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Everything posted by wipman
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Hi, on the ArmA2 the AI seems to don't have ADZ at all, they don't turn the hip when they're scanning and seems that they don't have any inertia from their weapons neither, the AIs remain on the still standing possition aiming and turn the whole body instead turn the hip to scan while keep aiming and once they've check that that fire sector is safe then turn the feet to scan another sector. The AI is not tunned for the close combat and much less to the indoors combat; is as it wasn't possible to have 'em well for booth open field combat and close combat and much less CQB, where the AIs go prone indoor, turn the whole body from feet to head instead turn the hip first and then align the feet with the shoulders for advance as for scan so they don't give any human like shape as they act as silly robots with laser guns. The coding of the AI must be the hardest part of the whole game for the developers... . Let's C ya
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Hi, about the rivers... i haven't seen any river on the maps that we've seen until now, aside that... there're fat rivers on this mediterranean islands?, i don't know of any big river on any island of the mediterranean; all what i've seen is the sea entering a bit on the land, but more like a bay than any other thing. My guess is that the underwater element is there to allow stealth interventions as in the real life, made by the combat divers as primary or secondary SOC forces on the area of operations to gather intel from the NME forces and resources aside of their possition. But i think that the water won't be very used or used at all until that you don't be able to shoot from the passenger possition of uncovered vehicles, for i.e... defend your zodiak or eliminate coastal guards from the zodiak as sniper to allow a safer insertion of the rest of the squad; without be able of shoot from passenger seats of the boats etc.. the water gonna be something that no one gonna use in the missions other than the ejected pilots that swim back to land after loose all their weapons pistol included. Let's C ya
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Hi, IMO is a bit pointless or at least bad if you can't fire from the cargo possitions, same than for the land vehicles; the water/underwater thing is ovbious as is how it's IRL, you can't swim and you can dive, you can also drown, sunk and float. But i'll allow to fire from the cargo possition to defend the zodiak that you're in before use it as a far release/entry point to the NME territory. I think that the underwater thing is good, but they should (IMO) allow to fire from the cargo possition first, which is much more important. Let's C ya
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Hi, some people that follow the MS progresses told me that the Windows 8 is a weird mix between the Windows 7 and an IPad/IPhone OS presentation included, made thinking more in the yuppies and geek freaks than in the common office worker, home user or programer. Ain't like the Windows 7 over the Windows XP and i doubt that the Windows 8 gonna be any better... MS is not good on the innovation field and neither very friendly with the common user; i won't spect anything good from 'em. Let's C ya
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- The Mutants (Progressive R'n'R/Jazz). - La Lupe (latin Soul). - Bonobo (Groove/Jazz). - Gypsy Kings (Flamenco). - Eskorbuto (Spanish Punk). - Los Yetis (60s Garage). - Marisól (Spanish Light Song). Guadalupe Plata - El Boogie de la Muerte.
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- Simplyfied Configs. - Clear names for actions and properties. To for example... set how many times an animation is performed, i.e: Reload Shotgun x7. This x7 will be the number of times that the animation of introduce a shotgun shell into the chamber is performed; being able of interrupt the animations too in the middle.
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Hi, i didn't join any Warfare game mode server on the ArmA or ArmA2, i'd found it boring, pointless, buggy and bad; IMO it should be more about build a front line from a conquered FOB/point until make a solid front line made out of cleaned/safe territory with alive villages and small towns. Have to clean up forests, hills and valleys, have to gain the air space, with two possivilities, simetric and asimetric warfare; for me the ArmA/ArmA2's Warfare is the most boring game mode. The game should have Racing, CTF, C&H, Assault & alot of coop missions; i wouldn't use the Warfare game mode in MP and is something that keept me away from the MP on the ArmA & ArmA2. Let's C ya
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New animations: What does it mean for gameplay?
wipman replied to Dreepa's topic in ARMA 3 - GENERAL
Hi, i think that for be an improvement the new anims should be aside of more fluid... should also be auto-inked to certain actions, to mantle over objects just using the run key instead an specific key... to kick doors using too the run or forward key and things like that, they should also be less complex to use/do, things like roll when prone; the lean should be more natural, kinda progressive instead On/Off as it looks now. Add weight and natural speed would be a very welcome thing. Let's C ya -
Hi, i don't understand or get the suppossed point of this poll, the ArmA2/OA aiming accuracy doesn't exist on the move and should be improved; i've shot with automatic rifles, pistols & shotguns and the weapon dancing on the ArmA2/OA doesn't exists on real life on rugged or flat terrain. Neither aiming up or down on stairs or walking by stoned paved streets. The poll don't reflects or names the weapon's side dancing or the absence of wind and other weather effects; the inmovile shooting is fine enough and some ArmA2 weapons needed a tweaked recoil. Let's C ya
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Hi, i don't think that the ArmA3 gonna be realistic with the tanks armor or any other vehicle. Let's C ya
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Hi, would be the 1St game that i know with such feature, and everyone will be talking about it and doing things like pimp videos and taking screenshots, in other words... possitive feedback = good publicity = more customers = more money; the BIS CEOs could drive M5s instead rusty skodas or damn golfs, it's up to 'em but i think that's late for this feature. Let's C ya
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How to improve the Close Quarter Combat experience in Arma 3?
wipman replied to Intezar's topic in ARMA 3 - GENERAL
Hi, an example of improvement... would be to just adopt Close Column formation on streets and have CQB specific closer formations, rightnow the AIs try to keep the distances on the formations, so they keep the 15 to 25m distances on the Wedge formation, loosing the trail of each other and having to recalculate where their mates are and where they gonna be 5secs later; this two things, the leak of CQB specific formations and keep distances on CQB or just urban enviroments... that are not fuctional for those places or situations... remove effectiveness from the AI and it could be improved very much. The AI don't crouch or go prone when they pass by a window, don't aim inside the buildings when they pass by an open door or window, don't use assigned fire sectors depending on the weapon that they've and the possition (1,2,3,4 etc) that they're in on the fire team, the AI switch to the pistol at the wrong distances and the wrong situations never switching back to their main weapon or switching between all their arsenal before choose their main weapon, shoot it a couple of times and switching back to the side weapon or the AT once the target is dead; they also use the M203/GP-35 nades at the wrong distances and wrong places. The main problem is to make the AI recognize when they're on an enviroment that require urban/CQB tactics instead open field ones and do booth in a credible and efficent way; but i've to say that i haven't seen any game where the AI do it right without be scripted and BIS, as we all know... are not God. Let's C ya -
Hi, about the authenticity of the terrain... IRL you don't use to choose where you fight, so you can be on patrol and have to find the better defend/attack possition on 0.5 or just to lay down and wait for the NME to pass to take 'em by the back or communicate their possition and marching direction to the HQ for some CAS and ground support that allows you to attack 'em in an effective way. IRL you've your main base and some outposts or FOBs into the area that you've under your control and same for the NME, only one of the sides use to have real air support and is not common to have planes for booth sides but choppers, some times not even choppers... so one of the sides is comfined to the ground operations while the other side can do land (or sea) operations aswell as common air operations, things like CAS, MED-EVAC, re-supply etc. But the thing is that is very common (on europe) to have a wide open land in front that walk by without see any big building, just some loose house arround there... some distant small village and some small town of like 8.000 habitants connected by road and/or highway. Is not up to the 12.000 habitants towns that you begin to see large structures such as power stations, industrial complexes, transport centers, railway stations etc, with like 30km to the next population center... . On the case of Limnos... it seems to be a place with the agriculture as the main activity aswell the comerce and re-supply/stop 'n go point as the island that it's, it should have large open spaces dedicated to the agriculture with unpaved roads and some touristic villages on the center; this kinda remote places are the ones that should have alot of detail to give an authentic feeling, aswell the coast villages, ports etc. IRL you don't have 1 of everything in therms of structures and complexes... if Limnos gonna have 1 or 2 of everything (two airports etc) then it don't gonna look real, im tired of type. Let's C ya
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How to improve the Close Quarter Combat experience in Arma 3?
wipman replied to Intezar's topic in ARMA 3 - GENERAL
Hi, for improve the CQB: - Be able of cook grenades. - Have working (visual and audio) flashbangs. - Fluid anims and imput response. - Well sized places (thick corridors etc). - Switch Lower Weapon On/Off key. - Lower weapon & unable to fire when in touch with a unit of the same side with the weapon. - Realistic (few) weapon dancing side to side, on suppossed flat surfaces. - Kick/push/weapon strike and fall animations. - Upper torso more independent from the hips without affect the weapon dancing. - Higher FOV (zoom out, 1:1) indoor. I think that this things could help. Let's C ya -
What is the longest distance you ever walked in arma2 ?
wipman replied to code-red's topic in ARMA 2 & OA - GENERAL
Hi, on an EVO i'd walked/jogged arround 56mins back to base. Let's C ya -
Hi, for the few WIP videos and info that i've seen until today... i don't see any significant difference between the ArmA2 and ArmA3 game play; seems the same to me. Let's C ya
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Hi, the authenticity for me means: - Good destruction models (vehicles & enviroment). - Accurate weapon models. - Good weapon sounds. - Gravity and wind. - Good enviroment effects (rain, clouds, sand storms). - Good textures. - Not overdone effects. - Solid plausible history. - Logic interaction. We can't say what of all this, what more or what less will the ArmA3 have as there's a long way before it gets released; i think that the ArmA3 gonna be authentic enough but that's just my opinion and that have the same value than the opinion of any other, equal... zero. The facts are what matter. Let's C ya
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yf-23.
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Hi, i don't see why to take the weapon of a dead soldier should take "too much", it should take no long than 8secs together with the bend or go on your knee to remove the sling from arround the dead soldier's body, or to look for the sling's hook and open it to take the weapon with you; what should take more... should be to take ammo or equipment from the dead soldier's body i think. It'll require various anims, maybe even the roll the dead body anim, for search on it's gear and open the door to place explosive traps on 'em or their gear... so the next person that look into that body or equipment piece, should perform a 'Search For Traps' (with anim too) before even take a single dime from the corpse, delaying the process of resupply or forcing you to risk yourself to blow up or get seriously wounded... if you look blindly for ammo or any other thing on an NME advandoned corpse in the middle of the battlefield or in the remains of a busted conboy or whatever; and all those anims and actions with the specific body (yours and his/hers) weight, taking more time if the man/woman is fatter or have more gear/equipment on the vest, the uniform or clothes... or the backpack. So when you move a corpse rested on the tracks of a busted APC... the body falls to the ground showing the absence of life on it and making you think "mmhhaa.. the war is a bitch..." and "this isn't the BF3..." giving you the true impression that the dead bodys give when there isn't life on 'em; in that way you'll also no need the dismemberfest because this will be rude enough without show you guts 'n blood. It'll be great!!. Let's C ya
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Hi, the modern slings don't allow or make really hard that you loose your weapon because the blast of a nearby grenade or other not too big explosions or deflagrations; they should add slings to the weapons, with weight and mass, and an option on the Actions Menu to Sling Weapon On or Sling Weapon Off, taking some time and having some effects. Let's C ya
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Hi, i've noticed that some games (silly arcades) deal with this issue in the lazyest way, they remove the player LODs at certain distance and sumbstitute it for a brownish like pixel; it gonna be very hard to do this right, on a screen, for camoed units on foot aswell as for civilians with "more colourfool clothes" and vehicles too. Maybe some kind of half transparent textures made distant LODs for weapons and camoed units could do the trick... but it won't gonna be easy to get it really well and working, i think. Other thing... is that IRL, many times you spot other (standing) units by their shadow, but if the shadows are not drawn under the engagement ranges together with the grass etc... then i think that it don't gonna work in many if not most of the cases. Let's C ya
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Hi, i think that the ragdoll should serve too to simulate be spitted out by the blast shock wave of fat bombs or deflagrations in general and not only the force that a bullet does againist the flesh or gear. Let's C ya
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Hi, i don't see the sense of this on a game that already have a slow enough action and response. Let's C ya
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Hi, that photo is not very good, it haven't much quality i mean; don't have depth as the image would have if you were in that room IRL, so is not a good example. But the camouflage works IRL... that's it's pourpouse... you wouldn't spot an inmovile man laying on the ground with a few bushes arround and behind if he've the face and visible skin painted. Unless... you look through a scope... and even then, if you move the scope, binocs or whatever too fast... you wouldn't see him/her; IRL what you use to spot 1St is the weapon silouette before the man/woman's silouette. Is not blured... is blended, but that's hard to get properly on a flat screen, overall when IRL a man/woman would use the proyected shadows to cover his/her body in a better way together with the BDU's camo and maybe some of the enviroment, grass... branches... etc; but without shadows, is easyer to spot the man/woman silouette on a screen. Let's C ya
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Hi, in my opinion it can't be very improved for the general public because it depends on your machine's power; draw shadows over the distance will improve the game not only on this field that we're talking about, it'll also improve the general shape of the enviroment making it more realistic far away than the 50m of the grass & shadows drawing distance that we've now on the ArmA2, but as i've said... i think that this depends only of the hardware that you've. Let's C ya