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trooper226
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User Since
Jul 7 2013, 8:19 AM (593 w, 4 d)

Recent Activity

May 10 2016

trooper226 added a comment to T70362: Stealth mode Ai uses crouch 90% of the time.

Not really sure how to look at this, this ticket was not really well organized. I kinda agree that the AI should be able to walk/jog during stealth, but stealth at this point is impossible anyways. Not gonna vote on this one.

May 10 2016, 5:09 AM · Arma 3
trooper226 added a comment to T70319: Eject from Helicopters.

Downvoted, helo pilots wouldn't bail from the helicopter, they would attempt a crash landing. Hell, even the passengers wouldn't attempt to bail out of a crashing helicopter, they'd be blended into blood smoothies when they hit the rotor. This "pilot bailing out" business has been a major issue for people in Battlefield, as getting a kill on a pilot was nearly impossible because they would just bail out before they died. I would not like to see those shenanigans in ArmA.

May 10 2016, 5:07 AM · Arma 3
trooper226 added a comment to T70101: 2 X CTRL (Toggle raise weapon) WHEN IN LYING POSITONS LEADS TO STAND UP.

Upvoted. Solution: aim your weapon slightly down. This would take no more than 5 minutes to put in the game. Small bug and not a major issue, but fixable.

May 10 2016, 4:59 AM · Arma 3
trooper226 added a comment to T69926: Empty category disappears randomly in editor.

That seems rather silly to me.

May 10 2016, 4:53 AM · Arma 3
trooper226 edited Steps To Reproduce on T69926: Empty category disappears randomly in editor.
May 10 2016, 4:53 AM · Arma 3
trooper226 edited Steps To Reproduce on T69619: Submersible's copilot spawns with no underwater gear.
May 10 2016, 4:42 AM · Arma 3
trooper226 added a comment to T69579: createunit does not spawn anything.

Could use some more information from you on the issue, I've had no troubles with the editor, other than the objective placement bugs.

May 10 2016, 4:41 AM · Arma 3
trooper226 added a comment to T69578: Can't look up/down at enough angle.

In fact in real life, you can look up further than 90 degrees and bend backwards, along with looking down enough to see between your legs. I'm not asking for those extremes, but I'd surely like a 180 degrees of vertical freedom.

May 10 2016, 4:41 AM · Arma 3
trooper226 added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

Why would you need more than 4 factions fighting each other at once? At that point the mission is just going to be a chore. Downvoted.

May 10 2016, 4:36 AM · Arma 3
trooper226 added a comment to T69243: User interface for APCs, helis and guided missiles looks dated, is incoherent and un-immersive.

Totally agree, each vehicle should feel like an advanced piece of military hardware. I'm surprised this wasn't already done, seeing as the game takes place 17 years in the future.

May 10 2016, 4:28 AM · Arma 3
trooper226 added a comment to T68948: Can't throw chem lights in water and drop them underwater.

The underwater chem light is not a bad idea, it'd make for neat stealth missions underwater at night. However, throwing grenades underwater is totally pointless. Sure you can do it in real life, but in real life you can also pick your nose while doing the robot, but they're not about to implement that. However, throwing grenades while on the surface of the water would not be a bad idea, especially if it's a diver insertion. Overall this was down voted, seems too silly and impractical.

May 10 2016, 4:14 AM · Arma 3
trooper226 added a comment to T68683: The community's definite suggestion for better heli immersion and guided weapon FCS.

Totally agree, the target acquisition part definitely needs to be fixed for the helicopters. However, the HUD for vehicles needs to be fixed in general, they're all very ugly.

May 10 2016, 4:04 AM · Arma 3
trooper226 added a comment to T68643: Helicopters drop when AA hits them.

Perhaps it's more so that the damage of the AA missiles needs to be toned down, that way it would damage other parts of the chopper and not the main rotor or the engine itself. I'm still waiting for a scenario where my tail rotor gets hit by a missile and I have to control my helo as I spin out of control while being pelted by small arms fire.

May 10 2016, 4:02 AM · Arma 3
trooper226 added a comment to T68236: Feature Request: Driver and Gunner Position Vehicle Interiors for Armored Vehicles.

Upvoted. BIS, this is 2013, stop using 2D overlays.

May 10 2016, 3:47 AM · Arma 3
trooper226 added a comment to T66339: Room Clearing with the AI.

Aside from all the essays about AI and how clearing a room works, this is very simple. Assigning a group of AI to clear a room is a very easy thing to implement. People, they were doing this in games back when you were still collecting Pokemon cards. Really, if the AI in ArmA 3, a game from 2013, can't handle something that a game from 2002 can do with ease, then that's just embarrassing. Yes the maps are huge but that has nothing to do with it, they already have positions assigned to buildings and the AI know how to navigate buildings already, so I'm sure "stacking up" to breach and clear a room wouldn't be so extremely and impossibly difficult that they wouldn't implement it.

Short Version: Upvoted. Get on it, BIS.

May 10 2016, 2:37 AM · Arma 3
trooper226 added a comment to T66339: Room Clearing with the AI.

Hear*

I'm not the authority, the community is, the people who buy the game are. 100% of people who voted for this voted for it to happen, and "clearing rooms" has been happening in video games for over a decade. Heck, even Call of Duty does it, it would be a shame if ArmA 3 failed to implement it.

Perhaps a more intelligent comment and an opinion on the issue would help more than a smartass remark, mepwaygame.

May 10 2016, 2:37 AM · Arma 3
trooper226 added a comment to T65021: REQUEST: Tactical reload & Speed reload.

I'd say a double tap would be more appropriate. 1-R to reload normally, 2-R to drop the mag and quickly get another in. That way the old system stays while a new one is implemented and doesn't disrupt traditional controls.

May 10 2016, 1:45 AM · Arma 3
trooper226 added a comment to T64011: Suppression effect for players.

The only way I could see this implemented is if dust kicked up and blurred your vision temporarily, not "oh no I'm getting shot at and my contacts fell out". As good and well thought-out as your suggestion is, this sort of thing applies to fast-paced games like Battlefield and Call of Duty, where suppressive fire doesn't mean much without it. Games like ArmA don't need that because your soldiers life is valued, what with long respawns and a large map to traverse back to the battle. The ArmA games are full of experienced players who know how to properly react to a firefight, and I can assure you that you will rarely, if ever, run into sprinting CoD kids. And if you do, they die off first usually, so you'll be in good shape without this effect.

May 10 2016, 1:10 AM · Arma 3

May 9 2016

trooper226 added a comment to T62009: silenced weapons are not stealthy, Difficult to make silent kill.

This isn't as much an issue with the suppressors themselves as it is with the AI, the AI need to be fixed. Firing a suppressed weapon isn't as quiet as a hiss, it's still really loud and still creates a small muzzle signature. Obviously at range, they cannot be heard, but it shouldn't be as bad as Hollywood movies where they're practically silent weapons. 200 meters and up, you probably won't hear a suppressed assault rifle shot if you're standing near a crackling camp fire, or a storm is creating a lot of noise. This issue is hard to fix, because there are so many variables when it comes to using a suppressed weapon in a fire fight. At this point, it's the AI that need to be fixed, as stealthy insertions are nearly impossible in the first place, even without firing a single shot.

May 9 2016, 11:39 PM · Arma 3
trooper226 added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

No clue why anyone would down vote this, you have to set the AI to 1/3 of their skill level for the game to be playable with AI units. I was playing the Night Ops showcase, and got spotted 1 km away while prone and observing enemies staring at a camp fire in pitch darkness. While I don't want the AI to be blind and deaf, I don't want to fight terminators. This is a critical issue that can determine whether or not the game will be playable. Things like "last known position" should be implemented, and maybe the AI could guess where the player would go based on what direction they came from. It's definitely doable.

May 9 2016, 11:28 PM · Arma 3
trooper226 added a comment to T61802: Add ability to climb onto/over objects.

+1, either the soldier should be able to do this alone with limited mobility and speed, or use a partner to vault over the wall. Games of the old times have done this flawlessly, and there's no reason a game of 2013 should not be able to implement this. Worst case scenario, people do it to look funny, but people do that anyway with Q and E and the vault feature. This definitely should be implemented.

May 9 2016, 11:23 PM · Arma 3
trooper226 added a comment to T61369: Realistic Wounding System.

I would like to see this, as well as symptoms to certain wounds. I wouldn't mind seeing a system, similar to the ArmA 2 mods or to America's Army, where you need to use the right tools for the job. Putting band-aids on every wound doesn't heal it in real life, and I'd rather see something more advanced for a 2013 military simulator.

May 9 2016, 11:02 PM · Arma 3
trooper226 added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

+1, however it shouldn't be ripped from RO2. There should be parallax while moving your aim, and the outside area of the scope should be slightly blurred. I doubt this feature will be implemented, as it can be the root of FPS issues. But hey, we said that about mirrors and cameras, and those aren't too bad.

May 9 2016, 10:26 PM · Arma 3
trooper226 added a comment to T60863: We're are gonna need a 3D editor..

I'd like the 3D and 2D editors to be one and the same. The typical editing could be done in 2D, and then switched to 3D for fine adjustments and unit positioning and the like. It's doable BIS, the people demand it.

May 9 2016, 10:17 PM · Arma 3
trooper226 added a comment to T60819: Firing from vehicles.

Upvoted, but this should definitely not be used for armored cars and troop carriers, they would be ridiculously powerful at that point. I do agree that firing out of a little bird would be neat. This more likely will not be a feature in the game, BIS is more focused on game crippling issues like the GPU utilization and the AI.

May 9 2016, 10:12 PM · Arma 3
trooper226 added a comment to T60186: You should be able to move while changing weapons.

+1, seriously needs to be fixed. If I can sprint while reloading why can't I walk while swapping weapons? Silly.

May 9 2016, 9:31 PM · Arma 3
trooper226 added a comment to T60025: No female soldiers models available.

They should all just be clones of this chick from Aliens:

http://bulk.destructoid.com/ul/230535-aliens-colonial-marines-and-upping-the-female-ante/03-620x.jpg

May 9 2016, 9:03 PM · Arma 3
trooper226 added a comment to T60025: No female soldiers models available.

This is a very controversial issue I think. Overall I wouldn't mind seeing it implemented, but BIS would seriously have to do the voice thing right. The way the voices are for the males right now is annoying, the whole "pitch" thing would get on my nerves I think. If they can fix root issues and work their way back up, then female implementation would be possible.

You also have to remember that the Iranians don't have females on their team. In anything. Women can't pick up a dodgeball without getting a wrench thrown at them, so it would be rather complicated to implement them without having them on the Iranian team. At the same time, ArmA allows people to paint rainbows on their faces and make their voice lower than Darth Vader's, so I guess implementing a female model for both teams wouldn't be far-fetched.

In all honesty though, I don't think this will ever be implemented. It's a minor issue that doesn't affect gameplay or immersion, and I think BIS has bigger fish to fry. Many of the comments here have changed my mind on the issue, so I will upvote this.

May 9 2016, 8:57 PM · Arma 3
trooper226 added a comment to T60025: No female soldiers models available.

Down voted, this has nothing to do with women's rights or the fact that a woman can be on the battlefield, this is just going to be abused by the community to the point where it will make the female characters a joke. It definitely got old in Halo, and playing with cross-dressing weirdos is not what I want to experience in ArmA. Once game developers get female voices right, and not make them have double D breasts (making them an average female, much like the males), then I would be for it. This is also a very minor issue, the more major issues need to be looked at.

May 9 2016, 8:54 PM · Arma 3
trooper226 added a comment to T59277: Grenade throwing is unrealistic (too fast).

+1, as the current system allows for grenade spamming. If anything, grenades should be an equip-able weapon, like in real life. You don't smack them off of your belt or vest like a volley ball, you have to take them off of your vest/belt, pull the pin, and throw. Agreeing with some of the reporters above, you should not be immobile while throwing it, but it definitely needs to be slowed down. Think about it, pulling a pin and throwing a grenade already in your hand is slower than the current system of just magically spawning one into a direction. This needs to be fixed.

May 9 2016, 6:48 PM · Arma 3
trooper226 added a comment to T59083: Low CPU/GPU Utilization.

Wow, this ticket was put up in March and still nothing has been done in the 6 months that have passed. BIS, this is probably the most important ticket, please fix this. This is just lazy.

May 9 2016, 5:37 PM · Arma 3
trooper226 added a comment to T59083: Low CPU/GPU Utilization.

The game is barely playable, I monitored my GPU and CPU usage during gameplay and it was the same as the OP: <50% CPU and <30% GPU. To the people telling everyone to be patient, this has been going on throughout the history of ArmA, the devs need to focus on this. If this still happens at game release then it's not going to be playable.

May 9 2016, 5:33 PM · Arma 3
trooper226 added a comment to T59083: Low CPU/GPU Utilization.

I would say this is the most important issue, seeing as it determines the games playability. I don't mind playing in 25-35 FPS, but I'd like to enjoy the great graphics a bit more without losing framerate. This definitely needs to be worked on, I'd say this is top priority.

May 9 2016, 5:30 PM · Arma 3
trooper226 added a comment to T58799: Deploying a weapon / proper use of bipods.

Not sure why anyone would downvote this, it's an important issue. Although it may not be as important as the awful AI, it's definitely as important as the GUI fixes for vehicles and such. Definitely needs to be implemented, games like Battlefield and Red Orchestra have this, there's no reason why ArmA shouldn't.

May 9 2016, 3:44 PM · Arma 3