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jakeryan760
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User Since
Mar 24 2013, 2:35 AM (609 w, 11 h)

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May 10 2016

jakeryan760 added a comment to T82562: Incredibly low FPS when in multiplayer servers. When the status "reviewed" will change to "resolved"?.

I noticed that it happens when a server reaches a specific amount of players or the mission its self has issues. I can play a server perfectly smooth (still has fps drops) but once the server fills to 10+ people the problems start. (with the exception of a few servers ive played)

May 10 2016, 11:07 AM · Arma 3
jakeryan760 added a comment to T74116: Can not start from savepoint / Mission depends on downloadable data.

That directory does not exist for me as I have no Appdata folder.

May 10 2016, 7:04 AM · Arma 3
jakeryan760 added a comment to T74116: Can not start from savepoint / Mission depends on downloadable data.

lokii44@ I was talking about before everyone regroups at camp rogain. I was able to pick up gear off the AAF which was fine but it would just make the game more replayable if they had like a vas system or load out prior to mission. So you can always play the game differently.

astaroth yes I will do that right now! Thank you!

May 10 2016, 7:04 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T74116: Can not start from savepoint / Mission depends on downloadable data.
May 10 2016, 7:04 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T73539: Please add dead zone sensitivity slider/lock options..
May 10 2016, 6:44 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T72980: Current explosions and crash particles are to small and short lived.
May 10 2016, 6:26 AM · Arma 3
jakeryan760 added a comment to T72978: Fixed wing HUD missing important information..

At the minimum it is imperative to at least have gear and flaps indicators.

May 10 2016, 6:26 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T72978: Fixed wing HUD missing important information..
May 10 2016, 6:26 AM · Arma 3
jakeryan760 added a comment to T71633: Add rivers inlets and a lake on Stratis.

No I can but is anyone really gonna play stratis after altis is released? Granted its based off a real location but it still needs a bit more than a few hills and a small town. This would add a lot of diverse game play. It doesn't need to be an exact replica.

May 10 2016, 5:51 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T71633: Add rivers inlets and a lake on Stratis.
May 10 2016, 5:51 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T71631: Tactical sitting needs lean feature / ability to go to side prone stance adjust position from a tactical sitting stance.
May 10 2016, 5:51 AM · Arma 3
jakeryan760 added a comment to T71047: GPS additions.

I'd like to see this thread get recognized. Talked to an ex marine who was a driver for motorcade and he explained the navigation system they use in the vehicles. I can't remember the name but he explained you simply could select items on a LCD screen such as how many men down etc and it gets broadcasted to helicopters etc. If someone in the military could add details or a video I'll add it to the description.

May 10 2016, 5:33 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T71047: GPS additions.
May 10 2016, 5:33 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T70512: Mortar fire location known with out spotter.
May 10 2016, 5:15 AM · Arma 3
jakeryan760 added a comment to T70389: Aiming Crosshairs Problems .

I have never heard such an arrogent person...we get what you're trying to say you want fixed crosshairs that aren't refracted off objects. You're attitude is just plain and pathetic. Like a child. That's why no one cares what you have to say.

May 10 2016, 5:11 AM · Arma 3
jakeryan760 added a comment to T70389: Aiming Crosshairs Problems .

Lmao you're a fucking but case

May 10 2016, 5:11 AM · Arma 3
jakeryan760 added a comment to T70389: Aiming Crosshairs Problems .

So at what point do you want the crosshairs to stop? You don't want them moving because there is something in your way? So should it go through trees? A mountain? It's moving cause its obstructed. If you're saying you just want a dot in the middle of the screen so you know where you're looking just say that. Those are two completely different things.

May 10 2016, 5:11 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T70116: Green faction uniforms do not load for other players..
May 10 2016, 5:00 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T69915: Pop up icons constantly pop up when scoped on in combat next to vehicles or anything accesible.
May 10 2016, 4:53 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T69914: Stance ADJ + Scope Change conflict.
May 10 2016, 4:53 AM · Arma 3
jakeryan760 added a comment to T69913: Adj stance lean the same toggle as lean..

Please use feedback if you're going to down vote.

May 10 2016, 4:53 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T69913: Adj stance lean the same toggle as lean..
May 10 2016, 4:53 AM · Arma 3
jakeryan760 added a comment to T69617: Biggest Arma Pet Peeve Must be Fixed - Alt Weapon Load Cycle..

My list 1. Terrible unrealistic recoil

  1. not enough dust kick from vehicles and ammunition
  2. Dirty scope with to much reflection
  3. Pistol switch from ammo (esp for quick respawns)
  4. Visibility on NVG is to long and not enough dark contrast.
  5. No ballistic effect from wind etc
  6. AI have super aim and awareness

If they fix all of these things. I WOULD BE SOOOOO HAPPY...

Upvoted for the topic, sry for rant.

May 10 2016, 4:42 AM · Arma 3
jakeryan760 added a comment to T69330: Realistic/Cost-Effective 2035 Technology .

They can't even get the recoil on the weapons right... 2035 and the weapons have more vertical climb than a civil war musket and a shot gun. Last time I checked low recoil was a major factor in weapon selection. As for this... Well, I think it could be implemented as a pull down lcd over one eye in the game. Instead of having map, compass, gps, etc. So that could actually be a really good idea. I believe they already use them, they are called land warriors or something.

May 10 2016, 4:31 AM · Arma 3
jakeryan760 added a comment to T69062: Sights produce a lot more sway than most likely should.

The scope sway much to extreme.

Example: During co op mission, I'm crouched and leaning around a wall. A guy runs up over the hill. I'm fighting huge sway as I just ran to that spot, takes me a few seconds to even get CLOSE to his body. Fire a shot and miss (cause he was already aiming at me) weapon faces over his head now and I have to fight the sway AGAIN to get back on target, meanwhile I take a bullet to the face (because we know AI doesn't deal with this crap) andddddddd back to base for me.

I agree that it should move more when you're tired but after sprinting 100 yards your sights shouldn't be moving like you have cerebral palsy. Keep the sway minimal unless you have been running over 1500 meters in a dead run/sprint. Then it should move around a bit more but not enough to have problems keeping your sights on a person 50 yards away from you. This should also drop to almost zero regardless of stamina when prone.

I know everyone wants to make the game hard and all but come on.. I can play a whole game of soccer and at the end hold a ball in one hand without shaking. Soldiers are trained to handle their weapons and considering all of their training comes along with stamina.. This seems like more of a frustrating addition than a realistic one.

May 10 2016, 4:18 AM · Arma 3
jakeryan760 added a comment to T68732: 3D scopes allow TrackIR users to view freely around with zoomed in view.

What are you talking about sniped? It was the first 3d scope given to us. It also has the exact same properties as the other 3d scopes except it has a high magnification.

May 10 2016, 4:06 AM · Arma 3
jakeryan760 added a comment to T68732: 3D scopes allow TrackIR users to view freely around with zoomed in view.

The freelook key would be fine to use normally as I think you should be able to freelook with the scope up but this is only if they implement the pip 3d scope. So your view would not be zoomed with the scope. Then the system would be close to realistic too.

May 10 2016, 4:06 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T68412: Scope reflection is extreme..
May 10 2016, 3:53 AM · Arma 3
jakeryan760 added a comment to T68268: Both the 9mm Submachineguns have no recoil when fired full auto .

Most of the weapons should fire just like it. It's already been said a billion times that most current weapons don't have much vertical climb. It's back and side to side and SLIGHTLY up to the right. Why does everyone want massive recoil? It should be hard to hit someone because of wind (which we haven't seen yet) bullet drop, and altitude. When someone is moving or hiding + those factors it will be all the challenge you need.

May 10 2016, 3:49 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T67550: Flashlights show through walls.
May 10 2016, 3:24 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T67318: Add goggles/ski mask/ Black uniforms..
May 10 2016, 3:15 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T67225: RCO ARCO sights same style as SOS..
May 10 2016, 3:11 AM · Arma 3
jakeryan760 added a comment to T67221: Need more realistic deaths including limbs loss, head shot & explosives (rockets, grenades, C4, claymores) effects.

I agree with this. The only thing that would need to be reworked would be the revive system. As some players could not be revived, nor would they be useful on the battlefield with missing limbs if they lived. So you could only be shot and survive.

May 10 2016, 3:11 AM · Arma 3
jakeryan760 added a comment to T67211: MX Varient 5.56x45mm.

I cant see using a carbine with a 6.5mm round. The Ak-74 (where the ammo was changed from the AK-47)still uses smaller rounds than the carbine. I understand how the new nato rounds are supposed to be 6.5 but in reality you're going to want smaller ammo with less recoil, especially for a shorter barrel. The use of smaller ammo has been implemented in most standard rifles currently used now. That is even if previous models had larger caliber firing systems before.

edit- This cartridge was developed in around 2002 to provide Ar-15 type rifles with long-range capabilities and terminal effectiveness that are generally not possible with standard 5.56 mm / .223 ammunition. The 6.5 Grendel is based on .220 PPC cartridge, developed for shooting matches, which in turn is based on Soviet 7.62x39 catridge case. The 6.5 Grendel provides longer range and better terminal effectiveness over the 5.56x45, thanks to heavier bullets with better balistics. The price for this improvement is somewhat stronger recoil (although it's still noticeably less than that of 7.62x51 / .308), and decreased magazine capacity (due to a larger diameter case). The 6.5 Grendel is viewed by many as an 'ideal compromise' assault rifle round, although today its practical use is limited mostly to civilian applications (hunting, target shooting, self-defense). This cartridge is manufactured in USA and Serbia, and weapons for it produced mostly in USA.

^this would not be a realistic decision for short range weapon systems.

May 10 2016, 3:10 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T67211: MX Varient 5.56x45mm.
May 10 2016, 3:10 AM · Arma 3
jakeryan760 added a comment to T67168: The sound inside buildings is exactly the same as outside....

Also, when a weapon is fired indoors it should be VERY loud. In fact if a weapon is shot to close to a soldiers ear or inside he should go temporarily deaf with some heavier weapons. (Kinda like in black hawk down)

May 10 2016, 3:09 AM · Arma 3
jakeryan760 added a comment to T67161: No consequence to being shot.

Because that guy shot him self. He's an idiot. He doesn't have any adrenaline already pumping through his body and hes not in a life or death situation with another person trying to kill him.

May 10 2016, 3:08 AM · Arma 3
jakeryan760 added a comment to T67161: No consequence to being shot.

Dude worse video ever to show lol.

May 10 2016, 3:08 AM · Arma 3
jakeryan760 added a comment to T67161: No consequence to being shot.

Yeah, maybe just if you get hit in the legs while running or moving. I could see being able to get to cover after gettin hit in the chest with armor.

May 10 2016, 3:08 AM · Arma 3
jakeryan760 added a comment to T67161: No consequence to being shot.

I think if you get shot you should at least fall to the ground. Once you get killed (or waiting to be revived the weapon drops but you need to pick it back up after you're revived.)

May 10 2016, 3:08 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T66932: New stance / muzzle climb / Elements approach..
May 10 2016, 3:00 AM · Arma 3
jakeryan760 added a comment to T66844: Minor Changes for Improvements in Gameplay.

Yes, especially sense you can do it with track IR but not with mouse and key.

May 10 2016, 2:57 AM · Arma 3
jakeryan760 added a comment to T66722: MXM shouldn't have full-auto fire mode.

It would be nice to have burst mode the MX version (similar weapons as well)

May 10 2016, 2:53 AM · Arma 3
jakeryan760 added a comment to T66644: Huge performance dive in Multiplayer.

I have noticed it sense the update as well. Prior most servers were running pretty smooth with the exception of some laggy hick ups.

May 10 2016, 2:50 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T66435: Bullet impact and scope zoom..
May 10 2016, 2:41 AM · Arma 3
jakeryan760 added a comment to T65018: My character became impossible to control.

I noticed this and figured it out (so I think) when you are running and hit the optics view button it locks your player running or doing what ever you were doing at that time and the only thing that will stop him is the hurdle or climb button.

May 10 2016, 1:44 AM · Arma 3
jakeryan760 edited Steps To Reproduce on T64169: Freelook + Ctrl.
May 10 2016, 1:15 AM · Arma 3
jakeryan760 added a comment to T63190: Map should be tablet and display the digital battlefield .

That would be amazing, It would also be really nice if the GPS (smaller or larger) would rotate like how your navigation works in your car. You have your heading at top anyways my as well be facing it on the gps.

May 10 2016, 12:32 AM · Arma 3

May 9 2016

jakeryan760 added a comment to T62394: PROPOSAL - 'Look'/free-look' as Infantry causes Optics to aim where you are looking (rather than 'straight ahead')..

I also made a request for this. Best way to go about it is just using CTRL in combination with the freelook (similar to adjusting stances) that way you can use both on the fly. As for movement. It would just move you as fast as you could with mouse. It doesn't have to be INSTANT. As the system in place can get very troublesome when you find an enemy and have to take your eye off them to snap back to your rifle. CTRL+ (What ever binded) would be absolutely fine.

May 9 2016, 11:58 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

^ Hahah thank you nord... in an "Unsupportd" stance too.. system is a joke right now.

May 9 2016, 10:02 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

And it wouldn't be that big of a deal if the vertical muzzle climb was a bit lower and the scope sway didn't act like you have cerebral palsy..

May 9 2016, 10:02 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

@samogon there was a patch today? I have no received one? Is it on DEV branch?

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

No they are def hitting target. Which army were you in again?. And what the hell is simple game mechanics lmao. Is that excuse you give yourself for this busted ass system.. Regardless if you think shooting is hard you don't just pick and choose shit in the game to make it more difficult.

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Seems to me children can shoot m16's with ease. You can youtube the shit out of that if you want... Weapon definitely doesn't raise all that much, and that's with a 10 year old shooting. Now I'm no marine so I won't argue the point with you. But based of all ALL the other Marines posting, they seem to highly disagree with you.

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

No one said it was easy. putting something that is a couple mm thick into a small area half a mile away I'm sure is no easy feat. Especially moving, but the actually firing of the weapon has little to do with the accuracy of your shot. You can even find guys on mil network explaining how they had to adjust their iron sights for wind and temp just for a 300k shot. These are the real things that should be implemented if you want realism not just some almighty unrealistic buck kick to the sky from a weapon designed for the complete opposite. All I'm saying..... make the recoil small, minimal prone, even minimize the weapon sway a bit(not much) and make the bullets less accurate at ranges due to nature. Things you can still adjust for....

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

No it doesn't. Aiming and firing the weapon isn't hard what so ever. What happens the the bullet after it leaves the barrel is what makes hitting targets hard hence spotters even on shooting comps. Bullets need to move much more at distances over 300k from wind. Currently its just like an inch to the left or right regardless of how windy it is.

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

https://www.youtube.com/watch?v=Amb35xlaZkY&feature=youtube_gdata_player

This is exactly how it should be. Standing and crouch esp. Ace2 arma2

May 9 2016, 10:01 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Current weapon systems like the m16 are low recoil. Ask any marine. They will tell you that there is hardly any. Weapon sway is one thing, that is always there and they are told to use the figure 8 method. This with wind and elevation should be plenty. It's your job to find cover and move. Period.

May 9 2016, 10:00 PM · Arma 3
jakeryan760 added a comment to T60792: Recoil causes weapons (even in semi-auto) to climb vertically in an unrealistic manner.

Recoil needs to be cut in half and needs to return to its original state or near it.

Devs- Listen to the actual marines that fire weapons on the daily, they are giving you the correct information.

People have literally posted videos of children handling weapons better. and no we shouldn't have to fight the weapon, the scope sway is enough. Esp sense AI can OSK you from 3 miles away.

May 9 2016, 10:00 PM · Arma 3
jakeryan760 added a comment to T60661: "Aiming Deadzone" : Spawns Negative Acceleration + Inusability..

If they made the speeds on accel 1 and 2 the same it would be much better.... And a toggle option when playing such as freelook would be EVEN BETTER. I don't want it all the time just in certain situations.. It would give it a much better feel if you can toggle it on when sweeping buildings or laying prone and picking off multiple targets. But then be able to turn it off when roaming a forest...

May 9 2016, 9:53 PM · Arma 3
jakeryan760 added a comment to T60266: Binoculars Animation - unnecessary switch to the main weapon while changing stance.

Absolute must! +1

May 9 2016, 9:37 PM · Arma 3
jakeryan760 added a comment to T59682: MX SW With suppressor is semi-auto only.

Keep the MX with burst fire all the time. and the carbine version with full auto. or add all 3 for both.... I really like the burst fire mode on the scorpion and also with this bug.

May 9 2016, 7:09 PM · Arma 3
jakeryan760 added a comment to T59631: Incredibly low FPS when in multiplayer servers.

I noticed that it happens when a server reaches a specific amount of players or the mission its self has issues. I can play a server perfectly smooth (still has fps drops) but once the server fills to 10+ people the problems start. (with the exception of a few servers ive played)

May 9 2016, 7:05 PM · Arma 3
jakeryan760 added a comment to T58966: Insane recoil on weapons.

I understand that but when you shoot a gun you don't have to think about that stuff. Nor do I want to when I'm playing a video game. If a "arcade" game like bf3 can have more realistic muzzle climb than a military simulator then something is wrong. I'm not saying by any means that bf3 is more realistic as a game but when it comes to firing the weapon it actually feels more like shooting a gun. We shouldn't be making excuses ( drag the mouse down) yeah I do it, and its annoying as all hell. Gun should fire, move slightly up and to the right and come back. It's just that simple.

Edit: This is about the amount of muzzle climb anyways. Which is ridiculously to high to be a simulation. If I HAVE to bring the mouse back to the original place than so be it, but i don't want to have to do it from 8 feet over the guys head after a single shot.

May 9 2016, 4:11 PM · Arma 3
jakeryan760 added a comment to T58966: Insane recoil on weapons.

Seems to me almost all modern assault rifes have very little recoil. I could understand the heavy machine guns having the recoil the MX has but really? An m16 does NOT have shotgun like recoil lol. http://www.youtube.com/watch?v=L4wnmYCXrls

May 9 2016, 4:11 PM · Arma 3
jakeryan760 added a comment to T58966: Insane recoil on weapons.

I seriously can't understand why so many people voted against this horrific muzzle climb. Seriously shooting the weapon should be the most realistic thing in a military simulator and it doesn't simulate it well at all. Period.

May 9 2016, 4:11 PM · Arma 3