- User Since
- Mar 31 2013, 6:59 PM (373 w, 4 d)
May 10 2016
Totally agree. The yaw rate was the first thing I noticed.
Also the damage model. You would have to be going at full speed into a tree for that thing to even break. It has bumpers. Fly it into a wall and watch it bounce back with its ADVANCED AUTO-STABILIZATION technology (the hallmark of quad-copter drones). You can fly these things using an iPad with ease. Currently it's harder than flying a helicopter.
This bug is still a problem. No, actually, it's not just a problem, it completely ruins the game for pilots. And it's been a major issue since the alpha was released.
PLEASE FIX IT.
You have no idea how horrible it is until you sit down looking to relax and ferry a server full of people from A to B, only to have EACH and EVERY take-off and landing marred by this ABSOLUTELY RIDICULOUS, UNNECESSARY BULLSHIT.
Sometimes it will happen multiple times on one take-off attempt until people just leave the server or start arguing with each other. Repair chopper, start engine, break rotor, repair chopper, start engine, break rotor... AGAIN AND AGAIN AND AGAIN.
I'll assume you're actually working and struggling to fix this. It must be really hard to take so long. Or maybe it's just a convoluted piece of botched code caused by gutting the features out of VBS2. I'm just looking for reasons to blame someone for stressing me out over this crap. Sorry.
I am only looking for 3 basic functional hand signals:
Point: basic human gesture.
Hold: fist at ear level.
Move: open palm chopping motion.
The benefits of these three simple gestures are immense. We do not need the full repertoire of military hand signals. Most people are immediately familiar with these three signals from life and Hollywood movies.
If nothing else, add pointing. Just that simple gesture will make it so much easier to ID targets your team may not have seen.
IMO, this should be high priority. Here's why:
AI: Players watching the AI can now make better judgement of their intentions and awareness.
MP: Players can now communicate effectively in the heat of battle without using VoN which can be problematic at the best of times (language, time of day, confidence, disability, no mic, age prejudice, e.t.c).
This makes a huge difference to gameplay and therefore it should be high priority. Come on Bohemia, think about it. Just a pointing animation. Easy.
It's interesting to hear what COMBATMED101 has to say.
If I were to summarise:
Taking high calibre rounds at under 300m will ruin your day (knock you down). Taking a 9mm burst to the torso (from an SMG) in CQB will have a similar effect as a single 7.62mm at the same range. Even if it does not penetrate, the force will add up and the momentum of the rounds will overwhelm your stability. Taking a round of any calibre, while running, will make you stumble more or less depending on your stability.
I don't want to get into the debate about how you will react in your mind and all that. But some obvious issues with this involve BALANCE.
Let's talk about balance.
If you're at ease, relaxed, any round will knock you down. A small shove will knock you down, so a bullet is definitely going to throw you off balance. This is due to narrow foot placement and high centre of gravity.
If you're leaning into your weapon, ready to fire, you've naturally got very high stability, as you're already braced to take the recoil of your weapon. This is due to wide foot placement and low centre of gravity.
Another point to make is you can be braced for impact from one direction, but not others. For example when standing on a train or bus, you can brace yourself for when the vehicle breaks and accelerates with one stance. But you must turn 90 degrees to brace yourself for sharp turns.
I would ask Bohemia to create some fancy equations based on stance, direction of force, direction target is facing, movement speed, range and calibre. This would help decide in a quantifiable (and therefore programmable) way, how players and AI react to being shot.