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wipman

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Everything posted by wipman

  1. wipman

    Client side "Gamma" hack needs to go

    Hi, if the game's night time were made correctly or good enough, same with the NVGs... those people may not want to do that with the gamma and bright settings, IMO. Let's C ya
  2. wipman

    make Arma2 content available for free or as DLC.

    Hi, i would take very badly to have to pay for an ArmA's 2 weapons DLC... when i did my M4's pack for the ArmA2 i'd checked that the ArmA2 weapons are full of bugs and holes, some parts are not even textured on some LODs, others are not in scale or are misplaced in comparison with other weapons or even between LODs; it should be a Free thing IMO, but it depends on BIS... sure that alot of ppl won't mind to pay for the ArmA2 weapons on their current state. Let's C ya
  3. Was on one of the Dyslexic's Youtube videos, i think that was on this one: - Community Guide 2 - Basic Infantry Combat:
  4. Hi, will be great if the island had the BAS SP/COOP missions included on the download, asking DeadMeat 1St of course; may need some addons as a MH-47 and sure that a hard work passing the missions from the OFP:R to the ArmA2:OA, but it deserves the effort IMO. The BAS coops are part of my best OFP's memorys. Let's C ya
  5. wipman

    JUMP please!!

    Hi, instead jump... i think that may work better a climb or jump over animation, that works in an automatic way when you reach an object that be as tall as from the soldier's knees... to the heigh of the soldier standing and the arms risen, you could climb and then roll over walls (or to inside, in the case of building's windows etc) and objects; as step up into a low balcony, climb to an MBT or IFV and things like that; i think that would be an improvement not only into the game's animations but also on the gameplay, where we could feel the direct approach instead have to take always the long road. Let's C ya
  6. wipman

    Story problem.

    Hi, IMO... only on the OFP CWC & OFP:R the history had some sense; on the ArmA & ArmA:QG it was plain, senseless and almost stupid. On the ArmA2 it was more decent, but not much more... on the ArmA2:OA it only had sense if we take into consideration the real life events on A-Stan, but the game was boring to me, because of the enviroment, empty, with only rocks but zero human life; i don't know about "those DLCs" i didn't bought any... . On the ArmA3 the history looks senseless to me, truly stupid, but we should see the campaign 1St to see how it begins and where it goes... . For me... the weapons and vehicles are just equipment, tools and resources; depending on the use that you do of what you've... you can get one resoult or another. Some times you can do more with less (guerrilla/SF fighting style), some times you do less with more... (big armys vs guerrilla, the Corea/Nam lesson) it's up to you in the game what you get with X tank vs another etc.. and that is not directly related with the game's background. I would had preffered Leo2A6 instead Merkava and CV9040 instead Tigr, some more EU things and the battle taking place into some tropical island, on the pacific or something, i think that because of the news the people want now too much dusty terrains instead a ritcher enviroment; but that's like the rest of thing... just my own opinion. We'll have to wait (pray) and see, what they do with the background history once the game is complete and not an Alpha or Beta version. Let's C ya
  7. Hi, i've seen in some videos that: - By night, the Reflex sight glass becomes opaque (using NVGs) if you've the moon behind you, as the glass .rvmat is too strong; so it obscures entirely the sight's glass making it useless. This was there too on the ArmA2 (with the M68 & Kobra sights) and never was fixed, is very sad to see it too on the ArmA3. Let's C ya
  8. wipman

    Stealth Kills?

    Hi, IMO the "Behind Enemy Lines" mission is the typical mission (on the BIS games) where you meet the Resistance; i wouldn't spect any any more stealth than is already possible and i would forget about any kind of knife/melee attack from BIS. They could do a stock attack animation that works pushing LMB just when you're in contact with an NME unit, it would not do any damage, just drop the NME to the ground so you can shoot him/her before the target stands up, it could be done with the pistol too... a strong hit on the left side of the neck, and PAM PAM PAM, three shots and bye. Let's C ya
  9. wipman

    The Fictional MX Rifle series, why?

    Hi, to the Topic Starter: There you've a M4A1 with a 100 rounds (Quad-Stac) Surefire magazine, they also have a 60 rounds one that's a litle bigger than a Standard 5.56 one. I hate the ACR shape, some yankee feds have G-36KE ARs aswell G-36CE; i would have chosen the FN-SCAR L/H for the BLUFOR as standard rifle, the FN-SCAR H for the Marksman and the JAE M14/M1A for the Sniper: *Much pimper as M1A: As GPMG... i would had choosen an H&K MG4 as is a 7.62, just like the JAE-M1A; or a M240L. The JAE M1A could be perfect for SRT units, keeping the balance between punch & movility, same for the SCAR-H... good for SF/SRT units and with less parts than a M4A1, for the field cleaning. I just don't know why they'd choosen that uggly & straight P-Mag... looks uggle, is taller and a curved one is well... is ugglyer than hit your father with a sweated sock; i would had punished with a good gas hose the man that took that decission, but i would preffer to crucify him/her, you know... "for don't loose the good ol' traditions", is not a good method for give lessons, but at least the guilty don't make it again, unless that the guilty be Jessus... or Wolverine... maybe Wolverine is Jessus but no one told him... hmmm.. i should stay away from the keyboard when i smoke... but sounds plausible. Anyway, the ACR is ugglyer than "the dark side of Mordor"; will be better for the players if BIS adds G-36 (with metalic mags) and SCAR L/H in 5.56; the ACR is so uggly that would be a valid reason IMO for don't buy the game. Let's C ya
  10. wipman

    [Request] Walkable Interior of Vehicles

    Hi, it would be great and a true improvement if will be possible to walk/move freely by the cargo of the large vehicles as choppers, boats, trucks and planes. Let's C ya
  11. wipman

    RPG Effectiveness

    Hi, i think that the disposable launchers should be just that; disposable. You can carry more than one LAW-76 at a time IRL, so if you need more than one... just use the other; that's one of the older bugs on the ArmA series since the OFP. Let's C ya
  12. wipman

    reflex optic

    Hi, i'd seen a video where the Reflex sight had the same bug than the Kobra sight on the ArmA2, the RVMAT is too strong so by night with the NVGs you can't see throug; is a very important and game breaking bug and should be fixed ASAP, it was never fixed on the ArmA2. Let's C ya
  13. wipman

    Suggestion: Tactical Swim

    Hi, the underwater weapons have sights for a reason, you should be able to swim looking throug the sights too on the FPS view. Also the regular infantry (not just Combat Divers) should be able to swim "doggy style", placing the backpack down as a cushion not yout to improve the floatability, but also to serve as a suport place in case that you have to fire to targets on the shore or on a river side. Let's C ya
  14. Hi, i think that press B should: - Put your weapon down on your chest, hanging from the sling. - Then put the binocs on your hands. (if you move fast, run, jogging, sprint; then you hold the binocs on your right hand). the RMB should bring 'em up, to look throug. That way it'll be as IRL, forceing the player to stop to scann the enviroment. Let's C ya
  15. wipman

    sit prone posture

    Hi, that sit prone looks perferct for Javelin operators, heavy RPG or Wire Guided Missiles; i miss a true prone possition for lauch RPGs, just as you'll do it IRL. Let's C ya
  16. wipman

    Streetlamp upgrade - alpha I

    Hi, those lights look very good on the screenshots. Let's C ya
  17. wipman

    Custom Face

    Hi, without have the ArmA3... i would say that the problem is the .rvmat, just as in the ArmA2; where the darker colours wasn't 1:1, the black was brownish and some more things. The blue thing is (i guess) because as "custom face" on the head model selection in game, don't have "legs.paa/legs.jpg", "arms.paa/arms.jpg" attached or linked to the "custom face" in the config of this one. All this is a guess, not a fact. There're two hands textures because one for you to see it in 1St person and the other one is for be seen from outside, 3Rd person view, from the command view or just by another players when they look at your character; on the ArmA & ArmA2 the hands were on the same .jpg than the face, is as if they didn't had worked on the character customization chapter... the arms & legs are on on the ArmA3, in the same texture because it couldn't take less than 100Kb in 512x512 if this were this way; but placing legs and arms on other files, mean that you've to three 100Kb files to upload to the server and this one then, share with the players on the server?! (let's not forget that the ArmA [i think] and the ArmA2 for sure, re-upload to you your own custom face too, wich is silly if you ask me... ) in the same way that it uploaded to you the custom sounds used by other players (once that they played 'em) and also the scripts or at least some; so you could end with cheats/hacks because the aceptance or the enabling of other files in the Player folder instead just .jpg files. Maybe they're tired of the suckers that do custom faces for free... or maybe they just didn't had a solid concept of what and how the ArmA3 should have been, who knows... . Let's C ya
  18. wipman

    Stupid AI Tricks

    Hi, one question about the AI on the ArmA3 Alpha... do the AI squad mates enter in formation facing the direction that theye were created?, instead form up in the told formation facing the direction that the Squad/Team Leader is facing?. On the ArmA2, that mission where you had to try to leave the island in time... if you's ordered your AI mates to enter into Line formation... as they were created looking West, for get that formation shape looking South... you had to order 'em to enter into Column formation. Still the same on the ArmA3 Alpha?. Let's C ya
  19. wipman

    What is the disadvantage to suppressors?

    The pistol suppressors use to come with it's own iron sights or at least an aim point on the tip, many can mount optic fiver ones. The weight is not really an issue, a suppressor don't weights much more than 0.5Kg if it reachs it... but adds some extra weight; it's main issue is that you've to carry it on a sealed case or pouch, safe from the water and dust as any obstruction could make it break and in hard cases even break releasing flak. Rightnow in A-Stan many regular US troops use suppressors on their ARs and LMGs, the SDM also use to have one. We should spect the suppression technologys to be improved by the year 2035, they should reduce more sound, be a bit shorter, weight less and increase their life time; also work better with supersonic ammo reducing more sound. Let's C ya
  20. - Allow 200Kb Custom Faces. - Player side Squad Logo (Stored on the same folder than the Custom Face). - #AllowJPG, #AllowPNG & AllowMP3 on the servers config. - A server side Kb limit per each file type. - A predefined max number of custom files on the Player folder.
  21. wipman

    What is the disadvantage to suppressors?

    Hi, using subsonic ammo there's a range decrease, the bullet looses force sooner, so is more like a punch than as a stabb, is good for shooting at people without body armor as the entering wound will be bigger and may not be exit wound; it's also better for shooting at cars glasses, because the bullet deformates more and sooner, hitting the glass with more surface than doing it just with the tip or a side. It reduces or eliminates the muzzle flash (depending on the suppressor and bullet's propelent) and make the recoil more controlable, reduce the weapon fire rate (with the subsonic ammo) and can increase the weapon's jamming chance, but this seems to don't be an issue with the modern combat weapons, that most of 'em use supersonic ammo and this make the suppressor's life shorter. The main advantages are hide the muzzle flash and reduce the noise, the main disadvantage are the reduction of the weapon range and the maneuverability on close spaces; the extra weight also compensate a bit the vertical recoil of the weapon, but few in relative therms. Let's C ya
  22. wipman

    [Suggestion] Vehicle stances

    Hi, is common that bullets as the common 5.56 and 9mm ricochet on the cars glasses, depending on the angle of it and the vehicle speed; old cars as the Citroën D30, had a double plate (that's a pain to fix) capable of stop 9L rounds, there's Miterran to probe it... it also happens with old (70s & 80s) Land Rover Defender models; but the nowadays cars bodys have it hard to stop a 22. bullet, are mostly made out entirely of aluminium and plastic; the future don't seems to aim for better. Aside of that... is a human reaction to look for cover when they throw something at you, it also happens with the bullets, but sometimes it just don't work "that well". Let's C ya
  23. wipman

    Improve CURRENT command AI system.

    Hi, the "Corpsman, Heal Squad Members" order sounds good, it was a pain to order the corpsman to stop and then order each squad mate to get healed by the corpsman, check when they end and begin with another one; it's tedious and this method could solve it, if once everyone is patched and stiched up... the corpsman say "1, everyone up for combat". And the "All, Disengage/Clear Targets" sounds good too; but they should disengage automaticaly in 30secs if the targets that they were assigned are 100m beyond the optimal engagement range of the weapon that they carry, 500m in the case of ground vehicles and 2 or 2.5Km on rotary wing aircraft, always depending on the selected weapon range (1.5km in the case of a 20mm cannon would be enough IMO). With the fixed wing aircraft could be harder to find a right range to trigger the auto-disengage, as they can see booth ground and air contacts and the ranges variate when they maniouver, so it could break the AI mechanics. But for the infantry would be great, ever that the known targets are less than four; i would chase any NME group of three or more men in case of regular infantry. The SFs are main "inteligence" targets, you can't leave one of 'em behind IRL no matter what; but as this is a game... in player commanded units... there should be and option, after all... it's the player who decides..!, you can pee over the Geneva Convention too!!, don't you knew it...!?, it's "just an option...". Let's C ya
  24. wipman

    OPFOR too Futuristic?

    Hi, the OPFOR under BDU Armour looks like a klingon's thing to me... the helmet is fine, but those klingon plates... tjo! *they suck* tjo! tjo!*hard* tjo..!; but the BLUFOR ACRs suck too, if you ask me; between all the possible pimp ARs out there... they had to choose the less pimp one. As shotguns i would spect to see Kel-Tec KSGs on the BLUFOR and SRM Arms M-1216 SG on the OPFOR, and JAE SAI M1A for the BLUFOR Squad Dedisgnated Marksman plus some FNP-45T as sidearm too and AKBS TTK for the OPFOR. But that klingons body armor just stinks. Let's C ya
  25. wipman

    Volunteers for helping out?

    Hi, this is a great initiative; wish ya luck. Let's C ya
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