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gibonez
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User Since
Mar 8 2013, 9:33 AM (344 w, 6 d)

Recent Activity

May 11 2016

gibonez set Category to category:featurerequest on T109163: Diversify the Mosin nagant spawn.
May 11 2016, 4:35 AM · DayZ
gibonez added a comment to T109072: Make the map only one item.

Really sucks how the online maps really make the in game useless.

Really wish Dayz had procedural maps making meta gaming impossible.

May 11 2016, 4:32 AM · DayZ

May 10 2016

gibonez added a comment to T100022: player movement controls seem totally broken.

the new more realistic movement is far better.

The redicoulus movement before was unrealistic and detrimental to gameplay.

Why do some people want to see dayz turn into just another arcade twitch shooter ?

Slower more natural and realistic movement + the new dexterity mechanic will make the gunplay more tight and realistic.

May 10 2016, 11:06 PM · DayZ
gibonez set Category to category:items on T88833: Pu scope only allows ranging up to 300m.
May 10 2016, 4:35 PM · DayZ
gibonez added a comment to T87992: Increasing FOV reduces effectiveness of weapon scope's zooming capabilities.

Huge bug. The faster it is fixed the better.

May 10 2016, 4:01 PM · DayZ
gibonez added a comment to T87930: Using the Mosin with the long range scope..

Yea currently player rendering distance is extremely low.

Huge downgrade from Arma 2 and arma 3.

May 10 2016, 3:58 PM · DayZ
gibonez added a comment to T87202: Night time can be easily cheated away with gamma/brightness sliders for night vision.

Unless this gets fixed and gamma and brightness can no longer be abused servers will continue to have 24/7 daylight settings.

May 10 2016, 3:21 PM · DayZ
gibonez added a comment to T86443: players not rendering at distance.

This is true for the other settings. Raising the object details to normal = players rendering at a like 500m.

May 10 2016, 1:07 PM · DayZ
gibonez added a comment to T82283: How to support modders.

Yea how about we keep mods exactly how they have always been in the past.

Throwing money into modding just mucks things up.

May 10 2016, 10:57 AM · Arma 3
gibonez added a comment to T82277: Provide financial payment for Feedback Tickets.

No the donation option would be perfect.

It would remove any competition between modders and eliminate issues with dependencies. Currently due to the new workshop modders within the skyrim community are at each others throat.

May 10 2016, 10:57 AM · Arma 3
gibonez added a comment to T82277: Provide financial payment for Feedback Tickets.

The idea and the implementation are both flawed.

Throwing money into what has long been a free venture only leads to problems.

Modding being free has for the most part lead to collaborative ventures and free sharing and co operation amongst the community.

Add money into this and you throw a wrench into it all and you have the skyrim situation.

where dependencies are broken, people are stealing content from each other left and right in order to make a few pennies.

May 10 2016, 10:57 AM · Arma 3
gibonez added a comment to T82277: Provide financial payment for Feedback Tickets.

I don't think Bohemia is Stupid enough to go after Paid mods after the crapstorm that happened with Skyrim.

valve is already walking backwards on this new approach.

Steamworks marketplace has been removed from the front page, valve employees are suggesting it was a mistake, and Gabe felt the fury of the pc community last night.

Valve will probably scrap this whole venture soon if not they are idiots and will suffer financially in the long term.

May 10 2016, 10:57 AM · Arma 3
gibonez set Category to category:featurerequest on T82150: Collimator optics are far too dirty.
May 10 2016, 10:53 AM · Arma 3
gibonez added a comment to T82118: Suppressors for the .408 and .50 caliber sniper rifles that were introduced on June 5th, 2013 via Alpha update version 0.60.

I could have swore I seen this ticket before ?

May 10 2016, 10:52 AM · Arma 3
gibonez added a comment to T82055: Scope zeroing does not take into effect the increased/decreased muzzle velocity when attaching a suppressor..

The shift is as much as 12 minutes on some guns.

I can't remember which one but the sr25 or the m110 one of them is notorious for its poi shift when mounting a silencer its upwards of 12 moa.

It has less to do with the increase in muzzle velocity as much as the barrel harmonics changing.

May 10 2016, 10:50 AM · Arma 3
gibonez added a comment to T82055: Scope zeroing does not take into effect the increased/decreased muzzle velocity when attaching a suppressor..

@frzburn

They actually do. Suppressors are known to shift the point of impact on a rifle by a ton.

May 10 2016, 10:50 AM · Arma 3
gibonez added a comment to T82055: Scope zeroing does not take into effect the increased/decreased muzzle velocity when attaching a suppressor..

Mil turrets the ultimate solution.

I say its time they stop the silly 100m elevation zeroing.

May 10 2016, 10:50 AM · Arma 3
gibonez added a comment to T81980: Starting Arma 3 disables all PC sound.

Update.

I have managed to find the source of the audio problem.

It happens when connecting to a Multiplayer server.

Launch arma 3 main menu have sound, play a single player mission have sound, mess around in the editor have sound.

Join a multiplayer server all audio is gone.

May 10 2016, 10:48 AM · Arma 3
gibonez added a comment to T81980: Starting Arma 3 disables all PC sound.

I solved the problem.

Had to finally resort to simply uninstalling arma 3 and reinstalling it.

May 10 2016, 10:48 AM · Arma 3
gibonez added a comment to T81980: Starting Arma 3 disables all PC sound.

Update Issue happens with mods and with vanilla no mods.

May 10 2016, 10:48 AM · Arma 3
gibonez added a comment to T81980: Starting Arma 3 disables all PC sound.

http://www.megafileupload.com/Ux9/DxDiag.txt

Hope that can be of some use.

May 10 2016, 10:48 AM · Arma 3
gibonez edited Steps To Reproduce on T81980: Starting Arma 3 disables all PC sound.
May 10 2016, 10:48 AM · Arma 3
gibonez added a comment to T81861: Scope zooms are not thought out quite well..

40x lol What is he shooting an F class bench rest match ?

High end on magnification scopes top off at around 25x.

May 10 2016, 10:44 AM · Arma 3
gibonez added a comment to T81856: Sound too loud over long distance (Snipers will understand).

being able to be heard from 500m away with a suppressed rifle firing super sonic rounds sounds about right.

500m is not that long of a distance and a person with good hearing should be able to at least detect the direction of the rounds even with the suppressor.

May 10 2016, 10:44 AM · Arma 3
gibonez added a comment to T81731: Marksmen DLC: ASP-1 Kir very inaccurate.

Yet more proof Mil turrets would be better in arma.

May 10 2016, 10:40 AM · Arma 3
gibonez added a comment to T81461: New DLC-Weapon ASP-1 Kir Zeroing Failure.

The whole entire point of the round is to be subsonic and quiet.

Giving the weapon a super sonic round to make it easier to shoot would defeat the entire purpose of the gun.

Issues like this is exactly why Arma needs to remove the 100m elevation adjustments.

Arma needs mil turrets it would prevent any issues with incorrect elevation adjustments and would also be more versatile.

May 10 2016, 10:31 AM · Arma 3
gibonez added a comment to T81144: UAV accessability in multiplayer..

Sounds like this is a Wasteland problem and not a UAV problem.

May 10 2016, 10:21 AM · Arma 3
gibonez added a comment to T81131: Bring back features from ArmA 3 pre-alpha.

The xm25 in particular would be super awesome with the upcoming DLC.

The xm25 in effect is the counter sniper weapon and such airburst functionality from the xm25s code could then be used and incorporated into other weapon systems in game and vehicles.

I would imagine having shotguns that actually fire multiple shots at the same time and not just one shot at an extremely high frame rate could lead to miniguns have realistic fire rates and not close approximations.

May 10 2016, 10:21 AM · Arma 3
gibonez added a comment to T81093: Adjust 3rd person view to limit exploits.

Yes but that still leaves wall peeking to an extensive problem in the vast majority of servers.

This is a way to improve and thus fix any of the problems of third person view without having to resort to outright removing it.

May 10 2016, 10:20 AM · Arma 3
gibonez edited Steps To Reproduce on T81093: Adjust 3rd person view to limit exploits.
May 10 2016, 10:20 AM · Arma 3
gibonez edited Steps To Reproduce on T80932: Replacement of Artillery computer with something more viable.
May 10 2016, 10:15 AM · Arma 3
gibonez added a comment to T78787: Add initial sight offset when using optics.

This would be brilliant and could be great for gameplay.

May 10 2016, 9:00 AM · Arma 3
gibonez added a comment to T78779: Ability for certain man portable anti tank missiles to lock on to laser designators..

It would be similar to this video with an IDF spike missile hitting a laser designated building 20 km away.

http://youtu.be/pXw9SqnXqZQ

May 10 2016, 9:00 AM · Arma 3
gibonez edited Steps To Reproduce on T78779: Ability for certain man portable anti tank missiles to lock on to laser designators..
May 10 2016, 9:00 AM · Arma 3
gibonez added a comment to T78233: Unrealistic Fatigue Recovery (***Ignore).

It sorta makes sense.

In real life If I want to recover from fatigue after a long hike I am gonna drop my ruck next to me while I get a tiny bit of rest.

May 10 2016, 8:46 AM · Arma 3
gibonez added a comment to T78085: Fatique is unrealistic.

The fatigue is perfectly fine.

It puts an importance on what you decide to carry and on vehicles for transportation.

Only thing that might need tweaking is the Recovery rate it is far too fast when prone.

Not sure why some people expect an arcade game out of arma.

May 10 2016, 8:42 AM · Arma 3
gibonez added a comment to T78085: Fatique is unrealistic.

Fatigue system is fine.

May 10 2016, 8:42 AM · Arma 3
gibonez added a comment to T77081: DMS scope, weird implementation..

pssssst....

The Pso-1 also zeroes.

Pso-1 zeroes up to 1000m on the elevation turret the chevrons then after are for rough I mean really rough guesses for shots past 1000m. I really truly mean rough since the quality of 7.62x54r varies so much.

So no the pso-1 scope was not done flawlessly in Arma 2.

May 10 2016, 8:17 AM · Arma 3
gibonez added a comment to T76284: We need a military transport aircraft..

Would be a monumental waste of time and resources when you consider how small scale Arma really is.

This would be great maybe in Arma 4 or 5 if the scale increases substancially but for arma 3 it would be a huge waste of time.

May 10 2016, 7:56 AM · Arma 3
gibonez added a comment to T74901: Unrealistic Weapon damage.

Game would be far better without the Armor.

Arma 2 felt great.

May 10 2016, 7:22 AM · Arma 3
gibonez added a comment to T74656: Realistic Weapon Dispersion: Data Collection and Implementation.

The in game dispersion seems pretty spot on.

You also have to remember that lots of factors are not being accounted for in game such as wind.

May 10 2016, 7:16 AM · Arma 3
gibonez added a comment to T74302: Use VBS2's weapon sway instead of the weapon sway we have now.

Man that medical system + damage model.

That sway is identical to arma 2 btw so almost no sway.

May 10 2016, 7:09 AM · Arma 3
gibonez added a comment to T74106: Female soldiers models should be available in the game.

Completely not important. Especially with women not in Combat roles.

Not sure why Social justice warriors are so concerned that a niche military simulator caters to women.

May 10 2016, 7:01 AM · Arma 3
gibonez added a comment to T73261: Combat stance- Nobody stands like that!.

The Arma 3 combat stance is pretty Silly.

It scream tacticool mall ninja and overly done.

More relaxed and natural stances would be sweet.

May 10 2016, 6:33 AM · Arma 3
gibonez added a comment to T71401: Sophisticated sight adjustment system.

This almost seems like the ideal solution for the devs.

WOuldn't it be easier for them too ?

Instead of adding and adjusting the scopes for each rifle they just give each scope a maximum number of elevation travel and then depending on the rifles ballistics the max elevation would be a different max range.

This would also add skill in a much needed part of the game. Currently sniping is by far the easiest thing to do without wind or realistic elevation adjustments.

May 10 2016, 5:44 AM · Arma 3
gibonez added a comment to T71165: Vehicle Crews - Stop abandoning Vehicles - Add Repair skill and behaviour.

Screw gameplay over realism.

Realism should come first. I have no problems with being able to repair a track so long as it takes 30 minutes + of ingame time.

May 10 2016, 5:37 AM · Arma 3
gibonez added a comment to T70348: External ballistics.

@ Galzohar

Those changes are indeed fantastic. I just see enhanced ballistics to add yet another layer to perhaps make the shooting more realistic.

May 10 2016, 5:09 AM · Arma 3
gibonez added a comment to T70348: External ballistics.

Real life bullet ballistics would probably fundamentally change the game in a good way.

Gun fights will last longer, long range gunfights will be more chaotic and realistic.

Instead of 2 minute long gunfights at extended ranges, firefights could last 15 minutes or more.

Teamwork and logistics would play a huge role. All of this must be done and optimized straight from the engine however in order to get the best performance.

The improvements to gameplay are far too large to ignore.

May 10 2016, 5:09 AM · Arma 3
gibonez added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

Great great great suggestion.

May 10 2016, 4:04 AM · Arma 3
gibonez added a comment to T67871: Zero Range in SOS Scope changed to MOA / MIL and all future scopes..

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

This is an example of what I believe is being discussed.

May 10 2016, 3:34 AM · Arma 3
gibonez added a comment to T67871: Zero Range in SOS Scope changed to MOA / MIL and all future scopes..

This needs to happen.

Angular measurements for long range elevation adjustments needs to happen ALA ace mod.

Bohemia should push for deeper simulation just like they are with the new helicopter flight model.

The more complex and deeper all of the elements in this game get the better game it will be in the end.

May 10 2016, 3:34 AM · Arma 3
gibonez added a comment to T65509: [Feature Request] Weapon: Crossbows.

...............

May 10 2016, 2:02 AM · Arma 3
gibonez added a comment to T64011: Suppression effect for players.

How about this as a suppression mechanic that can work in game.

When suppressed no blur however the huge amounts of adrenaline in your blood are shown in game by lack of fine motor skills so while you are suppressed mouse movement sensitivity is increased + mouse acceleration is turned on momentarily.

Once no longer suppressed mouse movement returns to normal.

Lack of fine motor skills is one effect of adrenaline and such a mechanic would be super great as a suppression mechanic.

May 10 2016, 1:10 AM · Arma 3
gibonez added a comment to T63875: Make sprinting realistic.

This would be a momentous addition. I believe the new game squad has such a system.

May 10 2016, 1:03 AM · Arma 3
gibonez added a comment to T63743: Add realistic body armour..

I say get rid of armor completely from the equation and bring back Arma 2 damage values.

A single shot can end your life or severely injure you.

Have the plat carriers only be storage and have no effect on the damage model.

May 10 2016, 12:55 AM · Arma 3

May 9 2016

gibonez edited Steps To Reproduce on T62295: Grenade arc to enhance grenade throwing.
May 9 2016, 11:55 PM · Arma 3
gibonez added a comment to T61872: New technique for rendering grass at far distance.

Great idea.

Hiding in grass from long distance is one of the biggest problems of arma 2.

Hope it gets fixed in arma 3.

May 9 2016, 11:30 PM · Arma 3
gibonez added a comment to T61369: Realistic Wounding System.

Hopefully the Revive thing from end game is just the initial start of a deep medical system.

May 9 2016, 11:03 PM · Arma 3
gibonez added a comment to T61369: Realistic Wounding System.

Should be part of the game imo.

At the very least some minor locational damage should be a thing.

Neck shots should cause untreatable bleeding, leg shots should prevent running, arm shots should reduce aim etc.

May 9 2016, 11:03 PM · Arma 3
gibonez added a comment to T61369: Realistic Wounding System.

I would love for a more complex medical system especially how everyone feels like a bullet sponge in arma 3.

The amount of gunshots people take in Arma 3 is insane.

May 9 2016, 11:03 PM · Arma 3
gibonez added a comment to T59788: Recoil way to high.

Yea wish you could deploy bipods.

Recoil on the carbines, rifles are perfect though.

May 9 2016, 7:13 PM · Arma 3
gibonez added a comment to T59277: Grenade throwing is unrealistic (too fast).

I almost wish it was a multi step process to throw a nade.

G to take the pin out of the nade and hold in hand to throw it

g again to throw it

May 9 2016, 6:49 PM · Arma 3