maccrawinthejaw
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Everything posted by maccrawinthejaw
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Glad I could help! I was wearing a solid green vest just to show off the issue; there's the larger lump near those straps on the sides of the shoulder, and then a small dot just short of the U.S. flag. I know it's such a minor gripe but I just thought I'd point it out. It doesn't seem to do this when wearing any other factions' fatigues; just NATO's. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
It's really small but NATO combat fatigues (first noticed this with the woodland ones added in the recent update, which is totally awesome, by the way; GREAT update!) clip through the shoulders of Carrier Special Rigs. The other factions' fatigues don't have this problem. https://imgur.com/15GW7Ju (because I can't get it to show up as a preview.) -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Well, that's your opinion, but I'm not going to argue about it. Thanks for the link though; I didn't know about that thread. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Technically it is feedback, just feedback on things that should be easy additions and would help the Contact assets mesh in with the vanilla game a bit better. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Oh yeah. I second the notion of giving the LDF gear (at least, the unique helmets) NATO skins. I mean, of course, the LDF is a defense force (it's in their name), so it's not like they're going off to war in Altis or Tanoa, and thus they wouldn't need that camo. That argument aside, it'd still be nice for the LDF to receive different camouflage patterns because after all, their Promet rifles have four color schemes, tan/sand being one of them. I think a black M14 is sort of unneeded just because the LDF uses the Promet MR (which is GREAT. I was using it a while ago and it delivered solid results. Now if only there was a hybrid of the MR and the SG Promets...) in its place. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Splendid! Thanks for the answer. And hey, it's all good. I can wait, especially given how wonderful the weapons released have been. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
That's what I thought. I asked my original question because I was testing out the other Promet variants (I've been exclusively using nothing else but the Promet SG) and I noticed that the MR was doing 1HKs while the regular Promet, the Promet GL and Promet SG were doing 2HKs; tested on dudes with vests with Armor Lvl. 1. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Much obliged, man. Thanks for the info. Also, do guns with higher velocities do more damage? -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
What's the velocity of the regular Promet vs. the Promet MR? -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
That and ideally NATO MTP, Woodland and Tropic camo versions of the LDF helmets, but yeah, black versions of their gear would actually be really cool. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Noted. I've never tested the Dev Branch assets before so I wouldn't know. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
And also (again), on an unrelated note: it's just a recommendation, but you might consider brightening up the Sand-camo versions of the Promet (as well as its optic). There's a massive contrast when using any other Sand optics (in particular, the ERCO and AMS, but the original base game ARCO also qualifies in spite of being a CSAT optic), because those are very bright and the Promet is like a light brown with a bit of yellow. EDIT: This problem is also existent when using on Khaki optics on Green Promets but it's far less noticeable. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Also, I just noticed an issue re: weapons: I can't put Contact optics on non-Contact weapons. I was trying to put a DMS (Kir) on the Kir but I wasn't given the option to do so. I also tried putting Spetsnaz-camouflaged optics on vanilla and Apex weapons and that didn't work either. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
When are the new uniforms for NATO and/or LDF coming out, if you don't mind my asking? This week? Next? -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
You mean "STANAG", but if you're talking about the MX rifles' magazines (both the 30's and the 100-rounder used by the SW), they're dimensionally different and don't fit (which is a bit aggravating when you consider the fact that the Promets are stuck with 30-round magazines). I'd wager that some mod will change it (I believe somebody told me CBA does that, so let's wait for Contact to release and then I'm sure they'll add that feature) eventually, or if there's enough people wanting it, then BIS will go with gameplay convenience over realism. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Well I wouldn't have really noticed because I don't typically use underbarrel weapons... -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I just noticed that when firing the underbarrel shotgun on the Promet SG, your character pulls the rifle's trigger when firing it. That's something I wanted to point out. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
There are two fixes to that: There's a mod that enables you to carry two primaries, allowing you to carry a shotgun that way, but it's of less than satisfactory quality and use. You can stuff certain weapons in Carryall backpacks and Bergens. I've done it once or twice in the past but it was kind of impractical because it was reducing the amount of ammo and supplies I could carry, and I had to have enough space in my backpack so I could swap out a small weapon in my backpack with the big rifle/LMG/sniper rifle that I was carrying in my primary slot. That's why I love the Promet SG so much - it's essentially a twofer and increases my total weapon count to four. I have a rifle for ranged targets, a shotgun for close quarters, a backup sidearm (just in case), and an anti-tank weapon for dealing with vehicles. Also, "SMG guns" is a misnomer, because you're essentially saying "submachine gun guns". -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Got that right. The only example I can think of though is soldiers who carry both a rifle and a shotgun for breaching and close quarters combat. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Random question: so yesterday there was an update that boosted the Promet's muzzle velocity above the MX's; what's the velocity of the Promet now (both the standard short-barreled one and the DMR variant)? -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Saying all militaries have ditched shotguns is a lie, and there are even new combat shotguns being developed (the M26 MASS and Six12 [the shotgun mounted to the Promet] being examples of underbarrel shotguns designed to eliminate the need to carry a rifle and a shotgun, because the latter is mounted under the former). As primary arms; yeah, they've been scrapped, especially given how we're not doing trench warfare anymore, but shotguns are used as both breaching tools and close quarters combat weapons. I've only been using it against CSAT and guerrilla forces in Liberation, and both targets have either light or nonexistent armor. CSAT fatigues provide small amounts of armor and their vests are lightweight and provide little to no protection, because they're what TV Tropes labels as "Glass Cannons" (as in their doctrine is to do more damage and be faster at the cost of armor, which you can see in the T-100, which has a higher-powered cannon but the weakest armor of the MBTs), so shotguns rip through them with ease, and the guerrillas don't even wear armor, so they're easy prey even without using a shotgun. If you were fighting a target with really heavy armor (i.e. NATO's Special Purpose Vest), then yeah, I think the damage should definitely be reduced to a 3-4 or maybe 5-shot kill with buckshot, but most factions wear light armor or no armor at all, so I don't really see an issue with it. A damage dropoff at range might be an alternative solution, maybe like it's a 1HK at up to 10 or 20 meters, before the damage is reduced by half or so up to 50 meters, at which point it becomes worthless (due to inaccuracy and reduced velocity). If slugs in Contact's shotguns didn't super-punch people off into the sunset, I'd say they're more or less well-balanced but I haven't been able to really use them without making my targets disappear over the horizon so I can't really assess their damage accurately. Slugs are close (but not exact) to 20 millimeters in diameter, so they're pretty freakin' huge and should be able to punch a hole through the thickest of body armor with little to no trouble. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
At which point shotguns would then become pointless. The sole purpose of them being in the game is to be viable close-ranged weapons (and even then, the effective range of shotguns is actually a lot higher than most games like to portray it as). Granted, CSAT and Spetsnaz (from the looks of screenshots) are kind of lacking in armor so the whole point about body armor penetration doesn't quite apply to them, and criminal-type civilian factions like Syndikat don't wear armor, so they're sort of the intended targets for buckshot, but buckshot's still quite strong. Remember the shotguns from Arma 2? The shotguns in that game, few in number as they were, were still incredibly powerful even against targets with body armor. Also, there are actually armor-piercing slugs IRL that can take out the engines of vehicles. Just sayin'. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Well, have normal, balanced slugs and then have these as "Super Slugs" as a joke ammo type. -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Hurry, mod makers! Copy the code and use it to make accurate gauss cannons/railguns! What I want to know is are they able to damage armored vehicles (the slugs themselves and the guys being thrown back like they just got Fus-Ro-Dah'd)? -
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maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Oh, I didn't realize it did that. I thought it was a game feature. My error; disregard what I said.