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- User Since
- Mar 6 2013, 2:43 PM (611 w, 1 d)
May 10 2016
Duplicate of # 0011606
The reason why this happens is obviously because the vehicle commander is considered responsible for what targets the crew engages, and is therefore blamed for the teamkills his gunner(s) cause.
This current system works better with coordinated crew in a ground vehicle, not so well in transport helo with guns manned by random public server players that have attention span and trigger discipline of a common toddler.
i tried and confirmed this, "scan horizon" order can't be issued at all. Normally "no target" is supposed to be only in target menu, which is the menu number 2.
Confirmed here as well.
Short video:
http://www.twitch.tv/archive/archive_popout?id=390599658
I'd like a filter that hides servers from the list if they include words such as "wasteland" in the server or mission name.
If i want to play a post-apocalypse deathmatch without zombies, i'll just play DayZ on ARMA 2.
Edit: But this isn't a major issue.
Simple hand animation to pull the goggles down/up would be nice too.
Yes, i was afraid that might be the cause as well.
However, i was hoping that there could be some sort of virtual controller in which you move your cursor into X position that gives out same output as if you were moving real joystick forward for example.
Maybe you even could have such controller visible on the hud, as small icon to help determine the current position of the "stick"
This way when the mouse feedback stops the input, the virtual controller would still be in place and give the correct input for the chopper.
I really don't know if this is even possible but it would certainly make flying long distances less irritating.
Here's a brief example of what the controller could look like:
http://www.hsharma.com/wp-content/uploads/2011/02/VirtualJoystick_preview.png
Sounds like a good idea, but might cause some issues when attempting to fire out of a cover.
Also it would be nice for the character to automatically resume the aiming stance he had before the collision once there is enough space to do so, to make it more smooth when attempting to fire over obstacles.
Would be nice if it were implemented as some sort of smart system that automatically lowers/rises the weapon depending on which direction the barrel or frame of the gun approaches the colliding object. This might prove too hard to implement though.
Usually AI chooses to go for the nearest container when opening the inventory with Gear command. This makes it difficult to gear up the AI from particular container if there are multiple possible containers stacked (such as dead soldiers near crates)
I have a different suggestion:
It would be nice if you could select the AI in your squad, look at particular object and have action suggestions appear on your quick command menu, right under the usual "Move to that" command.
This could be used for any action menu options that concern an object that you can aim at.
Naturally, in 1st person view you wouldn't see where you are driving without peeking out again, so that works just fine.
However, if 3rd person view is enabled, you are probably gonna see quite a lot of vehicle drivers magically controlling their vehicles with their heads up their arses as they hold the cover key 24/7.
It might be good idea to add some sort of negative aspect for taking cover if in 3rd person view. Not sure how to balance it out in a good way, make steering the vehicle more random or harder?
Agreed. No vehicle should explode after taking enough of low but static damage from small arms fire.
Vehicle windows on the other hand should be destroyable with enough sustained fire to prevent someone becoming invincible just because opposing infantry has no explosives or launchers at hand. Surely not bulletproof glass can hold multiple magazines worth of bullets without breaking eventually, even in future.
While you may have a point, disrespecting fellow reporters won't really help the issue.
Real experience in armed forces may not fully apply here on futuristic armaverse where armed forces could have very different standards than what we are used to, even if those standards seem ineffective and confusing.
If 100rnd mags are not made to be restricted to support weapons only, the mags SHOULD have tracers every 5 round or so. This could limit their usage on regular assault rifles since they are obviously meant to be used in support weapons.
Other magazine sizes should have actual non-tracer variant for those stealth ops.
The reason why 100 rnd mag always has tracers is probably because it's obviously supposed to be used with a squad automatic weapon, despite being able to load into regular assault rifles with the same caliber.
Like the OP stated, tracers are usually issued for machine gunners, probably to correct the aim when firing bursts or full auto. So it's not surprising that this particular mag has tracers in such intervals.
Having few tracers as the last rounds in every regular mag could be some year 2035 NATO mandatory, while the full tracer 30rnd mags are for squad/team leaders for directing fire, as stated in Field Manual.
Back on the issue though, it might be good to have another magazine type that has no tracers at all for some stealth operations or such. Maybe they already have such things planned.
It should obviously be implemented as new key bind, such as ctrl+L to allow the present "light ON/OFF" bind to be used for the weapon's attachment separately.
I'd rather not automatically enable my helmet flashlight when attempting to use the IR beam on my gun.
May 9 2016
Also it would be nice to have soldier models that display the squad's logo on their sleeve as they did in ARMA 2 and OA for some types of soldiers (Czech ACR for example).
Or on their hats? there's caps with some logo in alpha already.
Second ticket on the same issue by the same person with nearly identical description after the last ticket received heavy negative feedback.
Obvious troll, move along people.
There is actually a second relaxed walk animation that seems to trigger randomly and during it the character holds his weapon with both hands.
However, You could simply walk with the weapon raised stance for faster response to possible threats. As ClockworkVendetta said, relaxed walking is for moving when there is no sign of threats.
Definitely not an immediate priority issue, as already stated by others.
Probably just placeholder and/or test voices since there is only one character voice to be chosen at the moment.
Chuckled at the Additional Information.
There already is a possibility to bind ANY of the available communication channels into their separate key binds. Including the Direct comms channel.
Look for it at multiplayer section in the controls menu.
The ingame Field Manual states on the clothes section that due to Geneva conventions, you cannot wear enemy combatant uniforms. Perhaps there will be change to that mechanic in the future to allow those situations that you described.
I find it odd that on most custom game mode servers you cannot switch to BLUFOR clothes either for some reason. There are boxes full of that uniform items that cannot be used.
I assume you were using a weapon that cannot be zeroed as some weapons have no possibility to do so. Instead their default optics usually have markings to help calculate correct distance and elevation in which to fire at the enemy.