runekn 3 Posted July 25, 2013 Has the terrain always been like this at close first person? Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 25, 2013 Has the terrain always been like this at close first person? Yes, it's the same thing happens in Arma 2. Share this post Link to post Share on other sites
runekn 3 Posted July 25, 2013 Yes, it's the same thing happens in Arma 2. hmm, alright thanks. Never noticed it before :) Share this post Link to post Share on other sites
TSAndrey 1 Posted July 25, 2013 Has the terrain always been like this at close first person? I noticed this before, especially in A2... Share this post Link to post Share on other sites
-ghost-tf 12 Posted July 25, 2013 Byko's right - I used all the 50 cal ammo in a hunter and didn't manage to destroy the panther. Grenades are more effective though - approx 20 or so and it's toast Actually, Roberthammer is right. You CAN destroy destroy the panther with machinegun, because it uses an HP system armor. Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 Actually, Roberthammer is right. You CAN destroy destroy the panther with machinegun, because it uses an HP system armor. The problem is is something does damage, It will damage the vehicle, because we need the config to not get damage from some weapons damage armored vehicles. Share this post Link to post Share on other sites
runekn 3 Posted July 25, 2013 Actually, Roberthammer is right. You CAN destroy destroy the panther with machinegun, because it uses an HP system armor. Have you tested it? since I can't damage it with a machinegun in my test. Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 Actually you can't ;). I've tried 2000 rounds of 6,5mm OC-30 gun and 7,62mm gun of AH-9. So it's not THAT bad, but some improvements would be needed. I understand that they've made the new apcs destroyable by grenade launchers to "balance" stuff.... but it's soooo wrong. Ok.. sure, the guns are more fragile(especially the remote ones), they are certainly not as armored as the hull, so imo it won't be bad if by granade launchers you can DISABLE the apc(tracks or gun) but you SHOULDN'T BE ABLE to blow it up! It would also "balance" stuff so marid against panther wouldn't be totally useless, yet it will bring more AUTHENTICITY(Bis favourite word ;]). Oh and yeah, the Marshal... or to be precise the vehicle that it is based on, had frontal protection against 30mm autocannon AP rounds. Vote(or not) for disabling "magical" radar in APCs: http://feedback.arma3.com/view.php?id=11925. They did a good thing with Marshal and Merid, but now with those new apcs... i don't see any logic behind that. BIS isn't balancing vehicles, they are WIP. The game has not gone gold yet. And why would you want to balance the Marid against the panther? We don't need that, They are two different vehicles and one is heavily armored and the other isn't. Share this post Link to post Share on other sites
bigpickle 0 Posted July 25, 2013 This is really annoying and stupid...there is a ticket for this(vote!) http://feedback.arma3.com/view.php?id=8137, assigned to Vespa. Last update from Khan:This issue was processed by our team and will be looked into. We thank you for your feedback. Absolutely agree, its just outright gay. +1 vote from me, thanks for the ticket link. Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 25, 2013 has anyone noticed what the dev said, hear units talk when close to them not on radio or something like that??? Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 has anyone noticed what the dev said, hear units talk when close to them not on radio or something like that??? Herd about it, though I've not seen it. Share this post Link to post Share on other sites
petek 62 Posted July 25, 2013 Have you tested it? since I can't damage it with a machinegun in my test. Yep it's still the stupid HP system but it takes approx 600 rnds of .50 cal. (tested it using the vehicle management script to get extra ammo) So it's better than it was but still is wrong. Unless BIS have a way of changing the armour system (which I doubt as we are at Beta stage) we're stuck with it. Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 Yep it's still the stupid HP system but it takes approx 600 rnds of .50 cal. (tested it using the vehicle management script to get extra ammo) So it's better than it was but still is wrong. Unless BIS have a way of changing the armour system (which I doubt as we are at Beta stage) we're stuck with it. As a simple fix currently, why not prevent weapons from doing damage to the vehicle or object that they shouldn't be doing damage too? Share this post Link to post Share on other sites
2nd ranger 282 Posted July 25, 2013 has anyone noticed what the dev said, hear units talk when close to them not on radio or something like that??? When an AI in your group is close to you, you can hear his voice more clearly, less static. If I remember correctly though, this feature was present in Arrowhead, and the effect was much more of hearing the unit's voice in the 3D space. But with this new effect it just sounds to me like he is still talking on the radio, but like there is alot less static because he's close. Not like you're actually hearing his unfiltered voice. Share this post Link to post Share on other sites
-ghost-tf 12 Posted July 25, 2013 Have you tested it? since I can't damage it with a machinegun in my test. Yes, ofcourse you need alot of ammo tho. With the mk200 it takes about 30 mags to blow up the panther. With the ifrit/hunter it takes about 7-8 mags. Also possible with the littlebird. Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 Yes, ofcourse you need alot of ammo tho.With the mk200 it takes about 30 mags to blow up the panther. With the ifrit/hunter it takes about 7-8 mags. Also possible with the littlebitd. For example why not add something in the config that prevents the mk200 from damaging the panther? Share this post Link to post Share on other sites
runekn 3 Posted July 25, 2013 Yep it's still the stupid HP system but it takes approx 600 rnds of .50 cal. (tested it using the vehicle management script to get extra ammo) So it's better than it was but still is wrong. Unless BIS have a way of changing the armour system (which I doubt as we are at Beta stage) we're stuck with it. oh yeah, you're right... hmmmm, too bad. I hate these words. But please fix it BI :( Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 A simple fix to this problem created by the HP armor system would be this ticket: http://feedback.arma3.com/view.php?id=11957 Things like the mk200 shouldn't be able to damage/ destroy things like the panther. Share this post Link to post Share on other sites
petek 62 Posted July 25, 2013 A simple fix to this problem created by the HP armor system would be this ticket: http://feedback.arma3.com/view.php?id=11957Things like the mk200 shouldn't be able to damage/ destroy things like the panther. Voted up Share this post Link to post Share on other sites
progamer 14 Posted July 25, 2013 Voted up This is a more sensible solution for short term because it is simple and doable with the limited time the devs have. Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 25, 2013 When an AI in your group is close to you, you can hear his voice more clearly, less static. If I remember correctly though, this feature was present in Arrowhead, and the effect was much more of hearing the unit's voice in the 3D space. But with this new effect it just sounds to me like he is still talking on the radio, but like there is alot less static because he's close. Not like you're actually hearing his unfiltered voice. on OA all you could hear was "2........." or "man........" anyone agree? or even "all move......." Share this post Link to post Share on other sites
Smurf 12 Posted July 25, 2013 on OA all you could hear was "2........." or "man........" anyone agree? or even "all move......." http://forums.bistudio.com/showthread.php?158226-units-screaming-voice-commands&p=2442741&viewfull=1#post2442741 Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 25, 2013 (edited) http://forums.bistudio.com/showthread.php?158226-units-screaming-voice-commands&p=2442741&viewfull=1#post2442741 oooo spot on, hopefully they will fix this "move" or "man" bug as id rather not have it at all if it was like that ha ha also another devvvyyy branch topic.. are the optimizations noted on the changelog if something has been improved or is it a find out yourself kind of thing? Edited July 25, 2013 by tyl3r99 addition to post Share this post Link to post Share on other sites
2nd ranger 282 Posted July 25, 2013 on OA all you could hear was "2........." or "man........" anyone agree? or even "all move......." When they weren't in your group, yes. I'm talking about when they're in your group. Share this post Link to post Share on other sites
royaltyinexile 175 Posted July 25, 2013 When they weren't in your group, yes. I'm talking about when they're in your group. you can hear the radio with a little filter but when you are close enough you hear the actual char speaking much clearer and the radio? You should already be able to hear these improvements after the latest beta patch. If you place yourself and a subordinate, and order him to stop, you should be able to hear the responses in 3D space by walking away/towards from him or walking around him. If you turn the radio volume off, the difference is most pronounced. That's something like a first step. Currently, it still doesn't work for other (friendly or enemy) groups. But it means we should be able to look at broadcast exclusion next, when we get the opportunity. Hopefully, the fix for friendly/enemy groups can follow, but the problem is fairly deep rooted, and requires some expert untangling. :) Best, RiE Share this post Link to post Share on other sites