StillCantRunUphill
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Version 1.60 brought a few nerfs and overhauls to ground AA. Here's what changed in brief: APC cannons can no longer lock-on to aircraft. AA tank cannons lock-on mechanics changed (no more auto-ranging and auto-shot placement). 1. Pre-1.60, the Kamysh, Gorgon, Mora and Marshall were able to lock-on to aircraft with their main cannon. This was removed, why? This is a MilSim game after all and it is not fiction for such contemporary vehicles' fire control systems to have specific fire modes to target low-flying aircraft. 2. Pre-1.60, AA cannon lock-on mechanics worked just like MBTs where shells are artificially dispersed towards locked-on targets. In other words, if you aim at a locked-on moving target using a tank, the cannon itself is pointed directly at where you're aiming and it does not elevate or rotate to account for the various factors required for the right ballistic trajectory e.g. shell velocity, distance to target, target's direction & speed etc. - instead the game automatically adds dispersion to the shell "exiting the cannon" to create the appropriate trajectory. In 1.60, the existing "magic shell" mechanic, for AA tank cannons, has been eschewed for a more realistic approach: shell trajectories now match with where the cannon is pointed and a predictive-reticle is provided which leads the target and tells you where you're supposed to shoot to hit the it based on its movement, your shell trajectory and gun zeroing. In essence, the game no longer does most of the work for you when shooting at aircraft with Tigris and Cheetah cannons. I am in favour of this kind of change since the magically-dispersed-shells method was always irksome. However, I would argue that it is unfair that these new lock-on mechanics would be implemented for ground-to-air cannons instead of tanks. Tank combat is in much greater need of these lock-on mechanics than AA tanks are to raise the skill-ceiling above simply "T-lock and fire APFSDS to win". AA cannons already had a much tougher time hitting aircraft, than tank cannons do against ground vehicles, since aircraft are far more mobile than a ground vehicle is and AA shells travel much slower. Not to mention that lock-on mechanics in the game don't take into account angular velocity of a target - most jets easily dodge AA cannon fire (as long as they're not insanely close) by simply turning, spiraling, diving etc.
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Agree about the colours looking different - washed out almost?
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New weapon switch animations.
StillCantRunUphill replied to target_practice's topic in ARMA 3 - GENERAL
They seem fluid enough. The only thing that looks really clunky to me is transitioning from Titan MPRL/Compact to Pistol whilst crouched - the launcher seems to magically orient into resting position on the player's back halfway through the holstering and it majorly clips through the character's head. You'll also see a single frame where the right arm contorts backwards holding the launcher just before it finishes. -
I really hated this about Arma 3. It did seriously feel like the futuristic setting was chosen to allow shortcuts for content e.g. OPFOR and BLUFOR using the same AT and AA missile launchers and the Cheetah and Tigris both having the exact same turret or how about the Kamysh, Gorgon and Mora using the exact same cannon with the exact same shell loadout. It was preferable having the modern setting of Arma 1 and 2 with contemporary weapons and vehicles. Also, even 15 years later, still can't run uphill.