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Variable

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Everything posted by Variable

  1. Variable

    AI Discussion (dev branch)

    That's not how commanding works in real life and in Arma (since OFP). The AI driver, when commanded to turn left, for example, will rotate left until A key is released. It's very effective. While I agree that the AI should go "fully dumb" on reverse (they can't even see to the back of the tank, why would they know there's an obstacle) and on any player-commander command, this mechanism should remain the same as it is. I definitely don't want to see such a feature that lets the player commander take manual driving controls. As said above, the current mechanism is perfect, and is already quite manual. The AI just do what you say, the only difference from taking manual control is that you hear your own voice while commanding the AI. Just need to fix the reverse fully and that's it. Let's no over-complicate a solution to a simple problem.
  2. Variable

    UAVs: Feedback and wishes

    That's a very useful guide, thanks for bringing it up Imperator.
  3. Finally got to the end :) I'm trying all possible endings and encountering several problems: I'll keep you posted with more info as I keep on trying.
  4. hehe :) I went through the same process. Some others on our coop nights have the same issue, and at first I yelled at them to keep on pressing the PTT all the way through the transmission. nkey, can you please advise?
  5. Variable

    AI Discussion (dev branch)

    Breakthrough! That's great news, even just the mere acknowledgement that slowness was not by design.
  6. Variable

    Arma3 Videos

    Awesome extraction Gwynbliedd!
  7. The end of my transmission is usually cut towards the end. I'm sure I keep the PTT pressed until after I speak so I don't know what can cause this. Is anyone else getting that or has any idea what I could do? See this video for examples, I'm the leader in this mission:
  8. Variable

    UAVs: Feedback and wishes

    That would be most helpful. Looking forward to it. Thanks Imperator!
  9. Variable

    Phantom Six's Arma 3 Missions

    Great mission! It was great to use grenade launchers to take out that convoy.
  10. Zenophon, I highly recommend to avoid making the RCO, or any other medium-long range optic a very common item in your missions. no long range or medium range scopes encourage close range engagements, planning and a generally more thrilling gameplay. Of course, a sniper centered mission is a different case, I refer mostly to the assault type missions.
  11. Variable

    Fatigue Feedback (dev branch)

    Exactly. Some things should remain fixed. It would be a nightmare for many types of players if they would have to re-adjust to new fatigue values in each and every mission they play. Also - please don't tone down the fatigue, keep it a meaningful aspect of the game. Remember that having a meaningful fatigue helps keeping the ammo bearers a meaningful addition in coop and single play modes, it helps the game to feel real, it helps the player feel he is playing a human representation and not just a virtual entity.
  12. Variable

    JSRS3: DragonFyre

    List of things that DO NOT grant people with entitlement to receive answers, support or cookies from a content creator: 1) using the mod 2) asking politely 3) making videos and asking politely 4) making videos and asking aggressively
  13. ted_hou, if we are allowed to provide mission ideas, I'd first recommend you the novel "The Cardinal of the Kremlin" by Tom Clancy. You could draw a lot of scenes from it, some will fit Arma 3's engine perfectly. To follow up on reforger's suggestion, and link with this novel, it was suggested that the CIA requested the Mujahideen to extract sensitive equipment from the downed Soviet aircraft they shot down as a form of payment for more Stinger systems. That could be a great mission for Arma 3 - take down a chopper or a Soviet plane, evaluate where it crashed, move to that position before the Soviet rescue and retrieval team arrive, extract the avionics equipment and bug out. That is, of course, if you'd choose to include missions for the Mujahideen's side.
  14. Variable

    JSRS3: DragonFyre

    Wonderful job yet again LJ! Absolutely jaw dropping... I'm having double frag grenade explosion sound. One explosion sound followed by another one after.
  15. :) No worries, I trusted a saved game before I ventured north since I had a feeling you wouldn't want to player to drive all the way up there. All is well now, mission complete! Thanks IndeedPete.
  16. Thanks IndeedPete, however, in 058214 there's no junkyard. See screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=474541455
  17. Variable

    Arma3 Videos

    Short hit and run scene
  18. First of all, lovely campaign. It's so vast! Excellent job IndeedPete, thank you very much for making and sharing this. Hours of joy! I am having trouble with the mission you need to find Variable (no pun intended hehe). This is what I did: Can we please receive a full walkthrough of the riddles in this mission?
  19. Variable

    Weapon Resting & Deployment Feedback

    Good, advantage given to players with bipods is a GOOD thing. Otherwise there was no sense in them. Resting should cover that! Resting! It IS available for everyone! Confused ah? I'm not surprised given this design. Good, that's the price you pay for carrying one, hence, that's why it should provide more advantage. And the advantage of using a bipod should be available ONLY to those who carry it. That should be covered by limiting the available bipods in the mission, not giving the option to use imaginary bipods even if you don't have them, don't be ridiculous.
  20. Variable

    Weapon Resting & Deployment Feedback

    That's not how the distinction works since both resting and deployment work on weapon contact, not body. Seriously, it's just weird, wrong, confusing and a bad bad design decision.
  21. Variable

    AI Discussion (dev branch)

    Oh no not this again. Ambush is one of Arma's coolest scenarios...
  22. Variable

    Weapon Resting & Deployment Feedback

    The resting and deployment system is a great addition to the game. The game feels more right now and thanks to it, gameplay was improved. After extensively playing with resting and deployment I reached the following conclusions: 1. Resting detection is great. 2. Resting should be more pronounced. you can still see the weapon swaying when rested. It should not sway against the resting surface! It doesn't make sense that when I rest the weapon against a wall on its left, it will sway to the left. The resting feature should emphasis the force the soldier is applying against the surface, by canceling sway towards the rested surface. Sway to the other direction should be allowed, allowing the play to re-stick the weapon to the resting surface. 3. And now for the most important point - you should not be able to deploy a weapon without bipods! come on BIS, I bet you had internal arguments about that. That was a wrong design decision because of the following reasons: a. It does not simulate anything logical from real life. b. It takes away from the nice resting feature and makes it redundant. c. It leads the player to keep on looking for a deployment position while he should be be pleased just with resting his weapon (note, he DOESN'T have a bipod). d. When you do have a bipod, psychologically, deploying it doesn't feel unique, since - "heck, I can do that even without a bipod", regardless of the sway reduction benefit. BIS, please reconsider this bad symbiosis between two features that should remain unique.
  23. Variable

    AI Discussion (dev branch)

    I sign on every word ^.
  24. Variable

    AI Discussion (dev branch)

    Will check immediately! :) thanks!
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