather rare to get a knife kill at all. And then it wasn't some fast knife-FTW buttom mashing like CoDMW1 but it was throat, ribs, ribs, lower the body.

May 9 2016, 10:41 PM · Arma 3
Streaks added a comment to T61059: Call of Duty.

I voted no. It's a combat simulator....I don't want another arcade style game, that's not why I play ArmA. I don't want tournament play with leagues and competition.

May 9 2016, 10:40 PM · Arma 3
Streaks added a comment to T60974: Helo's have to much acceleration..

Watch some videos of real helos in the field. Sure they aren't F1 cars but they respond faster than A2 had them. As someone who's flown choppers quite a lot in ArmA games I think the new flight model works rather well and is much more realistic. Though, I will say that there still doesn't seem to be the feel of mass changing direction if you pivot the nose up and down while in a hover. It feels more like my RC chopper.

May 9 2016, 10:36 PM · Arma 3
Streaks added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

There's a lot of things that contribute to the weapon moving during recoil. We can argue fine details all day like the barrel harmonics or longitudinal torque twisting the rifle, left handed vs right handed shooters vs the bore twist direction etc etc. But IMO the whole point is we're supposed to be playing soldiers who are highly trained professionals. In fact their first deployment teams if I understand it correctly. Thus, they should be MORE than able to handle weapons accurately. The way the recoil is modeled now seems to me to be if the average guy were to shoot it and how he would deal with the recoil.

Also, all the fine details like that really only count for very long ranges. Body control has more effect than anything. And seeing as we're talking about the recoil in the game and the ability to control it, body control of our virtual soldier should be what the game tries to model. The way the system works now is like the soldier has zero affect on the weapon and it's all passed on to the shooter. I guess THIS would be why people get so caught up in talking about weapon physics etc in this thread. But, I think it could be streamlined a LOT by just adding a tiny bit of control given by the soldier. Because, while it's aimed at being a combat sim, it's also trying to be a FUN combat sim. And to be honest, if fighting the weapon while trying to shoot it accurately means you spend more time managing the recoil than putting rounds down range, then IMO at least it stops being FUN. To me, it's rather frustrating!

I personally don't like the whole rubber banding idea. I think that's too far in the other direction. But I like the way ArmA2/OA rendered recoil control.

Also, perhaps I missed something, but when did vertical foregrips become faux pas? To me the side ways out in front chicken wing people are promoting now seems preppy *shrug*

I personally would love to see things like damage and recoil based on the cartridge first. THEN modified by things like barrel length (now days that doesn't mean as much as it used to), and individual weapon characteristics or distance.

And as to the comment about most soldiers in Nam not being able to hit standing targets at 25m....I think my Dad who volunteered for two tours might take extreme offense to that. He was in the Army Corps of Engineers and to this day can outshoot most people I know with anything. Granted, he's had lots of experience AFTER the war in his civilian life just target shooting, but still I think you're probably thinking of troops under fire and in thick canopy environments having to cope with stress under fire and being green recruits. I'd not say that was the average soldier :)

May 9 2016, 10:01 PM · Arma 3
Streaks added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

To be fair the search function returns all sorts of odd results for me.

May 9 2016, 9:59 PM · Arma 3
Streaks added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

I still say the old Infiltration mod had the best deadzone and may have been one of the first games (if not the first), to use it.

As it is in A3 it feels "sticky" to me. It works well enough in A2 but now it seems odd. Even messing with mouse filtering etc it just feels off some way.

May 9 2016, 9:53 PM · Arma 3
Streaks added a comment to T60442: Binoculars that you can download to see.

I seem to remember this being an option in a mod (ACE?), and thought it was awesome at the time. No reason we shouldn't have it here.

May 9 2016, 9:44 PM · Arma 3
Streaks added a comment to T60085: Blood in water.

Maybe when you get hit, and are in the water, it could spawn a tiny red smoke grenade on your body? This way it is using an existing game mechanic that works well in MP already? :)

May 9 2016, 9:25 PM · Arma 3
Streaks added a comment to T60081: Projectile weapons underwater.

They aren't being portrayed that way at all. With the given rifle in the SP mission you have to be within about 10m of someone for it to even have a chance and even then it takes quite a few rounds to take someone down. There's a history of specially built underwater rifles. Sure they're super rare I agree but they are there in the real world.

May 9 2016, 9:25 PM · Arma 3
Streaks added a comment to T60038: Minor To Extreme Jittery/Lagged Movements When Flying Helicopters Or Driving Boats.

I've had this happen during the SCUBA mission. The mouse starts vibrating up and down basically. Not sure what caused it.

May 9 2016, 9:22 PM · Arma 3
Streaks added a comment to T60025: No female soldiers models available.

Wow this thread is amazing LOL

Ok, am I the only one who finds it funny that the OP started this to request female characters in the game....and as an attachment to the ticket put an article about women in combat roles from a female soldier......am I the only one who actually read that? It's from a female soldier who is AGAINST females in front line roles!!

I personally AGREE with that female soldier's views 100%. While I do indeed believe there ARE a handful of females out there who indeed COULD hack it as say, a Marine, the problem is how they're treated in their squad. Not everyone can disassociate their upbringing, their hard wiring human selves. Some people are in control of their own minds and can rewrite their mental coding but it's a rather rare trait IMO

Read that attachment :)

Personally I'm ok with females in certain roles but I'm undecided about them being front line troops.

May 9 2016, 7:54 PM · Arma 3
Streaks added a comment to T59920: Bullets won't hit enemy soldiers.

I think it's working properly for me. Yes I have to be rather close but it's still ~10m or so. But, I can NOT engage anything much past that. I've tried changing elevations thinking maybe there was severe bullet drop with water and all but nothing. That said though, I'd imagine that shooting underwater, even with this special weapon and munitions, wouldn't be very accurate either, so maybe they have it just about right?

May 9 2016, 7:19 PM · Arma 3
Streaks added a comment to T59164: Make compass size independent of UI size..

Because of this, the compass has always been useless to me for calling out bearings. Now, I see the same thing in A3. I hope this is addressed

May 9 2016, 6:42 PM · Arma 3
Streaks added a comment to T58801: AI can see you through water at far distances.

While disabling the boat, I had guys on the shore scoring hits on me....while under the water. They also could see me when I swam behind the boat (putting it between myself and the shore). I've also yet to swim up on the shore without walking fire that's already in the air. Heck most times I'm about 50m or so away from the pier and the water is being shot at. Mind you, I'm at the very end of the docks and the guys on the shore are shooting at me.

May 9 2016, 4:00 PM · Arma 3
Streaks added a comment to T58626: You can walk straight through balcony guard rails.

It seems to be the yellow colored rails only from what I've found so far.

May 9 2016, 3:23 PM · Arma 3