stephsen 79 Posted July 14, 2014 (edited) Oh my godness, what for a horrible Movement swayFPDR BIS what are you doing (in particular Radko Voda) ,I adore ArmA3 i`ve play the Game since Ofp ,and my personal disruptive factor was always the movement-engine. Now with Arma3 its easily perfect smooth and creamy and then i've start Arma3 today and became a punch in my face. Whats that for a Weapon-sway especially in the tactical movement mode (Push "C") its looks like arma 1 movement feeling, it looked before so good,the Rifle looks now like slow motion and goes up and down or sideways. That can not be your serious ,it looks so awful and suppressed me in Arma 1&2 feeling ,please remove this feature or give it a option to exhibit. Thanks a lot ! Stephsen Ps: do not take it personally Radko ;) Edited July 14, 2014 by stephsen Share this post Link to post Share on other sites
vegeta897 13 Posted July 14, 2014 My opinion is changed every time when i failed in something.. but this is Arma.. and opinion changes again when i'm starting to handle situation. So, if we will play with ignoring of fatigue and consequences we will never succeed. This should be a more common attitude. Share this post Link to post Share on other sites
PuFu 4600 Posted July 15, 2014 You can already counter it. Maybe I have a leg up because I also play Counter-Strike and counteracting recoil is second nature, but the regular sway is damn easy to counteract, and you can still take somewhat accurate potshots with heavy sway if you can find the rhythm of it. in cs you don't fight sway you fight recoil. there is a difference. Also everyone else who has ever handled a weapon would tell you that using a tactical pace allows you to keep your rifle pretty steady for medium periods of time, being able to engage without issues at medium 50-100 meter while on the move, which doesn't happen in A3 anymore? Share this post Link to post Share on other sites
dsiOne 10 Posted July 15, 2014 in cs you don't fight sway you fight recoil. there is a difference. Also everyone else who has ever handled a weapon would tell you that using a tactical pace allows you to keep your rifle pretty steady for medium periods of time, being able to engage without issues at medium 50-100 meter while on the move, which doesn't happen in A3 anymore? In real life you're constantly keeping your weapon steady. In ArmA3 you now have to constantly keep your weapon steady. Fighting against CSGO's predictable recoil is very similar to fighting against ArmA3's predictable weapon sway. Share this post Link to post Share on other sites
roshnak 41 Posted July 15, 2014 In real life you're constantly keeping your weapon steady.In ArmA3 you now have to constantly keep your weapon steady. This isn't really the way using weapons in real life works. You don't actively attempt to keep a weapon from swaying. It's about holding the weapon properly, so you don't have to fight your body or the weapon to get it to do what you want. I'm not having too much problem with the sway mechanics, but I do think that stamina is a little low and it does seem like they should have considered things like weapon resting beforehand. Share this post Link to post Share on other sites
dsiOne 10 Posted July 15, 2014 This isn't really the way using weapons in real life works. You don't actively attempt to keep a weapon from swaying. It's about holding the weapon properly, so you don't have to fight your body or the weapon to get it to do what you want.I'm not having too much problem with the sway mechanics, but I do think that stamina is a little low. In real life it's pretty simple to learn how to control your sway regarding any object. So simple that anyone can do it. The same goes for ArmA3. Some people are just really butthurt that something has changed and now they can't run n gun everywhere like they used to. Share this post Link to post Share on other sites
vegeta897 13 Posted July 15, 2014 I think we should be cautious about the parallels we draw between the game and reality. Using a mouse to aim a weapon is never going to be the same as real life. The real question is, is it challenging enough without being frustrating? In my opinion, it is. Arma's weapon sway is what separates its shooting mechanics from almost every other game I can think of. CS was mentioned. In that game, your crosshair and weapon are always pointed exactly center. But random dispersion is added to your cone of fire based on your movement/stance. This is fine for more arcade/fast paced shooters, but in Arma it would be a disaster. When the crosshair is enabled in Arma, it may appear to be still, but going into ironsights shows you where your weapon is actually swaying. And firing with that sway is not rolling the dice hoping for a low dispersion (aside from the weapon's barrel dispersion of course) but actually based on your ability to control the sway or fire at the right instant when you're lined up on the enemy. Share this post Link to post Share on other sites
roshnak 41 Posted July 15, 2014 In real life it's pretty simple to learn how to control your sway regarding any object. So simple that anyone can do it.The same goes for ArmA3. Some people are just really butthurt that something has changed and now they can't run n gun everywhere like they used to. All I'm saying is that your statement that "in real life you're constantly keeping your weapon steady" isn't really correct. That statement implies that you must constantly concentrate on keeping your weapon steady, which is not the case. CS was mentioned. In that game, your crosshair and weapon are always pointed exactly center. But random dispersion is added to your cone of fire based on your movement/stance. The dispersion in CS isn't really random. Each weapon in CS has a defined pattern that bullets recoil in, which can be learned and corrected for, allowing players to fire in full auto and land most of their shots in the same place. dsiOne is somewhat correct in comparing correcting for the recoil pattern in CS to the weapon sway in Arma. In fact, both games feature weapons that are not directly correlated with the position of the crosshair. Share this post Link to post Share on other sites
Rovka 14 Posted July 15, 2014 (edited) There's something strange going on with the second Bootcamp mission (Common Denominator): On Adams' laptop we can see a picture greeting us with nine targets, devided through three firing-sectors.. But unless I'm missing something, I counted only eight visible targets from the firing position. Ruïned house: 1 Generally in front of ruined house direction: 2 Factory complex (most distant target): 1 By the tank-wreckage: 1 And left of the wreck 3 nearly stacked indepth. And those were the visuals that I managed to instantly recall.. Now my question is, did I miss any? Where is the last ninth target positioned at? Anyone willing to give a compass bearing, or some other form of clue or hint? Edited July 15, 2014 by Thani '82 Share this post Link to post Share on other sites
vegeta897 13 Posted July 15, 2014 The dispersion in CS isn't really random. Each weapon in CS has a defined pattern that bullets recoil in, which can be learned and corrected for, allowing players to fire in full auto and land most of their shots in the same place. dsiOne is somewhat correct in comparing correcting for the recoil pattern in CS to the weapon sway in Arma. I wasn't talking about recoil, I was talking about single shot accuracy. In CS, aiming at a single point in the distance and firing a single shot, you do not know where exactly your bullet is going to hit. The circle of potential hit area gets smaller when crouched, or bigger if you are moving. This is the game's way of emulating weapon instability. In Arma, the dispersion is constant, but your weapon sways. You actually see the instability, and you can fight it, or wait until your weapon is on target. If you can manage to fire your weapon from the exact same orientation each time, the only dispersion you have is from the weapon's config, regardless of what stance you are in. Share this post Link to post Share on other sites
babylonjoke 22 Posted July 15, 2014 (edited) I do like the new fatigue and I do like the new VR map. I do kinda like the weapon sway as now Mgs are support guns and not assault rifles with 200 bullets mags, sometimes my nerves can jumps off because of the frustration of dont have the ability to rest my weapon on something that stabilize my aim a bit. I wonder if and when we will ever get such feature. What I totally dislike it's still this horrible and random fatigue sound. I'd rather remove it. The bootcamp campaign it's useless after +1 year from the release but that's not a big deal. Since it was pretty much in theme I would have enjoyed and appreciated a lot along with the fatigue tweaks a fix to the fatigue sound and with the weapon sway the much wanted weapon resting. To me it's a 6/10. Edit: What a stupid fool I am, I forgot that the weapon resting can come only with a payware DLC. Edited July 15, 2014 by Babylonjoke Share this post Link to post Share on other sites
firefox1 12 Posted July 15, 2014 Congratulations BIS managed to fuck up our game Share this post Link to post Share on other sites
((K)).Siberiano 10 Posted July 15, 2014 hello friends at the bohemia interactive.congratulations for the extraordinary simulator arma 3. but the last update left the weapons very difficult to aim.. NO good. thanks.... Share this post Link to post Share on other sites
stephsen 79 Posted July 15, 2014 (edited) the new shake system is a joke too, motar impacts 50 meters on my side and it shakes circular :rolleyes: why not a shake like a shock ? ,a short quake that would be nice. Edited July 15, 2014 by stephsen Share this post Link to post Share on other sites
Frankdatank1218 39 Posted July 15, 2014 Where are these big issues and bugs with weapons sounds that required breaking every single A3 weapon mod known to man? Were there crashes? Corrupted files? Huge FPS dips? Children dying in the streets? What!? The only thing me or anyone else I know that plays the game seemed to notice is now some of our favorite mods are broken! All pain no gain on our end. Do the devs not realize this is a game with less than a complete set of content that relies on mods and only seems completely fulfilling when mods are used to fill the gaps? Do they not realize breaking a bunch of popular mods to fix some sloppiness that only code monkeys notice is a pretty bad case of bad priorities? BI for the love of all that is deemed holy learn to prioritize! I got a guy in the Bootcamp campaign made only to serve casual game players (which BI put all their recent effort into) telling me about controlling breathing and stance to steady my aim in combat like in real life, an update that made inertia and sway more problematic like in real life! HA! What about that thing soldiers do to counteract all that? Ya know where they rest their weapons on the nearest stable surface or use their damn bipods! Because that has been something missing from the series from day one, has been requested and desired HEAVILY by the dedicated, loyal community for years, and is so easy to implement that a 15 year old with an interest in scripting could manage implementing it! What about that? No, we get Metal Gear Solid VR Missions, more training missions, and weapon stability nerfing that rubs salt in the wounds and makes us more painfully aware of the fact weapon resting is missing as a key core gameplay feature! You broke a bunch of my mods and continue to fail to implement an obviously needed feature that everyone is starving for! DAMMIT! You make a great game at it's core and no one else makes a game that fills the role but damn you have to reavaluate your prioritization of your support for it. Being a fan of your game is like dating a someone who's sexy and awesome but occasionally drives you into homicidal rage with some really weird querks! /rant Share this post Link to post Share on other sites
easty 0 Posted July 15, 2014 Anyone else having issues with the boot camp training mission? Specifically after the Staff Sergeant asks you to sprint around and then come back and shoot the rest of the targets? The targets dont go down and I cant progress the mission. Me too. No AT in the weapons box either.. :) Share this post Link to post Share on other sites
St. Jimmy 272 Posted July 15, 2014 They've warned mod authors and people like a month ago about the update and how it's going to change weapon sounds. Wait for people to update things, it takes time. The weapon sound change was a very welcome thing what I understood. Share this post Link to post Share on other sites
[kgb]cartman 10 Posted July 15, 2014 Please BI make that fatigue system optional. There are much better fatigue system made by the community and it messed up the game for the people how doesn't want it. And the weapon sway is a joke. Everyone how fired a weapon after physical exhaustion can tell you, that it isn't real. A real soldier can run quiet a distance with full gear and still handle his weapon. I'm a big fan of realism and we use a lot of mods to make it real, but when I play on a public tvt server and I'm forced to play ArmA 3 Vanilla, it is just ridiculous. Share this post Link to post Share on other sites
smoker 1 Posted July 15, 2014 Just my opinion for this patch. I do like the fatigue but, think you should scale it back by about 15-20% of what it currently is or decrease recovery time just a little. The weapon sway is, as has been covered, too high. No real performance problems thus far. Share this post Link to post Share on other sites
vegeta897 13 Posted July 15, 2014 How about that, JSRS has already been fixed. http://www.armaholic.com/page.php?id=26234 Share this post Link to post Share on other sites
yxman 90 Posted July 15, 2014 the more i play with this update i wish there would be an option to revert back to 1.22... fun fact about this fatigue crap system, if u run a hill downwards, the stamina recovers, very realistic. (try by urself with @st_stamina_bar) also the broken vanilla soundsystem sucks... disappearing walk/run sounds etc, broken vehicle sounds, more moaning like in a porn movie. the only good thing is this vr stuff for new ppl. but 1year too late ARMA 3, THIS IS SWAY! Share this post Link to post Share on other sites
nimrod123 11 Posted July 15, 2014 it had to do with how attachments worked, and how when they initial did it, it was fine, but has since proven to not be the best way. i'm just pleased they are still rolling out massive fixes on a regular bases Share this post Link to post Share on other sites
Ckrauslo 12 Posted July 15, 2014 The update is highly welcome, make up ur mind or they improve or they dont Share this post Link to post Share on other sites
SGT Fuller 856 Posted July 15, 2014 The update broke the game for me. I can't even spawn opfour armor because it gives cfg weapons error or something. I was on stratis shooting out the windows on the control tower and got a paa error. Not to mention it broke all the sounds for my planes in the USAF mod. We got majority of them fixed but we cannot test anything..we're even getting errors for laser designator sounds and binocular sounds..wth? BI plz fix Share this post Link to post Share on other sites
pleasant 34 Posted July 15, 2014 This new patch has completely broken the game. Fatigue and weapon sway are absurd. Sounds are broken. Why did BIS do this to Arma 3? According to Steam I have played this game for over 2100 hours. I suppose I will take a break and come back in a couple of months. Hopefully the game will be fixed by then. Until then, no sense playing a broken game...:( Share this post Link to post Share on other sites