mx maximus
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Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That is absolutely true. But the thing is, I play ArmA 3 offline (seldom play coop missions with my friends). I also like playing as the guerilla faction (and that's why I tested the fatigues against pistols), it's really rewarding to get the better guns from AI soldiers only using pistols, so yeah, mission design is an important aspect but game improvements is another thing. I want be able to outsmart a reasonable amount of enemy AI units and now, using this new armor system, it's a possibility (eg. headshots in close quarters). That's what I tried to say in my last post. -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I did not experiment with 6.5 or other caliber rifles. :( As for realistic, I'm not really sure what things will change/improve(?) until 2030 (armors, bullets, weapons etc.). Anyway, I understand your concerns of the system and maybe saying that it's realistic was not the right word. Maybe I should have said it's more believable. All I know is that emptying clips in close quarters into "unarmored" soldiers just to avoid getting shot was certainly not the right way to improve gameplay IMHO. Anyhow, I think it's important to find the balance between realistic gameplay and playability and this system is another right step. Just to have the right amount of challenge so that we can all enjoy the game. I'd love if the game could more authentic (eg. states between living and dying with ragdoll) but unfortunately I'm afraid it's impossible that it'll happen in the near future. And I honestly want to think I'm wrong! :) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
FYI: It seem the armor rating of the CSAT fatigues have been lowered. It takes two shots with the P07 pistol to kill a soldier wearing only that. Seems much more realistic! ;) Cheers! B) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I see! Thanks for the info, guys! Much appreciated! ;) Yeah, 6 shots seems extreme. I've been playing the scenario called Survivor by ffredyk [CZ] and the difference really surprised me. :) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I've been testing how smallarms fire (in this case the NATO P07 9mm handgun) worked against unarmed soldiers wearing only fatigues, and noticed something strange: NATO recon fatigues: 1 shot NATO combat fatigues: 1 shot AAF combat fatigues: 1 shot CSAT recon fatigues: 2 shots CSAT fatigues: 6 shots I don't know if this is intentional, but it certainly seemed strange. Can you confirm this, solzenicyn? Got these results without mods. Other than this, the system is a really good addition to the ArmA series! I love it! ;) -
Okay! Thanks for the info, Robalo! Much appreciated! :)
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Hi Robalo, First of all, thank you for this lovely mod, I use it everytime in singleplayer and coop. It's a must have! :) For some time tho (and I don't really know since when), I've got a problem and I couldn't find it posted in this forum (sorry if it's posted already, really tried searching). In recent dev builds (didn't try stable build) I frequently see scripting errors in the game. At first I thought it's a bug in the dev build or conflict between mods, but then I disabled the mods one by one and found out that somehow ASR AI is the cause and I still get this problem using the CBA and ASR only. Without ASR AI, no problem. Usually this happens when a bullet hits an AI soldier and then I get this message (it's from the RPT log, but it's basically the same message): 19:04:18 Error in expression <x select 0; if ((_priors select _cause)>_priorCur) then { _dangerCause = _cause;> 19:04:18 Error position: <_priorCur) then { _dangerCause = _cause;> 19:04:18 Error Undefined variable in expression: _priorcur During a firefight this shows up in the RPT log quite often and it drops my FPS dramatically. Here's the RPT log: https://www.dropbox.com/s/rll9bedomgkcj7s/arma3_2015-02-24_19-03-00.rpt?dl=0 I've also checked if I have the latest version of CBA and ASR AI and reinstalled them to the appropriate folders (userconfig, keys, and the mod folder to the game's root folder). Maybe I'm doing something wrong, but I have no idea what's the problem. Could it be something that changed in the dev builds?
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A not so ordinary helicopter training session. Gotta love AFM! Enjoy!
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Well, I noticed the difference but I got fooled by the still working in house reverb and distant sounds and convinced myself that it was like that. Shame on me... :dead: Anyway, once again, thanks for the awesome mod! ;)
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My god... That's... embarrassing... :D Sorry bout that! I knew something was wrong! :p:D Thanks for the quick reply tho! :rolleyes: Ps.: That just shows I never really used the vanilla sounds, right? :-D
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Deleted: My bad! Sorry!
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I can also confirm this. Unfortunately it's not working after reloading a save. :( Other than that, it's an awesome addon! Thanks! :)
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"ArmA 2 is Game 2." http://community.bistudio.com/wiki/ArmA_2
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"Radio Rebelde broadcast the first reports that Guevara's column had taken Santa Clara on New Year's Eve 1958." From wiki
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Che Guevara Mausoleum in Santa Clara, Cuba http://en.wikipedia.org/wiki/Che_Guevara