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Dynamax

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Posts posted by Dynamax


  1. 5. Whitin a few second you will hear the alarm go off indicating your action/presence has been detected by another enemy soldier (E2) standing ~100 m S of your position with no line of sight to you or the soldier you just killed.

    Don't understand after kill him No alarm go ON ? why a few second later you will hear the alarm go off !!!

    could it be that the AI commander checks the status of his men every few min to see if everything is fine?

    he checks everyone status and one guy doesnt respond, so he takes it as thoe the man is either missing or dead, and theres a breach of security some where.

    at least thats how i see it.

    i have noticed that killing one soldier over another could mean the difference between the alarm going off, and you moving on to the next target undetected.

    an example of this would be - i kill a soldier in a two man team who is not the commander, then i kill the commander befor he checks the status of his comrade. i get no alarm and move on with my mission.

    it's like when im playing an airsoft night game in the forest. everyone in my group has a radio and every few min we sound off to the commander. when someone is killed the commander will know on the next sound off. and depending on who it was that didnt call in on the sound off we know more or less what area an attack on an intruder is coming from.

    maybe BIS should increase the time spacing on when the commanders check their group status.


  2. im having network issues with this beta.

    for some reason when connect to a server and start to load the mission, my router dies and stops communicating with my modem. during this Arma hangs and wont exit, so i end up doing a reset on my PC.

    after restarting my PC i no longer have internet and i need to reboot my router befor i get it back.

    i have tried five times now to load a mission from an online server, and it keeps doing the same thing.

    i can load into 1.14 servers without any issues.

    i can browse the server list and join a server with out any problem, i just cant load the mission file or my router dies.


  3. i found a small problem with the no-auto-center steering thing.

    once you use it and unbind those key back to the old binds, the game changes the auto-center position to the angle it was left at befor you unbind the keys.

    so now the vehicles pull to one side as thats ne new center for the auto center.

    its 7am, so i'll test it more later.


  4. A "scilenced" is far from that.

    Just because you slap on a scilencer and use sub-sonic ammo doesnt mean you'r weapon scilent at all. SD weapons are still loud, and you can clearly hear the action(the moving parts like the bolt assembly) cycling from quite a distance. The notion that a scilencer makes a weapon scilent is compleat Hollywood garbage. Scilencers are used to lower the report of a weapon when used either in a confined space (so the operator wont loose his/her hearing)where sub-sonic ammo does the job(ie: close quarters battles), or on a sniper/marksmen platform where normal ammo is used but a scilencer is used to muffle the shot from a good distance (200 meters+).

    differnt weapons


  5. Leopard2- thanks for the reply.

    using something that comes with the game unchanged by any addons is compleatly different then using 3rd party addons.

    sorry for boxing you in, but i had to see how much i could do.

    i compleatly agree that what i did was cheap, hardly an exploit. now i would love to know if BIS has any plans on maybe changing the way the building of structures are handled. why not set a limit as to the number of walls one can build around a camp?.. as it is right now i could build a huge mass of walls within the view area in the build menue, since i have more income coming in then what im using on walls. i'd say limit the walls to maybe 10-20 max/camp.

    better yet, why not have the walls grow lilke the structures at the base?, that way you cant box anyone in


  6. Fact is: It was not addressed by anyone that made the mission.  

    What is annoying by some, is tactical to the other player. Like for example, a different senario:

    Some could see it as a smart thing: Block all entrances to the camps in a town so the enemy can't take it from you, which allows you to only have to defend the main bunker... That's a strategic idea... Are they really an idiot if they use the tools given to them by the mission in order to defend an objective? If it truly is a problem, perhaps it will be addressed...

    thank you for understanding my point.

    Quote[/b] ]ShrubMiK- Posted on July 06 2008,08:20-

    Or perhaps they could find a way to genetically engineer the human race and ensure that idiots like you do not occur

    so by your reasoning, if i were to get in a tank and sit on a mountain top firing HEAT rounds into the enemy base, i would be considered an idiot for using the features supplied to me by the game/mission designer?.. wow thats so smart that it went right over my head.

    it's the same if i run into an enemy in the open, but i have a rock i can hide behind and use for cover, but since my enemy doesnt have one, its considered cheap and im an idiot for using it for my advantage.. like an exploit.. wow.


  7. hey whats up. i'd like to discuss the way we can build structures around captured depos in WARFARE.

    today i was playing some warfare on a public server (i wont say which out of respect), the map was warfare 1.1.

    so im on the bluefor side and we are located on the north part of the island. i make my way down to Corozal and find that its been captured by the opfor, so i go ahead an take the north most depo. i now go into the build menue and start to build a sandbag wall across the main road as far as the screen allows me to, so thats like 100 so meters to either side.

    i finish closing off the depo so no one can get in or out of it, when i hear some enemy vehicles approch. i move the screen over untill im right over the enemy tank and start to build a wall around it and trap it. soon i have a few players tring to make their way around the wall so i trap them also... now im being called a hacker for doing what the game lets me do..

    it wasnt long befor i was kick out of the server and had it locked behind me. now what i'd like to know is what everyone else thinks about this. should i have been kicked for doing nothing wrong, just being an ass and exploiting a feature of warfare that everyone can do?


  8. The recoils seems way better with 1.12. If anything to tweak, maybe the M249 SAW could handle better while crouched than the M240 MG. This is nitpicking, and I'm not sure how these two compares in the real world. "Logic" suggests though, that the higher caliber kicks some more.

    One major complaint I have, unless it is by design in some balancing acts I'm not aware of, is an issue that been in ArmA for as long as I can remember:

    When trees fall down due to being run over by tanks or simply being blown away by a close satchel, they fall over and block our view, but the AI can see right through this rubble leaving human players at an inhuman opponent. Is this some weird "by design" issue, or a bug? (Viewblock object of a tree is removed upon tree destruction).

    there's an idea. why not make it so that even if a tree is knocked over, it still not only blocks the AI sight, but also continues to act as a solid object. think about it, the trees can be used for road blocks. have tanks roll over knocked over trees the same way they go over rocks.

    it really takes away from the game when you have a fallen tree infront of you that has 0 fire geometry and there for cant be used as cover from incoming fire.

    i wonder who came up with the idea of making the trees non-solid after they get knocked over. whistle.gif


  9. ok, i have been testing 1.12 for a few days now, and i have issue that i would like BIS to explain.

    why was the mouse tracking changed?.. its really bad now.

    i know that BIS wanted to adress the accurate long range targeting with the weapons sights, but now we got two different airming speeds..

    when i move my mouse slowly, the weapon/curser moves slowly also. thats not the problem. the issue is that once to start to turn a little faster, at some point the mouse tracking changes from slow accurate to fast and snappy.

    there's no longer a linier speed.. as in its as if mouse acceleration is enabled but its speed changes in steps.. realy anoying.

    an example of this is as follows - im up on a hill looking through my ACOG sight. i see a target about 200meters and start to follow it with my sight. the target starts to run now and when i try to keep my sights on target, i cant keep up. if i move my mouse even faster to catch up the tracking speed changes and now i over shoot my target and cant line up my shot.

    its like if you move your mouse between two set speeds 0-5 it moves linier and any acceleration is constant along with your mouse speed, then when you pass that 5+ the acceleration doubles.. so (this is realy frustrating to explain).. like 0-5pixels/sec (3p/s=3p/s) after 5p/s its like (5p/s=5p/s, 6p/s=8p/s, 7p/s=11p/s).. if i could make a video to better explain this i would.. and yes mouse acceleration is disabled in windows and in the mouse drivers.. so i dont realy know what to do.


  10.         minor bug :

    - it isn't possible to zoom out toggle while using G36, G36 K, G36 C, MK12 SPR, M16A4 ACOG (weapons I tested only)

    the zoom out toggle feature is for non-magnified weapons. it only works with iron sights and red-dots.

    this is not a bug, it has been this way since v1.01.


  11. BTW its BS when ppl say that a person cannot stop on a spot after full-on sprint; I do it constantly and freeze exactly where I need - I don't need a wall to stop me smile_o.gif.

    I would pay to see that.

    Im sorry, but i don't care who you are, but there is no way anyone human or otherwise is going to come to a dead stop after a full out sprint.

    I play mil-sim airsoft and I know how we all come to a stop after a good sprint. it's either running into a structure and bracing your self with you'r arms, taking fast steps to slow down, or sliding and risking taking a nasty tumble.

    the day I see someone come to a dead stop from a full out sprint is the day I stop playing airsoft.

    The problem with video games is that it's nothing like controling a body. When we run and want to stop at a given spot, our brains calculate where we need to start slowing ourselfs down to come to rest where we want. You can't do this in a video game. but you can cheat it like many current games do. This is why video game character's look so fake.

    I agree that ArmA's current setup is a little wonky at times, but it's my opinion that its movement system(given not perfect) is far closer to real life then most other games. If you can't stop where you want and over shoot a building corner, it's your own fault for not practicing stopping.


  12. what if you want BIS games to be different? what if you hate bis games?

    then i wouldn't be playing BIS's games.

    i play BIS games because i love what they have done.

    its different then the rest of the cookie-cutter type games that the big companies keep puking up and feeding us *cough* COD4 *cough*

    [Offtopic]im sick of all these kids complainning about how much they hate BIS games, and yet still play them and still post on these forums.

    dont like the game? find another.[/Offtopic]


  13. Whaaaaaatever, it's not my intentions to argue, just adding ideas, and since this is considered a "simulator"...

    well yes, for Infantry Combat.

    this is not a flight simulator, but anything more is just a bonus.

    and i have seen AI drive tanks backwards, also they will enter building and climb up ladders to get you.

    driving a tank backwards in RL is also rare since the driver cant see where he is going and must rely on his commanders orders, its really dangerous. they normally move backwards to move away from a bad location into better cover.


  14. I found a problem with lighting with the party headquaters building in Bagango. Here are 3 screenshots:

    http://img164.imageshack.us/img164/1835/lightbug01bw8.jpg"]http://img164.imageshack.us/img164....pg]http

    http://img140.imageshack.us/img140/2554/lightbug02am0.jpg"]http://img140.imageshack.us/img140....pg]http

    http://img406.imageshack.us/img406/7667/lightbug03we8.jpg"]http://img406.imageshack.us/img406....pg]http

    All of them were created by standing at the same spot and slowly turning to the right. Initially (as the 1st screenshot shows) I was facing south. In this case, I had the strip of light right in front of me.

    On the 2nd shot, I turned ~10 degrees to the right, at which point the light suddenly disappeared.

    On the 3rd shot, I turned another ~50 degrees to the right to reveal that for all the screenshots, I've been standing in front of the building - sunlight in the 1st screenshot passed right through the building!

    I included the watch for reference, but this problem can be reproduced readily with this particular building, during daytime or night.

    While it's not a showstopper, it'd be nice to see it fixed, as it looks rather lame.

    that is just a object shadow bug that has been is most if not all versions of Arma and not just 1.09.

    the game culls polygons that are not facing the player. it also seems to do that to the shadows.

    like the shadows from the ground (hills and mountains).

    with the sun low in the sky, at the right angle the ground casts shadows on its self, but if you turn away from the light source, the shadow disapears.

    i hope they find a fix for that. i dont like moving dow the side of a mountain with the sun being blocked by the tarrain yet my player is illuminated as if nothing is blocking the light source.

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