KingChubbles 1 Posted June 11, 2013 I personally use hold shift to walk, w+s and s+w to sprint. Its very fluid for me. As for movement speed and stamina there needs to be more variation. If you have a pistol and some ammunition you should be able to run longer and faster then someone with a rifle, AT, and ammunition. This is, i believe, whats supposed to be integrated now but its not that noticeable as far as I can tell. Share this post Link to post Share on other sites
Sneakson 1 Posted June 11, 2013 Yeah, equipment is supposed to affect stamina. Doesn't it? I've never tried really. It's a shame different weapons having different maneuverability would probably meet a lot of resistance of people who think negative acceleration messes with your aim too much. Share this post Link to post Share on other sites
KingChubbles 1 Posted June 11, 2013 Yeah, equipment is supposed to affect stamina. Doesn't it? I've never tried really.It's a shame different weapons having different maneuverability would probably meet a lot of resistance of people who think negative acceleration messes with your aim too much. Its supposed to, yes, but Ive never noticed a difference. Playing today, having only a rifle, pistol, and some ammunition (the capture a car showcase) jogging up a hill had me coughing before I hit the top. Share this post Link to post Share on other sites
chortles 263 Posted June 11, 2013 Yeah, equipment is supposed to affect stamina. Doesn't it? I've never tried really.It's a shame different weapons having different maneuverability would probably meet a lot of resistance of people who think negative acceleration messes with your aim too much. I would point out/add that "no more negative acceleration unlike Arma 2" was very much a selling point used by both some supporters and BI for Arma 3, so that tilts the scales even more. Share this post Link to post Share on other sites
metalcraze 290 Posted June 11, 2013 Mounted guns in cars have turn speed limits, I don't see anybody whining. The same can be done for heavy sniper rifles with limits being a lot more liberal of course. Share this post Link to post Share on other sites
Masharra 10 Posted June 12, 2013 (edited) Listen. For people to fully enjoy their x000 dpi mouse they need for that negative accel to be gone. They want what is in other games, without the "shame" of having to admit to playing said other games. Lack of inertia is the standard, being a UFO is the standard in the industry. Arma is no longer the exception to but part of the standard. That being said is there a config somewhere where on could add in negative accel based on weapon type and such? Edited June 12, 2013 by Masharra Share this post Link to post Share on other sites
KingChubbles 1 Posted June 12, 2013 Listen. For people to fully enjoy their x000 dpi mouse they need for that negative accel to be gone. They want what is in other games, without the "shame" of having to admit to playing said other games. They should add killstreaks... There are other ways to give weight to weapons besides negative mouse acceleration. What if (and this is just off the top of my head) it takes a split second for your gun to catch up to your mouse? I thought this was done in arma 2 if you looked up rapidly. Share this post Link to post Share on other sites
Wolfstriked 11 Posted June 12, 2013 Standing still and you wont hit jack at medium to long range unless your prone can be accomplished by adding in weight of weapon to stamina drain irregardless of movement.Then the erratic animation when moving with weapon up can be worsened for snipers as the weight of them would have them bouncing a bit more with each step.Basically huffing and puffing and swaying all over even when standing still and worse CQB combat movement aim when in tactical pace or weapon fully sighted. Share this post Link to post Share on other sites
Masharra 10 Posted June 12, 2013 They should add killstreaks...There are other ways to give weight to weapons besides negative mouse acceleration. What if (and this is just off the top of my head) it takes a split second for your gun to catch up to your mouse? I thought this was done in arma 2 if you looked up rapidly. isnt that just another form negative accel? Or Pehaps make it so one cant make large movements and accurately stop. but that isnt really realistic either. dunno but the game is closer to cs to me than say r6 Share this post Link to post Share on other sites
KingChubbles 1 Posted June 12, 2013 isnt that just another form negative accel? OrPehaps make it so one cant make large movements and accurately stop. but that isnt really realistic either. dunno but the game is closer to cs to me than say r6 I was under the impression that negative acceleration was the slower movement of the view/screen. If the screen moved faster then the rifle I'm not sure if it would be considered that. I very well could be wrong. Share this post Link to post Share on other sites
Masharra 10 Posted June 12, 2013 Im not entirely sure what it is either. I just consider it to be any form of limiting the instant turn and shoot capabilities of popular modern shooters. Share this post Link to post Share on other sites
Sneakson 1 Posted June 12, 2013 Actually I'm not sure what negative acceleration is or how it works technically and haven't played a lot of ARMA2 that supposedly has it. Apparently it does make some people go bonkers though. ARMA has so much sway and shit going on not to mention bullet drop and wind ballistics once the bullet goes flying I don't really know what difference it possible could make anyways. Share this post Link to post Share on other sites
Smurf 12 Posted June 12, 2013 It makes all the difference in close combat where all the other things you cited means nothing (wind does not affect bullets... yet?). Right now you can move with the M200 (BluFor anti-material rifle, the giant one) just as easy as using a SMG or carabine. I'm talking about obstruction\collision and inertia when you "spin" around with the weapon. This must be adressed! Maybe leaving as it is for pistols\SMG, increasing a little for carabines\assault rifles, more for LMG and so on. Share this post Link to post Share on other sites
chortles 263 Posted June 12, 2013 It makes all the difference in close combat where all the other things you cited means nothing (wind does not affect bullets... yet?).Right now you can move with the M200 (BluFor anti-material rifle, the giant one) just as easy as using a SMG or carabine. I'm talking about obstruction\collision and inertia when you "spin" around with the weapon. This must be adressed! Maybe leaving as it is for pistols\SMG, increasing a little for carabines\assault rifles, more for LMG and so on. That first boundary is going to get tricky when you consider subcompact carbines and bullpup rifles... Share this post Link to post Share on other sites
KingChubbles 1 Posted June 13, 2013 Perhaps if its attached to a weapon rating? smg-1 (where it is now) rifle-3 (slightly higher but not substantial) sniper-6 (harder to use) ATlauncher-10 (unwieldy) Higher the rating, harder to control. So subcompact carbines and bullpup rifles could be put at 2, or 2.5, or 2.458. Share this post Link to post Share on other sites
metalcraze 290 Posted June 13, 2013 People weren't complaining about turn speed limits - they were complaining about every weapon making your mouse controls feel like you are moving it through a jelly. Right now unfortunately BIS has moved to the other extreme. They removed any feeling of weight from weapons when in fact the key here is moderation. So yeah I agree except perhaps it should be like this and no need for jelly-mouse movement at all: pistols, SMGs, carbines not having speed limits = perfect for CQB, just like in real life Rifles (incl. sniper rifles like M14 EBR and M21/24-likes) having almost non noticeable turn speed limit = still provides the feeling like the weapon has weight while also making it OK for all kinds of combat, even if slightly worse than short, light weapons in CQB LMGs = slightly increased turn speed limit, hey you are not supposed to snipe and 360-kill with LMG anyway, they are more usefull for suppression AM sniper rifles, heavy machineguns, rocket launchers = harshest turn speed limit, gives weapons much needed weight, makes them largely unusable in CQB yet doesn't affect mid/long range combat - where they are used in real life to begin with. Perfect "balance" too. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 13, 2013 What you mean by "feelings"? Weapons move in hands or simple speed\weight issue? Share this post Link to post Share on other sites
Smurf 12 Posted June 13, 2013 And what about add on top of that a free-aim zone based on the same principles, inside this box it moves a little quickly (pointing the rifle without moving the upper body; kind of fast to adquire targets close up but avoid 360 and all), outside of it, it drags? Share this post Link to post Share on other sites
chortles 263 Posted June 13, 2013 My main issue was where the would-be dividing line between carbines, bullpup rifles and SMGs would be, but fortunately the above proposal of rolling carbines (both 'normal' and 'subcompact') into the "unlimited" category alongside pistols and SMGs seems a neat resolution, whereas by rifles I'm guessing that 'full length' rifles such as the M16A4 are meant... I guess, metalcraze, that your 'boundary' is based on weapon overall length? The main difficulty would seem to be in the devs' actual ability to create such turn-speed limits for "non-stationary turrets" (players) as opposed to vehicle turrets and do them to such a graduated degree ("almost non-noticeable", "slightly increased" and then finally "heavy") as opposed to only "noticeable" (what I sense from turrets). And what about add on top of that a free-aim zone based on the same principles, inside this box it moves a little quickly (pointing the rifle without moving the upper body; kind of fast to adquire targets close up but avoid 360 and all), outside of it, it drags?... if you look at the current state of aiming deadzone, it feels like aiming deadzone has basically been left in for its adherents but otherwise "this game was not designed with aiming deadzone in mind"... so I would expect no real benefit from attempting this with the current state of aiming deadzone. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 13, 2013 (edited) Human not are turret - he can rotate weapon around weapon weight center, and step to right position. Turret is hard-connected mechsnizm. Edited June 13, 2013 by Anachoretes Share this post Link to post Share on other sites
metalcraze 290 Posted June 13, 2013 The main difficulty would seem to be in the devs' actual ability to create such turn-speed limits for "non-stationary turrets" (players) as opposed to vehicle turrets and do them to such a graduated degree ("almost non-noticeable", "slightly increased" and then finally "heavy") as opposed to only "noticeable" (what I sense from turrets).... That's why we, the alpha testers, are here. BIS should use the full potential of a community alpha. BIS should add a feature and say "test this, report how it plays". Besides ironically our beloved Battlefield 3 itself has turn speed limits - in particular when prone and they are no different from ACE mod's prone speed. Share this post Link to post Share on other sites
Smurf 12 Posted June 13, 2013 What I'm trying to say, and I said it (too) many times before, is: do it like RO2 did. Before coming with sticks and stones and "... that arcade game.." please, try it first. Its hard to put it into words and watching videos you won't get the feeling of it. It isn't awkard and annoying as the free aim in A2\1, it allows quick movement but not "quick\no scope" type of things, it just feels natural, in ADS and not aimed. _______________ As for actual movement, I think A3 is almost spot on; Look at the begining of this video: First pass they run while firing, second pass the first soldiers sprints and the rest run or jog. Maybe a little peak for 2-3 sec when sprinting (cross roads and such things) but other than that, seems good. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 13, 2013 Smurf. ARMA already have deadzone for aiming(Upon HeadBob option)(its very nice, but too dificult for old-school FPS gamers), and free camera. Now game have combat pace fore gun&run. If you want more freedom to shooting everywhere... you need second mouse snd third hand. ---------- Post added at 15:29 ---------- Previous post was at 15:20 ---------- For developers. I think, weapon need more "shoulder recoil" and(probably) less "burrel recoil". I hope its not so hard, but make firing process more living and breathing. Share this post Link to post Share on other sites
Smurf 12 Posted June 13, 2013 I know it has. I've been a long time here and even more before when was just lurking around. But in A3 it is somewhat broken and its implementation in A1\2 weren't that good. What Im suggesting is to use it (tweaked) as a mean to prevent the unlimited\quick spinning we have now. Share this post Link to post Share on other sites
Anachoretes 10 Posted June 13, 2013 (edited) I cant see defference between deadzone working, but infantry improved overall. Deadzones need special skill from player, that not correspond with generic shooters(But i found that with deadzones it wirked too sharp and roughly. Maybe thats are main problem - softless.). But. I will be happy to get from alt+mouse not eyes look, but eyes+weapons look. Than i can buy TrackIR(for eyes) and be fully elastic. Edited June 13, 2013 by Anachoretes Share this post Link to post Share on other sites