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Everything posted by Iroquois Pliskin
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Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Regarding placing additional functions to dedicated primary weapons key (number key 1): Most scopes in ArmA III appear to sport secondary sights and the current switch key between those is set very far away - on the Numpad / key. Suggestion: If primary weapon is selected, hitting number key 1 again cycles between optics and secondary sights. Reference, http://www.abload.de/img/242535_196649733715090se9g.jpg -
Yea, here's a better perspective at 8:25, Rnpl-gRp3FY If the same can be done to smoke grenades, then nobody will ever want to leave the LZ. :D ---------- Post added at 00:07 ---------- Previous post was at 23:59 ---------- Compare to Comanche from last year's E3, 6t13eNGJj2s This is on Lemnos, BTW!!! :D
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Very good point, the Chinese definitely have a hand in this from the lore and geopolitical perspective. :D ---------- Post added at 23:43 ---------- Previous post was at 23:38 ---------- P.S. L-159 looks like a cool jet in terms of multiplayer balance, good specs too - almost Mach 1 speeds http://www.abload.de/img/arma3_screenshot_1202sp5of.jpg Loved the L-39 in Op Arrowhead.
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Ah, so the whole disagreement is underlined by irrational hate towards Nvidia? They are at least working with developers, helping them implement rather important tech - the physics engine. God knows BIS needs it. :D Rnpl-gRp3FY Particles at 8:25 look superb regardless if there's an Nvidia rep sitting at BI HQ right this moment.
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Multiplayer Balancing - Will Arma3's MP be balanced?
Iroquois Pliskin replied to BLSmith2112's topic in ARMA 3 - GENERAL
Should have, could have, would have. :) The fact is that it's been TAB+click=boom since vanilla ArmA II release, but sure, if you can "balance" missile velocity and jet speeds and counter-measure effectively to a range, where the hit rate is around 40-60%, and not 99%, under optimum conditions, then such systems have a right to life. But it wasn't done. -
Nvidia working together with developers to implement proprietary features must be news for some. P.S. Ragdoll on CPU, fluffy smoke on GPU, mkay?
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"The Way It's Meant to Be Played" There's a reason why Nvidia supplied PCs to BI E3 demo.
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Multiplayer Balancing - Will Arma3's MP be balanced?
Iroquois Pliskin replied to BLSmith2112's topic in ARMA 3 - GENERAL
In PvP, you might stand a chance in a helo against a Tung on Takistan with lurking behind hills, but the second a jet leaves the runway on either map, it's TAB+click with superior radar, missile velocity and missile range of the Tung. One Tung can shutdown all Blufor aircraft, if the player knows the hell he's doing, he will wait with engine off and then TAB+click you. -
Swap GTX 560 for the current generation GTX 660 Ti, http://www.tigerdirect.com/applications/SearchTools/item-details.asp?EdpNo=003818194 Only difference between brands would be the cooling solution and factory/default overclock - Google a review for each brand, if you're conscious of such things.
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Hackers running wild, no way to stop them...
Iroquois Pliskin replied to PreedSwe's topic in ARMA 2 & OA - SUGGESTIONS
BattleEYE is working, cue humble script kiddie's tears, http://dayzmod.com/forum/index.php?/topic/89382-quick-question-regarding-global-ban/ So touching. Sniff, sniff. :) -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Clogging won't matter, if we unload the F fire selector key of actions and weapon selection, but a safety mode isn't a must-have, just something I mentioned, which would be possible to do with ease for "Advanced Combat Environment" krew. ; ) -
Multiplayer Balancing - Will Arma3's MP be balanced?
Iroquois Pliskin replied to BLSmith2112's topic in ARMA 3 - GENERAL
Oh shit, you mean 8 autocannons and missiles covering a radius of 50 km? :eek: -
Confirmed features now cancelled - your thoughts?
Iroquois Pliskin replied to shephart's topic in ARMA 3 - GENERAL
Medical personnel on standby? ALERT! Nurse! It's happening again. You better not be trollin', lest the thread be closed. :) -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Doh! Something like that could fit perfectly into a backpack, small weight would also reflect the caliber size and the overall tech specs of the submachinegun. -
Confirmed features now cancelled - your thoughts?
Iroquois Pliskin replied to shephart's topic in ARMA 3 - GENERAL
Aha! But we'll have subs! -
Multiplayer Balancing - Will Arma3's MP be balanced?
Iroquois Pliskin replied to BLSmith2112's topic in ARMA 3 - GENERAL
A lot of people were making that point: there are counter-measures to every system. We have Tunguska with TAB+Click? Counter: flares (or maybe even jamming equipment) and supersonic speeds for jets. Supersonic speeds? Bigger islands. Bigger islands? More work to populate said islands, etc, etc. It isn't feasible, thus Tunguska would be a problem under the current system. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Alright, alright. :) Decent weight values for weapons could balance it out, in ACE2 you could haul a backapck full of goodies, M249, AT4 and be quite mobile; an M107, backpack with satchels/smoke/nades and an M4 AIMPOINT, on the other hand, slowed you down considerably due to fatigue effects, which forced you to drop prone. Sticking everything into backpack is a simple, yet versatile solution, if they bother setting the optimum weight values for all equipment for the sake of balance. But your example, Iratus kinda doesn't work, Submachineguns could be secondary slot (handgun) items, or perhaps you meant a full caliber shortened assault rifle, in that case, yeah. :) -
There's precedent in the form of other games and there's evidence for the case in the current one. http://en.wikipedia.org/wiki/PhysX#PhysX_in_video_games ¯\_(ツ)_/¯
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Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Yet, people are arguing against such a simple, yet functional & realistic system, which had been the standard for over 15 years. Good map, one of my first layouts had under barrel GL on number key 3 and Grenades on 5, with key 4 in between being for AT launchers, which presents a bit of a safety hazard. Keeping the main weapons group tight is a good idea, whether attached grenade launcher would be 3 and Grenades 4 is a question of taste of course. Tap to change Grenade "throw style" doesn't work, because pressing dedicated Grenades key, you cycle between: Frag, Smoke (red), Smoke (green) etc. If you want various throwing styles, then that could only be achieved by the F key - just like a fire selector, but for grenades. On the question of changing Primary weapon fire rates with the same number key: I'd rather it stayed dedicated on F, this way "Safety" can be introduced and you would have a total of 4 modes: Safe, Single, Burst, Full, weapon dependent of course - M249 SAW MG has only safe & full AFAIK. The other reason for leaving the primary weapon selection key only for selection is: secondary weapon sights. Currently, this action is somewhere on the Numpad in Operation Arrowhead, I think it's the / key, but by having it on the same key as the Primary weapon, which would be number key 1, you could quickly switch between CQB sights and your ACOG. Two primary weapons, i.e. assault rifles and AT/RPG launcher? If that's the case: 1) then stick to current mechanics of Primary/AT launcher and keep the second assault rifle in the backpack like in DayZ, ACE 2 etc. See Night Infantry demo below. 2) If you won't be able to carry two assault rifles in the game along with AT, then the second assault rifle could be placed in the other primary slot and be selectable via dedicated AT launcher key, which is number key 5. I prefer option 1, but then there's the issue of backpacks, as they currently replace AT in ArmA - that's a lot of shit to carry, I'd rather stick with Primary + AT launcher + backpack, or Primary + Primary + backpack. ---------- Post added at 19:34 ---------- Previous post was at 18:58 ---------- On topic of multiple primaries with AT launcher, lwXw0g2fweA Highly detailed view of the inventory at 1:00. Backpack appears to be a separate entity from the rest and is tied to the Character, as is the helmet - very good setup. There's one empty slot below Primary weapon, no idea whether you could stick another Primary there, but it looks like it could hold it, same number of Attachment slots - 4 of them. Primary + Primary + backpack is acceptable, but if you can stick AT in that other slot and stick another primary in your backpack, then that's a bit imbalanced in my view. I wouldn't want to see DMR/semi-auto sniper rifle + SMAW + M4/or even a machinegun rambos railgunning everything. -
Knowing Nvidia, there's going to be volumetric interactive smoke particles from frag grenades, bullet hits, explosions, smoke grenades and helo rotor blades. There's already some nice footage of Comanche displacing its missile smoke trails downwards. (J*0*)J
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Arma 3: Confirmed features | info & discussion
Iroquois Pliskin replied to Maio's topic in ARMA 3 - GENERAL
Don't fret, that thread was started by a person, who had drank too much coffee. I'm making sure, his detox goes nicely, check out the latest posts. Kvaliti was self-made, regards. -
It most likely will, but Nvidia may give some bells and whistles in the form of additional particles on Nvidia GPUs.
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Multiplayer Balancing - Will Arma3's MP be balanced?
Iroquois Pliskin replied to BLSmith2112's topic in ARMA 3 - GENERAL
Sorry, bro. I've tried to mentor people on how to avoid the Tunguska for months, many were successful, but still more gave up. Change the TAB+Click=Boom mechanics, and you might have a case, until then - nope. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
That's the whole premise of this thread. Weapon fire rate cycle on dedicated number keys along with weapon selection doesn't exactly sort the problem of the cycle train, if the game has a lot of primary weapon attachments, like flashlights, IR lasers, unless of course we'd want to leave the operation of such items to the L key. If radial menu is employed for AI command, then there's no need to mix and duplicate it on the number keys, but that is somewhat preferential, and needs objective testing feedback from hours of gameplay. ---------- Post added at 18:25 ---------- Previous post was at 18:20 ---------- You missed the whole thread, read the first page. Quite ironic situation, I might add. :) -
Woo, nice find! Have the diver animations changed? Transitions between swimming and floating seem a lot smoother. HDR underwater and general lightning in that scene look Crysis-like - probably a better ToD setting used in this particular case. At 8:10 sprinting infantry kicks up dust. Jumping Betty at 9:15, always nice to see it perform. :) !NEW! Blood trails from wounded infantry @ 9:40. :) Same demo, as before.