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roshnak

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Everything posted by roshnak

  1. The section of your post that I quoted read like you thought there should be separate penalties for aerobic and anaerobic exercise, which would certainly be a pretty big change to the fatigue system. If I misread that, then I apologize. I also don't think that I implied that it was too big a change. I was merely suggesting that it was a bit more than just a tweak. I do suspect that there will be some changes to the overall weapon handling with the Marksman DLC.
  2. I have to ask: Are you speaking from personal experience? I'm not saying this is a bad idea, but it sounds less like tweaked sway and speed and more like a fundamental change to the way the fatigue system works.
  3. That's not what this guy said
  4. Ok, so is this statement an exaggeration or not? Becuase it doesn't sound like he is exaggerating, but it also sounds really, really wrong.
  5. I could just as easily suggest that the thing this thread needs to stop doing is straight up making stuff up that isn't true. This thread is for feedback for a branch of the game that is undergoing frequent changes and often unstable. Emotional hyperbole could easily be mistaken for things that are actually occuring in the game, and no one (not even the developers) have any way of knowing that it's not. I'm not saying that this kind of feedback can't be valuable (although it's far from the best way to present it), but I am saying that there is no reason for any poster in this thread to ever assume that someone is just exaggerating for effect.
  6. You are taking the whole "sandbox" thing way too far. Arma has sandbox elements. It is by no means, and has never been, a true sandbox game. Although, in point of fact, there are very few sandbox games that even let players modify core game mechanics in the way that you are suggesting. Too bad? Mod it out and play singleplayer only, then. As long as this game has a competitive multiplayer element, it's going to require skill. And as long as PC games are controlled using a mouse and keyboard, then you will have to have skill with a mouse and keyboard to be good at them. What you are saying here is literally, "I don't want to be forced to get good at PC games."
  7. roshnak

    Advanced Helicopter FDM Feedback

    Yes. Speaking of which, has anyone else noticed some stutter or lag for passengers in a helo being piloted by someone with AFM enabled?
  8. Rotorlib isn't enforced by the game because Arma 3 is not a flight sim and BIS probably doesn't want to basically require that people buy $200 - $600 worth of equipment in order to fly helicopters. You also keep bringing up VBS. You understand the VBS is not a game, right? It's a tool. What utility would come from requiring military personnel to become skilled with a mouse and keyboard in order to shoot accurately in VBS? How would that add value to their training?
  9. So much this. Seriously, hold breath almost completely eliminates sway, and you can pretty much be doing it 80% of the time.
  10. Do you guys still find it too difficult to shoot while using hold breath? I think we're all hoping for a good weapon resting system. Edit: It's crazy how bad this idea is. Sway and inertia aren't in the game just in case some players want a deeper combat system that doesn't affect other players, they're intentional game mechanics designed to promote specific types of gameplay. Allowing them to be user configurable would defeat the entire purpose, as well as making it significantly more difficult for players to learn core gameplay mechanics.
  11. roshnak

    RHS Escalation (AFRF and USAF)

    The "@" symbol is just for organization. It's just a way to sort all the mod folders to the top of the list when sorting by name or type.
  12. unit enableFatigue false However, brushing off the fatigue system as something for fanboys or military wannabes is unfair. The fatigue system, at its core, is not about realism. It's about eliminating the ablity for players to pick loadouts that allow them to excel in every situation. It's about forcing players to commit more fully to the more specialized roles in the game, because it was dumb and not fun when everyone ran around with a SMAW and a DMR or SAW in Arma 2. And it does it in a smart way, since it doesn't prevent players from taking those loadouts if they have to, but instead imposes penalties in the form of decreased mobility. What it does, and I know some people around here are going to hate this, is make the game more balanced. But it's also sort of realistic.
  13. roshnak

    DLC Ads

    That's strange, because I am 100% sure that I did not use any Karts content (it would have been pretty obvious if I had) when I experienced post-mission ads. I don't play in pubs often, though, and this was shortly after the initial release of Karts, so maybe it was a bug or something?
  14. roshnak

    Firing from vehicles unfinished?

    I suggest that you actually try firing grenades from a little bird. It is nearly impossible to hit anything. I would also suggest that you keep waiting to actually be killed by a human turret or for people to figure out that jumping in the back of vehicles ostensibly gives them the best possible firing solution before you freak out about it. In my experience so far, it has not been a problem. It seems like so far you're just speculating about how bad it could be.
  15. roshnak

    Firing from vehicles unfinished?

    You know the dev branch is open to everyone, right? If you want to test out stuff on the dev branch and provide feedback, all you have to do is opt-in through Steam and start posting in the appropriate section of the forums. Speaking of which, have you ever actually checked out the dev branch subforum? Because it's full of people arguing and critiquing pretty much non-stop. It sounds like you're just getting more and more angry and lashing out at everyone who doesn't immediately jump on board with your opinions, which is strange, because you started this topic with a reasonable tone. Let me ask you this: Is there some gameplay reason that you think that it's so imperative that there be more sway when firing from vehicles? Are you finding it too easy to hit targets? Are you finding yourself being constantly and unfairly killed by people sitting in the back of pickup trucks? Or do you just think it looks sort of silly? None of these questions were sarcastic. I really want to know. Because so far you haven't really given any examples of what kind of impact this is having on the game.
  16. roshnak

    DLC Ads

    Just to be clear, the pop-up appears upon disconnecting from a server that is running a mission in which DLC content is present, the ads don't pop up mid-mission unless you actually get in the DLC vehicle. Of course, given that some of the more annoying effects that appeared when crewing DLC vehicles appear to have been toned down significantly, this could have been changed as well. I haven't tested it out since Karts, but it definitely happened then, and the OP's comment about it suggests that it's still happening now.
  17. roshnak

    DLC Ads

    To be fair, you can always close the game without ads by using ALT-F4, but that's obviously not ideal and almost certainly not intended. That sort of defeats the purpose of the "not wanting to break up the community" thing, doesn't it? You act as though that is the only alternative. Any aspect at all. If you have ever complained that something is immersion breaking (I don't know whether or not you have), then it would sort of hypocritical to say, "tough luck" to this guy. Especially if the reason you're saying it is that you purchased the DLC and don't have to deal with the ads that he does (and, again, I don't know whether or not you have). Of course, if you just think the tradeoff is worth it, then that's fair, but it's also not really how you phrased it.
  18. roshnak

    DLC Ads

    Everbody who is stating that he should "just stop using content that he hasn't paid for" should probably take note of the fact that, last time I checked, this: Happens regardless of whether or not he used anything he didn't pay for. All it requires is that he be in a server running a mission that has DLC content in it. This is really not a good justification, especially since it completely falls apart the second streamers purchase the DLC. Edit: Would you say this about other aspects of the game? This is pretty shady, though, when some of the ads potentially show up without the player ever having even seen the DLC content in question, and the only way to avoid seeing those ads is to be lucky at guessing which servers aren't running a mission where someone has placed a Huron as set dressing on an airfield.
  19. I'm pretty sure you could control for this sort of thing. But, honestly, either method works fine for me. The system definitely needs to be tweaked a bit. I believe that what he is saying is that I am firing before the sway has a chance to kick in after I bring the mouse to a stop (since there is sometimes a delay before it kicks in), which is true. I'm really not doing anything to counter inertia or sway in that video. What he would like me to do, if I'm understanding him correctly, is to wait for the sway to kick in before making my shot. This is where I have a problem, since, if I have time to wait for the sway to kick in, I probably have time to avoid causing the increase in sway in the first place. Honestly, though, inertia is something I don't even think about during normal gameplay.
  20. Well, the video was made to mimic a real world exercise that Machineabuse posted. It wasn't intended to show slower target acquisition, it was intended to show rapid target transitions. Performing the drill slower would have defeated the purpose. I've already agreed that the sway resulting from inertia can be problematic at times and should be changed to be more consistent. I do think I should point out, however, that if I had time to pause for a second before shooting, or was engaging targets at a longer range, I would not need to be moving my viewpoint as quickly, resulting in less inertia penalties like sight misalignment and sway. Edit: I don't think so. Here's another video using the same weapon that Strick is. If you compare them, you'll see that his sway is coming to very abrupt stop after only a portion of a cycle, whereas mine features a gradual slowdown to normal sway levels. This could certainly work. Personally, I think it would be better to tie the inertia to acceleration instead of velocity, so that smooth movements caused no inertia penalties, but jerky ones did. On the other hand, if you think people are complaining about nausea now, try shifting their entire view around and see what happens. I suspect moving both the screen and weapon might be even worse.
  21. Again, I'm not entirely sure what you mean by this, but it sounds like you're suggesting reduction in mouse sensitivity the farther you rotate from your starting point. If this is the case, that sounds awful. As for your video, that looks sort of like what my sway does, but like 10 times faster. It looks way more abrupt than mine does. Mine also doesn't consistently sway back in the direction that I turned from. Although I will agree that the sway resulting from inertia is not ideal at all. We were discussing this earlier in the thread. It seems like it might just be bumping up the sway at the end of rotations, and the sway just gets picked up wherever it would normally have been at in the cycle, so if it was going to sway left it will sway left a lot, and if it was going to sway up, it will sway up a lot. There also seems to be a weird delay before it kicks in sometimes. I can't comment on the freelook behavior, because I don't use freelook while sighted in. Here is a video of my inertia. You can see that it looks similar to yours, but a little smoother and more drawn out. What is this in reference to?
  22. I'm really not sure what this means, but I can say that the aim of your weapon going up and down when walking is absolutely a realistic thing (note: I am not saying that the specific pattern or amplitude is necessarily completely realistic, as it probably varies from person to person). With view bobbing turned off, Arma does a fairly reasonable job of approximating the fact that while your eyes may dampen the movement of walking very well, that doesn't mean that your body isn't moving around. I really feel like your opinion on this matter can be linked back to your suggestion that people try walking around their houses pointing a broom at things as an example of how there is too much sway in Arma. As I said before, simply taping a laser pointer to the end of that broom would probably drastically change your opinion of how steady you are able to hold it. The thing about the left and right movement is very confusing to me, though. Can you elaborate on what you mean? It appears that I also forgot to reply to this post: So I guess now is a good time. Everything about what you're describing here seems excessive. It would almost certainly take longer (probably a lot longer) to perform these steps than to just wait for almost any inertia induced sway to subside. The fact that you feel that it's necessary to go to these lengths to avoid inertia really doesn't sound right to me. Are you sure that what you're experiencing is similar to what is shown in the following video? As you can see, it's not terribly difficult to be reasonably accurate even with relatively high turn rates.
  23. roshnak

    Fatigue Feedback (dev branch)

    Is that how ACE worked, though? I thought ACE's system was basically "push this button to temporarily disable fatigue induced falling down." I think the VBS3 way is actually pretty clever, but I also think that there are enough people who are having trouble with Arma 3's system that a more complicated system might be even worse.
  24. roshnak

    Fatigue Feedback (dev branch)

    I think ACE 2 had a feature where you could push a button and it would give you a little burst of extra stamina. I thought it was kind of dumb, to be honest.
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