4 IN 1
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Posts posted by 4 IN 1
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As much as the animation system making progress, there is still a lots of stupid shits that are here since the day of OFP, this is just one of it, shame FPDR
Sorry but that's a strange understanding of what soldiers do most of the time. And no, I can not remember that I could get all my "gear" all the time ready in a blink of an eye...but that might be due to the fact I had to wear a Machine gun most of the time with ammo and exchange barrel carried by my assistant.Computer games tent to tell stories about everything has to be fast at a rapid pace like the legendary RPG spam of 3 RPGsin 10 seconds...that's simply not how things work n the real world. If you get caught unprepared by surprise in a squad vs. squad engagment it's basically over no matter how fast you can draw your sidearm. The arma series was never about zig zagging alone over the corridor changing weapons all few seconds, hell most of the time you have only a rifle anyway and in fact I think most weapon related actions happen way to fast in ArmA series....sidearm draw might be a exception, but how often is a sidarm used anyway...you need to put a lot of pistol rounds into an armored opponet at 25m while one shot from a rifle will kill you.
But we are talking about not being able to do that even with normal rifle, wasn't it?
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it's the "hard=realistic" argument from people who don't care about how weapons behave in reality.This!
However given that the animation ain't what I called "A good stance neither, maybe we have to assume that our avatar have a poor recoil management?
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I'd say they better first fix the ludicrous loading time when opening and exiting map
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All in all, it should work like how we do it in Close Combat titles, only this time we do it in first person view.
Is it really that hard to understand?
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The problem is that the game seems to be doing the old school "active" recoil management where you have to pull down and in ward towards body center of mass, and that is how people do things back into 90s, time had changed and now more and more people and trainers turn towards using more "passive" recoil management where they use their body to absorbs most energy transferred from the gun.
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STEAM do auto update unless you op not to, also you can choose to be a part of experimental build. All is done my right clicking the game title and select properties.
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yeah, transition to sidearm while moving is a must
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Is MP performance improved?
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Anyways, would be nice to put it on bug tracker as features request or something.
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"One good example is the way we handle throwing grenades in the ARMA III alpha," Crowe continues. "The feature isn't complete, and in its current state, I think it's a bit too simplistic. You press a key, the grenade is tossed, whatever animation state you're in. I think that's a legitimate example of where we haven't quite yet hit the right balance. Of course, it's a big improvement over ARMA II's turgid system. I basically didn't use grenades before, and now I do, so that's progress! It's more instinctive and usable, which is why we've left this WIP feature in the public build. However, for me, it's probably now too easy. There's not enough depth of control: you can't cook the grenade or manipulate the flight in any truly meaningful way."***Crowe's ultimate hope for grenade handling is to make it fluid and natural--but also to make sure it's simulated in an appropriate way. He's also conscious of how the modding community might further adjust that mechanic, and other ones as well. "This same through-process can be applied to a whole range of new or refined features," he says. "Is it useful? Is it appropriate? Are the community going to try to hijack it?"Now, lets be very clear on this, the above quote does not mean they will "do all the things"
but atless you know they are aware of it.
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As the matter of fact US did look back onto caseless ammo recently. They even through up a LMG design. But with all the cuts they face it is not looking well.
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I like using walk toggle but I think the OP have a point when the same apply to temperate walk, sometimes you just want to go between these two(like in close quarter range)
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Also many scope are using mil system now, which is a metric system.
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Arma 3 is using the take on helicopters flight model, during my (admittedly brief) playing of that game I had several higher speed/less controlled encounters with the ground... It has a lot better damage model (eg rotors being destroyed and flying off etc) and didn't always result in the explosive fireball!Eg.
[/url]Hopefully the damage model gets used as well as the flight model!
Note that they have said the alpha won't have that flight model in so even if we don't see the crash landings you are after in the coming release, it might still make the final game.
As far as I know they ain't, they are trying to but it is not a their main focus.
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Then keep on dislike, but do not expect it to be change because unlike programing and UI, art work and design are not easily subject to be change when time and money and efforts have been put on it.
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Further more did anyone open bug tracking tickets for this?
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What do you think when I say about things being "added and running smoothly?"
Again, as far as optimization goes there should only be minor ones while alpha stage is still on going, things are subjected to be changed /added/fixed making huge optimization for the sake of optimization rather pointless.
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The rifle doesn't fire beams of "lazer", looks Magpul-ish enough, and there for it is tarticool, nuff said.
The quad-stack surefire-like magazine would be more palatable to me if it wasn't so . . . textured.
I think the jump to 6.5 grendel makes a little bit of sense (no one is actually using it en masse, but it has the potential) but personally, the caseless side of things feels too sci-fi. I understand the whole "future vibe" but from where I'm standing caseless ammunition seems much more dream than reality.
I haven't experimented seriously, but I have a feeling that when I shoot 6.5 in Arma 3 the ballistic curve that's actually being calculated is 5.56
Well, Magpul is also working on a quad stack polymer magazine so I won't jump on it,
The ballistic characteristics is the real question, or through I seems to remember both 6.5 and 6.8 are looking for a similar ballistic compared to 556 I don't think they are that close neither.
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Actually being alpha normally means that the dev want to make sure basic function are add and running smoothly, general optimization is what beta stage are for where the things needed to be add have been added, this is when the time most suitable to optimizate.
Telling devs to heavily optimizate the game in alpha where there is still tons of things to be change/add generally means that you don't know shit about software development.8
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You do know that you can turn off cross hair in game opinion do you?
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Contact BI CS via Email with your email receives order number and/or paypal payment details.
(Is it really that hard to think of contact Customer support first? They even posted it on fb and twitter for christ sakes)
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AI needs a lots of CPU power for calculation, hence the performance drop, and keeping everything synchronized is more important then raw computer power, hence the bottleneck, atless this is where I think the problem lies.
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Ah crap, forum system decided to double post for me
---------- Post added at 08:17 ---------- Previous post was at 08:16 ----------
Well I brought it in Bi store, have to say it toke a lots of waiting to get payments done and a lots more to get the code, not that it is unexpected through. But surely they could have done better, on the bright side atless we do not need to be afraid to subject to the ludicrously long queue that Scamcity have;)
also since buying standard and DD from BI STORE do not subject to US VAT it is cheaper that way, it is still worth waiting.
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well you have already finish the paying part, of cause you cannot see it in your cart
6.5 mm and recoil management in game
in ARMA 3 - GENERAL
Posted
The problem is, it just isn't natural.