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4 IN 1

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Everything posted by 4 IN 1

  1. 4 IN 1

    Development Blog & Reveals

    No, the context senstive menu for commanding squad, that darn thing you have to get rid of before accessing complex command.
  2. 4 IN 1

    Development Blog & Reveals

    They clearly need to refine it, remove/combine unused/duplicate command and make sure AI do follow them, but they still post a lots of use to be just dump in exchange for something that can be done better in fast accessible menu, one example I find I like is from R6:Vegas, the game itself sucks in many level as an R6 game, but I personally find their radial action menu for weapon are one of the very few things that done right. What should be done here is to combine context sensitive menu into radial action menu so that people can retain fast access to offend use command without losing ability to give more complex order, or order that do not show in context sensitive menu. Bear in mind that you still have status report and support call that needed to perform from complex command. Another thing that comes in mind, the menus locations, once you bring up, should never block your view, nor should it require you to take your eyes off from the center of the screen, move it down to the lower center part of the screen should do the trick
  3. 4 IN 1

    Sleeping Dogs

    I played the pc demo, not going to buy it, the control is terrible, another good example of a bad console port. It also feel wired as hell because I just cannot find any "Hong Kong" feel in it, maybe for people who only saw it from movie it may have, but for someone who lived here for 28 years? I do not think so.
  4. 4 IN 1

    Development Blog & Reveals

    I personally dislike using 0-9 to select weapon given that you still have complex command to take care of. I'd rather change the action menus to be more streamline first. Another thing I dislike the most is the use of LMB(RMB in lefty case) for anything other then weapon control, not only you cross 2 different control and increase the chance of human error, more importantly it become a major breach of weapon safety.
  5. 4 IN 1

    Development Blog & Reveals

    That depending on what you defined as redundant, for me , its that extra key for stance changing as none of the fps I play need to use that extra key to change from standing to crouch and to prone.(talking about reinventing the wheels)
  6. 4 IN 1

    CQB??

    I happens to have Travis Haley Adaptive Kalash with me, and that is a very old school Russian way to use the old style 2 point sling, in which there is many problem that comes with it. I am not going to talk deeply into it but lets just say that this is just not a very efficient way to transition Now back on topic, besides animation, ARMA got most of its chunkyness from weapon collision detection with surrounding buildings Unless BI fix that we will still have lots of problem during indoor combat.
  7. 4 IN 1

    Arma 3 hands on @ Gamescom 2012!

    I have never said you would automatic go into lean or crouch mode, you still have to press the key to lean/crouch, you just automatically be adject to the correct height(if allowed) and have weapon rest on the closest objects and make it more stable, you still be able to disengage from it just by walking away or pressing lean/crouch key again to return to normal. Think of it a more advance way from RO. And again, no one here is holding developer at gun point to force them to change anything, people just gives(and sometime defense) their idea.
  8. 4 IN 1

    Arma 3 hands on @ Gamescom 2012!

    No one said modifier key is a bad solution, it just that its not the best neither, and when I said "press X to stuck to a wall" I REALLY DO MEAN "press X" and "get stuck to a wall"
  9. 4 IN 1

    Arma 3 hands on @ Gamescom 2012!

    You shouldn't be stick with the walls to from the start. EDIT: Lets clear this further, When I said automatic, I means whenever you press lean or crouch, if you are close to an object where you have enough height and distance to clear it, you should automaticlly have your weapon "rest" on the object and only expose anything above your rifle barrel, meaning that you do not need to remember the hold over of your stance yourself.
  10. 4 IN 1

    Arma 3 hands on @ Gamescom 2012!

    It is stupid as there really have do not have use other then initializing all those other move, not to mention that it is actually lethal to do that(You ain't looking for "work", nor you are ready to due with it under this state, and I don't think I really need to repeat all those ricochet problem IRL here)
  11. 4 IN 1

    Arma 3 hands on @ Gamescom 2012!

    lets just say that some people really want to have a system where avatars are going to automatically adject their stance whatever they come behind to and with the additional effect where the weapon would rest on that weapon on the object, which is a good idea, then again, easier said then done. And there are people who think want that "press X to stick to the wall" stupid thing should come as a part as well, which I totally against.
  12. 4 IN 1

    CQB??

    Even in a DI system and delay blow back system dust in muzzle won't cause much of a problem unless there is 6inch of dust and mud in it, even harder for an AK or piston system to go, so I just don't really understand all these 'dust in gun' arguments, and like I said a long time ago there are ways to go prone where it can keep the rest of the gun up away from ground and infront of you so that you can crawl like you always did, so again, why all these arguments?
  13. 4 IN 1

    Development Blog & Reveals

    I am with the OFP CAMP when it comes to stance change, really you just do not need 3 freakin keys to go from whatever stance to whatever stance you want to (Currently using only Z and X to do all the shit you guys takes 3 to do BTW, YES, you can set the control to be just that. I also cannot be bother to use SMK mod for that very reason as well.) If there is any suggestions I can give, make it so that going from high crouch to low crouch using stance change key instead of forward and backward keys, makes more sense that way.
  14. 4 IN 1

    Development Blog & Reveals

    "Prrss X to get into cover" yeah I got what are trying to say, and I will ignore it and judge from what I see in alpha.
  15. 4 IN 1

    Advanced DX11 and PHYSX features

    I would have to remind you then, that even without using head tracking, shooting accuracy are still hugely impact by the fact that when you fire your weapon or moving while aiming down on sight, the red dot will just jump everywhere in an extremely non realistic way, making it even less useful then iron sight itself, and further increase the frustration on weapon handling because, well, it just not how that darn thing work。 HOWEVER, since no one really have an idea on how to fix it, no one here actually force devs to fix it neither.
  16. 4 IN 1

    Render To Texture + Scopes = ???

    Forget about those perhaps?:p
  17. 4 IN 1

    Will Arma 3 have better mouse controls?

    I will give one bold suggestion here: Front sight are actually more important then rear sight in CQB but have a huge impact on more distanced shots, so if you make the rear sway more while the front stable, and extent the time required to align the two sights on target, you may actually fix the problem where CQB is too hard to aim while longer range is too easy. But thats only irons for you, red-dot is still going to have this problem unless you guys comes up a way to make it more realistic. On a side note, aiming dead zone really is there only because in the past we do not have better way to turn our head while having our weapon pointing in one direction, with the alt looking or further more head tracking device, aiming dead zone is somewhat redundant once you get used to using those 2 function, but since you guys still keep it as optional, the problem is non-exist. And you point was?
  18. 4 IN 1

    Render To Texture + Scopes = ???

    FPDR What you guys saying are actually around the same thing: bullet trajectory crossing rifle line of sight twice Without further going off topic I will do it quick here: Rifle line of sight(rear sight, front sight and target in the same line) is higher then the barrel itself, due to this height over bore offset, rifles zeroed in a long range would actually have the trajectory crossing the line of sight once during its ascending stage towards the peak, then cross again during its descending stage where it meets the targeted zeroing distance. Which is why you always heard about people talking about a 25/100 zeroing or a 50/300 zeroing(which by itself is somewhat misleading, but lets not go too deep into it) Now back on topic, if BI can disable all other RTT function except the only one on your rifle scope, and give us a sharp RTT in scope with the exchange of a very low quality render of everything outside the eyepiece, they might have a chance, but it all based on IF BI can do this kind of dynamic switching between the 2 render mode.
  19. No No No! You don't understand, if there is an award for the most shit driver developer ever existed, AMD(ATi for old time sakes) really is one of the top 3:p
  20. Fair enough, lets blame AMD for their lame ass driver instead:p
  21. 4 IN 1

    Advanced DX11 and PHYSX features

    Of all the technological advancement in computer GFX, we still some how fail to make a proper red dot sight, which makes me wonder will there ever be one.
  22. Will there be any improvement on squad control interfaces?
  23. Which should be just like how a rightly looking through sight. The fact is that game developers are the one responsible for creating proper off set for the eyes(which is properly done in the doom 3 demo Which means you can only blame developers for not giving a damn about leftys.
  24. Having been using TIR for a long time, I'd say that its multipled movement ratio still cannot compare to a 1:1 movement ratio that a HMD can offer.
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