Page MenuHomeFeedback Tracker

komu
User

Projects

User does not belong to any projects.

User Details

User Since
Mar 7 2013, 6:39 PM (340 w, 3 d)

Recent Activity

May 10 2016

komu added a comment to T73164: 9mm Rounds Far too Weak.

It's far to weak, 1 round headshot is not possible with a pistol. Also, the pistol cant even penetrate glass in this game, I don't see how that's even close to realistic.

May 10 2016, 6:30 AM · Arma 3
komu added a comment to T72348: [Feature request] Option to disable "crosshairs snapping to objects" functionality.

Isn't the reason why the corsair "snaps" to a objective, to show where the weapon is actually pointing?

For instance if you lying on a rock, and the corsair "snaps" to the rock, it means u're going to hit the rock.
So even if it would be a static corsair, you would still hit the rock, even if the corsair ain't showing it.

May 10 2016, 6:10 AM · Arma 3
komu added a comment to T71469: Zooming in, by using any type of optics, should move the camera closer to the location u're looking at..

That's true, didn't thought of that, well maybe they can fix it so if u Zoom in it'll at least render the landscape as if u would be closer.

May 10 2016, 5:46 AM · Arma 3
komu edited Steps To Reproduce on T71469: Zooming in, by using any type of optics, should move the camera closer to the location u're looking at..
May 10 2016, 5:46 AM · Arma 3
komu edited Steps To Reproduce on T71468: Helis can't blow up by AA rockets..
May 10 2016, 5:46 AM · Arma 3
komu added a comment to T71424: (Official Petition) for complete Control over your crosshairs.

W8, haven't it been like this since day1 alpha? Im sure the corsair has always moved if u're close to a rock for example, as it shows that u'll hit the rock.

I prefer it this way, since it means that the bullets will actually come from the rifle, instead of the middle of ur head as in all other fps games.

May 10 2016, 5:45 AM · Arma 3

May 9 2016

komu edited Steps To Reproduce on T61680: Static Characters after switching..
May 9 2016, 11:17 PM · Arma 3
komu added a comment to T60617: Grass Draw distance Should be max..

The thing is Ezcoo, that if you disable grass in MP, you get quite an advantage; People can't hide that well, and on a map with mostly just hills and slopes, people wouldn't be able to hide that well at all, it's also very unrealistic.

Forcing some kind of grass to be rendered (even if it's a static super low quality grass) then people can at least hide.

As of right now, a sniper can easily spot an enemy at 500M range. Thus making the sniper quite OP.

May 9 2016, 9:51 PM · Arma 3
komu added a comment to T60617: Grass Draw distance Should be max..

Once again, I'm not talking about rendering the whole island, I'm talking about rendering what's on your screen...

Do I really need to point that out? Thought it would be obvious.

May 9 2016, 9:51 PM · Arma 3
komu added a comment to T60617: Grass Draw distance Should be max..

No I'm not a CoD/DayZ kid, although I did play Cod4 when it was released.
About the Fps issue, that's why I suggested a much lower quality grass to be rendered in the distance.

Render the low quality grass in the distance you can see on your screen.

Also, as of right now you can reduce the grass render distance to 0, so grass will never hinder your vision. I find that OP. (Like in some games were you can reduce the particle effect on Smoke Grenades, so they become totally useless)

May 9 2016, 9:51 PM · Arma 3
komu edited Steps To Reproduce on T60617: Grass Draw distance Should be max..
May 9 2016, 9:51 PM · Arma 3
komu added a comment to T59499: No need for wheels.

Agree, we should still be able to enter the vehicle, we might not be able to move, but it's useful for protection, and you can still use the gun (If it have any)

May 9 2016, 6:59 PM · Arma 3