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- User Since
- Mar 8 2013, 10:10 AM (599 w, 1 d)
May 10 2016
It would be possible to get out of the backblast if you are forming a T with the launcher (think lean left or right while prone).
Some launchers may have other reasons for this not to be possible but since i don't know anything about that ...
Have a look at this :
http://forums.bistudio.com/showthread.php?149077-Virtual-Ammobox-System-%28VAS%29
This could be expended to include rear door and roof openings in APCs or any vehicle with multiple exits.
It may indeed take arma4 to see this but i still upvoted.
see 0003376 , 0003914 and 0004900
my bad, i wanted to signal that 000571 and 0002367 are the same. ended up creating additional copies (0005774 and 0005773).
my bad, i wanted to signal that 000571 and 0002367 are the same. ended up creating additional copies (0005774 and 0005773).
Well, i won't pretend to know how it's done in real life but it was a nice thing when i played darkest hour (the red orchestra mod).
Back then it also allowed for a shorter reload time.
I think exploitedyouth is right, it's more effective to give the player a "i don't wanna die" mindset than any effect.
Not the issue here, nobody is saying to switch to 12h format.
The thing is under some conditions, you can't tell if it's 09:00 or 21:00 since the watch has hands and the environment doesn't give you clues as to which is the correct time.
Two solutions are proposed : an AM/PM indicator on the current watch or a digital version.
On topic: sure, doesn't seem to be too hard to implement even thou i don't fancy waiting 2h for dark in a game.
Off topic(ish):
I like the watch with hands as you can theoretically use the sun and the watch to serve as a compass. I know it's about as useful as finding the north star in night time but why destroy the possibility?
I'll side with scrim too.
As for unpractical in combat: you use GL when you have some time to eye-ball the distance, aim and shoot, that's a fairly long process compared to knee-jerk shooting at enemies <100m.
Plus the proposed solution allows you to select an approximate range quickly for a first shot then fine tune your sight for a second shot.
And let's be honest, it's currently a pain to land a grenade at 350m on target.
Why do people assume that if i agree with this, i want bunnyhopping? I don't!
I want to be able to do a running vault over a 30cm fence.
I want to be able to climb out of a 1m deep trench.
I want to be able to go over a 1m wide gap.
I want those actions to exhaust my stamina or be blocked depending on how much i'm carrying.
no jump/climb with a rifle + RPG + full backpack.
no shoot while doing those things just like you can't shoot while vaulting.
does that sound unreasonable and/or arcade?
PS, BI got the tactical pace right (many where against a "fast" move and shoot possibility) so why not give them some credit and trust them not to break their own game?
I agree that jumping over small fences such as the ones in gardens near agia marina would be nice and should correlate with the load carried.
I would also like to be able to jump "up" on things like the drainage pipes in the dry river bed in the middle of town.
upvoted.
see 0003376 , 0003914 and 0005824
If i get this right, you just want the animation of the dead-zone to show whenever or not the player has one.
So my first person feeling would stay the same (dead-zone or not) but someone looking at me wouldn't be able to tell.
upvoted, i would like to be able to choose the weapon load-out of the vehicles.
also, vehicles currently have duplicates in the editor with their different armaments. I would prefer to first select an Ifrit and then if i want it unarmed or with a HMH/GMG.
I saw a ticket (0005811) earlier about choosing weapon skin (not sure of the term, i mean camo pastern) to avoid duplicates and I thought this could be used here too.
Once again the goal would be to choose the vehicle first and then it's specifics (armament, camo patern, something else i didn't think about)
May 9 2016
see 0003376 , 0004900 and 0005824
it's a good idea but i think AI would first need to be improved in CQB situations or this would be limited to PvP.
Also related with 0004900 , 0003914 and 0005824 (that last one is better described IMO).
Agreed, there is a real problem with driving AI. Helicopter pilots have some issues too.
It would be good if we could at least have tutorials in the official you-tube channel. And i mean from basic stuff such as placing a unit to more advanced module by module things (there are still some that i don't fully understand after many years).
I know there is already a ton of those laying around on the Internet but noobs (and we all were one at some point) have a hard time locating those (and a harder time finding good ones).
I m not sure i understand this, are you saying it's surprising that a helicopter doesn't work underwater or is this about how a little bird stops working when landing it with the skids in the water (engine NOT touching the water)?
@SGTIce Why would firing a rocket flip a boat or car? It doesn't send the soldier flying so why would it flip something way heavier. Having said that, it remains a bad idea in closed spaces. But from the back of an open-top truck, supposing nobody is the way of the back-blast, i don't see the problem.
@JoeyGuo Why would it be any different from a door gunner role (with a shorter engagement distance) as far as AI is concerned ?
i have the right mirror showing a similar problem, the sky is toward the driver and not up.
upvoted. also see mythbusters for the results of various car mistreatments.
Soldiers should definitely fall off and take damage depending on speed and if the quad land onto him.
Crashes against walls and rocks that stop the quad dead in it's tracks should also send people flying.
Analog throttle and brake are a must.
But like make_love_not_war i love the idea of "rowing through the gears like a madman while hurtling down a mountain road on Stratis"