Page MenuHomeFeedback Tracker

Zipper5
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 4 2013, 8:55 AM (581 w, 3 d)

Recent Activity

May 10 2016

Zipper5 added a comment to T74203: Please remove the "never fire" act. mi-48 in the last mission or take another idea to show the MI-48.

This should be fixed as of the latest dev branch update. He was getting stuck on a LOITER waypoint. He now unloads his cargo and continues in the direction of Charlie.

May 10 2016, 7:06 AM · Arma 3
Zipper5 added a comment to T74171: AI not moving.

This is the same issue as here, which is now fixed: http://feedback.arma3.com/view.php?id=15755

May 10 2016, 7:05 AM · Arma 3
Zipper5 added a comment to T74153: Tipping Point: Mortars are too accurate, magical.

This should be improved as of the latest dev branch update. However, keep in mind: the mortars are intended to be a threat. If you stand still in the open, they will eventually kill you. Once you're in cover, however, they'll have way less of a chance.

May 10 2016, 7:05 AM · Arma 3
Zipper5 added a comment to T74122: Script error on last mission.

Thanks for reporting! This should be fixed as of the latest dev branch update.

May 10 2016, 7:04 AM · Arma 3
Zipper5 added a comment to T74114: 'Blackfoot Down' Combat Life Saver will not retreat.

Thanks for reporting! After much investigation, this should hopefully be fixed as of the latest dev branch update.

May 10 2016, 7:04 AM · Arma 3
Zipper5 added a comment to T74111: Error Message appears..

Same issue as here: http://feedback.arma3.com/view.php?id=15763

May 10 2016, 7:04 AM · Arma 3
Zipper5 added a comment to T74102: Unaware behaviour of the squad in the end of last mission [spoiler].

As correctly described by JoeOBrien, the paratroopers are kept on captive until they hit the ground. This is used to stop your AI from engaging them before then, as they will then switch to combat mode and are more likely to get pounded by the mortar fire.

Other than technical reasons, real soldiers in such a situation would rather rush for cover (the trees) than be caught by mortar fire out in the open. Being in the trees does indeed significantly decrease the chance of being hit by the mortars.

May 10 2016, 6:58 AM · Arma 3
Zipper5 added a comment to T74101: Unrealistic choice of the path by your squad leader in the end of the final mission [spoiler].

Thanks for the feedback, but this is a subjective issue. Outside of the technical reasons for making them go this route, there is a deliberate feeling that I'm going for here; desperate, overwhelmed, disorganized. I feel the current setup accomplishes this.

You must remember, these are not organized teams under stable, structured command. These are bands of survivors cut-off from the outside world. More than any other time, they aren't going to follow what may seem like more conventional military tactics, and that's not taking into account that they don't know they're going to be hit by mortars. These are decisions being made under pressure on the fly, and they suffer the consequences.

May 10 2016, 6:58 AM · Arma 3
Zipper5 added a comment to T74099: Triggering bug in the final mission [spoiler inside].

Thanks for reporting! You were never supposed to be able to get into the other boat. However, vehicle locks behave differently dependent on if you are or are not the only person in your squad. Now, you should only be able to get into the correct boat you are assigned to.

May 10 2016, 6:58 AM · Arma 3
Zipper5 added a comment to T74051: Checkpoint continuation error.

Unfortunately, I'm not able to reproduce this problem in Radio Silence. What's most strange is that it works after you save, exit, and then continue. Are you able to provide a more detailed account of what happened during your playthrough that might help isolate this issue?

May 10 2016, 6:57 AM · Arma 3
Zipper5 added a comment to T73981: LT. James doesn't have diving goggles in "Wet Work".

This should be fixed in the release version. Please verify.

May 10 2016, 6:56 AM · Arma 3
Zipper5 added a comment to T73979: Part 1 of campaign - MacKinnon's discovery halts AI..

Thanks for the report! A condition was firing too soon if you disembarked early, thus he would not move anywhere. This should be fixed as of today's dev branch update.

May 10 2016, 6:55 AM · Arma 3
Zipper5 added a comment to T73965: Blackfoot down! Team leader dies, gets replaced but no new waypoints are assigned.

This is a knock-on effect of this same issue, which is now fixed: http://feedback.arma3.com/view.php?id=15755

May 10 2016, 6:55 AM · Arma 3