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porko

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About porko

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  1. In addition to my point above. In CQB you stick to your teammates and to the walls or any available cover So in such environments, where a fraction of the second is what separates your from the afterlife, you just can't afford any clumsiness in controls you can when your potential foe is 50-1000m away. And famous "dancing" around a corner to find a proper position, that can be seen in a lot of "tactical" shooters, which is clumsy even in non-CQB situations, in CQB becomes endless source of frustration and cause of untimely demise. You can't afford the approach "make a little step (and hope it will be little enough, because if you step too far you will be dead before you can react), check if you are in proper position, if not, make another little step" in such conditions. And that is not how IRL you body works. IRL you just do a complex but intuitive movement and cautiosly look around the corner with just one eye, in half of a second (you don't think about it like "lets stick out my head out of the corner for 1 inch, ok we are ok, lets stick out it for another inch"), you just do, such basic moves have to be triggered by pressing one key, look how nicely it was done in Smookie mod below; then you, again, in one complex, but intuitive movement, and quite quick, lean from behind of it with your weapon ready, place a couple of shots and spring back behind a cover.Here how it was done in Smookie mode, and how it is has to be done, actually: 1:56 - you are sticking to the wall, very neatly and without any hassles and rediculous "dancing" forth and back, in one precise move lean from behind a corner to place a couple of shots. You also can throw a grenade around the corner and even fire blindly by protruding tour arm out with a weapon. One man did something the whole company couldn't for many years. It's a real shame. The scripting nature of such approach will remove all possibilities for input error, coming from clumsy, not granular enough controls (keyboard), and make it quick enough by removing any need to pre-position yourself in a very specific spot to stick out from behind a cover no more than the situation absolutely requires, not an inch more, which is crucial when you find yourself in CQB.
  2. No, not in CQB situations. In CQB you stick to your teammates and to the walls or any available cover So in such environments, where a fraction of the second is what separates your from the afterlife, you just can't afford any clumsiness in controls you can when your potential foe is 50-1000m away. And famous "dancing" around a corner to find a proper position, that can be seen in a lot of "tactical" shooters, which is clumsy even in non-CQB situations, in CQB becomes endless source of frustration and cause of untimely demise. You can't afford the approach "make a little step (and hope it will be little enough, because if you step too far you will be dead before you can react), check if you are in proper position, if not, make another little step" in such conditions. And that is not how IRL you body works. IRL you just do a complex but intuitive movement and cautiosly look around the corner with just one eye, in half of a second (you don't think about it like "lets stick out my head out of the corner for 1 inch, ok we are ok, lets stick out it for another inch"), you just do, such basic moves have to be triggered by pressing one key, look how nicely it was done in Smookie mod below; then you, again, in one complex, but intuitive movement, and quite quick, lean from behind of it with your weapon ready, place a couple of shots and spring back behind a cover.Here how it was done in Smookie mode, and how it is has to be done, actually: 1:56 - you are sticking to the wall, very neatly and without any hassles and rediculous "dancing" forth and back, in one precise move lean from behind a corner to place a couple of shots. You also can throw a grenade around the corner and even fire blindly by protruding tour arm out with a weapon. One man did something the whole company couldn't for many years. It's a real shame. The scripting nature of such approach will remove all possibilities for input error, coming from clumsy, not granular enough controls (keyboard), and make it quick enough by removing any need to pre-position yourself in a very specific spot to stick out from behind a cover no more than the situation absolutely requires, not an inch more, which is crucial when you find yourself in CQB.
  3. I've tried to rise this issue many times, and will continue to do so. Arma still, despite so many years, have HORRIBLE CQB expirience. And it will remain as such until next problems will be resolved: 1) Realistic grenade handling in narrow and tightly packed environment. Soldiers DO NOT step into doorways or dance around a window to get in a perfect position for 10 seconds, then pray to God for another 10, and only to get killed by their own bouncing grenade (but they actually will be disintegrated by enemy troops waiting 5 meters from them in the room to which this door leads long before that happens). This just don't happen, almost never like that. Soldiers just reach their hand and toss a grenade with one quick and 100% accurate throw into the doorway. There is only 0,01% possibility you can screw up such kind of action, and in Arma this turns into some kind of circus show with gimmicks and acrobatics. This is total disgrace for the game that calls itself a combat simulator. How it HAS TO BE implemented: You simply stop BESIDE a doorway or window (NOT in front of it!), choose an action from menu, select a doorway or window as an object with mouse (or autoselect triggers, choosing the opening closest to you) and grenade is automagically fly through this hole with almost 99% precision (like it would almost always happened in real life; you can add some small probability to fumble this throw, if you want) 2) Intuitive and really functional interaction with covers and obstacles. Stance system is a huge improvement, but it's only a half of the way. The game needs the system similar to what Smookie created for Arma 2, which would have allowed to easily (by pressing a one hotkey) take positions behind some cover or a corner, quickly pop-up from behind it to place a couple of shots, and quickly get behind it again. Current animations falls shorts of what they should provide in higly dynamic and deadly CQB fights. 3) Last, but not least. This is, unlike previous two, is a long-term goal. CQB is tiied very tightly to cover and fortification. So for proper simulation the game needs ability to modify structures and objects during the course of the mission. So, for example, a platoon overtaking a fortified village should be able to breach walls of fortified houses (or use a grenade launcher to destroy the force defending the room without even entering it, or seeing the targets); the houses' door should be able to enter a "jammed" state, and opposing force should be able either to demolish them, or break them by using brute force; map designer should be able to add brick walls inside the buildings with tiny embrasures in them, use furniture to create an improvised cover and blocking passages through the rooms, effectively turning house into the raging hell for those daring to storm it. This is a real challenge to implement, but at least it should be kept in sight for the future.
  4. I've tried to rise this issue many times, and will continue to do so. Arma still, despite so many years, have HORRIBLE CQB expirience. And it will remain as such until next problems will be resolved: 1) Realistic grenade handling in narrow and tightly packed environment. Soldiers DO NOT step into doorways or dance around a window to get in a perfect position for 10 seconds, then pray to God for another 10, and only to get killed by their own bouncing grenade (but they actually will be disintegrated by enemy troops waiting 5 meters from them in the room to which this door leads long before that happens). This just don't happen, almost never like that. Soldiers just reach their hand and toss a grenade with one quick and 100% accurate throw into the doorway. There is only 0,01% possibility you can screw up such kind of action, and in Arma this turns into some kind of circus show with gimmicks and acrobatics. This is total disgrace for the game that calls itself a combat simulator. How it HAS TO BE implemented: You simply stop BESIDE a doorway or window (NOT in front of it!), choose an action from menu, select a doorway or window as an object with mouse (or autoselect triggers, choosing the opening closest to you) and grenade is automagically fly through this hole with almost 99% precision (like it would almost always happened in real life; you can add some small probability to fumble this throw, if you want) 2) Intuitive and really functional interaction with covers and obstacles. Stance system is a huge improvement, but it's only a half of the way. The game needs the system similar to what Smookie created for Arma 2, which would have allowed to easily (by pressing a one hotkey) take positions behind some cover or a corner, quickly pop-up from behind it to place a couple of shots, and quickly get behind it again. Current animations falls shorts of what they should provide in higly dynamic and deadly CQB fights. 3) Last, but not least. This is, unlike previous two, is a long-term goal. CQB is tiied very tightly to cover and fortification. So for proper simulation the game needs ability to modify structures and objects during the course of the mission. So, for example, a platoon overtaking a fortified village should be able to breach walls of fortified houses (or use a grenade launcher to destroy the force defending the room without even entering it, or seeing the targets); the houses' door should be able to enter a "jammed" state, and opposing force should be able either to demolish them, or break them by using brute force; map designer should be able to add brick walls inside the buildings with tiny embrasures in them, use furniture to create an improvised cover and blocking passages through the rooms, effectively turning house into the raging hell for those daring to storm it. This is a real challenge to implement, but at least it should be kept in sight for the future.
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