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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
Sure, if they can get that standard to ArmA: select frag nade with number key 5, left-click - nade gets dropped, on the other hand, if you left-click and hold for a half a second, you'll get your regular throwing distance. :) Yeah, that's a much better solution, can't have roll tho, but perhaps the physics in ArmA III would allow to roll, if you aim at the ground and throw it with maximum force? Heh. Yeah, thought about it: PgUp/Dn for under barrel GL range and satchel timer adjustments. Can it be done? Absolutely, mechanics the same as with F key, when switching to your attached grenade launcher with number key 3, "Zeroing" get replaced with "EGLM - 100 m", or "GP-25 - 100 m". Same for satchel. F key would be more accessible, though it is a one-way cycle, i.e. can't bring satchel timer back from 120 seconds to 60, you have to go all the way to 180, 240 etc. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
You're welcome. Hand grenade example would have sufficed, but I thought that the same concept/function can be used for other equipment, not to mention reiterating one more time the benefits of dedicated weapons keys, dedicated weapons keys, dedicated weapons keys. :p -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Hmm... Hmm... HMM! Very nice addition to our new system, example: if you press number key 5 for frag grenade, HUD weapon fire rate gets replaced with "Frag - throw" as default, by cycling F, you can select "Frag - roll", or "Frag - drop"; left-clicking of course deploys the grenade. Switching back to primary or secondary weapon by either number key 1 or 2, brings back fire rate display and normal fire functions are resumed. Drop and roll functions are very good additions to the gameplay, especially with smoke grenades at LZs. Frag grenade drop could be used in indoor retreat scenarios, where you know the enemy is about to breach - he will be setting foot on a grenade if you time it right. :icon_mrgreen: ---------- Post added at 22:50 ---------- Previous post was at 22:45 ---------- Pliskin to the rescue. :p ACE 2 has this, but with default ArmA II grenade throw animation and lack of physics, it looks like crap and the key combo to operate the grenade function cycle was something like shift+F I think? In ArmA III we could have number 5 for grenade, F for grenade function (throw, drop, roll) and left-click to deploy it either via throw, drop or roll. :) Of course, this is not a "must have", the dedicated number key selection for weaponry and equipment is a must have, though. I suppose, if the Devs really wanted to have this, what would you need to re-do - 3 new animations for when you initiate either a throw, drop or a roll? P.S. See how dedicated weapons keys bring us even more simulation capabilities? This is the best thing that could happen, after the dedicated weapons keys, since AFAIK 70 to 90% of buildings on Lemnos are enter-able - that's some epic potential right there. Update: The F key could also serve as a range adjuster for the attached grenade launcher, when it is selected via number key 3 in my hypothetical scenario. EGLM, as well as the GP-25 (30) systems do have sight adjustment. Example: switching from primary weapon to the under barrel GL by tapping number key 3, switches the HUD info to "EGLM - 100 m" as default, F key cycles it through to 400 m range in 50, or 100 m increments. ---------- Post added at 23:45 ---------- Previous post was at 22:50 ---------- Update 2: Satchel timer could be cycled by the F key, once we map the satchels/explosives to a dedicated number key, like 8 for an example. Select satchel via key 8, cycle timer with the F key - max of 600 seconds, in 30, or 60 second increments, left-click to place satchel. Engineers and explosives experts would become a dedicated role with due diligence involved. Lots of stuff can be done, once you unload the F key and bring dedicated weapon/equipment selection keys, and not necessarily by BIS themselves, all they have to do is provide the framework in the form of dedicated weapon keys, and ACE 3 will do the rest. :icon_mrgreen: -
Day Z players playing ArmA2 now.
Iroquois Pliskin replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
It's a case "Why should I play ArmA, when there's BF 3". :p Seeing as ArmA controls are in no way competitive with other titles in the genre, I can see how people may not like playing with clunky controls/interface, where they do have to fight. In DayZ you can disengage at any time and return to whatever it is you were doing. So yeah, I'm pitching about weapon and equipment selection on number row being introduced in ArmA III. :icon_twisted: -
How to rearm myself and squad during single player Red Harvest (and other) campaign?
Iroquois Pliskin replied to Emryse's topic in ARMA 2 & OA - OFFICIAL MISSIONS
1) I can't remember Starforce 21 base having an ammo crate, since I never ran into this problem. 2) If you're that desperate, you can refuel at fuel stations, rearming is done via an Ammunitions Truck, which can only be found on the base described below. 3) Nope, loot and kit out your squad with enemy weapons for the time being, Manhattan base has all of Blufor equipment in ammo crates. Until you reach Manhattan base, you will have to scavenge like the special forces unit behind enemy lines that you are. :) Manhattan base is on the hill South-East of Krasnostav - can't miss it since you'll be delivered there after a certain mission. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
Consensus has been reached on the weapon and equipment selection, and possibly in-vehicle interactions, being relocated to the number row, then the problem of AI command arises: if BIS can spare the time/effort in refining the number of AI command and then making good iconography, a radial wheel similar to Carrier Command can be utilised, which would mean complete separation of vital controls. Chicken or the Egg? :icon_mrgreen: -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
If AI interface problem is to be solved, we need to go through every single command tree and every command in that tree from movement and squad formations to alert modes, and then see what we can throw out, relocate, consolidate. I don't have access to ArmA at the moment, otherwise I would review each AI command. If we reduce them to a fine number, then you could port them onto a radial with two wheels of icons. Imagine the following, http://dl.dropbox.com/u/79438515/vlcsnap-2012-08-31-18h56m43s137.jpg with another identical radial wheel of 8 icons around the first one, making a total of 16. -
Controls Scheme & User Interface Feedback
Iroquois Pliskin replied to HKFlash's topic in ARMA 3 - GENERAL
An impractical solution, which we have given thought: the second negative is either being forced to take your hands off either WASD, or the mouse. Number row function toggle between AI command and weapons/equipment selection and/or in-vehicle interaction would be a temporary fix, because later, AI command interface would have to be either scrapped or reworked in some meaningful way as not to conflict, or overpower the basic functionality of a single fighting unit - the player. ---------- Post added at 11:06 ---------- Previous post was at 11:02 ---------- Not this particular design/configuration, but the general concept is well-understood, see Problem 2 on the first page. I only have ideas about the Action (scroll) menu being ported on a similar layout, BIS would have to work their majik if they wanted to do that for AI command. -
More off-topic: this idea was a collaborative effort. :) If anything, this solution would be a temporary one, the most important part is to get weapon and equipment selection mechanics in place, you could also map in-vehicle interaction to the number row. Once basic gameplay (weapons selection, world/object interaction) is functional, a new separate AI command interface could be designed, if needed.
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Metal Gear Solid: Ground Zeroes
Iroquois Pliskin replied to Smurf's topic in OFFTOPIC - Games & Gaming
Yeah, I've completed it once on PC with a PS2 emulator. The thing to watch out for is: a highly-clocked CPU is required to run it at a constant 50 FPS, since any deviation from this slows down the game in real-time; not sure whether 4 cores vs. 6/8 cores make a difference. Otherwise no graphical glitches. :icon_mrgreen: -
Metal Gear Solid: Ground Zeroes
Iroquois Pliskin replied to Smurf's topic in OFFTOPIC - Games & Gaming
Metal Gear Solid 1 and Metal Gear Solid 2: Substance, both ports, though both worked beautifully. You may want to start the series with these two games in particular, since they follow the main storyline of Solid Snake and there's no need to understand any other... intricate details. MGS 2 graphics, having been released in 2004 AFAIR, are surprisingly up-to-date, though MGS 1 is a bit pixelated. :p XeQKjBTQh3Q -
Books are still around. :) For Steam-style model to take over, there need to be miniaturization of technology, where your content is available anywhere, anytime, and for anytime to happen, Steam needs to be up 24/7 and deliver outstanding server performance. There's not much point to a digital library, which is subject to an outside 3rd party and is out of your control on a stationary PC.
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Metal Gear Solid: Ground Zeroes
Iroquois Pliskin replied to Smurf's topic in OFFTOPIC - Games & Gaming
YT mirror of the above, TjvUFl5Q6nA I get the impression that tessellation is being used on characters (dat face) & the environment. :icon_mrgreen: ---------- Post added at 19:58 ---------- Previous post was at 19:56 ---------- Ride of the Valkyries Hind support. :icon_mrgreen: -
Metal Gear Solid: Ground Zeroes
Iroquois Pliskin replied to Smurf's topic in OFFTOPIC - Games & Gaming
Oh, man. :icon_mrgreen: This definitely looks like PC, the graphics and art direction is immaculate - no overbloom or other immersion-breaking filters. :icon_mrgreen: If I had to bet, I'd place it on PC and next-generation console release. http://www.product-reviews.net/2012/09/02/metal-gear-solid-ground-zeros-visualized/ -
Yep, that point is totally not on topic. One copy for LAN? Baff, is that some form of communism: do you guys wire yourself into a Borg-machine and feel the same things, think the same thoughts to justify one copy per group? :D :D :D ---------- Post added at 15:28 ---------- Previous post was at 15:26 ---------- I don't remember whether Quake II had a cd key, but it's called a KEY for a reason. Like if one buys a car, there's a personalised key to operate it (lawfully). Private property and all.
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Please help urgently! ARMA 2 & OA
Iroquois Pliskin replied to AT89x's topic in ARMA 2 & OA - GENERAL
Can't do, not without finding out if this particular download is linked to my account. :) Wait till tomorrow, they'll restore your account, provided you can prove the purchase. -
Agreed. Poor use of ROF is the most acute problem, I get the impression that AI don't fire till they have a 95% probability hit, that deadzone range need to widen. This is being addressed in ArmA III - AI consider far too many objects as cover and end up doing nothing. Refer to 7:25, OTDDwKQncEY Trend in "simplifying" AI work patterns is a good one.
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Day Z Announced as standalone title.
Iroquois Pliskin replied to Placebo's topic in BOHEMIA INTERACTIVE - GENERAL
Is there an official stance on this? http://forums.bistudio.com/showthread.php?138144-New-VR-Headest-actually-looks-viable-for-avarage-gamers Proper stereoscopic 3D support with 1:1 precision gyro head-tracking in ArmA would be so much win. -
Please help urgently! ARMA 2 & OA
Iroquois Pliskin replied to AT89x's topic in ARMA 2 & OA - GENERAL
I think all digital downloads are linked to your account and there's no general link to that. You can request a password reset to your e-mail, unless you've forgotten that also. :p https://store.bistudio.com/ - they should respond on the first business day - Monday. ---------- Post added at 06:53 ---------- Previous post was at 06:44 ---------- I just restored my Sprocket account, which had been inactive for 2 years. It would appear store.bistudio.com is Sprocket now. I have "Arma 2: Operation Arrowhead" redownload option along with the key under Account Maintenance. Don't tell me you used a one-time e-mail for yours. :( -
If anyone is genuinely interested in CQB succeeding in ArmA III, read the following thread, http://forums.bistudio.com/showthread.php?139228-Controls-Scheme-amp-User-Interface-Feedback Proper weapon controls go a long way to change the dynamics for the better - I still haven't mastered the scroll and F-cycle after 5 years, because you can't do it! Mishaps do happen, redundant mistakes that should not be there.
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Apologies for off-topic: If you're interested in this genuinely, please read the whole Controls & Interface thread (Started 25th of Aug, 16 pages total). We have considered it and numpad isn't practical and would be a downgrade from the current responsiveness of the 3-5, 7-2 scheme. Automatic number row key function toggle is another solution: when you select a unit with F1-F12, weapon selection is disabled on the number row and you get your current AI command mechanics. But perhaps BIS have something better in the works to resolve the AI command-weapons selection interface problem. WASD and number row keys are a prime real estate area of the keyboard. :icon_mrgreen: http://forums.bistudio.com/showthread.php?139228-Controls-Scheme-amp-User-Interface-Feedback
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Definitely, but I think you mean i7 3610QM - the most popular quad-core mobile CPU, here are the benches for the GT650, http://www.notebookcheck.net/NVIDIA-GeForce-GT-650M.71887.0.html Crysis 2 on high pushing 60 FPS in a similar configuration, if that's telling you anything. :)
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YEEEEEEEEESSSS! Please refer the appropriate staff to the Controls & Interface thread if you are in contact with them. :icon_mrgreen: This "custom" dynamic stance system is a needed complexity for competitive CQB gameplay, but imagine if you mistap the F key weapons cycle and you don't get to fire that M203 nade shot from that awesome position of concealment, until you cycle F again "-> Grenades -> Smoke grenades -> Satchels -> Semi/single -> Burst/full -> M203/GP-25". The obsolete scroll list and F-cycle controls become a redundant complexity and CQB/Cover dynamics won't change that much. Your anims and dedicated weapons key maps go hand-in-hand for PvP.
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New VR Headest actually looks viable for average gamers
Iroquois Pliskin replied to BobcatBob's topic in OFFTOPIC - Games & Gaming
Wat? If Rift is that good, BIS will eventually notice it, since ArmA is arguably the best platform to hype this on, just like TIR was. Still, it would be sweet to have the official word on this. Perhaps, they received a private demo back at GamesCom? -
Day Z players playing ArmA2 now.
Iroquois Pliskin replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
I suppose DayZ can be good preparation grounds for future Warfare cannon fodder in ArmA III. :icon_twisted: Element of the economy adds to the longevity and overall dynamics of the "round", often lasting three to four hours, which I'm sure they will appreciate. Lemnos, here I come! ---------- Post added at 15:01 ---------- Previous post was at 14:58 ---------- I started Armed Assault 1 with the original Evolution BLUE with Paraiso airport being the F.O.B. - we didn't have mobile HQ respawns back then, which meant having awesomely long helo sorties to Pita and Eponia in the Northern part of Sahrani. :p