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- User Since
- Sep 20 2013, 6:34 PM (587 w, 1 d)
May 10 2016
What if the AI just couldn't use prone with launchers? Also it would be cool if launchers behaved like bipoded weapons, maybe even adding the whole resting mechanic for them too.
BTW, raising and lowering tripods to avoid missile hitting the ground?
Seperate Ghillie weapon model could be easier to create.
Just like GL version of assault rifles have seperate model instead of GL attachment.
And yes, many times it's the snipers long rifle that makes them easier to spot.
E: Another example is the ghillie helmet model
Yeah, the in game descriptions are old. They should be changed to correct values.
That's odd. I'm pretty sure it has never been fixed since Zafir was added.
It is one of my favorite guns too, but I do my best to avoid it because of the scope obstruction.
Btw, all Arma 3 light machine guns fire tracers from normal belts and mags. I reckon it's intended.
Yes, so it's not a problem. But the scopes are a big one.
I believe it could be fixed by moving the scope forward on the rail.
This is the biggest and worst bug I can currently think of and shouldn't have existed since Alpha. :/ Imo it is odd that we have official PvP endgame game mode before we had a fix for this.
I pray for this to be fixed soon. Such gamebreaking issue in PvP games.
I remember flying out of at least Mohawk rear passenger seats when switching between FFV positions. But this has not happened anymore.
I will post here if I see this still happening.
Side note: New ACO SMG reticles are very blurry and the reticles seem to be like 2x larger than normal reticles, at least the green SMG variant, making them very inaccurate to use. Also they don't glow correctly either, not in the dark, not with even with NVG.
All AMS backup reticles suffer from same problems as they use same reticles.
Roberthammers screens show current problem.
Put yourself in very dark conditions in editor and use weapon like MK20 or TRG that has illuminated iron sights too.
Comparing between scopes and iron sights brightness it is easy to see the scopes don't glow properly anymore, because the iron sight is brighter.
If I use speakers it's too big Sonab stereo.
Mostly I use Wireless Soundblaster Tactic 3D Rage headphones.
Doesn't really matter what speakers I'm using, because the ticket is about the sound samples being lame farts (sorry about that, it's true) rather than an explosion.
Fireworks sample would sound more convincing than current age old audio from Alpha.
Bothered me always, very annoying and hurts my eyes.
A million times yes
Do you want BIS to add animation for every single different weapon in game just because the magazine doesn't really hit the ground? Because That's massive amount of work.
I recall bracing my BB-gun on my elbows always when I was shooting it on a field laying down.
Btw, how can one break a sim if it never was one?
Not here to fuel a fire, but where on earth anyone got the idea that A3 is a simulator? Nowhere I have seen any dev saying that it was, yet many times i've seen them state that it is a game, not a sim.
Back to ticket, this is just nitpicky and absurd to me, and there isn't even a issue here.
I still can't wrap my head around what is supposed to be the problem, deploying a weapon even without a bibod makes perfect sense.
The engine cannot handle different types of reloading, just reload.
It's not even a big deal
ASP:s ammo is larger than in Vintorez or Val so it really shouldn't mimic them.
Last time I tested it had bad accuracy, but the rest of it made sense.
I see it like a cannonball, low velocity and has big ballistic arc because of its weight, but it hits always hard.
Do not use any other optic that isn't zeroed to 100m or 200m.
Recommended long(er) range optics are https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_SOS.jpg [^] , https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_DMS.jpg [^] and https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_Nightstalker.jpg [^]
If you use default CSAT recon pathfinder class, you can see that ASP is fitted with Nighstalker by default and the zeroing works.
Ultimately DMS is the best option. It even has russian style chevrons for easier bullet drop compensation. :)
Long story short, you just don't slap any optic to this weapon just like SMG:s
Everything here is working as intended. ASP just isn't a long range rifle as is stated by developers "We wanted something special with extreme hits, a low range, and built-in silencer".
So the problem is you are using wrong optics, it's the same thing for SMG:s, any optic that can't be zeroed to 100m or at least 200m, will not work for them.
EDIT: SOS sight (the name has changed) is now set to minimum of 300m so it doesn't fit ASP anymore.
I agree on robert about the bad dispersion. But why on earth would anyone try to shoot this gun over 300m. It takes ages to hit target's that far.
The gun's description says it has short range :o
I've fooled around quite a bit with this gun and it's very powerful in short ranges and maybe the best tool in urban environment.
Anyone notice how SMG:s do not work with long range optics? It is intended.
ASP:s bullet is like a cannonball. Do not use any other optic that isn't zeroed to 100m or 200m.
Recommended long(er) range optics are https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_SOS.jpg , https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_DMS.jpg and https://community.bistudio.com/wiki/File:Arma3_CfgWeapons_optic_Nightstalker.jpg
If you use default CSAT recon pathfinder class, you can see that ASP is fitted with Nighstalker by default and the zeroing works.
Ultimately DMS is the best option. It even has russian style chevrons for easier bullet drop compensation. :)
Long story short, you just don't slap any optic to this weapon just like SMG:s
Everything here is working as intended. ASP just isn't a long range rifle as is stated by developers "We wanted something special with extreme hits, a low range, and built-in silencer".
PS. Downvoted for not being a problem
To oomwar http://upload.wikimedia.org/wikipedia/commons/5/55/Pso-1onsvd.jpg
http://www.imfdb.org/images/c/c7/Dms2.jpg :) DMS is quite near the real deal :)
EDIT: SOS sight (the name has changed) is now set to minimum of 300m so it doesn't fit ASP anymore.
How come other factions NVGs shouldn't be able to see other teams IR beacons?
That would be very unrealistic
It's not a bug. http://3.bp.blogspot.com/-hdnMOiNNmXQ/T3JDoTnr50I/AAAAAAAACnw/EAx4znaMAcs/s1600/kriss_superv_3d.jpg
Vermin (Kriss SuperV) has built in flashlight and it's even visible in game. I think that means it's working as intended.
Even with open windows and doors fog shouldn't appear inside buildings. Not sure if it can be fixed though. Valid ticket
If it doens't glow, it is a bug, all combat sights should glow in dark, and has been like that since beta.
Could we have AI and players dropping ragdoll when hit badly? Like TPW mods. It could be amazing
Head shadow should affect glare
I tried this sort of system in ground branch. It's great. Works great with tapping or holding R
+1 for this.
Arma even has the upside of getting lighter when speed reloading.
If jumping doensn't have a seperate key and you cannot perform jump without obstacle and it's connected to fatigue then absolutely yes.
If sprinting towards knee high object = jump.
If fatigued and reduced to jog = no jump.
Jumping drains a lot of stamina.
Vaulting by using V stays the same.
And bam, no bunnyhopping problem. Carrying heavy gear basically would automatically hinder your ability to jump as heavy gear drain your stamina so fast you barely manage to sprint at all.
I have never ran towards a fence that I didn't want to get over. Therefore automatic jump when character isn't fatigued is a good to have.