Zacho 0 Posted July 3, 2013 Somehow the MK20 got its selector put back there too, very odd place to put it. Share this post Link to post Share on other sites
instagoat 133 Posted July 3, 2013 So the idea is you reach back with your L hand and flick the selector while somehow managing some semblance of weapon stability with your trigger hand? Geez that's bad design. Happens when you basically take an AR-15 action and then turn it into a bullpup. The selector is where it would be on an M-16. Difference is, the M-16 is not a bullpup. But I guess in Iran "User Interface Design" is an as of yet undiscovered field of engineering expertise. Share this post Link to post Share on other sites
Defunkt 431 Posted July 3, 2013 I've always thought firemode could/should be signaled to the player audibly. A single click means you've just switched to semi-auto, three clicks in quick succession means full-auto and, if it exists, two clicks would indicate you've switched to burst mode. I actually made a mod that would do this for A2 (and play a gesture to nudge the weapon a little in first-person) but the whole, press once to display HUD and then press again to change mode made it a bit tortuous. Might revisit it with this development. Share this post Link to post Share on other sites
Colossus 2 Posted July 3, 2013 (edited) Wait a minute, did they mess with the miniguns on the AH-9 and PO-30 in the latest dev build? I swear it they had a good spread yesterday and now they are near pin point accurate - apart from the door guns of the UH80 and the vehicles, which already had it like that. Edited July 3, 2013 by colossus Share this post Link to post Share on other sites
chortles 263 Posted July 3, 2013 Mind you, the QBZ-95/Type 95 also had its safety in the back... but the Type 95-1/"Gai" upgrade ]moved that up above the where the shooting hand would be specifically as a "user interface design" change presumably requested by troops who actually had to wield it. Don't blame BI for bad design, blame them for keeping someone else's bad design. :p Share this post Link to post Share on other sites
danny96 80 Posted July 3, 2013 There's a video for those of you who wanna see the new falling animations http://www.youtube.com/watch?feature=player_detailpage&v=7qNZLQcFUMU#t=9s Share this post Link to post Share on other sites
froggyluv 2136 Posted July 3, 2013 I just noticed that, when you open any mission on Stratis or make a new mission during night time just after launching the game, many light sources are not working, including vehicles. Suspend and preview again and everything is working properly.Sometimes it seems just random, spawn yourself on the airbase and Agia Marina is dark, some lights on the airbase are off too. Same goes for the lighthouse during the "Night" showcase. Remember it's only after starting a mission once after launching the game, after this preload (?) everything works fine. Ticket: http://feedback.arma3.com/view.php?id=11036 Confirmed. It also shows that the AI still see too well in pitch black nights. I always play without NVG for all units and I can barely see my teammates standing right next to me yet enemies correctly identify and engage from hundreds out. Should be a lot more "Unknown at 200m" with the AI tracking the questioned unit until confirmation takes place. There's a video for those of you who wanna see the new falling animationshttp://www.youtube.com/watch?feature=player_detailpage&v=7qNZLQcFUMU#t=9s Awesome that they're finally addressing this! Looks a bit silly that he's still got his gun engaged to the ready when he's obviously in for a world of hurt (100m jump). Either ragdolling waving arms or rifle in one hand with the other hand braced for impact. Share this post Link to post Share on other sites
chrisb 196 Posted July 3, 2013 The same test as I did a little time back. We have had a couple of decent updates since the last one, but unfortunately not concerning the AI. A video showing over -35fps drop owing to recording with msi-afterburner, but still in the 50’s fps wise even with the large drop (counter on screen), and the ai, although a little better than last time, still really bad. http://www.youtube.com/watch?v=5howiYzRLGo Screenshot of the same test ran straight after the recording, but without the recording hit, even with fps at normal for me in this area, thats around the 90's (again counter on screen 89.4 fps), AI just as bad, took around the same time as the video to kill me. BIS any ideas on the way forward with this AI ? I don't think a last minute patch up job will help.:( Share this post Link to post Share on other sites
danny96 80 Posted July 3, 2013 Awesome that they're finally addressing this! Looks a bit silly that he's still got his gun engaged to the ready when he's obviously in for a world of hurt (100m jump). Either ragdolling waving arms or rifle in one hand with the other hand braced for impact. Or drop the weapon and try to cover his head with hands something like this - Share this post Link to post Share on other sites
tpw 2315 Posted July 3, 2013 BIS giveth and taketh away with this dev build. The civilian sites module has gone, so we're back to UPS or similar if we want to randomly populate an area with civs. Share this post Link to post Share on other sites
victim913 10 Posted July 3, 2013 Man, there is so much insanity for such minor adjustments. Knowing your stance should be something you are aware of without any indicator. If you are on semi, and the HUD info is gone, you push "F" doesn't it show you what you are currently on? That's how I thought it was. Seriously, big deal!! I know pushing "F" takes so much energy, but really, get over it. Push it one more time. It takes 1/8 of a second to get back to your previous fire mode. If you have enough energy. On the nightvision, why don't you just put it in inventory, like in your backpack? Those who want it on their head can put it there. OR the other way around. So much crying about trivial things. Why not find out what the retracted lenses do? What are they for? Share this post Link to post Share on other sites
chortles 263 Posted July 3, 2013 Awesome that they're finally addressing this! Looks a bit silly that he's still got his gun engaged to the ready when he's obviously in for a world of hurt (100m jump). Either ragdolling waving arms or rifle in one hand with the other hand braced for impact.Err, you got that wrong -- he died on the 100 meter impact. :pTwo things: #1: At #15 seconds it looks like it just plain goes from a "death ragdoll" to back on the feet. #2: There's something even weirder about how a blood splatter instantaneously appears at the point of impact (pun intended) for the sideways fall at about 40 seconds. BIS giveth and taketh away with this dev build.Welcome to dev build, aka why the MP scene is mostly stable build! Share this post Link to post Share on other sites
froggyluv 2136 Posted July 4, 2013 (edited) Hmm glass is no longer shattering in windows :confused: NVM: False flag Edited July 4, 2013 by froggyluv Share this post Link to post Share on other sites
maturin 12 Posted July 4, 2013 BIS any ideas on the way forward with this AI ? I don't think a last minute patch up job will help.:( Please do not be so dramatic. That's not a terrible crisis with the AI that you're seeing, it's just a bad computation of lead while shooting. It is precisely something that can be easily fixed with a patch, although the dev who tackles it may have a few sleepless nights. If you want to get all worked up, ask them why this glitch has existed since at least ArmA 2 1.0, and AI has not been a priority since, except when Suma decides to take pity on the playerbase. Share this post Link to post Share on other sites
Masharra 10 Posted July 4, 2013 why this glitch(ai) has existed since at least ArmA 2 1.0, and AI has not been a priority since, except when Suma decides to take pity on the playerbase? Share this post Link to post Share on other sites
Sneakson 1 Posted July 4, 2013 Finally a patch... I was getting really demoralized. I spent 1:50 playing Headhunters. Ended up being one-shotted by a standing enemy some 700-900 meters away and I bet it wasn’t even a sniper. Sure was fun though. Only a couple of hundred times better designed than Whole Lotta Suckis… I also noticed you can now crawl on your ass if you sit down but only using rifles. Damn cute. I always notice more bugs than improvements though. Try switching weapon while you’re using the binos… stuck in choppy, glitch animation. Also the 3D scopes look absolutely terrible when you’ve got a light reflection right in the middle of it and you can see it is divided like a spider’s web in the middle. Share this post Link to post Share on other sites
MavericK96 0 Posted July 4, 2013 Fire mode switches...nice. That was always one of those things I kinda expected/hoped would be there but never happened. Share this post Link to post Share on other sites
Smurf 12 Posted July 4, 2013 Try switching weapon while you’re using the binos… stuck in choppy, glitch animation. They are working on that, AFAIK. Major problem since ever. Share this post Link to post Share on other sites
Masharra 10 Posted July 4, 2013 Sure was fun though. Only a couple of hundred times better designed than Whole Lotta Suckis… Keep it classy. Share this post Link to post Share on other sites
chrisb 196 Posted July 4, 2013 why this glitch(ai) has existed since at least ArmA 2 1.0, and AI has not been a priority since, except when Suma decides to take pity on the playerbase? The AI have never been priority Masharra, but the idea is to push for something at least half decent. Because once the corner is turned and this becomes the game proper, nothing else much will be done with AI, just be a long process of patches with very little concerning AI in them. So, provided some try and get them to at least put something reasonable in (not expecting much to be honest) whilst its still beta, then we all have at least a little hope. That and the AI mod mix that I have now, for A3, will work even better in the game proper.;). Share this post Link to post Share on other sites
Wolfstriked 11 Posted July 4, 2013 I know its kinda taboo to bring up infantry running around with thermal goggles but if there is a way to reduce signatures at present time then it will be much better at 2035.I find myself getting simulation fever over this as it will be a big part of future combat.It could add tactical layers to combat with player goggles having both NVG and TI capability and trying to use all the tools at your disposal to get an edge.But first I ask has anyone heard of Ghost clothing that reduces your signature to thermal vision?This video shows what it can do. Now I love playing a crewman in Arma3 as I have always been fascinated with armored vehicles but its just to easy to see men as bright white objects when in real life thermal does have some slight drawbacks.Add in modern thermal signature reducing uniforms and you force crewmen to really have to scan the areas better.Just put yourself in an APC and some friendly infantry moving in distance and observe them with TI BHOT.Where the men are black imagine them more grey to force players to notice movement instead of the current men standing white as snow on dark land.You could even have vehicles that are switchable to battery power to get reduced TI signatures but only run for a short time and then must run engine to recharge them.Batteries are about to make a huge breakthru so its very believable and reduces sim fever. http://eng.bluechersystems.com/produkte/C10 And one last idea for future soldiers is IMO we do need a HUD.The info we have onscreen right now could be included into a believable HUD screen overlaid on upper right side as it is now and is only seen when wearing items that allow it.Just a small info screen unobtrusively laid over normal view with just a few important pieces of information.Heading/GPS coordinates/time....that is it but in the future timeline that is believable. Share this post Link to post Share on other sites
chortles 263 Posted July 4, 2013 My personal joke is that if the devs actually tried this, all the "AHHHH my realism immersion has been broken" complaints would pile up again. :P Can't help but think that the 2011 burst thereof hardened some devs' hearts against the complainers and fueled some of the changes that we've seen between 2011 (particularly in features) and the alpha/beta... Share this post Link to post Share on other sites
Wolfstriked 11 Posted July 4, 2013 If anti-thermal suits reduce TI effectiveness and its hard to acquire targets with it then its just a tool.Its just the bright white that makes it OP and if that is reduced then at times TI may be better and at other times VIS or NV.I was worried about thermal on infantry until I seen that there is clothing that reduces the signature you give off.I doubt I would use it in closed forest areas due to FOV,disorientation and not that great of an advantage but to scan horizons for movement I would. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted July 4, 2013 OpFor uniform does actually reduce its thermal signature compared to other uniforms, it's just that the TI in the game is so powerful the difference it makes is minimal. Share this post Link to post Share on other sites
progamer 14 Posted July 4, 2013 If anti-thermal suits reduce TI effectiveness and its hard to acquire targets with it then its just a tool.Its just the bright white that makes it OP and if that is reduced then at times TI may be better and at other times VIS or NV.I was worried about thermal on infantry until I seen that there is clothing that reduces the signature you give off.I doubt I would use it in closed forest areas due to FOV,disorientation and not that great of an advantage but to scan horizons for movement I would. OP? It does what it's designed to do, only show you possible targets without you having to find them. :) Share this post Link to post Share on other sites