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Some more from me:

> All uniform textures looks blurry - comparing to gloves for example;

> Advanced Modular Helmet (Ear Protectors) have same weight like helmet with no ear protectors;

And meny more like this... I belive those stats haven't been done yet;
    > Adv Modular Helmets with additional protectors have no ballistic protection bust;
    > LDF vests need stats correction;

    ...

 

> LDF uniform names

is:


Combat Fatigues (Rolled-up) [LDF] but Combat Fatigues [LDF] is at bottom of the list that way. wouldn't be better:
Combat Fatigues [LDF] (Rolled-up) ? Those faction prefixes make mess on a list, pushing things with no brackets down.

 

> unit classes in editor: Repair Specialist and Engineer - differ only by glasses; duplicated class?

> Blindfolds are blocking heat more effective than bandanas in termo vision;

 

? Diver masks not visible - I'm not sure what caused it;


> Is Edie upside-down?
QQmoRoY.gif

 

EKHmJjH.jpg

 

> Those hands are growing with our guns. Spetsnaz has reeeeeeeally long hands now 😄
m1EbrVC.jpg

 

 

My Wishlist

Probably is too late to ask for anyway:

+1 for no flag vest request: Carrier Lite (Woodland, No Flag) and Carrier Rig (Woodland, No Flag) those are very universal;

+ stork birds, can't feel like Livonia whitout those sounds and Livonia environmental, back sound is rather borring - those stork birds sounds can make interesting background - forcing Predator references, but maybe that's to far...

+ decorative stacks of agricultural harvest, potatoes, ground holes, heap of land: black / brown / sand, forest graves: old / fresh / empty / large empty grave (we can use those we have, but do not blend very well with forests), asset like scythe, beehives, etc.

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9 hours ago, icarus86 said:

slowly adapting csat technology or helped make it,

well, most csat  heavy equipment have russian origin, marksman dls's csat rifle is made in chernorussia, its strange to see them in outdated gorkas, without proper armor, in need to "slowly adapt" something from inferior in tec terms iranians, who rely on licenced (and, most likely, downgraded) russian designs.

 

only reason i can imagine - they are not russian special forces, just local pro-russia minority, with limited support from russia

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I would like to see all the new helmets in other camo types or just OD at least

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2 hours ago, zukov said:

I repeat again, the textures of gorka seems a bit faded respect all uniforms in game

 

 

The holster seems to be just a bit too high. This would be uncomfortable to draw and therefore would be changed especially since there is plenty of space below the holster.

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16FD8C4A3B7C5F23434226AF3D8AE7457E735197

 

yep, with old akm they looks more real, like east ukraine separatists, not russkies SF from future

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Three things:

  1. The Promet SG's underbarrel shotgun doesn't have any muzzle flashes when there's a suppressor on the rifle, even though there isn't one on the shotgun's barrel. This is in both 1st and 3rd person views.
  2. The LDF's Modular Carrier GL Rig is supposed to be a heavier EOD-style vest (with added bullet resistance) in the same vein as NATO's Carrier GL Rig, yes? If so, it's way too weak to do its job effectively, because it has the EXACT same stats as the Modular Carrier Lite and Modular Carrier Rig (the two of those also have the exact same stats even though the former has "Lite" in the name, which would mislead players into thinking it would be lighter in weight), barring an increased weight. Not sure if this was an oversight or not, but that's something I noticed.
  3. This is something that might've been either an oversight or intentional (I'm not sure which), but were the LDF, Woodland NATO and/or Russian Spetsnaz supposed to get their own Bergens (yes, I know they're from Apex, but so is the AK-12 and GL variant) to match their respective camouflage patterns?
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13 minutes ago, maccrawinthejaw said:

The LDF's Modular Carrier GL Rig is supposed to be a heavier EOD-style vest

 

It has increased protected area to protect better from explosions and shrapnel.

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1 minute ago, the_one_and_only_Venator said:

 

It has increased protected area to protect better from explosions and shrapnel.

I'm going off of the stats in the VA, which state that the Modular Carrier GL Rig's explosive resistance is the exact same as the other LDF vests. On top of that, it has less than half of NATO's version despite the fact that they both cover the same regions of the body.

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The looter: they are Polish-speaking men but wearing Altis Armed Forces uniforms. Is this set intentionally?

 

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21 minutes ago, maccrawinthejaw said:

EXACT same stats as the Modular Carrier Lite

Those vest have ballistic protection to main body part and VA only takes that into account when generating armor value but in game, you have extra protection to arms & pelvis.

 

23 minutes ago, maccrawinthejaw said:

 

  1. The Promet SG's underbarrel shotgun doesn't have any muzzle flashes when there's a suppressor on the rifle, even though there isn't one on the shotgun's barrel. This is in both 1st and 3rd person views.

That might be quite tricky to solve since engine allows only one muzzle flash proxy but I will try to look at alternatives

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6 minutes ago, reyhard said:

Those vest have ballistic protection to main body part and VA only takes that into account when generating armor value but in game, you have extra protection to arms & pelvis.

 

That might be quite tricky to solve since engine allows only one muzzle flash proxy but I will try to look at alternatives

What I don't get is that you don't fire the rifle and the shotgun simultaneously, and when the shotgun isn't suppressed, the muzzle flash works just fine and dandy. I know squat about programming, let alone in the engine used in Arma 3, so this is beyond me.

 

Also, about the Bergens, were you planning on throwing LDF/Woodland NATO/Spetsnaz camouflage on those, by chance?

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Kiptchak just badly modelled in concept,

ingame:

9D0050FD503A00A461A962594A04853B8C00E935

 

and its prototype "Smersh" irl:

HTB1WA5pNXXXXXc4apXXq6xXFXXXN.jpg

 

 

all pouches misplaced, mag pouches too low, so clip in legs, mirrored small pouch on right shoulder - affect butt of weapon, irl it always clear, lowered radio on left - its placed sometimes here irl, but higher, to use it without headset(if spetcnaz use throat mic and headphones, its unnecessary, in this too low poz it clips in left hand in nearly all weapon stances, pistol holster on chest - most russian soldiers dont use pistols at all, if they need secondary, they take regular aks-74, and, anyway, its looks unserous "airsoft" placement,

mag pouches not suit for rpk drums - irl there special pouches for rpk, svd etc.

and finally, smersh can be weared with body armor.

 

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New vests do not have a "ghillie_hide" selection, same for the Kipchak. Thus they clip through the full ghillie uniforms.

20190622070558_1.jpg

 

I'm very happy to see that woodland items (and MTP CBRN + MTP radio pack) have been darkened to match each other. Can tropic / MTP items receive the same treatment to avoid this?

 

Currently:

fF1cPmS.jpg

 

Modified:

P4mtfzH.jpg

 

LDF Uniforms Box is named "Uniform Box" instead of "Uniforms Box" like every other Uniforms Box.

 

"Looter  (Rifle)" unit has an extra space in its display name.

 

Russian Spetsnaz use both the CSAT arid hex laser designator (JTAC) and the NATO khaki laser designator (Recon JTAC). Maybe add a unique green retex of the CSAT designator?

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3 hours ago, pavel volonsky said:

The looter: they are Polish-speaking men but wearing Altis Armed Forces uniforms. Is this set intentionally?

 

 

It's a known issue and was mentioned in the last dev branch changelog.

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So devs spent time playing Kingdome Come alright xD

 

Anyway on Polovecky Vest, as mentioned above it's a mock up from SMERSH LBV but something went south in process. First of all, as people mention already, pouches are placed too low and would cause the wearer to have problems while running. Also the pouches are placed on the chest while the whole point of the SMERSH is that pouches are placed at the sides - this way, while going prone, the wearer is able to keep the very low profile as there are no mags between his chest and the ground. Also the rear bag (no idea how it's refered as in english) is placed waaay too low - I had some experience running around with badly placed bag on ALICE LBV and I tell you it wasn't as bad as on Kiptchak vest but it was a nightmare - imagine this low placed bag is just a hell breakes loose. It's just impossible that someone more or less experienced decided to place it that low. Also armor - why there is no body armor under the LBV? All normal militaries are wearing some sorts of, at least, ballistic protection on their even lowest ranking soldiers - they do the ingame special units are literally wearing no armor is beyond any logic. 

 

All in all that Spetsnaz unit look like a time travellers from 1970, super lame.

 

Now on the camo (I pass the fact that such camo patter is something that wasn't used at all\much) - there was a guy in this thread who mentioned that colors on the Gorka fatigues are missplaced and he is correct. The areas that have no camo on them are meant to be under the body armor and vest, not all the way around.

 

Weapons - weapons are ok, more or less. There are some problems with animation with the hand becomeing flat and stuff. But conceptually it's alright, even if that is the early AK-12 concept that have not much in common with the final version, but alright. Just - where is the marksman rifle, hm? Kir can't go into marksman rifle category in all seriousness. I won't even mention high caliber sniper rifles - guess devs decided not to get bothered much, but that's the whole other story.

 

All in all I give Russian special forces design and modelling 3\10.

 

PS. 2015+ SPC unit just for the refference:

 

fCwQpJDFxbk.jpg

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33 minutes ago, J1nxeD said:

Weapons - weapons are ok, more or less. There are some problems with animation with the hand becomeing flat and stuff. But conceptually it's alright, even if that is the early AK-12 concept that have not much in common with the final version, but alright. Just - where is the marksman rifle, hm? Kir can't go into marksman rifle category in all seriousness. I won't even mention high caliber sniper rifles - guess devs decided not to get bothered much, but that's the whole other story.

 

The Cyrus 9.3mm is based on Russian weapons and would make an adequate Spetsnaz marksman rifle. It would be nice to have a black Rahim to use though, since it's more AK-style.

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7 hours ago, nikelzero said:

well, most csat  heavy equipment have russian origin, marksman dls's csat rifle is made in chernorussia, its strange to see them in outdated gorkas, without proper armor, in need to "slowly adapt" something from inferior in tec terms iranians, who rely on licenced (and, most likely, downgraded) russian designs.

 

only reason i can imagine - they are not russian special forces, just local pro-russia minority, with limited support from russia

 

The armor is under the suit, its on par with csat armor. They are literally wearing the gorka over the bodysuit, there basically like viper. Even the woodland taiga there wearing is invoking a sort of woodland CSAT vibe, and the lack of a proper woodland CSAT seems to support this.

 

Also you seem to not understand the world state ArmA 3 is in, CSAT is supposed to be above everyone else.

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Russian SOF are pretty much the "token badguy" types from 80's action movies.

 

BTW even AK-12s are weird in some ways:

- 30rd mag has a wrong shape (way too curved)

-7.62 suppressor is still too longman

 

The overall visual concept for RuSoF is just lazy / bad design (even disregarding realism n stuff)

The VO is cringy at best. A2 had better ones (how can you go backwards from THAT 😅)

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9 hours ago, bars91 said:

AK-12s are weird in some ways:

- 30rd mag has a wrong shape (way too curved)

-7.62 suppressor is still too longman

 

A3 AK-12 is suppose to be more like AK-15 meaning that they use 7.62x39 magazines instead of 5.45 mags as default AK-12 uses

 

and about those suppressors , yea well you know BI loves those extra long suppressors for some weird reason

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18 hours ago, nikelzero said:

Kiptchak just badly modelled in concept,

 

all pouches misplaced, mag pouches too low, so clip in legs, mirrored small pouch on right shoulder - affect butt of weapon, irl it always clear, lowered radio on left - its placed sometimes here irl, but higher, to use it without headset(if spetcnaz use throat mic and headphones, its unnecessary, in this too low poz it clips in left hand in nearly all weapon stances, pistol holster on chest - most russian soldiers dont use pistols at all, if they need secondary, they take regular aks-74, and, anyway, its looks unserous "airsoft" placement,

mag pouches not suit for rpk drums - irl there special pouches for rpk, svd etc.

and finally, smersh can be weared with body armor.

 


There's also artistic freedom factor involved also they are not recreating "smersh" but they used it for inspiration. 

 

For me the flaw would be that pouches are moved a bit too much up front. I mean in real life when you would be prone, you would not be able to be on your belly because of pouches pushing in your stomach and ribs. But that's like nitpicking for video game world.

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7 hours ago, roberthammer said:

 

A3 AK-12 is suppose to be more like AK-15 meaning that they use 7.62x39 magazines instead of 5.45 mags as default AK-12 uses

 

and about those suppressors , yea well you know BI loves those extra long suppressors for some weird reason

 

I begged BI to fix the ridiculous looking suppressors back when Apex was on Dev. They did eventually make properly sized suppressors for the Spar 16 guns. I don't know if it was my whining that made them decide to make the proper suppressors or not, but I like to think so. 😉

 

But in all seriousness, it's was past time to fix the suppressors that are literally twice the size as they should be. 

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1 minute ago, OlegAckbar said:

Resting with Promet SG makes you go underground

Not only for SG variant, but every Promets. Also that's not a Resting but Deploying.

Forgot to report this by myself though. This issue also let your camera go underground (which isn't possible in RV4 so will misaligned with the scope).

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10 minutes ago, OlegAckbar said:

Resting with Promet SG makes you go underground

  Hide contents

sbK4ZRA.jpg

iHlG0bO.jpg

sox1WwN.jpg

V86WlPl.jpg

 

 

I've occasionally had that issue for a while now on stable, so it's not new, or exclusive to the Promet SG. 

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