subject319
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Everything posted by subject319
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In fact, I was just playing and saw further evidence of why we need a vault again. Both of these points are currently, infuriatingly untraversable. and you have to run all the way around the wall.
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This is an issue I have as well, and would pitch the incredibly simple solution of just adding back the Arma vault.
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(ignore this I misread your post about the marksman rifle)
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I'm 98% sure this is the result of just changes to the health of players, as even pistols seem to do more damage, and not OP weapons. Also, calibre doesn't have a linear relation to lethality of the round. 7.62x39mm (the AK47/AKM/AK12 round) has less than half the energy of 7.62x54R, which has the exact same calibre, but is a totally different round. The 7.62x39mm this new AK has has basically the same muzzle energy as 5.56, it's just a fatter round, and is a directly comparable round in terms of balance.
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7.62x39mm has basically the same muzzle energy as 5.56, the reason it feels so much more powerful than previous rifles is because they lowered overall health so rifles are actually viable now.
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I think it's because all damage has been upped to more realistic/ARMA levels, so you don't need 5 bullets to kill anymore, so rifles in general are actually useful again because of their maneuverability.
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Also, I think you forgot something guys.
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Can I just say the new Clash area is amazing. Both incredible fun to play and absolutely beautiful.
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Just had an annoying glitch occur. At spawn I was clipping with someone else, and we both started taking damage and died. I don't know if it was related, but we were near the flag? So maybe if I was going to spawn on the flag, it pushed me into him?
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I think that the LIM needs to feel like Mar (or Cyrus, I forget which one it was) from the previous lot of weapons, powerful, but hugely clunky and awkward to use, with aiming and consistent fire from anything that isn't a deployed setup being incredibly difficult, as real LMGs are. Like in a pinch you should be able to spray down, but it should be so awkward that any rifle will beat you in CQB just because of the maneuverability. I would say though that I think a lot of the people currently complaining about the LIM are also forgetting that it does currently have the massive drawback in seriously limiting how fast you can sprint around the map, making it really hard to attack with.
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Found a slight map issue. On clash, near Delta, the shed is doing some weird hovering stuff and has a big gap that could be an issue.
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Anyone know how to mod rain textures?
subject319 replied to subject319's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey so I've been having a hunt through the config file of map_altis, and I can't find any references to Rain or RainParticles. Is this where I should be looking? And if so, could you give me a line number? Thanks. -
Anyone know how to mod rain textures?
subject319 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So I've been somewhat disappointed so far with a lot of the implementation of weather effects like snow and sandstorms in terms of scripts and mods, and I think I may have come up with a way to implement them in the way I want, but I have no real idea of where to go starting. Basically what I want to be able to do is either edit the texture Arma 3 uses for rain effects or create a duplicate of it and edit that so that it uses snow or sandstorm effects instead, but I have no idea of where I should be looking or what I would be modifying. The reason for wanting to base it off rain is it means that already the systems are in place for it to be very well optimized, but really the reason is because it handles being inside/outside incredibly well, doing things like showing it outside a door if you're inside looking out, while the systems that just make additional particles and has them swirl around you will follow you inside and cause clipping, to say nothing of the performance issues. So if anyone knows where I should be looking and where I could start, I would be hugely appreciative. Oh, and also, if anyone knew how to chance the colour of fog (without using tinting effects to change the entire screen) that would be insanely useful. -
Anyone know how to mod rain textures?
subject319 replied to subject319's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Awesome, thanks! I'm guessing though this may mean I'd have to modify a map to implement what I'm imagining, but I'm sure I can figure something out. -
Honestly don't take this the wrong way, but you sound a touch entitled. This is a free EXPERIMENTAL PROTOTYPE, the entire point is we get to play it while assisting them in developing the game. Lots of things are going to be tried, lots of things are going to be bad (which they learn from to improve the final product) and lots of content is going to be locked off as they want targeted testing. Maybe if you aren't interested in that, you should consider your experience so far as a taster of the final game, and wait for it to be in a more completed state to start playing again.
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So I love the new Clash area, perfect engagement lengths so far. For Clash though, will we ever see versions with more players per team? Maybe not 10v10, but 7v7 or 8v8 would be interesting, and allow for more splitting into 2 sections or squads and slightly more tactical gameplay, without it devolving to a clusterfuck.
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Anyone know how to mod rain textures?
subject319 replied to subject319's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sorry, I don't think you quite understand what I mean. I want to change the texture/effect of the actual rain, so that I could replace it with a snow effect that maintains the same kinds of properties of rain, like not appearing under cover. -
I found some weird glitches at Alpha in Clash. 2 of the team painted vehicles around the objective spawned weird, and touching them caused me damage, so I'm assuming they've spawned in clipping in the ground and are vibrating really fast because of it. Here's some screenshots.
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Interesting idea, I can imagine it being quite fun if you had a whole lot of traps and tricks available, but I do think that it would be difficult to achieve on the current map, as it isn't really set up for that, and I don't know how viable it would be as a competitive style game mode. Tanoa though I can see as a perfect map for something like that, and I can imagine it being a fun kind of Arma gamemode, maybe even for more than 5 players, like have it scale to 1 hunted per 5 hunters, so maybe you could have a go at creating it yourself.
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So after having played with a few new players with zero Arma experience, I've gathered what is probably one of their biggest confusions, one that often leads them to the impression that the game is buggy and the handling laggy, and that's not understanding the stamina system, weight, and weapon handling. It also leads some to assume that the rifleman classes are just useless, because they have less firepower. I would suggest 3 simple bits of information to add, the first being a stamina bar like in Arma 3, and the other two just being a bar next to the class selects showing weight and weapon handling. I think adding these would go a long way to training new players by pointing out that these mechanics exist, and that when you try to do CQB with your sniper, it being unresponsive is deliberate. The following comic sums up, albeit for a different game mode, the kind of mentality I'd hope to avoid in new players by hammering home the importance of weight and maneuverability,
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On grenades, since this is presumably going to be far better optimized and involve far fewer explosions than regular Arma, what would be the chance of seeing a shrapnel system in place? Shrapnel is both a far more realistic representation of how the majority of damage by grenades is done, and a far more interesting thing to play around, as it allows for much more of a LOS style concern from grenades, which in my opinion is how you should fear them, and naturally allows their effectiveness to vary with factors like contained spaces in a way that's easily understandable to the player (because they can actually see the shrapnel bouncing around and hitting the walls) than any kind of function to increase explosion power based on containment. Plus it's just really cool and feels scarier, and I have a sneaking suspicion it wasn't included in vanilla Arma because of performance concerns from the inevitable Pawnee rocket dumps and piles of satchel charges people would make to break the engine.
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General comments: Please make all the servers persistent game modes. Just reading the replies by people saying Link is their favorite mode and they don't play anything else has made me realize a lot of us have VERY different ideas as to what the best game modes are (I personally don't like Link but love the other 2). I'd love to be able to play Clash endlessly, but all the servers with people on them just play 1 game of it, then it switches to Link and magically the server becomes depopulated. Also, I can see the logic in simplifying the movement system for new players, but I personally loved me some not-sprinting not-combat pace Goldilocks jog speed, so could we have it enabled, but it being unbound by default? I can't imagine any new players using it anyway if it was there as it'd be by far the least used speed because of the size of the combat zones, but it's nice to be there for the better players. Clash comments: Project Argo seems to really shine (in my opinion) the most with the mid range engagements (50-100 m) and in the areas with the highest variance in terrain style and elevation. My favorite point to attack or defend right now is hands down Echo, because of this. I have a shitty map I made that shows where so far are my fun and meh places to fight on the current clash location: With green being fun and red being meh. You may have noticed a general theme. This is also the reason I really don't like Link, because everything is short range spraying running through the same flat town over and over, with little actual planning or tactical consideration. I just really hope that one day we also get to see Project Argo on Tanoa, because I can think up many areas that would be perfect for Clash. I'd be interested as well in seeing some longer range engagement areas, more towards 200-300 m, or forest fights, but I don't know if that'd just devolve to a sniping competition.
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I think the reason it probably doesn't is it allows them to modify the engine and files much easier than if they're constantly going "oh do we need to fork off this part because it's no longer the same as in A3?".
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Needs a password. Is this just for testers or can the public try it? Edit: I'm an idiot, went to the first post and figured it out. By the way, amazing job on this mission, sorry I never gave you your ACE integration thing, I ended up discovering I'm totally incompetent and can't make anything even remotely suitable for anyone but myself to use.