cruzifer 0 Posted November 4, 2013 is it not possible to add a ppeffect to the thermal imaging or is it broken? still no answer :( Share this post Link to post Share on other sites
John Kozak 14 Posted November 4, 2013 (edited) Is anything going to be done with the suppressors damage effects, weapon damage and AI reaction to hits? I've just performed a test - a soldier needs to take 6(!) hits of MX (normal) with suppressor, if shot into lower body. Same weapon non-suppressed does it with 3 rounds. I'm not a medical expert, but shouldn't he be in pain shock (aka dead) after 1-2 rounds? This leads to truly stupid situlations like one I was in today - I've stormed into a room with one enemy and started shooting at him with MX SD, center mass, point blank, full auto. He started responding with Mk20. Then it went like this: I started shooting first, so I put two rounds into him Then he started shooting, first round - miss My third round also hits He finishes me with the second shot - his aim didn't even twitch That's plain WTF. Edited November 4, 2013 by DarkWanderer Share this post Link to post Share on other sites
maturin 12 Posted November 4, 2013 Yeah, I can't count the times I land multiple hits on standing enemies and they still take calm aim and headshot me. No matter the ammo. Thank god for TPW Fall. Share this post Link to post Share on other sites
pipin78 10 Posted November 4, 2013 Sabot hit effect tweaked What did change? The sparks particles are still not bright at night.. Share this post Link to post Share on other sites
pils 49 Posted November 4, 2013 Anyone noticed yet how resistant choppers are against 30/40/120 mm? Light armored vehicles (Strider, Hunter, etc.): Blow up when hit once with 120 mm AP or three to four 30/40 mm AP. Perfectly fine. Choppers, even the non-armored or only slightly armored ones can take several hits with 120 mm AP and a whole bunch of hits of 30/40 mm AP or HE without blowing up. In many cases they just keep on flying, even when hit with 2 or more 120 mm AP or several 30/40mm AP/HE .. ?? A small but certain area damage effect for 30/40 and especially 120 mm AP ammo would be nice, in houses and outside, to simulate the shrapnel flying around when those rounds are hitting rocks, walls or concrete. Another issue: Not tested in singleplayer/editor yet, only recognized in multiplayer on the server I was playing: The buildings are pretty resistant against tank shells, aren't they? 5+ hits with 120 mm AP or HE: No damage at all to any building I fired shells at/into. Oh and last but not least, please adjust the amount of ammo for the vehicles. I know you added the exact amount of ready-to-fire ammo those APCs have in real life, but usually they also carry more ammo which can be reloaded by the crew. So why not in Arma 3?? And also please adjust the ammo for the light armor, why would they move into battle with only 1 backup case of rounds? (e.g. Strider HMG) Share this post Link to post Share on other sites
MavericK96 0 Posted November 4, 2013 Anyone noticed yet how resistant choppers are against 30/40/120 mm?Choppers, even the non-armored or only slightly armored ones can take several hits with 120 mm AP and a whole bunch of hits of 30/40 mm AP or HE without blowing up. In many cases they just keep on flying, even when hit with 2 or more 120 mm AP or several 30/40mm AP/HE .. ?? And yet they can easily be taken down by small arms fire... :p Share this post Link to post Share on other sites
progamer 14 Posted November 4, 2013 And yet they can easily be taken down by small arms fire... :p Depleted uranium? :) Share this post Link to post Share on other sites
mihikle 2 Posted November 4, 2013 We couldn't hear each other shooting our weapons tonight after the 400mb ish update on Dev Build Share this post Link to post Share on other sites
HKFlash 9 Posted November 5, 2013 Only fixed on the transport and covered transport versions. The other five or so variants still have the issue. Please report it then at Issue 0013934. I can't confirm the fix since I don't have access to ARMA3 right now. If possible post screenshots of which variants still have this, I'll reopen the issue upon confirmation. Share this post Link to post Share on other sites
mr_centipede 31 Posted November 5, 2013 AI issues/AI feature request: Stealth behavior and Combat behavior are too much alike, apart from whispering voices - need to differ them a bit more http://feedback.arma3.com/view.php?id=15860 Share this post Link to post Share on other sites
insumsnoy 4 Posted November 5, 2013 For me the non radio voices of NPCs are very low volume. I can barely hear what any character is saying during campaign unless its over the radio does anyone else have this problem? Before anyone tells me to go to feedback tracker, I already did that so there. Share this post Link to post Share on other sites
pettka 694 Posted November 5, 2013 Please report it then at Issue 0013934. I can't confirm the fix since I don't have access to ARMA3 right now. If possible post screenshots of which variants still have this, I'll reopen the issue upon confirmation. From what I see it seems like all the HEMTTs have been fixed but just the transport ones made it into dev branch. I'll double-check that and it should be ready today :icon_twisted: Share this post Link to post Share on other sites
Simas 12 Posted November 5, 2013 For me the non radio voices of NPCs are very low volume. I can barely hear what any character is saying during campaign unless its over the radio does anyone else have this problem? I had this problem in 5.1/7.1 sound configuration. Had to switch to stereo. Share this post Link to post Share on other sites
das attorney 858 Posted November 5, 2013 Are the flare rounds for mortars and artillery broken for everybody? I can fire a UGL flare and illuminate the surrounding area ok, but if I fire a flare from mortar or self propelled gun, then it does not illuminate anything. The flare appears in the sky, but no light is emitted. I'll make a ticket if anyone can confirm. (Can't check FT at the mo as I'm at work and it's a blacklisted site from my work PC. Share this post Link to post Share on other sites
Speeeedy.com 10 Posted November 5, 2013 For me the non radio voices of NPCs are very low volume. I can barely hear what any character is saying during campaign unless its over the radio does anyone else have this problem?Before anyone tells me to go to feedback tracker, I already did that so there. I have the same problem, I also noticed that the volume can either be higher or lower depending in which direction your looking. Share this post Link to post Share on other sites
roberthammer 582 Posted November 5, 2013 Fixed MRCO lens issue - nice :) Share this post Link to post Share on other sites
Tonci87 163 Posted November 5, 2013 New underwater effect for smoke grenades Looks nice BUT.... ....The effect can´t be seen from outside of the water. ....Is pretty useless since we can´t throw anything while diving. (Why was that ability removed?) Share this post Link to post Share on other sites
joschaap 1 Posted November 5, 2013 have you ever tried to throw anything while diving in real life.. you cant.. Share this post Link to post Share on other sites
CaptainObvious 95 Posted November 5, 2013 Are the flare rounds for mortars and artillery broken for everybody?I can fire a UGL flare and illuminate the surrounding area ok, but if I fire a flare from mortar or self propelled gun, then it does not illuminate anything. The flare appears in the sky, but no light is emitted. I'll make a ticket if anyone can confirm. (Can't check FT at the mo as I'm at work and it's a blacklisted site from my work PC. They do emit light, but it's very very dim, so kind of confirmed. Share this post Link to post Share on other sites
byku 13 Posted November 5, 2013 (edited) Slammer now can be destroyed by two RPG's to the front... a bit easy isn't it? :P I wouldn't mind if the front of tanks would be impenetrable by anything other that Titan-type missile. Although I know: WIP :). Tested with AI RPG soldiers. Edit. When aiming myself i need to use more that 2 rpgs... damn AIs are accurate. Edit. I've managed to destroy T-100 ONCE with 1 RPG then with 5... it seems I was lucky(targeted the most vulnerable point maybe?). Edited November 5, 2013 by Byku Share this post Link to post Share on other sites
Greenfist 1863 Posted November 5, 2013 Slammer now can be destroyed by two RPG's to the front... a bit easy isn't it? :P I wouldn't mind if the front of tanks would be impenetrable by anything other that Titan-type missile. Although I know: WIP :). Tested with AI RPG soldiers. Edit. When aiming myself i need to use more that 2 rpgs... damn AIs are magical O.o.Edit. I've managed to destroy T-100 ONCE with 1 RPG then with 5... it seems I was lucky(targeted the most vulnerable point maybe?). I think there's a soft spot between the turret and the hull? Really hard to hit though. OR the tank has turned more vulnerable altogether in some patch. Haven't tried myself. Share this post Link to post Share on other sites
das attorney 858 Posted November 5, 2013 They do emit light, but it's very very dim, so kind of confirmed. Thanks, I'll check that out when I get home. Share this post Link to post Share on other sites
John Kozak 14 Posted November 5, 2013 have you ever tried to throw anything while diving in real life.. you cant.. Yes, you can't throw anything, but you can drop something. Examples: 1.Drop a chemlight to mark SDV position/RV point 2.Drop a smoke grenade to create bubbles on surface and lure the enemy (player) to go investigate. 3.Drop a grenade to commit suicide :) 4.Swim to surface and lob a grenade into a boat next to you That's what I can think of momentarily. Share this post Link to post Share on other sites
progamer 14 Posted November 5, 2013 Yes, you can't throw anything, but you can drop something. Examples:1.Drop a chemlight to mark SDV position/RV point 2.Drop a smoke grenade to create bubbles on surface and lure the enemy (player) to go investigate. 3.Drop a grenade to commit suicide :) 4.Swim to surface and lob a grenade into a boat next to you That's what I can think of momentarily. We should be able to. ---------- Post added at 17:31 ---------- Previous post was at 17:30 ---------- I think there's a soft spot between the turret and the hull? Really hard to hit though. OR the tank has turned more vulnerable altogether in some patch. Haven't tried myself. I would hope its not a guessing game on the developers part. Hopefully they are using real world data for the Merkava MK4 with these tweaks. Its armor has many myths though. Though its armor is really strong and should be realistic in game. Share this post Link to post Share on other sites
L3TUC3 32 Posted November 5, 2013 (edited) Fixed MRCO lens issue - nice :) Yeah I'm happy about it too. It was very glaring and immersion breaking. Glad it's finally fixed. Edit: Oh wait, this was a different issue with the MRCO. I was hoping this one would be fixed. http://feedback.arma3.com/view.php?id=14636 MRCO + MX3GL MRCO + Katiba GL MRCO + STING MRCO + PDW2000 The above weapons have have the alpha problems with the MRCO. Edited November 5, 2013 by L3TUC3 Share this post Link to post Share on other sites