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Everything posted by pooroldspike
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Low reaction to official news, updates, community interaction - why?
pooroldspike replied to .kju's topic in ARMA 3 - GENERAL
One of my beefs is that Boh don't fix the major things first (like the "ghost trees" graphics effect and the "jumping tanks" thing) before dealing with the little things. -
Low reaction to official news, updates, community interaction - why?
pooroldspike replied to .kju's topic in ARMA 3 - GENERAL
Me too, so nowadays I just play Arma 3 for fun and don't take it seriously. Same with other games and game companies, they didn't listen to my suggestions for improvements so I walked. If they don't want to take our advice and become millionnaires it's no skin off our nose..;) -
KOTH Player bases/spawnpoints need to be farther away from AO
pooroldspike replied to svisketyggeren's topic in ARMA 3 - GENERAL
Hi, I play several hours every day on the KOTH servers and have racked up 900+ hours over the past 6 months. If you move to within 500 metres of the enemy spawn perimeter on foot or in a vehicle you're breaking the rules and you get kicked off the game if you don't pull back. It's happened to me twice when I was cutting the enemy supply road and miscalculated how far away I was. Does that answer your question and is there anything else you'd like to know? -
Low reaction to official news, updates, community interaction - why?
pooroldspike replied to .kju's topic in ARMA 3 - GENERAL
People (including me) have made many suggestions for improvements to Arma 3 in assorted threads over the years which BI never seem to follow up, so maybe people lose interest if they feel they're being ignored? -
I analysed AA3 frogmen, water mines, boats and subs a couple of years ago in the 'Weapon Tests' thread with a couple of dozen screenshots spread over pages 6/7/8 beginning with post #119, pick it up here- https://forums.bistudio.com/topic/165403-weapon-tests/page-6 NOTE- the posts are 2 years old so don't take them as gospel, because Bohemia might have done program tweaks and updates since then. Here's a glimpse of some of my posts- NAVAL MINES There are currently these 3 types in the game- The Moored mine is anchored to the seabed, it has sensors that will detonate it when a vessel gets around 10 metres, or bumps into it. It can either sit on the surface to scare enemy ships away- ..or can be moored deeper like this to stay out of sight. (use the Elevation option in the editor and set a minus number) This one is at -5 metres.. The Bottom mine sits on the seabed and explodes when it's sensors detect nearby vessels at around 10 metres. Place it with a minus number, this one is at -10.. The PDM-7 mine sits on the seabed. Its sensors only have a range of about 5 metres so if it's placed in deeper water it won't detect vessels on the surface. It's therefore primarily a shallow water mine and shouldn't be placed deeper than around -5. NOTE: remember rubber boats can't be detected by the Moored mine and the Bottom mine, but can be detected by the PDM-7. Also don't place the Moored and the Bottom more than -10 deep or their sensors won't reach the surface. For the same reason don't place the PDM-7 deeper than -5. Below: this pic shows a Moored mine at -10 and is just to give an idea of what -10 metres looks like.
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Perhaps the server operators can disable the junk messages if you ask them?
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Seems the IA's spot distance can see behind terrain, hills.
pooroldspike replied to Boss-Starstreams's topic in ARMA 3 - GENERAL
Yes but the problem is we can't always rely on our eyeballs to tell us if a bush is opaque, I've lost count of the number of times I've crawled behind a thick bush, only for shots to start coming through it later; I suppose the AI's have got thermal sights which can pick up the tiniest gap between the leaves. PS- I play on the King of the Hill servers against human opponents and always- but always- go into battle carrying a Titan AT or AA launcher so that I can also use it's thermal sights to spot warm squishy bodies. For example only yesterday i was being sniped at but couldn't spot him with my eyeballs, so I shouldered my AT launcher and quickly spotted his head and shoulders as a white dot looking out of a top-floor window. I could have switched back to my rifle to engage, but I fired my missile through the window instead and it was adios muchacho..;)- 27 replies
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Right, it could be fun..:)
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I don't know of any sure-fire remedy to unstick infantry, but if you get stuck in a vehicle the option to "Unflip vehicle" sometimes (but not always) appears depending at what angle it's stuck at, for example jammed on its side (or even upside down) between big rocks. Select "unflip" and it jumps a few feet to level ground on an even keel. I can't remember seeing the option in the past, maybe it's a new thing with v1.64 and/or Apex.
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Meanwhile Tanoa's thick jungles and 'purple heart trails' simulate Nam pretty good, how about it Uncle Ho?-
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Seems the IA's spot distance can see behind terrain, hills.
pooroldspike replied to Boss-Starstreams's topic in ARMA 3 - GENERAL
My experience has been that SOLID cover like hills/mountains/walls/buildings/treetrunks/boulders etc blocks the enemies line-of-sight, but SOFT cover like grass/bushes/leaves etc does not.- 27 replies
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I have trouble reloading weapons ...
pooroldspike replied to mcarma's topic in ARMA 3 - QUESTIONS & ANSWERS
What weapon is it? -
Okay I ran some Tigris tests- He's a Neophron flying left to right, I lock hiim up and open up with the Tigris's twin 35mm guns, keeping the crosshairs not on the plane but on the white aiming circle, and two smoke puffs indicate I'm getting hits even at this long range. Tip- don't fire in bursts, jam your finger on the fire button and keep it there for sustained continuous fire at the white circle. Another tip- don't use zoom or it'll be harder to pan fast across the sky, stay unzoomed like this pic as the aiming circle is big enough without zooming- I carry on hosing him down as he gets closer and he takes more hits. (And yes I know the crosshairs are not in the circle, it's difficult to keep them there so we just have to do our best)- And he goes in hard. (The pilot ejected out of frame) And now a test using the Tigris's 4 x Titan AA missiles- I lock him up and fire all 4 missiles one after the other at less than a second intervals. (you don't have to re-lock each time you fire, as the original lock holds good for all the missiles) 4 smoke puffs indicate 4 hits, he ain't walking away from this- Down he goes- I also ran some Cheetah tests but couldn't shoot the jet down with its 12.7 HMG, (it's got no missiles) Maybe the jet took some slight damage but I couldn't tell as there were no smoke puffs. Also the Cheetah has got no radar so you can't lock up the plane and you have to use your eyeball. However I was able to shoot down a Mohawk heli easily. Conclusion- the Cheetah is almost useless against jets but does better against choppers.
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The good news is that KOTH have just introduced the UK#1 No Jets server which means tanks and AFV's have got a better chance of surviving for more than 5 minutes..:) However, they've left in all the attack choppers (groan) which means we still get chewed up real bad by the helis ATGM's, rockets, miniguns and door gunners! I've suggested in their forum that they should throw out ALL armed choppers- http://hostiletakeover.co/forum/viewtopic.php?f=22&t=4983 As regards your Tigris question, I've had almost no experience with it because my favourite anti-aircraft weapon is the shoulder Titan AA and it does the job nicely, but I'll run some Tigris (and other cannon-armed/HMG-armed AFV) tests later and post the results here in your thread.
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Wheeled vehicles without weapon become invulnerable without enemy AT
pooroldspike replied to flymaker's topic in ARMA 3 - GENERAL
Hi, I just ran some tests. AI Riflemen are chickens, they won't fire at Ifrit. These AI below will fire at Ifrit hull and cause minor damage, but they won't fire at Ifrit wheels- Autorifleman Gunner HMG Heavy gunner Marksman Sharpshooter These AI below will fire at Ifrit and blow it up- Grenadier Rifleman AT (Alamut) Missile Specialist (AT) (Titan)- 1 reply
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How do we make our character sling his weapons onto his back to leave his arms free so he can sprint like Usain Bolt? I've experimented with the Sprint key assignment but it seems to have no effect. The only way I can make him sprint is to do a clumsy workaround by hitting the B (binocs) key which makes him sling his weapons onto his back and raise the binocs to his eyes, then hitting the I key to bring up the inventory and chuck his binocs onto the ground. He's then free to sprint as in the pics below with his arms flailing like pistons on the Orange Blossom Special by holding down the 'Move fast' key. However that only works once because he loses his sprint capability the next time he raises his weapon. So I'm looking for a key somewhere that makes him sling his weapons to leave his arms free to sprint. Any ideas?
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Speaking of Tanoa, I came upon this rusting WW2 B-25 completely by accident deep in the jungle, I wonder what other surprises Tanoa has in store for us?
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Not sure I understand: I bought an ordinary 'Thrustmaster T-FlightstickX' joystick early this year and simply plugged it into my PC and can fly planes and helis in AA3 just fine without any manual key adjustments of any kind. I just waggle and twist it, and juggle the throttle lever, and use the hat switch to pan. It's got buttons on it but i don't bother with them, I prefer jabbing my keyboard for flaps/gear/chaff-flares etc.
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Are you using a headset or speakers? I use two speakers and have them spaced as far apart as possible in front of me to get a decent realistic stereo effect to tell which direction the sounds are coming from in a frontal 180-degree arc. But the effect doesn't work if the sound is coming from behind you in the game because the speakers are in front of you, so sounds that are behind you come out of the speakers that are in front of you if you see what I mean..
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Question(s) About How DLC/Apex Works in Scenarios for Non-Owners?
pooroldspike replied to Mynock's topic in ARMA 3 - QUESTIONS & ANSWERS
I've got Apex and I'm finding that in the King of the Hill servers I can operate the new stuff like the Blackfish and vehicles, but apparently non-Apex owners can only ride in them and can't control them or fire their guns. For example I bought an armed Qilin vehicle and jumped behind the wheel to drive, and a passenger jumped in. "Get on the Gatling gun" I said, but he replied "I can't, I don't have the Apex DLC". A few more jumped in and one who had Apex was able to man and fire the gun. Below- a Qilin and its Gatling- -
Is there a 'Sling weapons' key?
pooroldspike replied to pooroldspike's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks guys, you'd think Bohemia would give us a "hands free" key. -
As a matter of interest do most AA3 players prefer infantry fights rather than tank battles? I'm a tank nut and I've been looking for an AA3 clan/group/squad to join for two years now without success because most of them in the 38 pages of the Groups thread seem to concentrate on infantry operations only. Infantry games are okay now and again, but for sheer insane violence you can't beat a tank assault. "That's what I want! That's what I want to have!"- (Adolf Hitler on witnessing an early panzer demonstration at Kummersdorf, 1933) PS- I just advertised for an armour group again in the 'Looking for squad' thread below and wait to see if there are any takers.. :) https://forums.bistudio.com/topic/139873-player-looking-for-squad-not-for-squads-to-post-looking-for-players/page-34
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Is there a 'Sling weapons' key?
pooroldspike replied to pooroldspike's topic in ARMA 3 - QUESTIONS & ANSWERS
Thanks, and just for the record, I mentioned my Sprint key assignment in standard AA3 doesn't do anything, so what's it for? The 3 other infantry forward movement keys do work fine, namely slow/normal/fast. -
This is one of the best vids I've seen about tank/infantry cooperation, I know it's Iron Front WW2 but the same excitement level applies when using modern troops and tanks in AA3..:) https://youtu.be/u40GBHnAb3I
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FIRING AT-MISSILES AGAINST A MOVING TARGET WITHOUT A LOCKON. If you lock up a mover the lock will keep breaking as he moves behind bushes and trees etc, so it's worthwhile taking a pot at him without a lockon. I set up this test in the Editor- PIC 1- We're packing a Titan AT launcher and see a Varsuk streaking fast along the road in the direction of the arrow.. PIC 2- We switch to thermals to get a clearer image of him and fire a missile, and the sequence 1234 illustrates how the missile (even though unlocked) will still try to follow the crosshairs on a curving flight path as you sweep them along just in front of the tank. (The tank is partially shielded in 2 and 3 by bushes and a pole but the missile doesn't care as it's only interested in following the crosshairs like a bloodhound) The trick is to guess how far in front of the tank the hairs have to be kept. Best I could do in this test was a near miss (4), but I've managed to get the odd hit during gameplay in the past, though not very often. PS- The tank in the test isn't glowing white-hot because it's only been moving for a hundred yards and hasn't warmed up properly yet-