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Mar 7 2013, 12:44 PM (560 w, 5 d)

Recent Activity

May 10 2016

Varick edited Steps To Reproduce on T78564: Mi-48 Kajman Wrong Cockpit.
May 10 2016, 8:54 AM · Arma 3
Varick added a comment to T75217: Soldier does not insert new grenade when reloading underbarrel grenade launcher.

Hopefully this (and Bipods) will see some love in the Marksman DLC, since it wasn't addressed for release.

May 10 2016, 7:30 AM · Arma 3

May 9 2016

Varick edited Steps To Reproduce on T61336: With NLAW Equipped you can Fall out of Lookout Tower.
May 9 2016, 10:59 PM · Arma 3
Varick added a comment to T60996: Character remains injured after med kit is used.

Once you take damaged, you're wounded. FAKs keep you from dying. It's not going to change the fact you've been shot/run over/fallen from helo/etc...

I think this strikes a good balance between simulation and playability.

I'm not sure how far they're taking the medical sim in this, but ace added alot in A2. I guess in your situation it'll only make things worse.

May 9 2016, 10:37 PM · Arma 3
Varick added a comment to T60927: Improvised transport.

Interesting idea. Would love this in Escape Stratis. I'm not sure how this balances, but it would defnintely add to the personality of the game.

Maybe add to this a cargo/inventory system, so the lived in clutter is actually reflects what you're carrying.

May 9 2016, 10:35 PM · Arma 3
Varick added a comment to T60819: Firing from vehicles.

I know this would be difficult to implement, but now it the time to pull the trigger on this long wanted feature.

May 9 2016, 10:04 PM · Arma 3
Varick added a comment to T60420: Picking up enemy weapon.

Yeah that's a long list to get an attachment. Gone through it a few times myself.

I think it would be easier to be able to look into a weapon like you would a vest/backpack in the current inventory, grab what you need. That would seem less immersion breaking than a A2/A3 hybrid inventory window.

Being used to the old inventory made the new one a jump to get used to. I like it though. If changes are going to be made to it, it should keep moving forward and not back.

May 9 2016, 9:44 PM · Arma 3
Varick added a comment to T60420: Picking up enemy weapon.

I was so confused as to why my inventory wasn't reflecting what I was known to be carrying. Then I noticed the bars under my shirt and vest were going up as I was grabbing stuff.
It didn't dawn on my at first but click on those items shows what they are carrying. Would probably be more straight forward for a non-arma player.

I'm kinda on the fence as to whether I should vote this up or down. I'm definitely used to this from Arma 2. However is a change to this in A3 moving in the right direction? Weapon usability is way up from A2, to the point where I'd like to see some CQC in this game. Would an acceptable offset to that be the way this weapon pick up works?

May 9 2016, 9:43 PM · Arma 3
Varick added a comment to T60414: [Feature request] Select underslung grenade launcher via menu / key (not via fire mode selection).

Yes I like that feature in ACE. I used it a lot once I learned about it. The Problem was that switching weapons still effected your fire select. In my research to see if someone made a mod to change this is when I learned it was in ACEmod. They talked about how they tried to change it, but due to the way it was programmed all they could do was offer the number key solution as a work around.

I use semi more often than burst/auto. I'm not sure if switching weapons reset it to a default fire mode upon re-equipping, or if it was switching to the next mode during the process. It's just every time I had to switch between weapons, etc... the gun was never in the mode I wanted.

Well I brought it up here figuring if BI didn't want to fully address this, they might make it more workable for the modding community. (I'll have to have find where I read about ACE working around the issue in A2) Something like fire Select seems like it's something that should be apart of the foundation of the game and not need a mod it address.

Using the Shift+numbers would be expanded if say when you select things like GL or handgrenades, etc.., continuing to hit them switched between the types you had. Does it already do that? I'm starting to confuse myself. It just seems like something as foundational as this should be in the game and not need to be addressed in a mod.

May 9 2016, 9:43 PM · Arma 3
Varick edited Steps To Reproduce on T60414: [Feature request] Select underslung grenade launcher via menu / key (not via fire mode selection).
May 9 2016, 9:43 PM · Arma 3
Varick added a comment to T60249: EGLM grenade launcher tube does not open on reload/no grenade round visible.

I've seen this with all the GLs. It would appear to be a general issue as there is another ticket talking about the MX rifle's GL.

The Alpha feature of the GL Attachment works. I'd see this being fixed in Beta. Could be as simple as the assets are not finished.

May 9 2016, 9:36 PM · Arma 3
Varick added a comment to T60098: I would like to see all inventory at once without clicking into areas.

The new system is better. I think you're just at a state where you're too used to the old one and need to give this a chance.

I mentioned in a note on another inventory issue that we, the veterans from the A2, are at a disadvantage compared to new players to the game. I'm growing used to it though.

It's good to know how you're carrying you load. With the old system featuring this customization, if you dumped your vest all the sudden half your load out is gone.

May 9 2016, 9:26 PM · Arma 3
Varick added a comment to T59784: Simplify Gameplay/systems.

The game is what it is. Learning the controls and how it plays is part of the price of admission.
Instead of saying saying make it easier for someone who doesn't want to learn it to learn it, say, Add tutorials to make it obvious to learn. At that point I'd vote it down like I'm doing with this. Because there's a field guide in the menu.

As far as simulators go, this and TOH are entry level. A perfect mix of sim/playability(fun). Which you can change with mods to suite your level. Give DCS a try and you'll see what I mean.

May 9 2016, 7:13 PM · Arma 3
Varick added a comment to T58950: mxm rifle not working after exiting the water, might be all normal rifles..

It would be interesting if there was a wait time to use a wet weapon. I think the HK416 can be dunked and used almost immediately after a good shake.

Would also be neat to see/hear suppressors being more effective after being wet.

Ok so I tried this out myself. I used an MX and went for a swim. Everything worked fine.
Then I tried it again but this time in a wetsuit and with a Katiba. I couldn't bring it up to aim or fire the rifle. It was all I had at the time, so I dropped it to the ground. It worked again after I picked it up.

May 9 2016, 4:08 PM · Arma 3