roshnak
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Everything posted by roshnak
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Weapon Inertia & Sway Feedback (dev branch)
roshnak replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
It's really nothing like this because a car is predictable mechanical device that we interface with in a way that is easily replicated and widely available in the marketplace (steering wheel and pedals). The human body is not a mechanical device, it has untold intricacies and variations, and we interface with it in significantly more complex and less understood ways. Until perfect virtual reality is a thing, replicating that will not be even remotely possible. Actually, I think you are kind of missing the point. The point is that things the guy did your video is still possible in Arma 3, now it just takes a more realistic amount of skill to do it. It requires a different set of skills than you are used to using in real life because it is not possible at this point in time to simulate the exact skillset (or even close to it) that is used in real life marksmanship in a video game. The principles of aiming with a gun are not the same as aiming with a mouse and keyboard. Literally everything about it is different. You cannot make aiming with a mouse and keyboard difficult in the same way that aiming a gun is. Therefore, we must make it difficult in a different way. The way that BIS chose is a somewhat exaggerated form of weapon sway and a representation of inertia through sight mis-alignment and recovery time. I really encourage you to at least skim the last few pages of the weapon sway thread that I linked earlier, as this is the exact discussion we had in it. Here is a video of me killing 4 enemies in a tower from 1km away in 40 seconds with the more amplified version of the sway that is on the main branch. Can you do that in real life? -
Weapon Inertia & Sway Feedback (dev branch)
roshnak replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Yeah this is really not what I am experiencing. It seems super exaggerated and there are weird stutters in your movement. We've sort of already had this discussion in the weapon sway thread. Pages upon pages of discussion, actually. The purpose of the changes to mechanics like weapon sway and inertia is not provide a perfectly accurate representation of what it looks or even feels like when you use a firearm. This is not possible, and the recent OPREP basically confirms that this is not Bohemia's goal. The purpose of these changes is to provide a rough analogue that creates more realistic gameplay situations. Simply put: You should not be asking yourself if this is what it would look like if you were looking through the eyes of a trained soldier in the real world. You should be asking yourself if these mechanics make you make the same considerations and decisions that a soldier would. So the question I have for you is: Do you think these changes make you behave more realistically in the game? -
Weapon Inertia & Sway Feedback (dev branch)
roshnak replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
It probably could be as simple as copying and pasting values from similar weapons in the main game or as complex as setting up custom values to create a unique experience, depending on the how much work the author wants to do. And I have to say that if you are this worried about updates breaking mods, modding games might not be for you. -
I understand what you're saying here, but I don't think it's very helpful to compare the price of a video game to the price of a thing that is not a video game. It's probably best to compare your purchase of Arma 3 to the experience and prices of similar products in the same industry (i.e. other video games). All that said, I got Arma 3 for about $30 and for a while I was fairly disappointed with the purchase. However, I've been pretty impressed with the development of the game recently and while there are many things I'm still not happy with, I feel pretty good about the purchase at this point. I don't know how I would feel if I had paid $60 for it.
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I see what you're saying, but I still don't think that mounted weapons have been made easier to use. The same systems and capabilities were available in Arma 2 and Operation Arrowhead, they were just less common.
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Can you please elaborate on how you think mounted weaponry has been made easier?
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Weapon Inertia & Sway Feedback (dev branch)
roshnak replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I'm pretty sure that is pretty much the opposite of the goal of these changes. -
At this point I'm having trouble figuring out who is talking about the walking animations and who is talking about the walking speed.
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Arma 3 Helicopters DLC Discussion (dev branch)
roshnak replied to FredAirland's topic in ARMA 3 - GENERAL
I haven't seen any evidence to suggest that is Dslyecxi's philosophy (and a fair amount to suggest that it isn't) and at one point he argued against implementing RotorLib in Arma 3. -
What other advantage could it have or would it even have needed? ACE 2 had an option to change the switch weapon key so that it only changed firemodes, which, in combination with the aforementioned weapon selection keys, made the whole weapon selection process function more naturally and made it less prone to errors. Basically, you always knew that hitting "F" would toggle firemodes (semi, burst, auto, safe) and you always knew that when you hit SHIFT+2, your UGL would be selected, and when you hit SHIFT+1 your rifle would be selected, and if you wanted to pull out a grenade, you could hit SHIFT+4. There was no guesswork involved in which weapon you had selected or which weapon was going to come out next at any time. Let's outline a situation with the default weapon select system in Arma 3: Let's say I'm firing at targets with my rifle and I see something I want to shoot with my UGL. If my rifle is not select fire, then hitting "F" once will switch to my UGL and I can fire. If it's select fire and only has two fire modes (single and burst or single and auto) and I'm firing in single shot mode then I will have to hit "F" twice before I can fire off a grenade. If I am in the second fire mode (auto or burst) then I will only have to hit "F" once before my UGL will be selected. If my weapon has three fire modes (single, burst, auto) then I will either have to hit "F" once, twice, or three times before my UGL is selected, and then hit the key once, twice, or three more times to get back to my rifle and it's desired fire mode. This can become confusing if I haven't fired my gun for a while and I don't remember which fire mode I currently have selected. I may accidentally cycle past my UGL and have to go all the way back around to re-select it. This was even worse in Arma 2 because you also had frag and smoke grenades to cycle through as well. And what if I have a pistol out because I'm out of ammo for my primary, but I want to use the UGL to put a grenade through the window of a house down the street? I have to select my rifle from the action menu and then hit "F" between one and three times in order to select the grenade launcher. With the ACE 2 system, all I have to do at any time to select my UGL is hit SHIFT+2. It does not matter whether I am in burst or single fire or if I have a rocket launcher or rifle or pistol currently in my hands. Hitting SHIFT+2 will equip my rifle and select the UGL. If I want to go back to my rifle, I hit SHIFT+1 and I select my rifle again and it's still in the fire mode that I had previously selected. If I want to select my rocket launcher, I don't have to mess around with the action menu and accidentally open the door behind me or access the inventory of my friend's dead body that I'm hiding behind. I just hit SHIFT+3 and my rocket launcher comes out. It's just a better and more intuitive system, where you always know the results of your actions.
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People are scared away because the options and keybinding menu is a nearly unreadable mess, not because there are a lot of keys. There are very few keyboard functions in Arma that I use regularly: Sprint, walk/run, combat pace, lean left and right, prone, crouch, stance adjust toggle, reload, switch firemode, map, compass, watch (maybe), select grenade, inventory, and sight adjustment up and down. That's less than 20 keys. If the keybinding menu was reasonably sorted and didn't have a bunch of similarly named functions whose differences are not immediately clear (there are bindings for both "prone" and "go prone", for example) people would not find the controls to be so daunting. I also don't think it's reasonable to assume that anyone would be scared away by the addition of 4-6 keys allowing players to select weapons with the keyboard, an ability that has existed in almost every PC shooter ever made. You change weapons a lot more than you use the radio menu, unless you are the squad leader of an AI squad. In fact, unless you are leading an AI squad or there is some scripted support function included in the mission, you probably never use the radio menu. Even if the radio menu was commonly used, ACE 2 solved this problem by using shift and the number keys to select weapons, such that SHIFT+1 selected your primary weapon, SHIFT+2 selected the GL, SHIFT+3 was the launcher, etc.
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I agree that the weapon selection system needs an overhaul, but why on earth would you want to use a radial menu? They are such a clumsy, console oriented mechanic. There are over 100 keys on a keyboard and easily 35 within reach of your hand (assuming a conventional WASD control setup), and the number of usable keys only grows with modifier keys. There should be more than enough keys for me to push a single button and select my desired weapon instead of having to hold a key and select the thing I want from a list. Right, and you could easily fix the unrealistic knowledge of remaining ammo by using color coding or a bar (or both) to represent ammo instead of hard numbers. Plenty of games have done it right. Use the number keys to select weapons instead of the dumb action menu and cycle with "F" combo. 1 for rifle, 2 for UGL, 3 for pistol, 4 for frag, 5 for smoke etc. Alternatively, do it Half-Life style where number keys cycle through classes of weapons. So pushing 4 multiple times would cycle between the different throwables in your inventory. Edit: You may be referring to the ammo and fire mode checks. If that's the case, then I would say that whether or not RO's method is the right way is debatable.
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This. Walk speeds with rifles are agonizingly slow in the main branch. In fact, walk speeds in most video games feel unnaturally slow. It's more of a stroll than a walk.
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New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
I think this is true and should probably be changed. First of all, you don't have to correct for sway in Arma 3. You can absolutely just predict the sway and wait for the sights to sweep over the target. Second, while what you are saying is true in real life, this is a video game and there are fundamental differences. It's hard to remain still in real life, while it's easy in a video game - all you have to do is take your hands off the controls. That is a substantial disconnect between real life and video games. There is a huge difference in where the skill is at. Simply put, it's just not possible to make using a mouse feel like aiming a rifle. The mouse isn't susceptible to all the small movements your body makes. The mouse isn't heavy. It's already resting on a surface, and you're just sliding it around in 2D space. Those of us in favor of the new system and the ability to correct for sway don't like it because we think it's a perfect recreation of the experience shooting in reality, we like it because we feel that it provides a roughly analogous skill requirement and it creates realistic situations. Even under the new sway system it doesn't take a great deal of skill to make shots that would be considered exceptional in real life. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
Unless you primarily play PvP multiplayer. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
Seems pretty controllable to me. 40 seconds to hit 4 targets 1 km away. And that video was recorded about a day after the patch dropped -- I could probably do better now. I believe that breath holding is broken in the current patch, but I unbound it so I'm not sure. Personally, I don't even like the idea of having a hold breath function that negates weapon sway, because it basically makes the sway irrelevant. I'm also not sure why you think that bipods and weapon resting impair maneuverability. You don't get stuck to a surface when you lay your gun on it. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
I don't think we have any reason to believe that everyone experiences the same sway pattern, anyway. We're not robots. That sounds really unfair. What would be stopping anyone from turning that on and having a free advantage over other players? That's not what the guy who claims he's an infantryman on the previous page said. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
You haven't provided any evidence. Numerous other people have. Like I said previously: Even other people in this thread who don't like the weapon sway did not describe real life shooting experiences that match up with what you are describing. How can you possibly explain that, especially given the fact that you have yet to actually test your theory yourself with your own rifle? -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
You don't have a camera on your phone? A pistol is not a rifle. You should really stop using your experience with pistols to judge what happens with a rifle. (Although, I don't believe you only experience a millimeter of sway with a pistol, either.) Here's the thing, CaptainObvious's results are about I would expect. I've spoken about this topic at length with a person I know who was in the military and is a very good marksman. He doesn't think the sway in Arma is unreasonable. He also doesn't think that 1mm sway at the barrel is something that a human being is capable of. Also, for someone who was so sensitive about his own injury, you sure are quick to question other people's physical capabilities. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
It's an easily recreated test. Maybe you'd like to try it and post your own results? -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
I can't manage a millimeter, because that is an insanely small distance and I'm not a robot. It's the width of a dime. Also I'm not interested in deviation at the hand, because that is nearly useless information for a discussion about rifle sway. Deviation at the hand could have completely different effects on deviation at the front sight depending on the length of the barrel. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
That's not what's happening in Arma. All shooting stances in Arma are unsupported. I think we all want weapon resting to be included, but it's not. It's not accurate to compare your shooting from a supported position in real life to the unsupported shooting in Arma. -
New Weaponsway is way to much. And holding breath bug?
roshnak replied to HAseONE's topic in ARMA 3 - GENERAL
If you seriously only experience a 1mm tremble when you are shooting offhand, you must be a truly exceptional marksman. We've had multiple people with shooting experience and a few with military and LEO backgrounds weigh in on this. Even the ones who disliked the current system thought the pattern of the sway should be different, not the amount of sway. No one else has described what you are describing when shooting offhand. -
This is super important. Everyone should do this.
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This is literally a thing that commonly happens on these very forums.