MavericK96 0 Posted July 3, 2013 Yeah, ran ArmA3Mark on the stable build and the dev build and I get about 6-7 FPS more in the current dev build. :) Share this post Link to post Share on other sites
ryan80 10 Posted July 3, 2013 Is there any reason why most servers still stick to the stable build instead of the development build? considering that there are many bug fixes in the development build. Share this post Link to post Share on other sites
NicotinKickballovich 1 Posted July 3, 2013 Is there any reason why most servers still stick to the stable build instead of the development build?considering that there are many bug fixes in the development build. Because every little tweak can be game-braking. Let's say one mission uses one classname for a weapon/vehicle/item, but in the Dev build they tweak that and end up with a different classname, meaning that item dissapear and so on in the mission. That's why it's better to stick to main branch when it comes to that and just wait for the bigger updates. Share this post Link to post Share on other sites
byku 13 Posted July 3, 2013 I hope this will be fixed before full release.http://www.youtube.com/watch?feature=player_detailpage&v=Z6Hl5oXTlls#t=10s I believe they made them so slow in prone so it would be a bit more realistic(instead of SUPER FAST when the unit is player controlled). The problem is they should not get prone as the priority when enemy is so close. Edit. Although some of them are crouching... well... then indeed they need to make the ai a bit faster :P Share this post Link to post Share on other sites
St. Jimmy 272 Posted July 3, 2013 I hope this will be fixed before full release.http://www.youtube.com/watch?feature=player_detailpage&v=Z6Hl5oXTlls#t=10s And how many times that would happen if you approach AI from 200m? That basically happens only in that scenario. Share this post Link to post Share on other sites
roberthammer 582 Posted July 3, 2013 (edited) Nice things in todays update - like working firemode selectors ADDED: New reload of Mk. 20 rifle BUT the Mk20 reload isnt good - original one was more realistic ,because the Mk20 aka F2000 reloads like G3/MP5 style (it does not work same as MX/AR15) Edited July 3, 2013 by RobertHammer Share this post Link to post Share on other sites
Colossus 2 Posted July 3, 2013 ADDED: Fire mode switches are now animated for most weapon Fancy Share this post Link to post Share on other sites
Tonci87 163 Posted July 3, 2013 Nah.. we're done with our Dutch cultural lessons - in the end, we're all part of the same incredibly convoluted and entangled union of nation states. Oh, I really enjoyed those educational posts^^ Share this post Link to post Share on other sites
metralla 19 Posted July 3, 2013 safe mode for a while? + one mode important and not present in the arms .. lol and this is the realism of the simulator? lol come on Bohemia we want it now safe mode GO GO:bounce3: Share this post Link to post Share on other sites
13islucky 10 Posted July 3, 2013 They also put the NVGs back on the soldier even if he's not wearing it. Interesting. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 3, 2013 safe mode for a while? + one mode important and not present in the arms .. lol and this is the realism of the simulator? lol come on Bohemia we want it now safe mode GO GO:bounce3: IMO we don't need a safe mode :) it's only an inconvenience. Weapon down already does the same thing. Share this post Link to post Share on other sites
roberthammer 582 Posted July 3, 2013 ADDED: OPFOR helmet head-up displays retracted Someone who disliked the look of the HUDs , now can be happy :D Share this post Link to post Share on other sites
DontGetMadGetMoney 10 Posted July 3, 2013 has anybody tried the nighttime? it seems broken as there's no moonlight, helicopter light beam is just a low-fi sprite with no actual lighting, what's going on? and thanks for NVG's BIS, my faith is back Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 3, 2013 Someone who disliked the look of the HUDs , now can be happy :D Like, a million times better. The soldiers now don't look like carbon copies of eachother and when you add combat goggles: (Fugly laptop screenshot) Share this post Link to post Share on other sites
Colossus 2 Posted July 3, 2013 (edited) Ninja'd :butbut: Though this is purely without googles: This is much better, it also makes googles a visually usable item without causing overlaps. I'm surprised they even considered that feedback ticket actually. Kudos for that. :) That being said, I think the Spec Ops version should remain as it is; with one down. It looks.. for lack of a better word: appropriate. Edited July 3, 2013 by colossus Share this post Link to post Share on other sites
bonham 10 Posted July 3, 2013 (edited) 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 Edited July 3, 2013 by bonham Share this post Link to post Share on other sites
gliptal 25 Posted July 3, 2013 safe mode for a while? + one mode important and not present in the arms .. lol and this is the realism of the simulator? lol come on Bohemia we want it now safe mode GO GO:bounce3:"This is my safe" *shows finger* [Erica Bana quote]Yay! Share this post Link to post Share on other sites
GottyPlays 10 Posted July 3, 2013 Like, a million times better. The soldiers now don't look like carbon copies of eachother and when you add combat goggles:http://i.imgur.com/GiI7dpG.png (Fugly laptop screenshot) Awesome job BIS! Share this post Link to post Share on other sites
Khemitude 10 Posted July 3, 2013 "This is my safe" *shows finger* [Erica Bana quote]Yay! He he, just re-watched Black Hawk Down yesterday. Share this post Link to post Share on other sites
gliptal 25 Posted July 3, 2013 He he, just re-watched Black Hawk Down yesterday. In short, IMHO there is no need of safety position in ArmA III... :D Yay! Share this post Link to post Share on other sites
gossamersolid 155 Posted July 3, 2013 Can we technically make a safe mode by creating a firing mode than has its reload time variable set to -1? I'll try tonight and see what happens. Share this post Link to post Share on other sites
OMAC 254 Posted July 3, 2013 (edited) I think I have found a critical issue. Using dev build 0.71.107302, and in several previous builds, when you press the "F" key, weapon mode (semi-auto, full auto, GL) switches to next mode rather than simply displaying current weapon (and stance) state, as was the case in Arma 2. It is VITAL that the first touch of "F" NOT change weapon mode, but just display status. I would think that players want to check the new (awesome) stance indicator, weapon state, and remaining ammo with first "F" key press, and NOT change it. Was this change from Arma 2 done on purpose, or is this a regression/oversight? I have made a video which demonstrates the issue, but it is easy to repro. Am I missing something here? Edited July 3, 2013 by OMAC Share this post Link to post Share on other sites
doln 10 Posted July 3, 2013 (edited) Really not a fan of the new animation of the Mk 20. The concept of it I'm fine with, but the quality of the animation itself is leagues below the old one. And I wish there was an option for having the OPFOR HUD down. So you have Protector helmet, then Protector helmet (HUD) Or something. I like the futuristic stuff unlike most people, and I don't like seeing bohemia shy away from it just because some people have a raging hateboner for the future setting. Edited July 3, 2013 by Doln Share this post Link to post Share on other sites
DontGetMadGetMoney 10 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 exactly, upvoted Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 3, 2013 I think I have found a critical issue. Using dev build 0.71.107302, and in all previous builds, when you press the "F" key, weapon mode (semi-auto, full auto, GL) switches to next mode rather than simply displaying current weapon (and stance) state, as was the case in Arma 2. It is VITAL that the first touch of "F" NOT change weapon mode, but just display status. I would think that players want to check the new (awesome) stance indicator, weapon state, and remaining ammo with first "F" key press, and NOT change it. Was this change from Arma 2 done on purpose, or is this a regression/oversight? I have made a video which demonstrates the issue, but it is easy to repro. Am I missing something here? Changed on purpose, it's in one of the change logs. Share this post Link to post Share on other sites