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Everything posted by wipman
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- Possibility of set in the config, in an easy way the number of gears that a vehicle haves. - Possibility of the in config, in an easy way, the time that a vehicle needs to reach the top speed of each gear.
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- Almost zero weapon dancing/shaking when walking slowly (aiming down the sights). - Much less weapon dancing/shaking when walking quickly or normaly (aiming down the sights). - Less intrusive comms menus. - Faster imput response (keyboard). - Better and more impressive sounds. - Better transsition between anims (from on the move to stop & from stop or slow to Oscar Mike).
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Too much muzzle flash and reload animations?
wipman replied to DemonMustang's topic in ARMA 3 - GENERAL
Hi, this is the MF of a H&K 416 shooting with a muzzle breaker (standard piece on all the military ARs & MGs): Now a 9x19 (aka 9 Parabellum or 9 Para), no muzzle breaker, by night though NVD: They don't seem that big, and by the day you dont see the MF, but it can be seen much better (like three times more) by the late dawn and early dusk; i insist in that the bigger problem that i see with the MFs is their solidity 1St and then, later on... their size. Let's C ya -
Too much muzzle flash and reload animations?
wipman replied to DemonMustang's topic in ARMA 3 - GENERAL
Hi, for what i've seen lately... i think that the problem that the problem is not if the muzzle flash is too big; i think that the problem is more likely that it's too solid. About the reload anims... i hope that they, this time... make the dispossable weapons dispossable so only drop anims for 'em; about the MGs etc... just better anims. The problem with this ones is also related in a way with the ballistics IMO, if the bullets only have vertical drop between 100 to 600m you can forget about make every bullet count and choose wisely when, where and how to fire; because it wouldn't be that important at all... the dispersion would follow the same path, no wind deviation, bullet drop only up to range (beyond that, the bullet/shell or whatever [and it's effects] dissapear). I wouldn't reload a M249 after each 25 shots if i know that i could get a kill with each 5 shots on a 100rnds bag or a 200rnds box. Let's C ya -
Yeah man, that's what im talkin' 'bout. The brakes pump... fuel hooses... each wheel brake disc etc; and have a certain (big) different number of the IFVs, MBTs, planes, bikes, choppers, boats, ships etc with their different internal systems too, at least those that we could need/want the most for the kind of interaction that we're talking about, to destroy, stop or disable a vehicle. Aside that make the bullets have a real effect when you shoot through a vehicle plate, not causing damage to the whole vehicle's structure but doing what it would do IRL.
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Hi, the damage model on the Fergal's video looks really well, but i've to agree with the rest that it is unreachable at the ArmA's levels; the enviroment is too vast as for apply it to every object (trees, bushes, ruins, buildings, walls...) plus the actualy "alive ones" as vehicles and weapons systems used by the players and the AIs. Even taking this into account... i keep thinking that a realistic damage system for the ballistic effects of the weapons on all the vehicles at least, should be possible with the current hardware standards. Let's C ya
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Hi, the Play With Fire video look good, but about the vehicles damage... i would be much more interested in have MBTs, IFVs etc with plates that work as armour plates covering internal systems instead as a whole; so we could pierce the cargo space of an IFV with a 12.7 and kill two of the passengers, or disable the engine with a couple of shots or other systems and that kind of things. Until that we don't see something like that... the vehicles are just the same death traps since the OFP. Let's C ya
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Hi, i would spect an USMC mod, with the current equipment and also the experimental one or newer current one. Let's C ya
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Hi, new (better) tools would be almost useless or pointless without good refference MLOD models and textures libraries IMO. Let's C ya
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Hi, Metalcraze is right; i haven't seen any gameplay/playability improvement until now. Same weapon dancing when aiming while you walk and same everything, the graphics have been improved and sure that the AI too, but that's all or is what it seems... still impossible to land effective fire at 50m or even less while you walk aiming down the sights. There isn't any video showing the oppossite, so it must be the same; also... sure that they'd added much more keys instead make more use the actions menu or automatic actions or an options wheel in the middle of the screen with all the possible options for interact with objects or vehicles. In other words... few evolution and more of the same. Let's C ya
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Hi, every game have bugs on the release and also later on, the perfection it's an utopic concept; i think that all the ArmA2:OA bug fixes or improvements will be added to the ArmA3 and hope that the ArmA3 have less problems at the release in comparison with the ArmA2 release. Let's C ya
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Hi, the vanilla playing don't have the compatibility problems that using mods/addons have; i'd never used the ACE mod on the ArmA or ArmA2 for the complexity of it's installation and some of it's features, overdone IMO; i'd used player side addons that improved the game's performance or look and that's all, but i was only able of play in MP on servers that had those very few known addons or servers that allowed you to enter with anything. In other words... F hackers/cheaters holes were was hard to have fun because of those suckers SOTB. The use of big mods brought the segregation to the MP as in the 1939's germany... "you're not one of us...!? then get outta 'ere...!!", and there isn't a solution for this other than "be one of 'em" or bann this segregation from the game's MP. With the vanilla game you can play with everyone anywhere. Let's C ya
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Something that disturbed me about A2: amount of enemies you were up against.
wipman replied to Jaypaul97's topic in ARMA 3 - GENERAL
Hi, i think that if they didn't put alot of NMEs on the ArmA2... you could go back home without a single kill or even fire a single shot, as the Force Recon or Special Forces operatives should work... ; but on the ArmA2 you wasn't a SF operative conducting recon missions, you was a FR operative doing combat missions, the thing... is that the missions wasn't very well done and were boring at times, not credible in any case. They should improve the campaign and MP missions along with the MP modes to make more realistic or at least credible but also fun, in my opinion. Let's C ya -
Hi, in my opinion the engagement distances should be: CQB: 15m. Short: 50m. Medium: 80m. Long: 200m. Talking about 5.56mm ARs; and the weapons should be less jerky while you walking aiming down the sights... is more like a parkingson's disease emulator/shower than anything else, and it's wrong. Let's C ya
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Hi, IMO the game should come with an official Commands Refference Guide; until now (since the OFP) is like hand you all the pieces of an V2 rocket but without instructions, only in an 1 or 2% of the times you gonna be able to create a working complex SP or MP mission without the instructions. Also... if you're not an scripter... forget about create any working complex mission, by luck or by miracle... that won't gonna happen. The missions editor is too complex and forces you to do too much things outside the game as for be user friendly and sume to this the fact of don't count with any official commands refference guide to put you on the right path or at least give you a vage idea of what's what, how it works and it does. The addon/mod making thing is a different thing... now is more complex because the engines have more and bigger possibilities that also demand more resources; is like put a BMW 3.0 CSL from the 78' at the side of a DTM's BMW M6 of the 2012', a lot of things did change from the OFP to the ArmA and much more from the ArmA to the ArmA2/A2:OA, the things become more technical as the time passes by... it can be said in a single word: Evolution. Let's C ya
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Hi, ain't like the idea of a "Friends System", to me that's more a silly closed club thing than an usefull thing, it also haves a huge potential of create isolated "elite groups" of people that treat lone players or other so called friends groups as low life beings; this is something that we've seen before and that also happened with klans outside the game and in the game too and is a bad thing IMO. Could be well done... but the 90% of the times is useless or harmful, for single players, the game itself or other so called "friends groups" that don't share the same gameplay way but servers in general. I think that it'll be a loose of time by/for BIS when they have alot to work and to improve on the AI and the animations and the engine base. Let's C ya
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The one, single thing you're most looking forward to?
wipman replied to dmarkwick's topic in ARMA 3 - GENERAL
- Fluid animations/Movement. If i could add another thing... i would say that much less jerky weapon movement when aiming down the sights while walking. -
When i'd held an assault riffle IRL and fired while walking at standing and prone targets placed at 100m i'd placed all the shots inside the 6s of 'em, i've never been able to do it on the ArmA series because of the anims; and for what i've seen in that video... IMO they're as bad as before. For what i know of the FPS gamers... this is the main reason, aside of the number of keys... and the game's mechanics complexity for the casual gamer... that keep the possible players away IMO; if you don't agree with me... fine. The oppinions are like the asses, everyone have's one and this is my one.
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I mean that the walking aiming animations don't seem to have been improved, so you can't land accurate fire at short distances and neither on indoors enviroments as this animations seem to be as bad and jerky as on the previous games; unimproved. IMO in therms of gameplay this is the biggest drawback thing on the ArmA series and is the cause why the game is less popular or have more players.
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Hi, i have to insist in that the aiming while walking animations seem to impeed the close combat and also the indoors fighting, until that don't get a very big improvement... the gameplay gonna be the same and the ArmA3 will be a complete face's wash but that's all, new skin same bones; they should fix this if they really want to get and keep new players and old players too. Let's C ya
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Hi, the video isn't that impressive IMO and seems that the gameplay changes are really few, again the soldiers seem to be walking weapon platforms unable to fire in an stable way while walking; no playability changes... = no new game. Let's C ya
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Optimization and worse graphics: The key to a fivefold increase in sales of ARMA 3
wipman replied to Recta DP's topic in ARMA 3 - GENERAL
Hi, what would mean a clear increase on the sales would be a more fluid and less sketchy movement and also a more stable aiming and aiming while walking; that's one of the bigger issues that the previous games had. Let's C ya -
Hi, i'd always found the weapon sounds too weak and most of the vehicle ones too; you can turn up your speakers 'til that each shot hurts... but still weak sounds. A 5.56 still annoying when you've the face pasted to the AR stock and same with the .12 shotgun shells, it isn't that loud with the 9x19 as it's at a certain distance of your nose overall when you're not inside a house or confined space that then can be annoying and depending on the fire volume... distracting. The fire of a 5.56 AR isn't almost noticeable when you fire it under the blades of a UH-1N, i guess that is worst under a HH-60 or fatter birds... don't know if the existing ArmAs sounds are from the damn CS... but i agree in that they're poor and overall weak, you don't feel that you're firing something that can kill. Let's C ya
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Hi, the last time that i'd played a MP coop mission on the ArmA2, many AIs fired at me without be facing to me, they were walking E to W facing West but their bullet were coming South; that was a common thing in MP and i think that's a bug and a thing that makes the MP loose points. Never seen it in PvP from the OFP to the ArmA2. Fix it will be an improvement. Let's C ya
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Optimization and worse graphics: The key to a fivefold increase in sales of ARMA 3
wipman replied to Recta DP's topic in ARMA 3 - GENERAL
Hi, the people talks about how they spect that the ArmA3 runs well enough while still looking "good enough" on a mid-end computer; everyone spects this from a game... but the thing is to determinate what means "good enough" on the graphical field... the possible new players/customers of the ArmA3 don't know or understand that the main problem of the game is all the things that it haves to check In Real Time all toguether aside of the graphics, and in a very very big space. Most of the possible new customers/players see the few ArmA3 videos and they just say "wow, how cool!", "i hope that it moves in PC", "looks like that it would need a good PC", "looks like the BF3!"; but they don't know the game series or their mechanics... they spect some arcade for dumbs instead a game that's the most serious and tactical (talking about groups management and execution) on the civilian market and they don't recognize the job behind the picture and what it demands to get the whole thing "good enough". For me good enough means don't have less than my native resolution (1280x1024) with the textures and models set to High while the rest is on Medium and the AA at x2 with a minimun view distance of 2000m, moving at not less than 32fps; that's good enough for me. But for others... this would be a F dream... while for others... this would be a rubbish and a cause of legitimate complain, this last ones don't get all the things the game "is thinking about" far beyond what you don't see. BIS will gain and keep more new customers if they find a way of achive what a casual gamer would take as "good enough graphics" with medium settings keeping (again) a good enough FPS rate; musn't be that easy to make a game for a wide range of different people with different computers, make it "good enough" for 'em all could be an impossible task. Let's C ya