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Valentino
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User Since
Mar 8 2013, 1:31 PM (614 w, 4 d)

Recent Activity

May 10 2016

Valentino added a comment to T70357: AI in combat mode do not want to get up and stay prone all the time.

Upvoted, would love to see AI run to cover (and from cover to cover) instead of being prone all the time

May 10 2016, 5:09 AM · Arma 3
Valentino added a comment to T70157: Dynamic terrain affected with fire.

If they will still be making ARMA games in 2025 you could ask for that :P

May 10 2016, 5:02 AM · Arma 3
Valentino added a comment to T69797: Wounded and dying animations (with ragdoll, obviously).

I dont think they are very much related (and I opened 0002763).
The better death animation is speaking of what happens right before the soldier dies and even though mine mentions that aswell Im talking about better hit detection.
Same for the incapacitated state - the way I see it in incapacitated state you are lying down bleeding. Maybe you can crawl a bit, maybe you can fire some bullets (very unaccurately) but thats it, until a medic comes and saves your ass.

TL:DR - you dont have to be dead or incapacitated to have better hit detection

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69797: Wounded and dying animations (with ragdoll, obviously).

BTW right now we have TPW fall mod (pretty awesome mod) for better bullet hit response. But I still think we need more than that.

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69797: Wounded and dying animations (with ragdoll, obviously).

You both seem to miss that right before the link I wrote "way over the top". What I wanted to do was to show a game that does the whole animation\ragdoll combination. If you know a better example post a link.

May 10 2016, 4:48 AM · Arma 3
Valentino edited Steps To Reproduce on T69797: Wounded and dying animations (with ragdoll, obviously).
May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

lol

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

If you make a mission that is already filled with explosions and destroying buildings you already have a massive impact on performance.

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

Not necesserily, the smoke wouldnt be much bigger then a blown up car, and you dont destroy that many buildings in the average mission anyways.

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

@Goose - that is exactly the reason it should be about 25%

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

You dont need barrels with fuel and a "shoot me :)" sign for flammables, the average house is FILLED with them. A big closet, a massive bookshelf, a wooden floor, a table. As an ex fire department volunteer anything in the house is flammable, and can be a bitch to extinguish after it was burning for a good while. Now Im sure BI wont be filling houses now with furniture and stuff, but you can always add one massive wooden closet as the flambale item, and once again - wooden floors. So I dont consider finding flammable things in a house to be the issue if thats whats worriying you.

May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.

True, but you can always add a flamable object that will eventually set the entire building on fire.

May 10 2016, 4:48 AM · Arma 3
Valentino edited Steps To Reproduce on T69796: Suggestion: buildings that are partially destroyed should some chance of igniting.
May 10 2016, 4:48 AM · Arma 3
Valentino added a comment to T69324: Terrain Deformation.

Actually I was thinking about it in a whole different direction - ground deformation by explosives. It was glorious in Bad Company 2 and could be great in ARMA 3

May 10 2016, 4:31 AM · Arma 3
Valentino added a comment to T68993: Overall visuall improvement request: Realistic damage..

Some really good ideas here, upvoted

May 10 2016, 4:15 AM · Arma 3
Valentino added a comment to T68643: Helicopters drop when AA hits them.

Dont think I ever saw a heli exploding mid air in A3

May 10 2016, 4:02 AM · Arma 3
Valentino added a comment to T68643: Helicopters drop when AA hits them.

The whole two engines simulation could be awesome, but honestly Id be just about satisfied if they would just return A2`s heli damage model.

May 10 2016, 4:02 AM · Arma 3
Valentino added a comment to T68643: Helicopters drop when AA hits them.

Devs, plz fix :D

May 10 2016, 4:02 AM · Arma 3
Valentino added a comment to T68643: Helicopters drop when AA hits them.

Then it looks like we have a possible solution here

May 10 2016, 4:02 AM · Arma 3
Valentino added a comment to T68643: Helicopters drop when AA hits them.

I looked it up and it was exactly like I said - it wasnt instantly destroyed and crew was trying to land it, which is exactly what we had in A2(apart from the "allah akhbar" screaming).

https://www.youtube.com/watch?v=UrwHg3Ld3G4

May 10 2016, 4:02 AM · Arma 3
Valentino edited Steps To Reproduce on T68643: Helicopters drop when AA hits them.
May 10 2016, 4:02 AM · Arma 3
Valentino added a comment to T64872: [Suggestion] Make units shot in leg limp.

This should be expanded more than just limping when shot in the leg. I already commented about it on a different report but I will again.

How many people can take a bullet and keep on standing straight & shooting like a boss? Sure when its you ingame you can see your character in pain, but whenever I shoot someone else it looks like he just got a small scratch that he can barely feel.. until I shoot him 10 secs later and he drop dead. Id really love to see some wounded animations.

May 10 2016, 1:40 AM · Arma 3
Valentino added a comment to T64702: Allow players to catch fire..

The thing is that in ACE you can continue shooting people around like a boss.. while youre burning. How I see it is losing control of the character, start running like a madman with only the option to stop drop and roll (which by the way should work 100% of the time). There should also be different levels of burning:
1.Starting to catch fire (still can extinguish)
2.About 40-50% of the body bruning (still can extinguish)
3.Whole body burning with flames going above your head (nothing can be done, youre f---ed)

May 10 2016, 1:34 AM · Arma 3
Valentino added a comment to T64702: Allow players to catch fire..

Upvoted, if it will be done properly it could be awesome.

May 10 2016, 1:34 AM · Arma 3
Valentino added a comment to T64419: Clothing should darken to symbolise being wet....

Upvoted, would be really awesome to see ingame.

May 10 2016, 1:23 AM · Arma 3
Valentino added a comment to T64410: lost blood from clothing after treatment.

@Cayman - I think you got me wrong, Im really up for the idea of having bandages. However if you wound the leg, patch it up, wound leg again the bandage should be bloodier.

A bit unrelated but what I REALLY want to see is a bullet hole where I hit the person and not just the "general wounded limb" texture.

May 10 2016, 1:23 AM · Arma 3
Valentino added a comment to T64410: lost blood from clothing after treatment.

@Cayman - already did - http://feedback.arma3.com/view.php?id=3336

May 10 2016, 1:23 AM · Arma 3
Valentino added a comment to T64410: lost blood from clothing after treatment.

@PainDealer - true, but it would be significantly bloodier after another shot.

May 10 2016, 1:23 AM · Arma 3
Valentino added a comment to T64410: lost blood from clothing after treatment.

Upvoted, would be pretty awesome to see this implemented in game (including bloody bandages if the place was wounded again)

May 10 2016, 1:23 AM · Arma 3
Valentino added a comment to T64151: Changing the bleeding texture to drops.

If what you mean is a texture that comes out when the round\sharpnel hits you - its a good idea but it doesnt exist in A3 right now. What I mean is the textures that appear on the ground some time after you were hit and I cant imagine a situation where you bleed out chunks (unless youre a zombie and your blood is messed up or something :P )

May 10 2016, 1:14 AM · Arma 3
Valentino added a comment to T64151: Changing the bleeding texture to drops.

Reviwed- yay!

May 10 2016, 1:14 AM · Arma 3
Valentino edited Steps To Reproduce on T64151: Changing the bleeding texture to drops.
May 10 2016, 1:14 AM · Arma 3
Valentino added a comment to T64149: Bodies disappear from destroyed vehicles.

Id go even with just "blackened" corpses inside vehicles if that wouldnt pass German censors, I suppose modders might change that to "crispy" texture. But first step should be - having corspes inside destroyed vehicles.

May 10 2016, 1:14 AM · Arma 3
Valentino edited Steps To Reproduce on T64149: Bodies disappear from destroyed vehicles.
May 10 2016, 1:14 AM · Arma 3
Valentino edited Steps To Reproduce on T62976: AI avoiding buildings at all costs.
May 10 2016, 12:22 AM · Arma 3

May 9 2016

Valentino added a comment to T61703: Make wounds appear where soldier was shot.

Would love to see some commentary from the devs whether they intend to do it or not.

May 9 2016, 11:18 PM · Arma 3
Valentino edited Steps To Reproduce on T61703: Make wounds appear where soldier was shot.
May 9 2016, 11:18 PM · Arma 3
Valentino added a comment to T61703: Make wounds appear where soldier was shot.

This feature would be great in A3..

May 9 2016, 11:18 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

Any hit detection is better than "twiching" and just going on with your day..

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

Bump (hoping to see a response about it from the devs)

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

ACE mod is awesome. I think they have even more room for awesome mods now with ARMA3

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

@ataraxic89, searched for it, all I found is : ◾The game will feature an improved wounding system (no specifics for as of yet)

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

I dont think its a a placeholder, I think if it would exist we would see it in the beta. And there is no word from the devs about it..

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

Any word on this? Devs?

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

There definately need to be some visual change to the injury system, when you get shot you have all of those pain effects, but when you shoot someone else it looks like he just shruggs it off and continues.

May 9 2016, 10:51 PM · Arma 3
Valentino added a comment to T61130: Lack if "incapitated" state.

Also a "wounded walk" animation would be awesome, I dont think too many people can take a bullet and just keep on walking like a boss.

May 9 2016, 10:51 PM · Arma 3
Valentino edited Steps To Reproduce on T61130: Lack if "incapitated" state.
May 9 2016, 10:51 PM · Arma 3
Valentino edited Steps To Reproduce on T61129: Not being able to shoot through windows.
May 9 2016, 10:51 PM · Arma 3