welcome to hell 24 Posted February 13, 2009 Really like the feature in ACE between switching from scope to ironsights if combat took place in closer range. Would really like this feature in ArmA 2. Suppose razor team assaults the city from the hill using ACOG's etc. When moved into the city switched to irnosights for close combat. I would say a must have if there would be no crosshairs(in veteran mode) Very useful for AK-PSO, SVD, VSS and more ArmA 2 weapons. Also ajustable range for grenade launchers, since its really hard to have accurate grenade fire from the first shot. And after the shot is fired obviously everyone is alerted. Share this post Link to post Share on other sites
Maio 293 Posted February 13, 2009 Also ajustable range for grenade launchers, since its really hard to have accurate grenade fire from the first shot. And after the shot is fired obviously everyone is alerted. Practice make's perfect . Share this post Link to post Share on other sites
Maddmatt 1 Posted February 13, 2009 Agreed! Usable CQB sights is a feature I really would love to see. I heard the latest ACOG sights the US is using (in real life..) no longer have CQB sights on top though. Seems like a crazy decision to me Still, would be great to simulate the multiple sights in the G36 as well as CQB sights on other weapons like sniper rifles. And maybe older ACOGs that have them. I don't know if Russian weapons have them, I would think they do. Adjustable sights for grenade launchers would be cool, and would be nice if the leaf sight could fold down when not using the GL as it is quite annoying when it obstructs the view. Share this post Link to post Share on other sites
welcome to hell 24 Posted February 14, 2009 Yea PSO scope's are mounted the way so user can still fire through ironsights with the scope above. Unlike ACOG with ironsights on top of the scope Share this post Link to post Share on other sites
sparks50 0 Posted February 14, 2009 Also ajustable range for grenade launchers, since its really hard to have accurate grenade fire from the first shot. And after the shot is fired obviously everyone is alerted. Practice make's perfect . Since you are so perfect and can take out any target at any range anywhere on the map with the first shot, surely you don't need to post in this topic? Share this post Link to post Share on other sites
Pulverizer 1 Posted February 14, 2009 Just take away all the ironsights. With a little practice you can hit targets accurately from the hip. Share this post Link to post Share on other sites
sparks50 0 Posted February 14, 2009 ACE mod did aiming for grenade launchers in a very simple and good way. you press the key for sight adjustment and a hint-box in the upper left corner appears, telling you how many meters the grenade will travel based on how many degrees up your rifle is pointing. Very simple, and gets the job done. This makes grenades a lot more fun to shoot, makes the shots extremely accurate when you know the range, arcade people will not be annoyed with it since they can still fire away without aiming, and finally: it puts a bit of "sim" into the simulation. Without the cost of loosing arcade players. A very simple system as mentioned above would do wonders. EVERYTHING is better than the current system of no aiming. BIS please read this. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted February 14, 2009 They should include *everything* from ACE into ArmA2, everything that makes sense at least. ACE brings the most realism AND fun from ArmA that I couldn't believe. "Practice make's perfect ." I don't agree, not with grenades and grenade launchers. In real life we got a 'feel' for the grenades, in ArmA I have still to make a good aimed landing. Never tried grenade launcher, but my guess is that a *working* sight makes miracles. If this cannot be made, the ACE way is the way to go. Nothing stops you from not using it. Share this post Link to post Share on other sites
Maddmatt 1 Posted February 14, 2009 They should include *everything* from ACE into ArmA2, everything that makes sense at least. ACE brings the most realism AND fun from ArmA that I couldn't believe. Trouble is some of it scares away people that get overwhelmed by things being so 'complicated'. Just look at the ACE thread and see how many don't even want the stamina system But then again difficulty settings can be made for people like that. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted February 14, 2009 I heard the latest ACOG sights the US is using (in real life..) no longer have CQB sights on top though. Seems like a crazy decision to me Does seem odd, but have a look at this. Even better Share this post Link to post Share on other sites
welcome to hell 24 Posted February 18, 2009 Maybe also ajustable range on RPG/M136 would be good. Share this post Link to post Share on other sites
max power 21 Posted February 18, 2009 They should include *everything* from ACE into ArmA2, everything that makes sense at least. ACE brings the most realism AND fun from ArmA that I couldn't believe. Well, maybe not everything. Share this post Link to post Share on other sites
frederf 0 Posted February 18, 2009 Sighting in ArmA2 needs a serious overhaul from OFP and OFP1.5 (ArmA). The M203 ladder sight is supposed to function by tilting the gun until the ladder rung lines up with the front post. Notice that the higher rungs of the ladder correspond to a longer range. This is because you have to dip the back of the gun down to get the upper rung lined up with the front post which points the barrel more skyward. This means the view direction and the weapon direction have to be able to smoothly animate from each other... something that's impossible in ArmA. You also need to be able to fold the stupid ladder sight down when not in use. Backup sights need their own dedicated key, along with fire mode, and muzzle selection. They should not have to be forced to share one key (F). Another mod changed the frag grenade throwing animation to having his non-throwing arm out straight providing an aiming reference. Wonder where they got that idea? It's from real life. Most of these little issues can be solved by pulling your head out of your butt as a game designer and just making the game resemble real life. Stop making stuff up. Share this post Link to post Share on other sites
Pulverizer 1 Posted February 18, 2009 I suppose that would be a pain in the butt to animate properly as 3D sights. Lots of extra animating and modifications in the code for quite little in return. Perhaps a 2D version of that would suffice, like in Joint Ops. It has two layers, a stationary front post and movable rear sight (the range ladder). It has 11 steps in 50m intervals to get elevations for 0-500m. This would also require new code but not as much as "misaligning" the gun in 3D, and the same system could also be used for setting the elevation in sniper scopes. Share this post Link to post Share on other sites
Second 0 Posted February 18, 2009 I heard the latest ACOG sights the US is using (in real life..) no longer have CQB sights on top though. Seems like a crazy decision to me Because ACOG it self works pretty well in CQB. Two eyes open. AGOC we have has red reticule, that is visible and when you insert it on to what you see with other eye, voila! Atleast that is the official story, i haven't had change to try it. But seem to work pretty well with other optics i've tried, alought they dont' have this red spot. Probably not as good as ironsights or aimpoint for that matter (however better than emergency sights they removed, it seems ), but much better than ArmA at the moment. ArmA won't get this right as there is just one eye, one monitor. Same with aimpoint. Share this post Link to post Share on other sites
Curious 0 Posted February 19, 2009 Maybe a Crysis gun type modification GUI..... Share this post Link to post Share on other sites
frederf 0 Posted February 19, 2009 I suppose that would be a pain in the butt to animate properly as 3D sights. Lots of extra animating and modifications in the code for quite little in return. I still think this is the kind of attitude that means we have all of the awful engine foibles from 10 years ago, especially the "quite little in return." Maybe BIS only does this feature for the M203/GP25 but modders could go absolutely nuts with it. The way I'd do it is one of two ways, either have a keypress that moves the sight picture fore/aft along a transition linear or have a keypress that allows mouse movement (or mousewheel) to maneuver your sight picture. Rainbow Six something-or-other did this with stance. You'd walk up to a wall and hold shift and then your mousewheel smoothly adjusted your height. This was a lovely ability so you didn't have to choose between 2% too low to shoot over the wall or bolt upright. Share this post Link to post Share on other sites
welcome to hell 24 Posted February 28, 2009 Ajustable range should be like in inflitration mod. Maybe even ajustable range for ironsights themselves/scopes. Share this post Link to post Share on other sites
SaBrE_UK 0 Posted March 20, 2009 Just found of an adjustable grenade launcher. Is this fully functional? Cool workaround if it is. Share this post Link to post Share on other sites
Alex72 1 Posted March 21, 2009 This should be implemented. Since the scope has that feature of being used as a scope and ironsight. Pretty crappy to start outside a city and then have to move into it with a scope for 30m distances. This has been around for a long time in addons. So hope BIS picked it up on the way. Alex Share this post Link to post Share on other sites
11aTony 0 Posted March 22, 2009 72 @ Mar. 21 2009,17:03)]This should be implemented. Since the scope has that feature of being used as a scope and ironsight. Pretty crappy to start outside a city and then have to move into it with a scope for 30m distances.This has been around for a long time in addons. So hope BIS picked it up on the way. Alex Yes, it gets bad when you play without crosshair. But if you think about it, crosshair, 3d view and stuff like that are not so "un-realistic" becouse in real life you have much better feeling for firing from hip or when in tank you have all these thermal visions and I duuno what else so you have better awarness. In ArmA you dont have any of this and 3d view makes up for it. If you dont have AI in tank to spot everything, then a dude could be planting a charge on your tank and you dont even know about it. Share this post Link to post Share on other sites
wipman 1 Posted April 1, 2009 Hi, somewhere they said that every weapon will have it's own reload animation, so... will be possible that they would had made the GL sights to work properly this time; but have the M203 leaf sight rised all the time as we've it now on the ArmA, on the M16A2-M203 or the M16A4-M203 is simply stupid. It blocks the FOV and difficults very much to use the AR sights for shot to kill. In my M4's pack i had to fold down all the M203 leaf sights to allow a clear view of the assault riffle sights. So... if they don't animate properly the GL sights... i would suggest BIS to fold down the damn GLs sights for the good of all. Let's C ya Share this post Link to post Share on other sites
CarlGustaffa 4 Posted April 3, 2009 They should include *everything* from ACE into ArmA2, everything that makes sense at least. ACE brings the most realism AND fun from ArmA that I couldn't believe. Trouble is some of it scares away people that get overwhelmed by things being so 'complicated'. Just look at the ACE thread and see how many don't even want the stamina system But then again difficulty settings can be made for people like that. I think the problem is many of these 'casual action gamers' want all the good realism, and none of the bad realism. Good: FCS for tanks and helicopters so they don't have to do any work (hit with every shot). Working GL sights. Bad: Weight and Stamina (I love them though, makes people think more). Being knocked out. Not being able to use previous exploits (diagonal eternal sprint). It's not the complexity that scares them away, but the fact that they cannot play it like Unreal Tournament anymore. Do we want such players? Well, yes and no I think; I don't want them if they will not ever attempt to play tactically. I think they should be guided into tacticalism (?) by setting limits. Once they start getting the idea, they might turn into exceptionally good team players. If they can continue play like Quake3, then they will never learn. Just my view anyway. Share this post Link to post Share on other sites
bravo 6 0 Posted April 3, 2009 I did not quite understand but in the recent videos and interviews did we had any information if the scopes were removable and addable to some weapons? Share this post Link to post Share on other sites