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coltti
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User Since
Jun 24 2013, 9:42 PM (595 w, 3 d)

Recent Activity

May 10 2016

coltti edited Steps To Reproduce on T76462: Able to walk inside rocks/bad collision detection for rocks..
May 10 2016, 8:01 AM · Arma 3
coltti edited Steps To Reproduce on T76461: Trees growing on road in northern Altis.
May 10 2016, 8:01 AM · Arma 3
coltti added a comment to T76371: AI spotting through grass problem and general enemy identification..

I like tall grass D:. Sure the AI spotting thing sucks really badly but no I wouldnt want to have every field and forest looking really trimmed and cut like its just been mowed :D.

May 10 2016, 7:58 AM · Arma 3
coltti edited Steps To Reproduce on T76195: Ghost Hotel compound weird shadow behaviour.
May 10 2016, 7:54 AM · Arma 3
coltti added a comment to T76186: Physics A-164 aircraft is unrealistic.

It is really hard to actually hit anything with a-164 since it is very wobbly and feels way too light like a damn paper plane. I dont mind it being well maneuverable but seriously now its a CAS aircraft and its really really hard to hit anything for example with the cannon it makes it seem very useless.

May 10 2016, 7:54 AM · Arma 3
coltti added a comment to T76169: Ghost hotel damage states broken.

I would rather have the hotel being non breakable than what it currently is. Hope it gets better.

May 10 2016, 7:53 AM · Arma 3
coltti added a comment to T75834: Add a deployable mannable Static Minigun (M134) and an autonomous version of it.

Hell yeah for miniguns!
Static 6.5mm&7.62mm's + mounted on perhaps the Guerrilla offroads, and I wouldnt mind to see them on the MRAPS either.

On some smaller scale missions 50 cal's&12.7's are just too much power, having a smaller bullet machinegun would balance out some PVP missions when no one has an armored vehicle. Sometimes its just much more fun to spray down a hundred rounds on a enemy position in just a few seconds than trying to conserve every bit of your precious 50 cal rounds and fire in very small bursts.

May 10 2016, 7:45 AM · Arma 3
coltti added a comment to T74666: Flashlight is too weak.

The flashlights should indeed be more powerful. People keep saying that using flashlights on the battlefield is dangerous since it gives away your position etc. I understand that but sometimes when you have no NVG and its pitch black, youre gonna love to have that trusty old flashlight with you.

It would be good to be able to adjust the power of the light like a lot of flashlights these days allow you to do. So you could be a bit more covert with a dim light sometimes, and when you feel more safe you could go full power on that SOB and light up the whole damn island, ok maybe not that much ;).
Also on car headlights to have atleast two modes of low beam and full beam like IRL. Also on MRAPS and offroads if they happen to have any extra lights like fog lamps it would be cool to control those individually aswell. Propably the least important thing right now but just had to put this out there.

May 10 2016, 7:17 AM · Arma 3
coltti added a comment to T73925: Pistol attachments to include flashlights and or lasers..

I dont see any reason to not be adding flashlights for sidearms. Very useful to have on night time cqb. I wouldnt mind lasers that can be visible even without NVG but I doubt thats gonna happen.

May 10 2016, 6:54 AM · Arma 3
coltti added a comment to T72863: Not enough light sources in the editor.

Search lights/spot lights, different kinds of street lights, construction lights, smaller lamps for indoors. That kind of stuff would really help out on mission making to have them easily accessible on the editor like for example the chemlights and flares are right now.

May 10 2016, 6:23 AM · Arma 3
coltti added a comment to T72088: Full use of TrueSky weather in Arma 3.

Snowing weather would be great for arma, even if armas default islands wouldnt be the kind to see much snow on. For the modders.

May 10 2016, 6:03 AM · Arma 3
coltti added a comment to T67681: Flashlight is too dim, unfocused, never blinds you, especially when you wear NVG and it lights though walls (In short, it SUCKS).

The flashlight is currently way too dim, even my ordinary flashlights that I own light up way further than the one in the game. The flashlight looks way better than in arma 2 OA, however it only lights up a really short distance. Especially when making missions without NVGS, for example Celery's Chernarus Apocalypse missions, well made flashlights really add to the immersion and atmosphere of the mission. But they should not be over done though, Battlefield 3's flashlight and laser lens flares are ridiculous, but the main thing being that the flashlight should light up a longer distance.

May 10 2016, 3:28 AM · Arma 3
coltti added a comment to T65956: Inclusion of a (more) user-friendly map editor.

Oh yeah, has been in my mind for many many years now... When will I finally get to make and actual map in Arma. The current map making software is way too difficult to use and set up compared to some others ive tried. I really hope that when we get a new map editor its got atleast a "beginner mode" function to make it much simpler.

May 10 2016, 2:22 AM · Arma 3
coltti added a comment to T64553: Weather conditions / seasons (snow etc.).

Yeah, snow would be really nice as a weather effect.

May 10 2016, 1:28 AM · Arma 3