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1 hour ago, POLPOX said:

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). 

This was not an ideal solution to the problem, but it could solve the main part of the problem — immersion during deployment. It could be a long time in the past, but remained in the game.
The proposed option was assessed as unworthy, and I think that they abandoned it in vain.

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On 6/22/2019 at 4:22 PM, AveryTheKitty said:

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

Indeed please fix these vests, such a small change but it they look so out of place at the moment.

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13 hours ago, roberthammer said:

 

A3 AK-12 is suppose to be more like AK-15 meaning that they use 7.62x39 magazines...

 

I know it's an AK-15 but not.

 

The mag is just outright bent too steep in the middle.

Weird thing: the AKM steel mag is the right shape while the AK-15 12 is too bent.

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Would it be possible of adding a black version of the Modular Carrier Rig? If it isn't too much of a hassle, it'd be great to also see a sand version of it.

 

Another thing, will the LDF keep their fingerless gloves? I'd personally prefer normal gloves, it just looks good. But it's barely noticeable and still looks great.

 

Otherwise, I'm in love with all the new great assets we're getting. Thanks Bohemia and all the guys behind it 🙂

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I'd like to see more variants of the new LDF helmet, perhaps more paint schemes (black etc.) I saw certain parts of the helmet seems like you can use hidden selection

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10 hours ago, bars91 said:

I know it's an AK-15 but not.

The mag is just outright bent too steep in the middle.

Weird thing: the AKM steel mag is the right shape while the AK-15 12 is too bent.

 

That's because originally that model was 5.45 model but they changed it for 7.62x39 so they bended the mag to look like a banana shape , this was before mag proxy so thats the whole story

 

but now they could easily get a correct magazine for it since now there is mag proxy , you can make the original AK-12 and AK-15 at the same time , but BI chose a easy way :P

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16 hours ago, M. Glade said:

I'd like to see more variants of the new LDF helmet, perhaps more paint schemes (black etc.) I saw certain parts of the helmet seems like you can use hidden selection

 

Adding onto this, can we get a hiddenSelection to hide the cover?

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When placing an LDF Pathfinder unit in the Editor (or with Zeus), they spawn with no weapons but they keep their ammunition and one explosive charge.

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8 hours ago, maccrawinthejaw said:

When placing an LDF Pathfinder unit in the Editor (or with Zeus), they spawn with no weapons but they keep their ammunition and one explosive charge.

That's most likely due to fact that weapons were not updated in last patch. It should be resolved in next devbranch update.

 

On 6/22/2019 at 11:13 AM, Glow said:

 

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


Just so it doesn't get lost: Repair Specialist can repair vehicles while Engineer can repair vehicles & detect/disarm mines.

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I always thought the explosive specialist is the only one who disarms bombs. Isn't it all a bit redundant? Why do I need either if the engineer does both?

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1 minute ago, lexx said:

I always thought the explosive specialist is the one who disarms bombs. Isn't it all a bit redundant? Why do I need either if the engineer does both?

Explosive specialist cannot repair vehicles. Repair & explosive specialists were brought to game to give mission designers some options to game since you don't always want properties at once. Those classes were created before it was possible to change those traits via scripts but still, even nowadays, they are quite useful if you want to i.e. place them in Zeus.

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I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue.

 

Or is there possibility they would be in both GREENFOR and BLUFOR like FIA?

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12 minutes ago, Blackwell_ninha said:

I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue.

 

Or is there possibility they would be in both GREENFOR and BLUFOR like FIA?

That's such a FAQ and they never explained us AFAIK. I also wondered why and wish there's a way to do setFriend also for factions. Of course and I know is an engine restriction.

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1 hour ago, Blackwell_ninha said:

I have just one small question; I noticed that LDF faction is in GREENFOR (independent). Shouldn’t they be BLUFOR, since they are in NATO? (or maybe there is some story reason why they are GREENFOR?). If someone wanted to do missions with them against Looters or other green faction, it would be more simpler if they were in blue.

 

Or is there possibility they would be in both GREENFOR and BLUFOR like FIA?

 

I assume it is for gameplay limitation reasons, probably related to the (inevitable) Warlords Livonia so that they can act as the AAF stand-in.

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The new script for CBRN units does not  affect the CSAT APRs. In fact, it specifically removes hose connection in these cases. I'd assume it's intended but the APRs have hidden selections of no-filter variants and work perfectly with the hose model so it might be an oversight.

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I am sorry if this was mentioned before so that I'm just reposting now.

New LDF vest has the same carry weight value regardless, being light, "standard" and heavy. Standard and Heavy LDF modular vests have the same pouches, it's just that heavy one (heavy rig) has extra shoulder and neck protection. So possible carry weight with standard and heavy should be the same, but light version (without pouches) should have less (or no) carry capacity value as other two variants.

 

The other things is about RPK-12 left arm thumb (palec) has very un-natural, up-straight position. Could you please either move thumb into 45 degress angle or put thumb in the same position as SPAR-16S has (around grip) ?

 

C3447C5535978D46584B5E934586DDA095B8BFD8

 

 

Third thing is that Black RPK-12 is missing front ironsight texture, it appears white:

 

EB5D8E69D504C5C1F1DC535EAE16B101075B6E53

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eem, devs, ok, aliens is a priority, russians are not, but, this design, this clipping, this Altyn+Gorka+Smersh....

THIS IS TOO LAZY.

7B8CCCF18E3DA865BA97D01A6F8659D9CD7E8E12

A467586E2B5122E5F7279C7DB1BFFE97C46C28AE

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Added: HEMTT (Cargo / Flatbed as Standard / Tropic)

 

I thought we will also see tempest flatbed version...

 

Sad it isn't ;c

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The (Tropic) suffixes should be removed from the flatbed / cargo HEMTT, as none of the other NATO Pacific HEMTTs have such suffixes.

 

No different textures for the different faction variants of the ED-1D/E?

 

The lack of vehicles for NATO Woodland and Spetsnaz (Kajman, Orca, Quadbike, Qilin...?) is extremely disappointing.

 

No armed LDF offroad?

 

Arid NATO / CSAT on Livonia Warlords is also extremely disappointing.

 

Love the moving antennas on the Offroad (Comms), I wish we could see this tech applied to other vehicles in the sandbox.

 

Lack of unique textures for the LDF SAM and Radar turrets is very disappointing, again.

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Id like to see the open/closing of the offroads back added to the regular versons of the truck

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Small feature requests:

  • Forest Ranger unit(s) as the vehicles already have this livery. The real life Polish forest guards wear rather similar attire as their military so something simple like a vest that says Straż Leśna and a baseball cap with their logo would be appreciated.
  • +1 for Russian liveries for vehicles used by Spetsnaz. Not necessarily for every CSAT vehicle, but for those that would likely be used by spec-ops units (Ifrit, Qlin ?)

Smaller tweaks/bugs:

  • If AAF has a CBRN suit, why don't they have a CBRN specialist unit in the editor?
  • Gendarmerie Offroad (covered) should spawn with police beacons by default imo
  • The small orange beacon on Offroads should have an on/off toggle ingame like the police beacons
  • The Benzyna livery for the van is the same as the FUEL livery.
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please please look into the Gorka textures! to me seem still blurry! and the patches seem very small
PLEASE! for the first time we have  a decent OPFOR!  
Again, at least  1 (one) Ifrit in  green/taiga /russian camo!

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