ArgusNastyCrab 1 Posted May 28, 2013 Taken from this post by Warmbrak: http://forums.bistudio.com/showthread.php?155675-Game-Update-0-58-Movement-mode-resets-between-crosshair-amp-iron-sights I cannot work out if this was intentional, but this has changed from last week's update. Usually when toggling between walking and jogging modes (by pressing "c"), the movement mode will carry over between default cross-hair aiming and sight-aiming. The latest patch changed this. When in walking mode and aiming through the cursor/cross-hair and I switch to iron sights, the movement mode changes to jogging. Keeping the iron sights up and pressing "c" will toggle back to walking mode. As soon as one switches to cursor/cross-hair aim again, the movement mode will now revert in the opposite jogging.The movement mode has always been persistent between different aiming modes. Is this a bug, or has the change been intentional? Changing the aiming mode should not toggle between walking and jogging. This thread was closed because the issue is apparently resolved in the feedbacktracker. It has also been confirmed a week ago on the forums that this would be fixed in the next dev update, but after a week the bug is still not fixed on the devbranch. I think this bug is very annoying and I hope BI did not forget about this one :-) Share this post Link to post Share on other sites
EDcase 87 Posted May 28, 2013 Noticed it hasn't been fixed but to be honest I don't bother using 'Ready mode' "C" Just bring up the optical mode (sights) and walk while looking through them. (I don't use crosshair) Share this post Link to post Share on other sites
concurssi 11 Posted May 28, 2013 This is pretty annoying. Luckily, it should be an easy fix. Share this post Link to post Share on other sites
Smurf 12 Posted May 28, 2013 Yeah, still happening. Annoying as hell. Share this post Link to post Share on other sites
Wolfstriked 11 Posted May 28, 2013 Noticed it hasn't been fixed but to be honest I don't bother using 'Ready mode' "C"Just bring up the optical mode (sights) and walk while looking through them. (I don't use crosshair) People who play in 3rd person mainly actually need the tactical key but I agree with the above and I even removed the tactical key completely.So now I go tactical by pressing optics and when I want a little more speed I lower optics.Flows perfectly IMO without the confusion that not fully knowing what your character is doing that stems from the tactical pace. Share this post Link to post Share on other sites
ArgusNastyCrab 1 Posted May 29, 2013 According to the patchnotes of todays devbranch update its fixed! 29-05-2013EXE rev. 05814 Light of vehicles’ destruction is disabled under water now (http://feedback.arma3.com/view.php?id=4620) Ballistic penetration of bushes (foliage) adjusted Fixed ammo for MXM in special ammo box Non-local objects shouldn't collide with ground (breaking joints - http://feedback.arma3.com/view.php?id=7884) Aiming down in combat pace doesn't make player start running anymore Added config multiplier of damage that crew receives when vehicle crashes to object MP score table properly integrated into debriefing display Fixed: Random rotation of the submunition pattern (artillery) Fixed: MP - disappearing linked items when dragging from corpse Fixed: Refreshing of difficulty indicator in Pause Menu Fixed: Number of group members of motorized groups Share this post Link to post Share on other sites