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Everything posted by a_killer_wombat

  1. The RCO and ERCO optic's aiming reticule becomes significantly misaligned with the barrel (where the bullets will go) as soon as you adjust your aim in any direction. This must not be intended behaviour since the other 2x magnified optics such as the ARCO and MRCO work correctly where the aiming reticule is always aligned with the barrel. The RCO and ERCO should be updated so that they work similar to the ARCO and MRCO. Feedback tracker ticket: https://feedback.bistudio.com/T151176
  2. a_killer_wombat

    User Mission Request Thread

    Has there been any SP or SP/COOP missions made for the Global Mobilization CDLC yet? Seems like a glaring hole in scenario content for those who purchased the GM CDLC (which I imagine is a significant number). I've just done a scenario search in Steam Workshop for GM CDLC which produced not a single result. I'm sure I'm not the only one who would appreciate and be thankful if there were some community made SP/COOP GM CDLC missions to play.
  3. a_killer_wombat

    RCO and ERCO aiming reticle misalignment issue

    Interesting, I'm not very knowledgable on the matter so I just did a quick google and found this short article about scope parallax issues: https://www.shootinguk.co.uk/answers/parallax-adjustment-in-your-rifle-scope-26698 From reading that short article, it seems that scopes in real-life can suffer from parallax issue when the shooter's eye is not perfectly aligned with the optic. However, apparently rifle scopes are configured to be "parallax free" at a particular range which is typically 100m and some rifle scopes even have dials to quickly adjust the parallax free range. I don't know if it's possible in Arma, but it would be best and more accurate to real-life if BI updates the 2x magnified optics so that they are all "parallax free" at 100m. The problem with the RCO and ERCO right now is that the parallax issue with the aiming reticle is significant even at close ranges as demonstrated in the video.
  4. a_killer_wombat

    Arma 3 Apex: Old Man Feedback

    Playing Old Man has helped me realise how useful it would be to have a civilian flashlight/torch in Arma 3. If you wish to remain incognito and avoid suspicion, exploring on-foot at night is near impossible due to the only illumination options being weapon mounted flashlights and NVGs, both of which are considered military gear and would blow your cover. If BI added a civilian flashlight/torch, we would have a non suspicious illumination option when moving on-foot incognito. I'm sure it would be a useful asset for the community outside of Old Man as well (e.g. Altis Life, Antistasi, etc.)
  5. a_killer_wombat

    Contact Expansion Asset Feedback

    Correct me if I'm wrong but I've heard that for the UK forces (perhaps US and other nations as well) in very recent conflicts, it's becoming standard that front-line infantry who are expected to make contact with the enemy have been issued with handguns as backup weapons. Standard infantry are now being trained on operating handguns. EDIT: this is getting kinda off-topic now isn't it.)
  6. a_killer_wombat

    Contact Expansion Asset Feedback

    I believe in real-life, handguns are issued to standard infantry as an emergency backup weapon for use in a time critical scenario where quickly switching from your primary weapon to a handgun is necessary for survival. For example, if you are in a close-quarters firefight and your primary weapon requires a reload or worse, it jams. Drawing a handgun from a holster is easier and quicker for a soldier in a high stress scenario where otherwise fumbling with a magazine or attempting to clear a jam will likely result in death. Unfortunately, this doesn't translate well to Arma 3 though since: 1. Arma 3 weapons never jam. 2. Reload speed is always consistently quick (high stress and it's effect on dexterity not simulated) 3. Last but not least, switching to your handgun is not as fast as it should be since your character insists on slinging his rifle over his shoulder before drawing his handgun rather than just letting go of the rifle and as it will dangle by itself at chest level (that's what the sling is for). I'm not expecting BI to simulate the first 2 points but I would like to see Arma 3 or 4 have it's soldiers capable of switching from rifle to handgun in a faster animation which would do a lot in making handguns more useful in those scenarios where your rifle magazine is dry but there's still a bad guy that needs to be shot ASAP.
  7. a_killer_wombat

    Contact Expansion Asset Feedback

    Is the LDF NATO faction considered to be "low-tech" though? BI themselves described the LDF as wearing "high-end protective gear" and despite the fact that they are a relatively small force, their infantry still seem well equipped at least on par in comparison to the US NATO infantry. I personally see the LDF as a small in quantity but high in quality military force. Speaking of the 4-five handgun, I've noticed that although it supposedly fires the same .45 ACP rounds as the ACP-C2 handgun and the Vermin SMG, the .45 ACP rounds that the 4-five fires somehow have a significantly higher muzzle velocity (380 m/s) in comparison to the .45 ACP rounds fired from the ACP-C2 and Vermin SMG (280 m/s). Not only does this higher muzzle velocity result in the 4-five handgun being easier to shoot in comparison (and perhaps explains why it does more damage), but it also means that the 4-five's rounds are supersonic (speed of sound = 343 m/s) and thus carry a sonic "crack" despite that fact that one of the important qualities of .45 ACP ammunition is that it is naturally subsonic. It would make sense for the 4-five to be naturally subsonic bearing in mind that it is typically the handgun of choice for NATO special forces and so with a suppressor attached in addition to no sonic crack, the 4-five handgun would be ideal for stealth operations. However, as it stands the 4-five magically fires supersonic .45 ACP rounds which makes no sense to me. In fact, I'd hazard a guess that it's possible that the 4-five's muzzle velocity was actually orginally supposed to be 280 m/s just like the ACP C2 and Vermin SMG but at some point a dev accidentally changed the 2 to a 3 so now it has a muzzle velocity of 380 m/s. I don't imagine it will change now but it in my opinion it would be better for the 4-five to have it's muzzle velocity reduced to a realistic subsonic level which would make it ideal for stealth operations when suppressed which would fit it's role in use with special forces. EDIT: By the way, the 9x21mm Parabellum rounds in Arma have a default muzzle velocity of 370 m/s so the 4-five's .45 ACP rounds have a higher muzzle velocity than even the 9mm 🤔.
  8. a_killer_wombat

    Contact Expansion Asset Feedback

    Buckshot would be devastating to unprotected flesh but I would question how effective buckshot would be to an armoured target. The pellets definitely wouldn't be able to penetrate "hard" plate inserts and would probably struggle to penetrate "soft" Kevlar armour as well. I guess it's a fundamental issue with how ArmA 3 simulates armour protection (i.e. in-game, armour just adds extra hitpoints/health to the protected area rather than actually stopping bullets) which isn't very realistic.
  9. YouTube Advert: Who are we? Zeus Community, an open community which has been playing Arma since the OFP days in 2001. Our Teamspeak server is our primary home with more information available via our website, forum and Discord channel. Links provided below. What should I expect on your server? We strive for Milsim oriented gameplay. In the hierarchical command structure, players are expected to follow the orders of their superiors and take responsibility of their subordinates. Communication and teamwork is key. Lone-wolfing, purposely ignoring commands, and other selfish behaviours will not be tolerated. We do employ some basic Standard Operating Procedures (SOPs) and radio procedures for the sake of efficiency but nothing overly complex which can't be understood quickly while playing. We play mostly cooperative (PvE) missions at platoon scale (around 30 players) though we have been known to play Team vs Team (PvP) missions on occasion. How many ArmA 3 servers do you run? Three main game servers: A “vanilla” public server (#1), an “addon” server (#2), and a "CDLC" server (#3). The vanilla public server is open to anyone interested in milsim gameplay, experienced or new, as long as you don’t break server rules of course. For the public server, there is not a mandatory mod requirement though we do often play missions which require official DLC such as Apex for the Tanoa terrain. However, it is strongly recommended that players to connect to our Teamspeak server (even if you don't have a mic) since we use Teamspeak for pre-mission briefing, post-mission debriefing, and on-mission squad comms (instead of group/green channel). We also recommend that players install our optional custom modpack called "ZClient" which includes very useful client-side mods such as ShackTac HUD (see Info Repo link below). On the other hand, the addon server requires all players to have a working mic and installation of our custom addon server modpacks which includes gameplay enhancing mods such as ACE3, ACRE 2, RHS, additional terrains and more. It is recommended that newcomers try out our vanilla public server before considering moving on to our addon server where gameplay is slightly more hardcore (i.e. always revive vs permanent death). The CDLC server can be considered a hybrid of the previous two servers mentioned where we play most CDLCs (e.g. SOG Prairie Fire, Global Mobilization, Western Sahara) in a weekly rotation. Mod-wise, ACRE2 is required (as well as any necessary CDLC-ACRE compatibility mod if using Steam Workshop mod version) but other than that, all that is recommended is to also run our optional modpack mentioned earlier "ZClient". What times do you play? Zeus Community #1 Public: Gamenight every Sunday, start 18:30 UK time (GMT/BST) Zeus Community #2 Addon: Gamenight every Saturday & Wednesday, start 18:30 UK time (GMT/BST) Zeus Community #3 CDLC: Gamenight every Thursday, start 18:30 UK time (GMT/BST) Why should I choose Zeus Community? Milsim gameplay but without the role-playing fluff. While the missions we run on our servers do employ a hierarchical command structure, the community itself (outside of gameplay) does not have player ranking, role whitelisting, or any other unnecessary RP fluff like some other milsim communities. No need for "Sir! Yes sir!". No mandatory training or minimum attendance required. We are an open community so we don't punish players if they happen to have a busy life and can't commit to playing games on a regular basis. We only ask that you don't slot into mission critical roles (e.g. squad leader, pilot, etc.) for a mission if there is a reasonable chance that you may have to go AFK for significant periods of time. Also, although we do employ basic SOPs, radio comm procedures, and we do organise optional training sessions, we don't require newcomers to undergo mandatory training before they can play. Just listen to your leaders, follow the example of more experienced players and you will quickly familiarise yourself with how we operate. In-community developed, custom missions. Using the 3den Editor tool, 99% of the missions we run on our servers are developed by the community, for the community. While we do allow our community’s developers creative freedom, we still maintain quality standards for our missions. Do note that, despite a coincidence in the name, we actually rarely play Zeus Game Master missions (our community name predates ArmA 3's ZGM gamemode). High frequency of brand new missions to play. Most milsim communities are stuck with a relatively small pool of missions to replay for months where new missions are produced on an infrequent basis. Our community on the other hand, benefits from a combined pool of around 600+ missions and produces an average of 5 brand new missions across both servers each week for the community to play. Mission diversity. Unlike many other milsim communities, we don't limit ourselves to particular factions, equipment, vehicles or mission objectives. In one mission you may be a guerrilla fighter with limited equipment tasked with ambushing an enemy convoy, and then in the next mission you may be a tank crewman in a combined arms scenario with CAS and artillery support. Even revive or respawn mechanics (or lack thereof) can differ between missions. Diversity is the spice of life. Servers Zeus Community #1 Public - IP address: Port number: 2302 Zeus Community #2 Addon - IP address: Port Number: 2310 Zeus Community #3 CDLC - IP address: Port Number: 2320 Links Teamspeak: teamspeak.zeus-community.net Discord: https://discord.gg/v6yng8p Steam Group: https://steamcommunity.com/groups/ZeusCommunity Website: https://zeus-community.net/a3/ Forum: https://zeus-community.net/a3forums/index.php Information Repository: https://goo.gl/mLQgP5 Questions? If you need more info, our Information Repository (link above) provides extensive information and tutorials. Also, feel free to message me if you have any questions or queries.
  10. a_killer_wombat

    Zeus Community [Milsim, UK based]

    Global Mobilisation DLC open special event gamenight coming next Sunday! Can I join? Yes! The event is open to the public. What kind of gameplay style? Cooperative organised milsim. While the server is open to everyone, we aim for organised teamplay. Lone-wolfers and griefers will find themselves kicked/banned promptly. Date & Time Sunday 12th May, 17:30 UTC/GMT start Server name & address "Zeus Community #3 ¦ GLOBAL MOBILISATION PUBLIC" IP= Port Number=2320 Teamspeak server address ts.zeus-community.net Mod/DLC Requirements? Creator DLC Global Mobilisation of course! There aren't any other mandatory mod/DLC requirements although our community does provide an optional whitelisted modpack called Zclient. Other important info Please also join our Teamspeak server even if you don't have a mic. We use Teamspeak heavily for briefings, debriefings, and squad level comms. For more information about the community, see original post above
  11. a_killer_wombat

    Arma 3 - Creator DLC Discussion

    At the moment with the static tripod ATGMs, when you exit the weapon you are forced into a standing stance. This can be very frustrating when trying to maintain stealth. Would be great if this was fixed so you can stay prone once leaving the weapon.
  12. I recommend Rydygier's "Liability Insurance" mod which prevents vehicles from dealing damage to friendly infantry when they inevitably run them over. The mod only protects infantry of the same/friendly side of the vehicle so you can still kill enemy infantry by hit and run. The only possible downside of the mod is that it also has the side effect of disabling fall damage for infantry. I personally see this as another benefit though since AI tend to fall off buildings and cliffs. I also experience the APC run over 2 of my squadmates but thanks to this mod, they were able to get back up again. Armaholic link: http://www.armaholic.com/page.php?id=27485 There is also a Steam Workshop version as well.
  13. In my eyes, the crux of the issue is the limitations in aircraft AI behaviour (particularly rotary wing). In a conventional war zone (state vs state), attack helicopters are very vulnerable to being shot down by all kinds of threats, including assets which weren't primarily designed to kill aircraft such as MBTs, IFVs, even ATGMs. This is why the tactical doctrine for attack helicopters is for them to do as much as they can to limit their exposure to possible enemy observation. This means nap-of-the-earth (NOE) flight, terrain masking, pop-up attacks, standoff range, etc. Unfortunately, Arma 3's helicopter AI isn't capable of performing any of those tactics and as such, are very vulnerable to being shot down by a player. And although AI AFVs do fire their auto-cannons and .50 MGs at aircraft when given the opportunity, I don't remember them ever firing their 105+mm cannons or ATGMs at aircraft (which is what would happen in real-life). This may be intentional by the devs to give AI helicopters a chance due to their limitations in avoiding such threats. If the devs flipped the switch to allow the AI to fire ATGMs and large calibre cannons at aircraft without changing the current AI helicopter behaviour, the AI helicopters would get shot down like flies.
  14. a_killer_wombat

    General Discussion (dev branch)

    Fantastic work! Only now I wish Arma simulated the difference between light barrels and heavy barrels so that the automatic rifle variants of standard rifles such as the SPAR-16S, MX SW, and CAR-95-1 with high capacity magazines still have an inherent advantage for prolonged automatic fire in comparison to the standard rifles with the same high capacity magazines. Ideally, prolonged automatic fire with a light barrelled weapon would result in an accuracy penalty while a heavy barrelled weapon would not. Would it be possible for the LIM-85 (FN Minimi) to accept 30 round 5.56 STANAG mags like it's real-life counterpart can?
  15. Squad name: Zeus Community Timezone/location : UK (GMT/BST), Public (vanilla) server = Sun & Thurs 18:30, Addon server = Sat & Wed 18:00 Gamemode preference: Coop Milsim Contact email: N/A (PM me if you have questions) Website address: https://zeus-community.net/a3/ Short description: Milsim community, organised teamplay, no mandatory training required, open to experienced or newbie. Language: English
  16. a_killer_wombat

    General Discussion (dev branch)

    Sorry, I'm not at all familiar with 3D modelling or what those terms mean in Arma. Could you tell me what's so promising about that particular update?
  17. a_killer_wombat

    DUI - Squad Radar

    Here is the timestamp where this feature is explained. Edit: Another question, how does your mod deal with KIA? As explained in the above video near the end, ShackTac's solution is that a squad member has to look at the dead body at close range for them to be confirmed KIA and so have their name removed from the name list. I quite like that feature as well or something similar to it. Edit 2: I will add this as feature request on GitHub
  18. a_killer_wombat

    DUI - Squad Radar

    One of the features that I really like about ShackTac's radar is the ability to remove/hide the vanilla "squad bar" (bottom left corner) and instead use the radar's name list to select subordinates. This feature helped clean up the HUD and thus improved immersion. Would it be possible to develop this feature for your mod as well?
  19. a_killer_wombat

    General Discussion (dev branch)

    Speaking of broken convoys, I've re-played the Fixed Wing Showcase relatively recently and found that the enemy convoy you are tasked to destroy seems to have issues moving as it's supposed to normally. Probably caused by the same issues mentioned here.
  20. a_killer_wombat

    General Discussion (dev branch)

    We could also use jungle/Pacific camo for the few NATO vehicles which still lack such camo textures (e.g. Hunter series, HEMTT series, etc.)
  21. a_killer_wombat

    Speakeasy VoiceAttack profile

    How did you get this feature to work? I thought voice commands simply translate into a sequence of automatic key presses but there are no keys bindings in vanilla Arma which allow for such a feature?
  22. a_killer_wombat

    Audio Tweaking (dev branch)

    Just did a quick test on dev branch myself with the Panther (NATO tracked APC) and Hunter (NATO MRAP). With the Panther, I could hear it from noticeably longer range and without sudden audio "pop-in". However, the Hunter seems to still have the old issue of being almost silent until it is around 300m and then suddenly have audio pop-in with the engine. From that test, I'm assuming that only the tracked vehicles have been fixed so far while wheeled vehicles are still broken. I'm crossing my fingers that BI manage to implement this fix for all ground vehicles before the next patch is due to roll out.
  23. a_killer_wombat

    Audio Tweaking (dev branch)

    That's great to hear! I hope all vehicles have been tweaked. One of the disadvantages of vehicles, in comparison to infantry, is their noise emission greatly reducing their stealth. This has not been fully realised in Arma 3 so far though. There have been hundreds of occasions where an enemy vehicle has seemingly materialised out of thin air at close range and decimated our friendly infantry. Infantry should be able to hear a vehicle coming towards them from relatively long range as long as the ambient environment sound levels are low, especially if that vehicle is moving at relatively high speeds.
  24. a_killer_wombat

    Weapon Resting & Deployment Feedback

    After having more time to test, read other opinions, and contemplate, I think I'm actually changing my mind on which system I prefer. If the new weapon deploy system currently in dev branch is not going to change from how it is right now with the lack of aiming limitations, I would actually prefer to stick with the old weapon deploy system. However, if BI do have the time and resources to make minor improvements upon the new dev branch system (such as strictly limit how high you can aim), then I would be for the new system.
  25. a_killer_wombat

    Weapon Resting & Deployment Feedback

    "wait does this not only further increase bi-pod advantages?" ^ I have no issue with the advantages a bipod brings. After all, in real life, a bipod is a tool for the specific purpose of increasing the stability of a weapon while in the prone shooting position. In Arma, it would make sense if the player would gain the stability advantages a bipod brings anytime he is in the prone stance. "then you have the whole separate issue of now having to still have a key anyway for deploying on windows or ledges for obvious reasons not wanting automatic deployment walking past a window." ^ Again, I think you misunderstand me. I have no issue with keeping a "deploy weapon" keybinding for the purpose of deploying your weapon on objects such as rocks, low walls, window sills, etc. I'm just arguing that it would be better if the bipod would automatically deploy whenever you enter the prone stance since it would save you from having to repeatedly press an additional key. "there is a slight decrease in speed of movement when deployed turning compared to not deployed. perhaps just adjust how fast you can deploy or move when deployed." ^ I personally wouldn't want the aiming speed to be significantly reduced when deployed. In real life, whether your weapon has a bipod attached or not has no significant affect on how quickly you can re-adjust your point of aim while prone. Significantly increasing the amount of time it takes to deploy your weapon isn't the best solution either, from a gameplay or realism standpoint.