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- User Since
- Apr 3 2013, 1:08 PM (607 w, 4 d)
May 10 2016
Seven votes are enough to get an issue assigned and fixed? Wow!
I thought it's just an unswithced behaviour. By the way, vote up! ;)
I mean the one that comes after the "Bingo Fuel", where you need to rescue some important dude.
Attention Deficit
Had the similar problem in the next mission. Some items were absent from my backpack/inventory upon restart.
I mean the restart in-game, e.g. when you get killed.
I saw them being distracted once, but they've completed their objective. Although during the last couple of my attempts to complete the mission they were dumb as hell. They attack too slow!
Interesting request, but I tink the indicator is unnecessary.
I agree about the empty complex
A duplicate of http://feedback.arma3.com/view.php?id=16887
If the developers did it intentionally, then it would be better to limit the quantity of NVGs, rangefinders and GPS that could be looted during the missions. It's just not fair that items disappear.
Interesting idea, but I'm sure it will cause the performance drop once all the shadows need to be rendered instantly.
+1 for zoom out toggle!
astaroth, but items are not saved. I took a GPS from enemies in almost each mission and NVGs in some, but they weren't saved.
No.
The problem is your whole squad getting killed like kittens in less than a minute (again I should say that I played on expert difficulty).
Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15740
http://feedback.arma3.com/view.php?id=15739
Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15740
http://feedback.arma3.com/view.php?id=15739
Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15739
Other issues related to the final mission
http://feedback.arma3.com/view.php?id=15742
http://feedback.arma3.com/view.php?id=15743
http://feedback.arma3.com/view.php?id=15740
I've also experienced that after the unit was hit the camera always points inside the torso through the neck, revealling the inside of the 3D model.
and also a duplicate of this http://feedback.arma3.com/view.php?id=4020 search before report!
a duplicate of http://feedback.arma3.com/view.php?id=13021
related/duplicate of http://feedback.arma3.com/view.php?id=4020
Maybe airbrake animation would be enough?
+1 for another key
I think it should be allowed only for specific type of helicopters in config (that should have the ejection system, like Ka-50). I'd vote up if the issue description will be changed accrodingly.
I always thought that zeroing in ArmA is implemented not by angle-ing the scope axis but in some other cheating way, and now we have the answer :)
+1 for binoculars
Ok, got you.
Don't think it's necessary. Mission makers can scipt it if they feel their mission needs it.
It would be very cool, considering the new ragdoll physics. Also I suggest the same for getting hit by explosions.
The only game where I saw this was the "Brothers In Arms"
I suggest you to rename the issue somehow to avoid confusion with this http://feedback.arma3.com/view.php?id=7774, or merge it
I suggest you to rename it something like "Larger FOV for a driver's 1st person view". The name is a bit confusing now.
I suggest you to rename the issue including the lasers in the name
If it would be implemented there would be a cool option to be able to remove this action by script for the units that "don't know how to drive" a vehicle in sertain scenarios. Infantry private can hardly start a chopper.
+1
Agree, corrected!
Also see another issue related to missile proxies: http://feedback.arma3.com/view.php?id=10407
I agree, but this issue is even more simple and related to a missile hanging on the pod before the launch, so it also affects the chopper damage model.
@machineabuse is absolutely right! It seems that people who downvote this don't get the basics of optics which has lens. Scopes with lens require eye positioning in the certain range behind the scope to be in focus. You can't simply look through NVG into the scope - you won't see anything focused. Only holo sights are suitable for NVGs.
a duplicate of http://feedback.arma3.com/view.php?id=9249
Quite reasonable! But I think the correct solution would be to play additional animation while player interacts with the weapons in the inventory.
Thanks for suggestion!
Well I understand that, but I'm confused with the word "Fire" when there's no need to fire at all. Especially taking into account that there's another idiom that they randomly say "Go, I'll cover" which is much more suitable in this case. I think they should say "Covering fire" when they actually see the enemies (or at least think there are still some enemies alive) and want to fire but when "All is clear" they shouldn't. They can just say "Go, I'll cover".
Maybe, but sertainly not after saying "All clear", which I have actually heard.
Some other unrelated, but quite important issues that I recommend you to look through
http://feedback.arma3.com/view.php?id=10413
http://feedback.arma3.com/view.php?id=10407
http://feedback.arma3.com/view.php?id=10400
Quite a valuable note, armapirx! I can also add that this phenomena augments realism in the way that it makes more difficult for you to aim when you are lying and some heated surface is between you and your target.
P.S. Although this is a nice feature and it's been upvoted, I suggest everyone to check out some bugs also reported by me that are already present and may be more significant to gameplay:
http://feedback.arma3.com/view.php?id=9249
http://feedback.arma3.com/view.php?id=9327
http://feedback.arma3.com/view.php?id=7993
Your clothes will produce sound even while crawling the linoleum floor. Needless to say about the fully equipped soldier.
@ceeeb, do you mean the designator which is used to mark targets but not the weapon-mounted laser?
It would be nice if there will be at least something on the "macro" engine level like it was in OFP with the laser designator: a virtual invisible target object was created in the place where laser is pointing, and it was available for detection by scripting commands and triggers.
Upvote please!
+1
This is a duplicate of http://feedback.arma3.com/view.php?id=8381
+1 for the falling explosive, it should behave according to the laws of physics. So I half agree and half disagree with this issue. Idk how to vote now :) The ability to place it while falling shouldn't be removed. It allows cool kamikaze attacks :)
Yesterday I tried to kill a unit with silenced PD7, it took me three head shots, so this issue seems to be non-existent. Vote down.
Totally agree about turning! Related to http://feedback.arma3.com/view.php?id=7994
Only three poses have proper turning animation: usual stand, usual crouch and usual laying.
Another issue with lasers (not graphics-related, though): AI don't react to lasers! http://feedback.arma3.com/view.php?id=9249
a duplicate of http://feedback.arma3.com/view.php?id=4847
Related (chopper wheels are indestructible): http://feedback.arma3.com/view.php?id=10480
They blow up if hit by anti-tank missile
You can't simply lock ANY door IRL, so this feature needs to be available via scripting commands but not by default.
May 9 2016
this one has a lot of dupliates!
http://feedback.arma3.com/view.php?id=13021
http://feedback.arma3.com/view.php?id=13040
I also agree with galzohar, upvote this to force developers to make AI react to the lasers http://feedback.arma3.com/view.php?id=9249
I think in real life you should anyway take the weapon in your hands before you can detach any of the attachments
Also the wheels are indestructible in contrary to any ground vehicle, here's the related issue: http://feedback.arma3.com/view.php?id=10480
The ability should depend on soldier's loadout weight
when I say in chat "watch your 6" it looks exactly like "8"
?????
It actually affects realism in a way that when you look at the enemy you should be able to see what weapons he has