A. Lietuvis
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Everything posted by A. Lietuvis
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Community Upgrade Project - CUP Maps 2.0
A. Lietuvis replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is great work. I really wish I could help. On a separate, unrelated note, could you recommend any decent tutorials/etc. if I wished to start modding terrains? Thanks. Anyhow, great work, keep it up! -
terrain [WIP, ALPHA] Jasło, Poland
A. Lietuvis replied to Mustang_185's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You guys rock. I just wish I could convince my community to use this terrain. -
tank dlc Tanks DLC: Idea of Anti-Tank Offroads for FIA/Syndicate ?
A. Lietuvis replied to mickeymen's topic in ARMA 3 - DLC
Yeah SPG or ATGM technicals would be great. It'd be nice if you'd also add in AA technicals, similar to the ones that were in ArmA 2. ZU-2-23 technicals have seen significant use in Syria, especially in anti infantry roles, but it can also act as an outdated form of AA defense. -
tac-ops Tac-Ops Mission Pack DLC Feedback
A. Lietuvis replied to voiceofarma's topic in ARMA 3 - DLC
In Final Strike (Steel Pegasus) I noticed jarring enemy and enemy fortification pop in. It mean that in spite of being an IFV, I couldn't make use of my superior optics to assist friendlies from further away and had to drive in dangerously close. While this might have been fine for Houston, St Jose and others which you can only really engage from close up, the fact that I had to drive in so close to assist Bravo who were on the outskirts was frustrating. Also in Breaking through, if you go back to rescue the wounded, one of them never boards the vic, meaning that you have to kill him in order to continue. -
Veteran mod (VTN) - announcement and WIP
A. Lietuvis replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I mean to put it simply, they've only now added backblast. I understand they have a certain vision, but fact of the matter is that it is not ACE3 with variation why most people want to try and get the mod into their communities, it is the beautiful, well made and varied US and Russian assets. And even then it clashes with RHS a bit in terms of content, making it hard to justify. 3CB is ACE3 compatible. RHS is (mostly) compatible. NIArms are ACE3 compatible. CUP is mostly compatible. Noone wants to throw away 3CB, NiArms, CUP and others just because, while it has very high quality assets, VTN mod insists on a proprietary system. It's like when a program makes it own file extension - unless you are going big, it's just going to help drown your program. -
Veteran mod (VTN) - announcement and WIP
A. Lietuvis replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will we ever see compatibility with ACE 3 or is compatibility a no go for the project? -
There is Only War, Warhammer 40,000 Mod
A. Lietuvis replied to E_50_Panzer's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So what happened to the old mod? And the content from it? -
RHS Escalation (AFRF and USAF)
A. Lietuvis replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question: will RHS helos be updated with the new pylon system? I find it very cool I can change armament on vanilla Pawnees, and I'd love to do the same for Hinds/RHS MELB Littlebirds/Hueys/Su-25s.- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
A. Lietuvis replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, uh, I can't help but notice that the HUD for the AH-6 Littlebird (AH-9 Pawnee) is gone. And so it the increased minigun spread. And the switching of salvos. EDIT: And the switching of minigun RPM. -
How to use UnitCapture in Arma 3.
A. Lietuvis replied to thdman1511's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Help, I am having an issue - double pressing ESC and pressing F1 at the end of the recording doesn't work. -
RHS Escalation (AFRF and USAF)
A. Lietuvis replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question, when flying the hind, what is the panel on the top with flashing lights meant to represent? And why does it make such a loud noise every now and then?- 16577 replies
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Official Zeus servers from Bohemia Interactive
A. Lietuvis replied to Dwarden's topic in ARMA 3 - ZEUS
Hey, as it currently stands, official Zeus missions still lack empty objects, like sandbags and razor wire. This is incredibly frustrating. We were told it'd be fixed 2 months ago, yet nothing. Has BI just given up?- 98 replies
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No Empty Compositions Or Structures/Objects In Zeus
A. Lietuvis replied to Crimson Mage's topic in ARMA 3 - TROUBLESHOOTING
Only an issue on Official Zeus missions. They said they'd fix it in October, after 1.64 introduced it, but at the rate this is going, it's never going to happen. -
This is still an issue on the official servers.
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[BETA] Open Chernarus Project - Plug AND Play - All Map Support - Dynamic Simulation
A. Lietuvis replied to DirtySanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance the biuldings will eventually show up in the editor? I love 'em, but I really wish they did as otherwise I am reliant on going into Zeus to place units inside and predicting which buildings are most important. -
Arctic Circle map / project horde
A. Lietuvis replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Any chance of closeups / infantry level screen shots? I really want to see how the forests and the urban look from a soldiers perspective, since that will be the most common one for an average session. Also, will this use objects that require APEX? -
RHS Escalation (AFRF and USAF)
A. Lietuvis replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have noticed that the handheld version of the M320 for some reason can only zero up to 100 m, where as the underbarrel version can go up to 350m. Is this intentional?- 16577 replies
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Your first ticket is a duplicate of http://feedback.arma3.com/view.php?id=22291. But none the less, I think yeah, in order to make arsenal more viable, this has to be added.
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
The new update is basically step by step recreating the old system. Ow stamina draining while jogging and increase in it when going on bad terrain? Wait a second, that's what the old system did too!- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This is probably the most right thing to do. The problem is not with the Fatigue system being overcomplicated, it's all about not communicating properly. Add an ACE 3 style weight indicator and a shacktac style stamina bar and you're set.- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
But those communities only came in very late ArmA 2 - ArmA 3. They aren't reliable. They don't stay. They get distracted by another thing and they look for it - look what happened with DayZ standalone.- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
The problem is that, in game if you run 10 clicks, you usually end up on the other side of the island. IRL AOs are much larger, the amount of forces is bigger and everyone has much much more time. ArmA has to downscale so that it doesn't take forever, but that includes downscaling the fatigue system aswell.- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
But that is not the problem with the fatigue system - it's problem with you and your team not being able to manage logistics properly. If helos have to land 2 clicks from AO because command can't get an IFV in there to take care of AA or some spotters to arty the AA, it's your and your teams fault, not fatigue system's.- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I find the suggestions how animations should get slower on less stamina, and how inclines should affect stamina, and how jogging should affect it. Why? Simple. That was the old system. It was exatly that - movement, accuracy and animation speed affected by stance, amount movement, terrain and loadout. Heavy loudouts moved less and had to focus more on setting up bases of fire, charging at the enemy would leave you barely able to stand. Meanwhile lighter loadouts were perfect skirmishers - moving around alot, excellent for urban combat. The old system was working perfectly fine, sans a bloody stamina bar. If it ain't broke, don't fix it. But looks like BI is hard-headed to try and fix what ain't broke (and what they worked on alot clearly, since development of fatigue begun in Alpha and was steadily polished!) in what feels a bit of a lazy and arcady way. All we can ask at this point is that we would be able to switch to the old system, and not via a mod that every bloody guy who joins the server has to use, but by a simple parameters in the difficulty settings. That would leave both tactical veterans that make up the loyal fanbase and the arcadey new Altis Lifes and Wastelanders happy. You just described the old system - true in places it was a bit harsh (cmon let me crawl), but that was the old system. Wounds affected fatigue. Load affected fatigue. Stance affected fatigue. Terrain affected fatigue. And fatigue affected movement and accuracy. You feel like you can't aim at anything after hiking up a hill with a MMG? That's why the bipod is on your gun, friend. Feel too slow while carrying that HAT? Give a rocket to carry to the lighter rifleman next to you. The old system was fine, just needed fine-tuning. Not a lazy and arcadey redesign.- 1935 replies
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Fatigue Feedback (dev branch)
A. Lietuvis replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This is nonsense. Fucking Battlefield ArmA. WHat is this. Fatigue was what made ArmA 3 ArmA 3, not just ArmA 2 with better graphics! Bloody Altis Life players, screwing over the veterans of ArmA. I can't wait for a standalone Altis life game, so that they all dissapear. Alas tho, seeing the way development is heading, that might simply be ArmA 3 in the future.- 1935 replies
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