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-FHA-Dynamo

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Everything posted by -FHA-Dynamo

  1. -FHA-Dynamo

    Development Blog & Reveals

    i would rather have the F key solely used as a fire selector for my primary weapon. every time i change the fire mode, i have to go through [grenade][smoke grenade][satchel] then it goes back to [semi].. it sucks, it's slows things down and just gets in the way. thats why grenades should have it's own dedicated key, as well as explosives. whats more intuitive? scroll down action menu, select M136. use M136, scroll down action menu, select primary weapon. or - press 4, equip M136, use M136, press 1 equip primary.? removing the whole command/action menu from the number keys, and using a pop-up rotary screen menu would not only speed up action selection, but also free up the number keys to be used for more useful tasks. the number slots can be inventory slots. that way we would be able to equip any specific inventory item we need at the time, instead of having to go through our gear menu. i think this is what many people complain about when they say the ArmA series has clunky controls, apart from the animations and the bad collision model when inside buildings. this is how i currently have my ArmA2 keys set: WASD - general movement control E - use/interact Q - quick swap/last weapon used R - main weapon sight T - toggle between main sight and back up battle sight (AGOC and Elcan Specter DR have back up iron sights) F - fire mode cycle (wish it didn't have grenade-smoke grenade-satchel on this) G - gear menu Z - reload X - prone C - kneel V - stand B - binoculars N - night vision Left Shift - lean left Space bar - lean right (there's a reason why i have used shift and space for lean. i don't like using one of my movement control fingers to lean. it limits my movement options, as i either lean or move. with shift/space as my lean, i use my pinky and thumb to lean and can still move around freely. it makes moving around a CQC environment more dynamic) i would love to add the scroll wheel as a control for movement speed. scroll up to go into a sprint, and scroll down to dynamically slow down to a slow walk. there are 3 phases in the movement animation, walk, jog and sprint. if you are at slow walk, as you scroll up, the walk animation speeds up. once at a specific pace, the animation changes over to jog. as you scroll up further, the jog animation speeds up until it changes over to the sprint animation. i would still keep key bound to these actions for times where you need to instantly change your movement speed. in the end it's all about stream lining the players actions. with the current action/command menu system, you cycle through the commands as if they are pages. when something happens that needs your direct attention, you have to spam the backspace key to get out of the menu. a similar thing happens with the scroll menu... you have to press backspace to close the menu, or when you go to fire your weapon, you plant a satchel and get killed instead. i completely agree on the rotary menu. click & hold middle mouse to open rotary menu, move mouse over the action you want, then release middle mouse to select action. if you want to close the rotary menu just release the middle mouse button in an open space.
  2. -FHA-Dynamo

    Development Blog & Reveals

    it's a very common issue, when a chopper is bouncing around. once the satchel is on the ground, you have to select to deactivate it.. problem is when the chopper is bouncing around, the menu item starts flickering randomly.. so the selection starts hoping around [Get in] [Deactivate satchel] [set of satchel]. most of the domination servers have disabled the "kick on planting of satchel at base" feature because of this, and have simply opted to delete the satchel when it's planted. having a dedicated key for explosives would fix that problem. then if someone plants a satchel at base, you know it was on purpose since they have to equip the satchel to place it. could have it set up like "equip explosive, left mouse to plant, right mouse to detonate", and deactivation can be done with a quick action menu. look down at the explosive, deactivate option icon pops up, press your "use/interaction" key.
  3. -FHA-Dynamo

    Development Blog & Reveals

    i agree completely about rebinding, i just don't want the action menu on the scroll wheel, and have it cluttered with cumbersome actions. setting a satchel or mine should not be done through the action menu(way too many cases of fully loaded choppers blowing to bits cause the get in option flashes briefly and caused a player to drop a satchel. if you want to place them, select them like we currently do with binos and hand guns.
  4. -FHA-Dynamo

    Development Blog & Reveals

    +1 using the scroll wheel to control movement speed would be so awesome. it's one of the more memorable features of the splinter cell series that i really loved. it allows the player to have a finer control of his characters movements. it would be good to also use it along with a modifier key to control the player's stance. thats not to say that having the option to just use keys shouldn't be there. personally i would like to see the action menu removed from the scroll wheel. as Turin Turambar mentioned, having an action rotary menu pop up in the center of the screen would be far more intuitive than the current system. make it a rotary menu with a branching tree structure, and it'll speed up the selection process. it would free up the number keys for more convenient, and more practical use. 1-Primary 2-Primary-secondary function(M203-GP25) 3-Secondary 4-Grenades(press again to cycle through types of grenades, ei. frag, gas, smoke) 5-explosives (press to cycle, satchel, mines). the idea is to keep all combat essential actions, as close to the control hand as possible. the F key (cycle fire mode) should only be for cycling your primary's fire mode selector. switching through [semi-auto-grenade-smoke grenade-satchel] is really cumbersome.. to say the least.
  5. -FHA-Dynamo

    Higher altitudes?

    please remember that in the ArmAverse, hight/altitude is measured in METERS not feet. 25,000 meters = 82,000 feet. also the speed of aircraft are in Knots if i'm not mistaken. been able to get the F35 to just under 1,000 knots or 1852 km/h.
  6. -FHA-Dynamo

    CQB??

    inflicting a mortal wound on a person is hard enough when they are not fighting back.. add armor and their actions to avoid getting stabbed, and getting an insta-kill is near impossible. no knife wound is insta-kill with the exception being the spine at the back of the neck. knocking someone out with your rifle stock is possible, but thats if they don't block the strike with their arms/weapon. being able to knock someone to the ground is more common, and would give you a window of opportunity to finish them off or disarm them(which opens the way to possibly capturing them). save the knifes for opening your MREs and scraping caked mud off your boots.
  7. -FHA-Dynamo

    Operation E3

    i have personally seen an AK barrel glow red hot and set fire to the wood hand guard, as well as an M60's barrel glow an almost purple hue and bend from overheating. rifle barrels are made of steel. steel glows when it gets hot just like many other metals.
  8. -FHA-Dynamo

    Operation E3

    because even with a can (silencer) some of the burning gases still make it out the end, regardless if it's a pistol or rifle. what would be nice to see is barrels and "cans" mildly glowing and smoking after sustained fire. weapons overheating could be part of a new dynamic for the ArmA series.
  9. im looking forward to the improved weapons handling, mostly weak side transitioning.. oh wait.. thats not there.. odd that shooting on your back is. :confused:
  10. -FHA-Dynamo

    Development Blog & Reveals

    using a video which is captured by a camera, is no way to depict what is seen through an operators eyes. our eyes have this awesome ability to stabilize our view during movement. i have done some off roading as well as shooting on the move. what ever you are focused on is automatically stabilized by your eyes, if it wasn't for that road signs would be useless. i would love for BIS to make the player's camera view from vehicles untethered. it would make for a much more natural feeling in-game, and not the jarring blurry mess we have with ArmA2 and every other game out there. it's one of the main reasons why it's almost impossible to hit anything when on a moving vehicle. i have been in airsoft games with offroad vehicles, it is real easy to aim at targets on the move. here a great (not perfect) example of what i mean.
  11. -FHA-Dynamo

    Development Blog & Reveals

    the cross-hair/barrel part he's talking about is how the BF engine handles weapon and projectile modeling. it does not matter if they have bullet drop over distance, if that drop rate and arc is wrong. as for the cross-hair/barrel issue, it's well known for many FPS games that the projectile does not originate from the muzzle of the weapon, but from the center of the cross-hairs in first person view. this method of modeling tho not really important for single player, does present quite the problem in multi-player. this issue is know as (the eye level exploit), and has been a problem with practically every FPS game since Quake. a player can hide behind an object and be almost completely hidden, and still be able to shoot over it. so long as the player can see over the object, even if his cross-hairs are just a few pixels over the edge of the object, he can shoot over it. this is not possible in the ArmA/OFP series as BIS has correctly modeled the weapons and the projectiles they fire. if you hide behind an object in a BIS game, you have to take extra care to make sure that your weapon's muzzle is clear of the object you are behind or you will hit it. this will often frustrate new players to the series, since they are used to shooting from almost complete cover. personally, this is one of the main reason why i love BIS games. i do a lot of practical shooting IRL as well as compete in airsoft mil-sims, so i know very well that there is no such thing as perfect cover. this is why swat/law enforcement a military personal are drawn to BIS games, they also know that in order to return fire, they must expose them selfs out from cover in order to engage. i do believe that the ArmA/OFP series is the only set of games where what you see in 3rd person, is what you get in 1st person. for that, is why i love BIS and why i keep coming back, their unparalleled dedication to realism.
  12. i fail to see what the issue is and what the op is trying to convey here.. all of BIS's games have a little thing called (VIDEO OPTIONS), where you can tailer the graphics to your liking. as said by OnlyRazor, video settings are not locked. if BIS is pushing the envelop on graphics for ARMA3, GREAT!, for those of us who can't run with such settings, just turn them down.. why would anyone who has the hardware to run the game on it's higher settings would want BIS to "throttle" video performance to cater to the low end crowd? if you can't keep up with technology on PCs to where you have to complain about the graphics being too high for a 2013 game, maybe you should look at switching over to consoles. this thread has gone on much longer than it should have. second post should have been "change video options to min, or upgrade your PC. /thread" BIS designs their games with long life spans.. really long life spans. so what if they game can't be run on "super max" settings on release? people are going to be playing it for the next decade.
  13. .. lower you own video settings until it's playable to your liking /thread.
  14. -FHA-Dynamo

    Development Blog & Reveals

    ArmA2 AO, radio towers can be seen in the far distance, well past normal object rendering distance. i think they added this to aircraft as well. so land mark objects and aircraft overhead have separate render distance values than regular objects like soldiers, vehicles, trees and buildings.
  15. they had since OFP:CWC
  16. simple wish. please.. PLEASE! add a separate key for grenades. the cycle fire mode key should be for the primary weapon ONLY. i have been killed far too many times while cycling through the fire mode key.. semi, auto, M203, grenade than satchel is ridiculous. placing a satchel/mine should be done through the action menu only, as far too many times players have blown them selfs up by accidentally placing a satchel down while trying to mount a helicopter. grenade/smoke should have its own dedicated key, as well as the grenade launcher. like a secondary action key to switch to the grenade launcher would be great. when cycling from grenade launcher back to primary, it should remember what the fire mode it had last. example: set primary to auto, switch to grenade launcher, then back to primary on auto mode. changes like these would make inf combat more fluid and far less clunky.
  17. -FHA-Dynamo

    Arma 3: Community wishes & ideas- DISCUSSION

    i agree completely. it would be nice tho. another thing that would be nice, is to get the terrain shadows fixed. currently the terrain can only cast a shadow on its self. the shadow does not shot on vegetation or structures, much less players or vehicles. kinda sucks when you walk down the shadow side of a hill, only to be lit up by the sun that's behind the hill.
  18. -FHA-Dynamo

    Arma 3: Community wishes & ideas- DISCUSSION

    saw this posted and thought of some more stuff to add it it. http://forums.bistudio.com/showthread.php?133120-Will-there-be-Crepuscular-Rays-Sunshafts-etc having these effects would be really sweet and add to the believability of the world, but there is also something else that would also have to be added along with these effects. im talking about shadows, more specifically, shadows from the clouds. terrain already casts shadows on its self, tho a bit buggy. adding shadowing from clouds would just add so much to the visual experience. is it even possible for volumetric clouds to cast shadows?
  19. -FHA-Dynamo

    Media Coverage | No discussion here!

    miss? hardly, more like how could you have missed these 4 screen shots when they came out last month..lol
  20. -FHA-Dynamo

    Cover Systems, Lean & Realism

    um.. no thanks.. look at the 1:20 mark.. notice how the sight line of the scope is hardly an inch above the rock not even 2 feet in front of him? where the hell is the muzzle of the rifle? thats right.. clipping through the rock, as games like those don't properly simulate weapons. they simply have a camera right in the middle of the player's forehead (thats right, not even eye level), so when the player peaks over an object, just the very top of their heads are visible(known in the industry as eye level exploit). this lets the player shoot from behind cover without exposing them selfs.. screw that! every game with the exception of BIS games use this crap. since the shot is calculated from the center of the camera's view, as long as the center pixel clears an object, you can shoot over it.. NOT REALISTIC! keep that crap the hell away from my ArmA!
  21. -FHA-Dynamo

    Development Blog & Reveals

    they need to just turn the bloom down a bit. it's just way too exaggerated, and make it look like we're viewing the world through frosted glasses.
  22. hey awesome news! can't wait for the Alpha. i do have a gripe with the lighting. on pic #3 where the vehicles are lit up from behind, i noticed that the light sources at night do not cast shadows. it kinda ruins the effect when objects that are for all intended purposes not in the lights beam (light blocked by the rest of the model), and yet have full illumination as if there is nothing blocking the light. i know the RV engine supports 3d visual occlusion for the 3D world models, but isn't there a way to do something similar with light sources? example: if a pixel is not in direct view in the direction of the light source, then that pixel should be unlit.
  23. -FHA-Dynamo

    Does anybody know how many DoF A3 will have?

    oh don't mind him, he's one of them "read thread tittle and post, without reading the contents of the thread" kind of person. 4 DOF while on foot is fine, but i think it might be like TOH and use 6 DOF when in a vehicle/aircraft. though, having dynamic stance on foot would be sooo sweet.
  24. wow so having the bullet trajectory originating from the center of the players camera (thats right i said it), which is located above the player models eyes, a basic dispersion cone with a slight arch in it passes for "realistic ballistics" for you? really? nothing quite like running into a room with someone hiding behind some boxes who has not only a clear line of sight of you but can also shoot at you, all the while only the very top of their heads are visable, to kick up the REALISM factor. though i know better than to think that what the op wants to have in A3 is possible, i do share the thought that the whole OFP/ArmA series has some really awesome features that would make for some sweet CQC. granted there are limitation that currently make it really difficult to do it. im quite sure that A3 will be more CQC friendly than it's predecessors, but still will leave some of us wanting. now if BIS were to make a whole new game that could take over where RedStorm Entertainment left off when they sold their souls to UBISOFT and killed off the Ghost Recon/Rainbow Six franchise. with the bullistics, weapon handling and mechanics of the Arma series, i would be the first to line up to buy it.
  25. -FHA-Dynamo

    ARMA 3 on consoles

    can this be put to rest already? BIS have already stated that A3 would be PC exclusive only. every time BIS releases a sequel this happens. they have already tried going on consoles, if they said they will not be doing it again, im sure they have a reason and know very well if it's worth their time and money to invest in it.
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