4 IN 1
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Posts posted by 4 IN 1
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I already bring that up earlier, or though he doesn't seems to understand the mindset behind.shooting and keep arguing an artificial means is the correct way to simulate actual shooting, no matter how unrealistic it is. Allow me to repeat myself: the problem is not the gun throw off target, it never is, the problem is that the gun won't come down even when you are in a stable stance taking pot shots.
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Agree, but where is the feedback ticket that need to vote up?:)
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If this will happen we can finally use collimator sights as they are supposed to :)edit: Squad interface and more can be solved with VAC. Its quick and intuitive, and fun!
VAC is not the be all end all answer to the problem the UI have, but that will be another topic.
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If you have that kind of equipment, try turn up the sound volume so that un suppressed guns is as loud as the real stuff, only then can you actually compare the ingame suppressed weapons to their real life counter part and say how crap they are.
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The Rift needs to have good occular setup per-eye. It's not enough to specify inter-occular distance - you have to allow that ONE eye be shifted over and leave the other where it is. otherwise, ironsights and other collimated sights won't work properly when you raise the weapon. You'll have the weapon aligned with your nose :)This is the most important part that BI have to consider if they ever try to support Oculus Rift, if they ever get it right, they still have to creat proper ingame UI for everything from weapon selection to action menu to squad command interface to "work", which maybe even harder then the first part.
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The problem about the paddle on the market is that most of them are not really build for helo flying, the better suit ones cause some $1000 per set, and building one yourself needs time and skills. Not something normal gamer will do.
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FPDR
Saying someone is full of shit even when it make sense, yeah, talking about grow up......
Anyway I actually understand Dslyecxi point. If we ever get TOH FM it should be opinional and server side dependent.
I can also see what will happen when a public server use TOH FM(meaning kids ignoring warning and makes a lots of unwanted explosions)
Also I can predict that a lots of simers will start to request things like advance avionics and FCS(A problem for me with the HIND DLC that I did not buy), or rage quit because expert mode is still far away from being fully realistic(as did in TOH).
But still, TOH FM on easy is simply a more advance ARMA 2 FM where I see no problem on reproduce How Dsl fly his MH6 in ARMA2
It will be a nice addition to the game, but not mandatory nor should be enforcing.
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Does someone remember about EA being the worst company on earth? =)Edit
Here it is:
http://consumerist.com/2012/04/04/congratulations-ea-you-are-the-worst-company-in-america-for-2012/
They are looking for the same title this year.;)
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I personally think that feeling like OFP is actually a Good thing, as OFP movement is actually smoother then that of ARMA1 and 2.
With that said, thank god that it didn't feel like ARMA 2 and that COD spoiled kids still hate it.
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I will make a guess on how the devs reply:
"The currently config system does not allow such function"
I wish I will be prove wrong, but it is very likely the case here(just like rifle>pistol transition while moving) FPDR
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i hope we get proper shotguns now and not "fire 8 shots in succession real fast"-gunsIf I remember correctly in PMC DLC for arma2 the shotgun is already correctly simulated.
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I personally would hope that team members assigned to a fire(colour) team can all sort into a single fire team icon and select though a single key(F1-F4) , while double tapping/key combination of the "F" keys should bring up the team member list. I personally think that is what fireteam assignments are for: to reduce player work load when operating a large team, because currently If I want to operating a team larger then 20 unit the unit list will just be pages of pages of search, not something that encourage team management TBH.
I once bring up this same topic in the pass, but for some wired reason there are people who think this will remove their ability to operating their team units using micro-management, which is bollocks, because first of all why do you even be bother to setup fire team? And secondly I fail to see how double tapping/clt+F keys to open team member list for single unit selection will impair their ability the ability to select single unit to control.
I would also like to point out that the AI command interfaces is getting worse, content sensitive menu is still bind on top of old command menu and now it even remove any visual reference to the "old" menu, in long terms, for the sakes of making the game better and more enjoyable, these two menu have to redisgn, but for now, unbind them and allow them to be call up separately please!
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I have SC4 reinstalled with mods and is glad that it still works
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http://www.gamingexcellence.com/features/simcity-there-are-no-winners-here
The comments is what one should take a look
All in all, the decision maker are the one to blame.
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Best. Game. Ever. (Not)We told you so!
New way to troll the fuck out of EA:
1)Make sure your credit card company can issue chargebacks from online game purchase
2)Creat new Origin account
3)Buy SIMCITY
3)Make sure you have server problem and cannot play
4)Get evidence on how bad the problem is
5)Contact EA, TROLLthe fuck out of them by requesting refund
6)Tell credit card company to issue chargeback
7)Post it on the web, and enjoy the fireworks;)
(it is actually illegal in some place, don't try!)
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Just a little through: if it is not so difficult, can someone please add "lowering weapons when standing too close to walls that are too high to shoot over with" to the list? as I think this is also a related features(both need to detect and decide wether or not the said objects can be shot over)
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I still must ask though, how can this backward motion and the tension of your arms that pulls the barrel back to the original point of aim be simulated. I am aware of the basic mechanics behind shooting (Though I admit I am a pretty subpar shot right now), but I don't think these can be truly simulated in arma because we only have a mouse and keyboard for input. IMO The best way to abstractly represent this is simply to drag the mouse down to compensate for recoil. Its not natural, but you still haven't presented another idea that is. Plus dragging down the mouse produces the exact result you mention: "recoil will make your gun point elsewhere, but it is never be the over exaggerating 100% upward only motion". I find that while trying to control the ingame recoil my aim bounces not only up but also down and slightly side to side, as I misjudge the amount of drag I need.All in all I'll sum up by saying this - No the recoil, and method of handling the recoil is not realistic in this game. But, in the end it is a game and there is no way to simulate how one actually handles recoil. However, once one gets accustomed to the current method of recoil compensation (dragging) it is possible to deliver fire that is fairly similar to what is possible in reality with the same situations (combat, fatigue etc.) Therefore I feel it is fine as is.
What you talk about is not a"simulation" of how reality is, it is an artificial difficultity force upon players that is anything but simulating those situations.
"How" is a question that developers are responsible to answer, we can only tell developers what is wrong, but generally speaking, what current system lacks is the downward motion cause by tension pulling down the barrel, a tiny randomness of sideways sway during the downward motion(that makes point of aim change), and a randomness of distance travel during downward motion (that also makes point of aim change). In the end of the day, What I am trying to say is that Travis Haley style rapid fire happy trigger fingers will still have to put extra effort to pull down the gun(because they are simply firing while the gun still going up) while standing still taking pot shot will have to adjust their aim with lesser effort.
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I never said it felt natural. I just said it wasn't that bad. Please suggest a way that does feel "natural". I personally can't think of one. I think dragging the mouse down is good enough.Newtonian physics anyone? In any case, the recoil should focus more on delivering the force backward instead of focusing upward, due to the way the pistol grip work, once the backward force is delivered, a part of that force will transform into upward motion due to lesser resistance on the upper side, this is where your support arms tension comes to play, the tension of your arm will naturally pull the barrel back down to somewhere close to to the original point of aim (in fact sometime you will ended up pointing under the original point of aim), all in all, recoil will makes your gun point elsewhere, but it is never be the over exaggerating 100% upward only motion.
god dammit, how the hell do people manage shooting like that?also the recoil thing, is 50% 50 less than current or 50 more?
By keep dragging the mouse downwards. I can do it with my G700 as well, but do I need to repeat the problem again?
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Best middle ground recommendation I have read in this topic :I am all OK with the vertical part, anything that is not over-exaggerating the recoil is fine in my book, sideway should not be over 25%, you still have a hand on each side of the weapon you know.
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Precisely. To me, it doesn't matter so much whether individual features are perfect representations of reality. What matters is the type of gameplay that they cause/encourage.Oh for god sake, feeling natural doesn't mean keep dragging down the fucking mouse every time you shoot a single shot.
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One factor is the IRL you will know how low or how high you are because of all the senses your body is feeding into your brain, I a game, we only have our eyes and our hands to gain any meaningful information about your avatar in the game, a stance indicator can help to deal with such problem.
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Honestly there is no way to make it totally natural. Its a video game and whether we are dragging the mouse down to compensate for recoil, pressing a button to control recoil or just totally eliminating recoil, assuming the shooter can control it without having to think, it will never be natural compared to the real thing.The current values have a good effect on gameplay and allow for different people to have different proficiency while firing. It also makes it so someone who is cool headed will be controlling his recoil while under stress while someone panicking will forget about it and be spraying all other the place - just like in reality. I like all of these things, therefore I like the recoil as it is.
And I am going to tell you again, this is not how you control your recoil in real life. IT IS JUST NOT LIKE IN REALITY.
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Not being able to swap weapons while on movement is hindering but not game breaking. Manage a strapped rifle and gun holstering IRL does require some skill and time, you don't really want to do it while running.. It sure is more realistic than insta-swap anyways if that's the only 2 alternatives. A side-arm is a space and cost effective backup weapon, it's not supposed to be on the ready in an instant (even if you're supposed to be able to draw your gun very quickly), your main weapon is, and I can't think of any situation at all where a soldier would engage himself in a threatening situation without being able to rely on its drawn weapon 100%, be it the side-arm or not.I vote 1. Stop, take cover and make the swap. Arma is about tactic more than it is about fast-paced action.
As the matter of fact, secondary are the one that is supposed to be ready on an instant, because if your main is down for whatever reason the only thing standing between life and death is your secondary. There is a reason why people prefer to do a admin reload on the handgun first then admin reload their rifle, not the other way around.
How often do you think my gun jammed overall in my time in service, especially in afghanistan? In urban combat, the sidearm is as powerful (if not more) as the main rifle. Also, if it would take me 5 seconds to fiddle around standing still while my rifle is jammed, well.. Lucky enough, it does not. And i don't need to stand still in real life to pull it.^This
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Ideally the command system is in deep need of change, problem is for some reason we saw none, and TBH, the context senstive menu just won't cut it.
Oculus Rift VR headset
in ARMA 3 - GENERAL
Posted
Well, it is related, a better UI that give visual reference and lowering keyboard key press(or atless, needs to move hands around too much) is very important for a good VR experience.