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41 minutes ago, darksidesixofficial said:

Wait, what the heck is happening there? You just fired a shot in the general direction of an enemy vehicle and it flew at a specific altitude until it came close and dived into it?

 

Pretty much spot on.

The drone has its laser designator on and is also passing information via the active data link which the Rhino MGS can receive.  The player then can lock onto that laser target and fire his ATGM at it.  It would appear this ATGM has a terrain following flight profile and then dives down when on the terminal phase of its attack.

 

Absolutely brilliant and the wide potential this brings for mods is just purely and honestly mind boggling.

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Spotted bug (or feature) on Recon Nyx. When the commander is turned out, he can still raise and lower the camera with Q and E.

 

Also, @darkChozo, I especially love what happens to that Rhino at the end.

One more thing, as Zygzak pointed out, turning causes odd acceleration, which is exploitable to reach top speed faster than normal if you wiggle a lot. I think the opposite should be true.

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Bug on Nyx AT: can't lock missiles on defilade, need line of sight between target and hull. Ticket created here

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Some input and thoughts:

 

First of all. Amazing stuff with all the new engine additions and new infantry weapons! been waiting for them for 4 years! :) Also a tank platoon with different weapons integrating sensors across the datalink is genius. 

 

**The already old WHY section... skip if needed** 

 

However. I must say that I´m a little baffled about the "tank" line-up. I can understand that BI has tried to do something different and create new gameplay for a 4 year old game. However I think this could have been achieved by expanding on the already modular vehicle bases that is already in the game. The Gorgon, Kamysh and AMV can all carry different weapon stations (as they should per IRL).  Why not expand on the IFV/APC variants and free up modelling and config work for "real" tanks? Atleast one "western" tank would have been a real crowd pleaser. :)  Based on that, my line-up would have been:

 

NATO:

AMV variants: CROWS M2 APC, ATGM (with LOAL, Sensors etc), NEMO mortar and AA variants (just strech the launcher tube). This would be 90% current recycled models and configs.

TANK: 1 standard western tank: Abrams, Leclerc, Challenger, OR even the M8 AGS air transportable light tank.

 

CSAT:

Kamysh variants: CROWS M134 APC, AA, ATGM and Recon radar.

TANK: T14

 

AAF:

Gorgon variants: CROWS M2 APC, AA, ATGM and Recon radar (What Nyx is now).

TANK: No new tank, but texture/weapon variations of NATO (to free up modelling resources).

 

I think that people really expected "real" Tanks and many will feel disappointed with the content of the DLC to degree that they won´t even buy it. Which is a shame because e.g the Nyx and Rooikat are fun vehicles (I have a really deep hate and love relationship with the datalinked Nyxs. :D).

 

Well too late anyway, so I´ll stop now. Maybe and 3rd party DLC comes along and saves the day. :)

 

***

 

 

FEEDBACK/FINDINGS:

 

- Static Titan AT/AA turning radius is only 45 degrees. Could this be turned up to 90 or even 180 degrees? Trying to hit a JET or a speeding Tank with the 45 degree turn radius is a pain in the bu**. :) Static Titan -launchers promotes teamplay and I if it only was a little bit more usable then it might be used more often.

 

- Nyx Recon cannot lock targets. This would be a welcomed feature in the AA role to be able to transmit target data altitude and speed and at even closer ranges vehicle type. It would also be a tradeoff functionality as "hardlocking" a target would alert the enemy thus bringing more depth to the Recon role.

 

- Nyx Recon  could use FFV for the commander? At this moment it´s completely unarmed.

 

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2 hours ago, Dancorg said:

Bug on Nyx AT: can't lock missiles on defilade, need line of sight between target and hull. Ticket created here

 

good spot, i noticed this as well, trying to peek out from behind a tree with the Nyx :)

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New tank DLC is so far showing to be good, one thing that is annoying is when you command your vehicle movement, so after every movement key pressed there is command voice "Stop", which is: annyoing and clogs the airways. Solution, disable voice command "Stop"? 

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9 hours ago, Night515 said:

 

It's because the Merkava Mk4 has a troop compartment in the rear irl.

 

Don't want to bother you with that, but I once talked to a former IDF soldier and he told me, that the optional crew compartment takes up space needed for ammunition and stuff.

 

And I like to add, that NATO needs a NATO main battle tank indeed. Because the Merkava unfortunately isn't and predictably won't be a NATO tank in the near future.

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26 minutes ago, FoxFort said:

New tank DLC is so far showing to be good, one thing that is annoying is when you command your vehicle movement, so after every movement key pressed there is command voice "Stop", which is: annyoing and clogs the airways. Solution, disable voice command "Stop"? 

 

Change your key binds.  By default the command AI movement keys are the same as your WASD driving keys.

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8 hours ago, darkChozo said:

Basically confirms that the Rhino has crappy torque, but it also has a very high top speed, which means it actually ends up being the fastest of the vehicles in a 60 second drag race.

But that top speed will be useless in most situations. I'd rather have more torque. This thing can barely climb a small inclination.

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1 hour ago, FoxFort said:

New tank DLC is so far showing to be good, one thing that is annoying is when you command your vehicle movement, so after every movement key pressed there is command voice "Stop", which is: annyoing and clogs the airways. Solution, disable voice command "Stop"? 


As ImperatorTFD said somewhere on here - unbind the Command Left, Command RIght etc in your key binds. It's so much better!

Edit - delete - he beat me to it! :P

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2 hours ago, jone_kone said:

 

Some input and thoughts:

 

...........

 

Well too late anyway, so I´ll stop now. Maybe and 3rd party DLC comes along and saves the day. :)

 

Love the vehicle ideas, would add much needed to vanilla! For the price of not too much work in comparison. 

 

Too bad people cant edit the A3 models otherwise I'm sure it would get done in no time by the community. 

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1 hour ago, Imperator[TFD] said:

 

Change your key binds.  By default the command AI movement keys are the same as your WASD driving keys.

 

30 minutes ago, Callsign said:


As ImperatorTFD said somewhere on here - unbind the Command Left, Command RIght etc in your key binds. It's so much better!

Edit - delete - he beat me to it! :P

 

Thank you both, now it's much better ! :D

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There seems to be a weird issue when changing a Kuma to a Mora in the editor.

 

 

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33 minutes ago, R3vo said:

There seems to be a weird issue when changing a Kuma to a Mora in the editor.

 

 

You now got M113 ? :D

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12 hours ago, dragon01 said:

What was the range on that shot? The real Lahat, on which this ATGM seems to be based on, has a range of about 8km, so this might actually be realistic behavior. :) You could probably pull that shot off with the real Lahat.

This one  was from Kamino to an airfield ~5km, but I'm pretty sure I've seen that 8km somewhere in official intel.

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Tried doing the same, but my missile always flies into a mountain.

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22 minutes ago, lexx said:

Tried doing the same, but my missile always flies into a mountain.

You have to use top-down mode.

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1 hour ago, lexx said:

Tried doing the same, but my missile always flies into a mountain.

Or tell the AI arrow about the target, and the shot. The same is done by the T-140, only there is no camera. In the chambers of the drones it is difficult to see the hits.

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from the videos i saw, it appeared to me, that neither of the new vehicles offer the possibility to fire personal weapons or use binoculars when being turned out (FFV).

 

i think the FFV is a very immersive feature and  hope that it could still be added to the nyx (where it might actually help the recon version to protect itself in certain situations) and the rhino (where it would mainly add to the immersion but may also come in handy for throwing grenades in defense or throwing smokes for communication purposes).

on the new csat mbt, the FFV is probably less useful, because of the lowered hatch position in the hull...

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^ Yeah, it sucks that you can't even use binoculars. I really want to peak out of the hatch and check the surroundings. Kinda curious why this wasn't added right away?

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Indeed. I really love all the new content and features. I dare to say it’s one of the best DLCs content wise (it even adds a SP mini campaign) but I can’t understand why there are no FFV positions. 

 

IMHO it’s a basic feature, at least for vehicle commanders. Even in recent conflicts like Iraq, many tank commanders fought unbuttoned (when possible), some even shot their personal weapons to defend their vehicles against enemies that got close. It’s quite a basic feature when fighting in urban places or tight spaces.

 

I have the feeling that FFV is one of the most useful features that was brought to Arma, but one of the less used by the Vanilla vehicles.

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3 hours ago, lexx said:

^ Yeah, it sucks that you can't even use binoculars. I really want to peak out of the hatch and check the surroundings. Kinda curious why this wasn't added right away?

 

Well, i do think that FFV, although being a very nice addition to arma 3, has been hold back a little bit by the AI reacting immedately and very viciously against crew that turns out. So, when playing against AI, turning out isn't always a viable idea, as scattered enemy AI will immediately open small arms fire from every direction.

Spoiler

This can be boiled down to two AI problems:

- AI knowing instantly about hatch status and immediately seeing a tank as valid target for small arms, the moment crew turns out.

- AI has no concept of trying to stay alive and will open small arms fire on tanks without "hesitation", turning scattered infantry into a fearless, crew-killing mob.

-> there has been a bit of a discussion about it in the AI-discussion (dev branch) thread and i think small tweaks might be enough to somewhat remedy the problem.

Maybe this is the reason BIS did not go the extra mile to make the new vehicles FFV-compatible yet?!

 

Despite this poblem, i would still like to see FFV at least for the commander on all tanks/APCs, on which it would make sense.

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35 minutes ago, twistking said:

Despite this poblem, i would still like to see FFV at least for the commander on all tanks/APCs, on which it would make sense.

 

I have to say that I was also surprised to find out that the commander could not use FFV - at first.... Then it struck me. Who in gods earth would ever opt to use their rifle or binocular from the exposed turret hatch, when you can safely hide inside the steel beast and use way more powerful armament and optics. It does not make any sense at all. The only scenario I can imagine you would want to turn out is to get a better all-around view when maneuvering in tight spaces - outside of combat. Besides that, maybe if you are forced to abandon your vehicle in combat, and face close enemies while climbing out of the hatch - which rarely happens and is not needed in arma since "get out" skips the process of climbing out alltogether and just plops you down next to the vehicle.

 

For modders, however, it makes perfect sense if you are using older equipment. Pre-modern conflicts didn't see the likes of RCWS or highly advanced optics, therefore turning out to use binocs or grabbing your M3 greasegun trying to mow down incoming sappers or Anti-tank grenadiers are daily work duties.

 

:)

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So, tried out the RC today...

Top attack still misses a lot! When it does hit (testing on tanks) it doesn't seem to be any more effective, I think its only going to have a benefit for avoiding slat armor or certain reactive armor panels.

 

Nyx can't be airlifted by the Mohawk with advanced flight model on... it can be momentarily lifted, but the mohawk can't get out of ground effect or get any forward speed, it will yank around on it until it crashes or the Nyx is disconnected (could be remedied by using setMass to reduced the mass of the Nyx)

 

From looking in the editor, it seems that 2x nyx should fit in a blackfish, but it only allows 1

 

Camo netting around the Rhino seems to dissappear when you get close to it.

 

In the vehicle appearance window in the editor, "fragments" of camo netting often remain after selecting and unselecting a camo net. (see marshal turret netting, side skirts of the panther). It doesn't appear to be present once the mission starts though.

 

It looks like the T-14s got the lowest muzzle velocity with APFDS of all the tanks, somehow its still doing similar or better damage than the Varsuuk with its main gun and APFDS rounds... perhaps they are hitting at a better angle because they drop more (this is a real thing that aided penetration in battleship combat, at close range shells came in at low angles and struck the thick side armor, at long range they impacted at high angles and hit the thin top armor)

- but its gun can zero out to 5km, the other tanks only zero out to 4km... ok, whatever

 

Slat armor really helps against the missiles fired by the Nyx AT in direct attack mode.. as does reactive armor. Both are good for 1 missile. Slat armor and reactive armor get visibly damaged, and visibly repaired.

If repaired by a repair specialist, then the slat armor visually gets a "half-repaired" state, but its still good for saving a marshal or rhino from the AT missile of a Nyx. The reactive armor plates appear to be fully repaired by a repair specialist.

From the front, it doesn't matter if the Rhino UP has a slat cage, as the slat cage doesn't cover the front where the reactive armor plating is. As far as I can tell, autocannons won't activate the reactive armor, and the main gun of a tank will still 1 shot the rhino in most cases, even if it hits the reactive armor.

So... the rhino UP doesn't have much more protection than a Rhino with slat armor (since there is no turret cage option, the reactive armor on the turret is a benefit, I guess... but seeking missiles in direct attack mode don't seem to hit it anyway, so this is more of a defense against unguided RPGs that may hit all over the tank)... the main benefit of the Rhino UP seems to be the commander MG.

 

Turret ring shots no longer produce 1 or 2 shot kills on tanks, I've gotten better results by focusing on the turret or chassis, and not the intersection of the two.

 

The Nyx seems to be easily tracked with small arms fire, but the crew is well protected against SAF. I couldn't kill the crew with a .338, I could kill the driver but not the commander with an HMG

- Side note that probably won't be "fixed": why do the Nyx and the Rhino Up use an M2 machine gun, this 2035 setting seems to have replaced that with the mk30 HMG?

 

The marshall commander and gunner are better protected against SAF. Before .308 rounds to the side of the turret could kill the commander and gunner. Now they can't, nor did .338 rounds seem to do this. 50 cal from an HMG still worked though.

 

Nyx should get a NATO-ish sand color scheme since it already gets a NATO-ish olive green color scheme

 

Love the green NATO skins, and the AAF jungle camo nets... but there are still the nato MRAPs and trucks that need a green color scheme. Also the new green color scheme doesn't match the old pacific prowler scheme so well. I wouldn't mind seeing the strider get a camo net with jungle options

 

-since a texture exists for a NATO sand color scheme for the strider and gorgon, can we get Nato green/pacific skins for them?

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