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RushHour

What features are fundamental to the Marksman DLC? (no speculation)

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Removed the confim thing, updated the list.

---------- Post added at 22:43 ---------- Previous post was at 22:37 ----------

unfortunately this thread is really just a wishlist thread masquerading as anything else but one

It sure is, i´m pretty sure that´s clear from the first post.

But it´s not a thread about what you think will be in the DLC.

For example, what i think will be in the DLC is 3d scopes and bipods, then a few new weapons. As you can see the list is far bigger then that.

Just ask yourself if you had to make a DLC, what features would you put into a Marksman DLC. Not what features you think will be in the upcoming DLC.

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Removed the confim thing, updated the list.

Thanks.

Just ask yourself if you had to make a DLC, what features would you put into a Marksman DLC. Not what features you think will be in the upcoming DLC.

That is pretty much a wishlist. And I think we will be able to sum it up pretty well:

aLL TeH TInGS!1!!

Don't get me wrong I like to dream but it is in the end just another wishlist thread. What might be interesting is weighing features against one another. For example, what would you rather: 3d scopes or improved long range textures? Bipods+indepth sway mechanics or wind simulation?

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i would like to see spotter scope..and of course the bullet trail as well

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I would very much love a gradual magnification scope instead of a instant change of zoom magnification to the next one, i forgot how this is called in english...i would love to see few other things like the Coriolis effect and the magnus "spin drift" effect

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I would very much love a gradual magnification scope instead of a instant change of zoom magnification to the next one, i forgot how this is called in english...i would love to see few other things like the Coriolis effect and the magnus "spin drift" effect

Yep.Or when you switch from scope to red dot on top, it should move there instead of snap : )

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That's a cool little detail that would add a lot of immersion :D

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Foremost the one enex mentioned, but the stuff you mentioned is cool too, but I think those are too subtle for most players to detect. The thing enex mentioned is something that pretty much every player will notice instantly, regardless of skill or experience.

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Subtle? ... like changes in physics that without accounting for you would miss by 17 inches or more

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It's stuff that even most IRL soldiers don't know about, excluding marksmen and snipers.

Most of the playerbase will have no idea about what "Coriolis effect and the magnus spin drift effect" is and how to account for it.

I would not complain if they were implemented though. I would even like to add another wish which is similiar to yours: Hot barrel zeroing drift :D

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Yes brisse but this is a Marksmen dlc it's not for every player, and i'm pretty sure will be any tutorial for it

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Of course it does,

as·sign (ə-sīn′)

tr.v. as·signed, as·sign·ing, as·signs

1. To set apart for a particular purpose; designate: assigned a day for the inspection.

2. To select for a duty or office; appoint: firefighters assigned to the city's industrial park.

3. To give out as a task; allot: assigned homework to the class.

4. To ascribe; attribute: sorted the rocks by assigning them to different categories. See Synonyms at attribute.

5. Law To transfer (property, rights, or interests) from one to another.

6. To place (a person or a military unit) under a specific command.

And what better way to introduce 3D scopes then a Marksman DLC? Makes perfect sense.

---------- Post added at 15:44 ---------- Previous post was at 15:34 ----------

I have no idea what "increased target consciousness" means.

Also, if you can narrow this down to a shorter way of saying the same thing that would be great, my english is ok but not that good.

"- When you're taking the shot, colors should become more vivid.. everything but the target should blur or blackout some.. all sound should dampen except your heartbeat..

- After taking the shot you should have increased fatigue thresholds as well, because of the adrenalin comedown."

Joker. Indeed we can hope.

By the way... "3D scopes"... isn't that exactly what we have already? We have had that since the sniper update I believe.

What we MEAN is scopes not zooming the entire screen, which we currently don't have, right?

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What we MEAN is scopes not zooming the entire screen, which we currently don't have, right?

I like to term those as "PIP-Scopes", picture-in-picture-scopes. Yes, we do already have some 3D-scopes, like the HAMR, ARCO etc...

Not sure exactly what the OP means by 3D-scopes.

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I want this more than anything:

http://feedback.arma3.com/view.php?id=12125

Having some some sort of nod to internal ballistics simulation inbuilt into the engine (mainly barrel length being able to effect muzzle velocity), would be a godsend after all these years of making weapons addons for Arma

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This. Without proper mid/long range textures and grass generation at long range reticle, sniping and marksmanship will always be second rate in Arma.

this.

Plus

+ not releasing mouse button after shot should keep you zoomed in so you can actaully watch for where your shot is going. crucial with bolt action rifles.

+ less robotic recoils in general. this is how recoil affects the character holding it. its a bit like a robotic clamp at the mommet.

+ bipods without a doubt. with authentic change in rotatioon axis for that time

+ resting weapons on solid horizintal and vertical surfaces.

+ settling into position. it should take a couple seconds after putting rifle up (right mouse click) to your eye and stopping moving to achieve full rifle stability. you can shoot right away and itll be ok for closer ranges but for real long shots you need that settling.

+ authentic reloading. look at toadies mod, the reloads add a ton of immersion to the weapon and make each feel uniqie. something arma3 weapons do need.

+ interia, but i think BIS is on that already

+ blood when being hit. visual feedback

+ impact influncing ragdoll fall. not hollywood ffs please but authentic. TPW has started this. no point shooting authentically if the impact/effect is lakcing.

+ a much closer default zoom for iron sights and more. right now it's like the character actually pushes the gun further away when clikcing right mouse button to bring sights up to eyes, making it hard to see through the sights. the sight picture on right clicking should resemble that when you actuallly use a gun which is pretty closer to your face.

+ heartbeat and heavy breathing after high excercise needs to calm. depends on fatgiue system. being under heavy fire could simulate similar but much shorter lived effects.

+ breathing authentically moving the scope/sights even when prone. holding breath of course should stop this for a bit. we should also HEAR the breathing of our character which should mesh up with the motion of the scope.

Edited by twisted

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+ not releasing mouse button after shot should keep you zoomed in so you can actaully watch for where your shot is going. crucial with bolt action rifles.

Not realistic. It's already way easier to spot your hits ingame than what would be considered realistic.

+ less robotic recoils in general. this is how recoil affects the character holding it. its a bit like a robotic clamp at the mommet.

They are working on recoil. Some changes have already made it into the game even.

+ interia, but i think BIS is on that already

They are already working on it. I think it will be released in the upcoming patch togheter with the "Bootcamp" free DLC

+ blood when being hit. visual feedback

There were some big changes to this in latest patch. We already have at least two different blood splash effects, blood texture on uniforms and blood pools on the ground. The hit animation is now different depending on where the projectile hits.

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AI sniper( team)s acting/behaving like real sniper( team)s.

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I like to term those as "PIP-Scopes", picture-in-picture-scopes. Yes, we do already have some 3D-scopes, like the HAMR, ARCO etc...

Not sure exactly what the OP means by 3D-scopes.

Think Marksman Scopes from Red Orchestra, or the game Silent Scope, in which a 3D scope is displayed in your regular field of view when you aim your rifle. As opposed to the current format of zooming in your vision, and overlaying a scope image that reflects lighting conditions behind your character.

Currently the issue with a Render To Texture (RTT) Scope is the same issue faced with PIP Screens and Mirrors, the image quality is not supported by the function too the required size. This leads to "jumpy" and low quality images, also the RTT function is fairly resource intensive as you are effectivly rendering the terrain twice on the same client.

IF, and this is a might big if, this is implemented in the Marksman DLC, it will also mean a big overhaul of the current PIP/RTT function in the game engine.

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Well ENJAM, I also suspected that the PIP render would be too blurry/unprecise to be usable for scopes until I saw this video :

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settling into position. it should take a couple seconds after putting rifle up (right mouse click) to your eye and stopping moving to achieve full rifle stability. you can shoot right away

Yes something like this. Basically hold breath should be more complex and useful/neccesary. Holding breath shouldn't just give you x seconds of steady but rather it should steady you based on your fatigue your stance wounds etc, and the "warm up time" and effective time should be based on these things as well. Or something along these lines. Shooting quickly and inaccurately for close range fights should be really easy, but lining up precision shots at longer than close range should take time as well as the proper situation (ie well rested).

Not realistic. It's already way easier to spot your hits ingame than what would be considered realistic.

Yes, I actually want it to be nearly impossible to see your hit when making long shots with high magnification. Even with bipod and really stable firing position, at long range, that tiny little jerk from the recoil will be enough to through you off target and loose sight of it. I want to have to work with my spotter.

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Yes, I actually want it to be nearly impossible to see your hit when making long shots with high magnification. Even with bipod and really stable firing position, at long range, that tiny little jerk from the recoil will be enough to through you off target and loose sight of it. I want to have to work with my spotter.

Yes, and then there is the fact that the game creates a huge dust cloud at impact every single time. IRL the bullet most often just drill into the ground without making much of a fuzz about it.

From my military service days IRL, I don't ever remember seing those dust clouds. Only surface I remember that reliably show you were you hit is water.

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High powered rifles should kick up more dust if the shooter is prone. That would obscure your view a little more if what you guys want is hard to see.

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Not realistic. It's already way easier to spot your hits ingame than what would be considered realistic.

.

no, you misunderstand this point mate. what im asking for (and i could have been clearer in my wording) is that when firing bolt action rifles or any other rifles that have an animation for reloading after firing a shot, that keeping the mouse button down (left mouse button to be precise) would prevent the bolt from auto cyciling and thereby preserve the sight picture and allowing you to see if your bullet hits or not.

It's nothing to do with making bullets easier to see.

And as for blood I just dont see it in the dev build. especially no blood spray to signify an impact. i must have missed it somehow. It's there with mods but lacking in non modded dev build.

PS - im so used to TPW's really good get shot and then fall mod that i was taken aback by how BIS's movement due to being shot implementation works currently. I hope they get it right becuase they still have a way to go especially when ai are shot crouched and their bodies warp..

Edited by twisted

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