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roshnak

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Posts posted by roshnak


  1. If your CPU isn't running at 100%, then it is not being used as efficiently as possible, so yes, if your processor isn't running at or near 100%, then it is not being utilized to it's fullest potential. It would also be helpful if you defined "playable framerate" because that isn't the same thing for everyone. Some people are fine at 30 FPS, while some people get uncomfortable below 40 and almost everyone is fine with 60 or higher (although there are studies that show some people being able to detect flicker up to like 200 FPS).

    You can't really say what Cryengine and Frostbite can never do. Just like BIS, those devs are capable of modifying their engines to suit their needs.

    I also find it interesting that you are telling people to quit playing the game in a thread where people are posting constructive analysis of performance problems...


  2. Pretty sure he's referring to the way the missions are designed, in that they are very inefficient and run a ton of poorly optimized scripts.

    About graphics settings: It's been pretty much proven that on most computers, adjusting graphics options gives only a small boost to performance. I think most of us realize that Arma is very CPU limited right now.


  3. I'd point to how BI wasn't giving us "a fully-featured FCS" or "the Trophy active defence system" in Arma 2 either... though I get you re: the weapons.

    I would think that people would want Arma 3 to have more features than Arma 2.

    Now, I know that it actually does have more features, but my point is that "that stuff wasn't in Arma 2" isn't a reason to not hope it will be in Arma 3. As for the missing weapons and ERA, I can only assume removing them was a conscious design decision, since they were clearly already implemented at some earlier point.


  4. Statistically speaking, law enforcement (highly trained with their weapons) tend to hit 1 in 4 or 5 shots within 25 meters, and far fewer outside of that (roughly remembering this). I think typical kill rates in the military are 20 rounds : 1 kill (how accurate this is is open to debate of course)..

    Whoa, I did not see this. The vast majority of law enforcement are not even close to highly trained with their weapons. In the U.S. most departments only require you to fire your weapon 2-4 times per year, and there are very few officers who fire more than the required amount. I have no problem with the police, but they are not the best example of trained shooters.

    As for dispersion effects, it's really hard to put numbers to an action that is entirely dependent on both individual skill and psychological effects. No two people are going to react the same way in a gunfight; accordingly, you'll find a great deal of disagreement about how those factors should affect dispersion values.


  5. With suppression quick return fire buys me some extra time to get into cover.

    Well I was always assuming getting to cover would be the first thing you do, before even returning fire, unless there is no cover to get to. If you don't get to cover you should be dead (I'm assuming that video was a set up and not actual gameplay, as there was no excuse for not killing you in that situation). Again, I have very little idea how the system works yet, but my concern was more of what happens after you get to cover, because if I can't shoot back at that point then my team and I are just waiting to be killed. I've played games with a screen blur suppression effect before, and it rather than force me into cover it usually forces me to try and move as quickly as possible so I can see again. Anyway, suppression effects are really tricky to get right, and I guess we'll have a better idea how it works on Friday.


  6. Future setting doesn't really give them the artistic freedom to take something that exists today, and downgrade it to where it was several decades ago.

    I.e. future setting for current vehicle =/= make vehicle older than it is today.

    Well that's probably why the tank is inspired by the Merkava, and not the Merkava itself.


  7. The thing is, you cannot achieve proper suppression effect in game. You just don't get the same level of self preservation that you do in real life. So we have to compromise.

    Try to remember a moment in your life when you were the most scared or spooked you have ever been. Now imagine that in that moment, you were given a rifle and a half concealed target 100 meters away. Would you be able to hit it in 1,5 seconds?

    Now compare this solution, does it achieve the same thing ? Is it still not a working solution?

    Well, I didn't say remove the suppression effect altogether, since the developers clearly want it in there. I said maybe tone down the screen blur. If you want to simulate dust and shrapnel from bullet impacts, you can just modify the bullet impact particle effects to do that. As for how I would react in real life, I believe that all modern militaries train their troops to return fire as quickly as possible in response to suppression fire. If you don't then you die.

    Edit:

    OK, but dont you think you should wait two days and play the mod first before saying that.

    Yeah, that's why I said that I can't know exactly how it was implemented yet, and that it was just my initial impression. Thanks for being receptive to feedback and not telling me to get lost and stuff.


  8. Yeah, but within like 2 shots the screen was so blurred you couldn't see anything. To be honest, if we are going to have suppression effects, I'd prefer the Arma 2 system of inducing aim shake, and it would be better if it was based on volume of fire. Obviously I have very little idea of the precise nature of the suppression effects in this addon, but my initial impression was that it seems a little bit unreasonable that one shooter can put someone else so thoroughly out of commission that quickly, without landing a single shot.


  9. If one has an easier time beating the other, so what? Adjust the weapons they are using or pair them up. Theya re two very different aircraft and should not be balanced to be similar.

    This would be a pretty good argument if Arma could come even close to simulating the advantages and disadvantages of different aircraft. Especially since a large part of what gives modern aircraft an edge is their avionics packages, which is completely unsimulated in Arma.


  10. sorry for being a ass but i think people would take pride in there work. and not release it with problems. and then when some body says there is a bug or a problem. you say quit crying and take what you get.

    just maybe treat the people who like your work with more respect. and take pride in your work is all im saying. other then that looks good ^_^

    It' not really his work. It's a port from another game. And to be honest, there is no excuse for not selecting the whole model and clicking the mirror button before you import into Arma. I tried to say it nicer in another thread, but if he's not going to be polite I guess I shouldn't be either.


  11. I would still like to see a side-by-side and detailed comparison of game lobbies and what exactly the OP et al. desire. I haven't played BF/COD in some years, so I might not be in-touch with the newest lobby features... Until now I hadn't really considered it an issue, though.

    I don't play COD either, but Battlefield hasn't had a decent server browser in the history of the series, so I wouldn't use it as a benchmark. As far as server browsers go, though, Arma's is pretty bad. It updates slowly and has issues with displaying ping properly.

    Beyond that, the scoreboard is definitely lackluster, most of them have scroll bars for large player counts these days. I don't necessarily see a problem with the lobby itself, though. The inventory system is still kind of clunky, but it's definitely a step in the right direction. I'd say the biggest problem with the GUI right now is still the action menu, which is dated to say the least. I really can't see a reason why there isn't a universal action key and the ability to switch weapons with the number keys. Sakurachan's Keys addon looks like it's going to be taking things in the right direction, but weapon switching is still going to be needlessly clunky, and Keys almost certainly won't be usable on many multiplayer servers.

    As for weapon switching, it would be cool to see something like ACE's system of selecting your primary with Shift+1, GL with Shift+2, pistol with Shift+3, and launcher with Shift+4. It went something like that anyway.


  12. BF...sexy game lobby

    Ha.

    Also, there sure are some elitist tendencies coming out in this thread. And some pretty cool prejudices against people for playing different types of video games.

    Edit:

    and thinks the game should sit around 7 towards Arcade.

    You forgot the part where he said "between 3 and" in front of that 7.


  13. I don't see how UV maps could possibly cause copyright or licensing issues. That said, you can extract the textures from the .pbos and they always seemed like an acceptable base to me.

    On the other hand, I honestly feel like there are way too many retextures already. I understand if you want to retexture vehicles for your clan or whatever, but do we really need dozens of repainted stock units?

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