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-FHA-Dynamo

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Everything posted by -FHA-Dynamo

  1. if they can unlock stance up/down and left/right from the WASD keys and allow us to rebind it to any key, i would be happy with that. it is a pain in the ass having to stop, shift stance, then continue moving.. it's literally a killer feature the way it is set up now.
  2. even with a plate hit, the target will only feel the same force as the shooter. the 7.62 does indeed over penetrate, but so does the 5.56 when fired from a short barrel (M4), instead of tumbling. the problem with 5.56 is that it can't punch through walls as effectively as the 7.62. a target will only get pushed off balance if they are standing up straight, the same way a shooter will get pushed off balance if he shoots while not leaning into the gun (often how women shoot, which is why it's so fun watching them). only real time when a target will stumble is if you get a lower limb hit.
  3. "Bullet impacts on human targets" - shows video of Crisis, and a soldier getting hit on his ceramic trauma plate.. wants same effect in ArmA3... the Op needs to spend some time on liveleak and watch the whole Syria and Afghanistan section of uploads. human bodies are heavy soft mostly squishy fluidy things. when high velocity things hits them, the transfer of momentum from the object to the body turns into tissue displacement (tissues move out of the way of the projectile in almost all directions..) or basically SPLAT! even large caliber rounds cause mostly dismemberment.. not the Hollywood throw back we have been conditioned to expect. there's even a video of dear being shot in the head by .308 rifle rounds, and the head simply turns it self inside out, but it dose not flail back in the direction of the shot. remember that bullets are designed to be sleek and cut through the air, and cut through tissues just as well. the reason why the US military has been thinking of returning to using larger caliber ammo is because the larger bullets create not only a larger wound channel, but can also fly further and pass through hardened targets better. the 5.56mm bullet is very effective against soft targets if shot at the velocity it was designed for (M16 length barrels). with the use of M4s, the velocity of the 5.56mm bullet is reduced, so what ends up happening, is that the 5.56mm bullet passes right through the target without tumbling, and thus causing less damage than it would at a higher speed where the bullet is designed to deform and tumble. in the end, a bullet will transfer as much of its momentum energy to the target as the shooter feels in his shoulder. ---------- Post added at 09:14 ---------- Previous post was at 09:12 ---------- if he drops like a sack of rice, sure.. if he flies back a few feet as if he hit the end of a rope, then no.
  4. -FHA-Dynamo

    My thoughts on Holographic optics

    holographic sights like the EOTech have no magnification. the "lenses" are nothing more than flat panes of glass. the reticle it self is focused to infinity, but projected to 50 meters. the weapon and optic/sight should be out of focus when aiming. as for aimpoint/reddot sights, they do have a concave piece of glass that the laser/led diode reflects off and projects the point of aim in the distance. unlike a holographic sight, the aimpoints/reddots are not focused to infinity.
  5. -FHA-Dynamo

    A prone lean is needed

    maybe your evasive right/left are also bound to the same keys as lean left/right
  6. -FHA-Dynamo

    Arma3 Videos

    you know what will really blow your mind? it's when you figure out that you can aim up through the floor of the building and shoot anyone above you.
  7. -FHA-Dynamo

    A prone lean is needed

    i just hope they make the use of urban prone left/right by using the lean keys while prone. evasive left/right makes you roll, but lean does nothing, make it the urban prone keys.
  8. well i finally got my hands on the Alpha and have been really impresses with it's performance compared to ArmA 2 (good job BIS, keep it up!). after running around playing the showcases and messing around in MP and on the editor, i have come to realize that the awesome new adjustable stances have become a bit of a burden due to how they are implemented. don't get me wrong, i love the new stances, i just have come to hate how to adjust through them. as BI has it set up now you have 3 positions for the three class of stances (prone-crouch-stand). this is great and all, but the problem i am having is that i need to stop, adjust my stance, then move... there is nothing dynamic about them. you could play a whole year of MP games and only use the secondary stances a few times due to this. something needs to be changed so the player can cycle through all the stances dynamically on the move. i had a similar problem with ArmA2 and leaning, but that was a simple matter of rebinding my lean keys to left-shift and spacebar. if there is one thing i hate, it's not being able to move around freely when leaning. with the default Q&E key binding, i have to choose either lean or move, not both. this presents a problem for me as i love to play in CQB environments, and having to take a movement finger off a movement control key is really annoying. some will say "oh just use lean toggle and you can move around while leaned just fine" i say thats not good enough. i need to be in full control of my player's movements at all times, so thats why i have my pinky and my thumb control my lean so that my WASD keys are always under control. now with the step lean also added in ArmA3, things have become complicated just like the secondary stances. i can think of a few ways of addressing these extra stances that would make their use more streamlined and dynamic than they currently are. here is a list of all the stances that the player can do to his character. [Prone] 3 variants - side prone, prone and seated. [Crouch] 3 variant - low crouch (tactical), standard crouch and high crouch [stand] 3 variants - low stance (tactical), standard stance and standing tall [Prone] i think there should only be two variants here. seated and fully prone. side prone should be implemented as a lean modifier to basic prone. the whole point of side lean is not to get lower, but to be able to either shoot over something like a sidewalk/debris or shoot under an object like a vehicle. currently the lean keys when prone do nothing, so why not have them function as a modifier for prone? press lean left to do a left side prone with a weapon transition to the left shoulder, and a right lean to do a right prone with the weapon shouldered on the right shoulder. this would allow players to dynamically sweep in an 180 degree arc. have it so you hold the lean key to modify the stance, and on release you return to basic prone. this would make fighting in a city environment much more fluid. leaning(and step out stance) while in [Crouch]&[stand] i'll cover these together as they are basically the same and work with lean at the same time (move around in both stances and lean unhindered). once i changed my lean keys in ArmA2 to free up my movement fingers, combat in ArmA2 become so much more enjoyable. i can do that now in the ArmA3 alpha, but now i also have the step out stance to deal with. unfortunately just like the various stances, i have to stop moving, change the stance, then i am free to move again. this becomes extremely frustrating when in active combat with other players or AI. i find it really rare that i'll use the lean toggle function, as i like to be fluid in my motions. so why not assign that lean toggle to step out stance instead? double tap lean to step out and back while still being able to lean and control you movements. now for the actual stances them selfs. with 3 main stances each with 2 extra positions each, do we really need to have 3 dedicated keys for them plus using the adjust key +W&S to change them? aren't the transitions through the various stances practically linear? why not just have two keys (raise and lower stance) controlling it all with an addition of a 3rd key as a modifier. here's an example [i'll use X & V] - starting out standing, press X to lower your stance. keep pressing to cycle down the stances until you are fully prone. to go fully prone from standing just press CTRL(L)+X to go prone. press CTRL(L) + X again to return to your previous stance, or CTRL(L) + C to stand up. when prone you use the C key to raise you stance, and keep pressing to cycle through the stances. again at any stance press CTRL(L) + C to stand completely. this will allow all those other secondary stances to be used in a dynamic way, while not limiting the player's movements. what does everyone else think? how user friendly is the current secondary stances and step out functions? personally i would much rather have a single stance modifier key that i press and use my scroll wheel to cycle up or down through the various stances. unlikely to happen.
  9. -FHA-Dynamo

    sit prone posture

    i like the marksmen sit stance, i only think it should be a separate stance like regular sit or salute. it doesn't flow along with the other stances. it's only really used as an accurate immobile position, unlike prone or crouch where you can still move around. ---------- Post added at 05:14 ---------- Previous post was at 05:10 ---------- i agree completely. the transitions between the various stances are very robotic. would be nice to just be able to smoothly cycle through them with just two keys "stance up/down". press to lower stance, hold to cycle through them and release to stop. flow is very important.
  10. by default the Ctrl+WASD can only have the Ctrl rebound. it's name in the config file as well as the key binding name in the in-game control config is called "Adjust". i don;t have any problem with that, it's the WASD keys used along with the Adjust key that i would love to rebind. as for rolling, i do believe it's evasive left/right that does the roll. if only they would add keyStanceUp[]={}; keyStanceDown[]={}; keyStepLeft[]={}; keyStepRight[]={}; and allow any key, joystick axis, analog throttle or mouse scroll wheel to be bound to them, many people would be extremely happy. if i can move in any direction and chance from standing to crouched to prone without having to stop currently, why not make it so i can cycle through the other stances while on the move as well?
  11. if they make the left/right urban prone as a modified prone position via lean left/right, i would be extremely happy, that would be a more than welcome change. but my main gripe is with forcing (adjust) key + WASD to chance stance... it's so damn clumsy.
  12. i can't in good conscious let this thread get buried under threads that ask for selector switch animations that are already past page 7.. wtf. how can something that you would never see unless looking down at your weapon, get more interest than freeing up the stance adjustment so we can rebind them to different keys. instead of being restricted to a clumsy set of controls that do nothing to improve the controllability of the character, BIS should seriously consider revamping the stance system. i want to enjoy my experience in-game, i don't want to spend my time fighting the controls. mind blown!
  13. -FHA-Dynamo

    Arma 3 - Feedback Tracker

    i can not loginto the feedback tracker. says i can't login with my current username due to it having [ ] as part of my tag.. am i going to have to make a new login just to use the FT?
  14. -FHA-Dynamo

    Changing stance using headtracking

    it's really odd that people are down voting this request. there really should not be any controls fixed to a key, all commands should be rebind-able. some people i guess would be satisfied if the default controls could not be reassigned at all.. "just learn to use the controls" well, what if i don't like using 2X W to go into a sprint? i rather have it as left Ctrl+W, as that lets me go directly into a sprint from walking/jogging with out the need to stop then go into a sprint. and it's the exact same issue with the stance modifier keys. i can move around and cycle through stand-crouch-prone while on the move without needing to stop, why not include all the other stances as well? currently have X,C,V for Prone, Crouch and Stand, why not just have two keys X and C for stance down and up. i'm really just repeating my self here.. removing the various stances from the movement keys WASD (moveforward, movebackward, moveleft, moveright) will only be beneficial for everyone. also we have a set of redundant controls for going prone and standing up (moveup and movedown) which do exactly the same as prone and stand, so why not make those commands for cycling through the stances instead?
  15. well.. im was able to get the stance up and down to work on my scrollwheel.. it just meant i had to bind my scroll up/down to "move forward" & "move back" so if BIS could remove the stance change function from the movement keys, and have them as separate bind-able actions, we would be very happy.
  16. -FHA-Dynamo

    Changing stance using headtracking

    +1 this is the 3rd thread about his topic. to use the extra stance positions we need to use the "Adjust" key (bind-able) along with W for stance up and S for stance down, and A&D for "step out left/right (not bind-able at all currently). we would like BIS to add "stance up/down" and "step out left/right" as a bind-able action. some of us want to remove that action from the WASD keys. another thing to note is the "urban prone" position. some of us think it would be better to remove that as a stand alone stance, and instead make it a modified stance, similar to lean (go prone, press lean left/right to go into "urban prone" left/right. these changes would greatly improve on the clunkiness of the current set up. hopefully enough people will ask for this change, so we can have the option of reassigning those keys. if they can be reassigned, then they could be assigned to any control type, be it TrackerIR, scrollwheel or even a game pad for those backwards people who play PC games with a console controller ;). already checked the config files. stance up/down is not listed, only "Adjust". funny enough, there are commands for shifting through gears in vehicles... unfortunately they are not active and do nothing. keyCarGearUp[]={}; keyCarGearDwn[]={}; keyCarShiftFwd1[]={}; keyCarShiftFwd2[]={}; keyCarShiftFwd3[]={}; keyCarShiftFwd4[]={}; keyCarShiftFwd5[]={}; keyCarShiftFwd6[]={}; keyCarShiftFwd7[]={}; keyCarShiftFwd8[]={}; keyCarShiftRvs1[]={}; keyCarShiftRvs2[]={};
  17. i personally think the urban prone should be removed as a stance. it should be handled like a lean for prone. evasive left/right already works as a tactical roll, why not use lean left/right to move into the urban prone positions?
  18. if BIS could add a scroll wheel speed control, it would work well with vehicles as well. i know that in the config file there is commands for acceleration, braking, shift gear up/down, shift reverse gear/1-2 and even shit to gear 1-8. looking forward to these commands getting activated. would make driving a complete day/night change. then when driving down a steep hill, you can just drop down to a lower gear instead of just full on breaks or hand break as is now with the default controls.
  19. -FHA-Dynamo

    The Giant Alpha Media Thread

    AHHAHAH! that was awesome!
  20. the issue isn't the modifier key [adjustment], we already know it can be rebound. the problem is the actual use of WASD for stance change, W+S for stance up/down and A+D for step out left/right. we want to be able to rebind THOSE keys. that would solve any stance change while on the move issues we are complaining about.
  21. there are grenade launchers that slide onto picatinny rails in seconds. H&K makes one for the G36 and HK416/417.. pull release, slide on or slid off.. real simple, real fast.
  22. +1,000,000! the bottom line is, they should allow us to assign the stance up/down keys as well as the step out left/right. whats more accessible than letting player choose their own key binding? this is not a "press A to win" type of game. those who say "it's fine, just adapt to the game" are misguided... how would allowing the player to pick and choose when and how he/she performs an action and in what matter they deploy it, be a bad thing?
  23. i have checked the key congif file, there is no command listed for stance change other than the adjust key, but we can already bind that key. if BIS were to add stance up/down to the list of keys to bind, a think all there would be no more issue. if i wanted to keep my scrollwheel for the action menu, i can use my mouse button 5 and 6. come on BIS, give us the ability to assign these actions!
  24. though there is no way of doing that with the keyboard, it can be done with trackerIR. you might be able to make it work with a modifier key+ mouse movement. "thank you so much for your input Magician, i'm sure it's of great value and will be looked at by BI..." derp. with out your example it thought you were just trolling. thanks for explaining what you meant.
  25. well that's it right, give us the option to choose. let us configure it to how we like it. anything to reduce the total amount of keys used. like for me i have the tactical roll (evasive left/right) set as Left Ctrl +A/D. this works for me. if i could use my lean left/right keys to use the urban prone left/right, i would be happy. all these suggestions are to help the player become an efficient gun fighter.
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