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nmdanny

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Everything posted by nmdanny

  1. nmdanny

    Development Blog & Reveals

    So, a 3D editor and dynamic scenarios like in MCC. Better than what I expected I must say, and allows making missions a lot easier than with the editor.
  2. nmdanny

    A storm is coming (Arma 3 Zeus DLC)

    This is probably going to be a big disappointment so my guess: -A new showcase -An MP mission -Improved weather -Social bull****
  3. Oh yes, we really need a black holographic sight, it doesn't fit with non-tan weapons.
  4. It seems superior to the T-100 IMO, looks better, has a coaxial MG for the gunner as well as a commander HMG
  5. The overall story(the betrayal, sudden CSAT involvement) seems interesting However there are several (logical) flaws in the first episode, a lot of them I find to be related to the scale of Stratis For example, while the AAF might not be as well trained as NATO, they do have helicopters, CAS(and I presume AA) jets, HMG armed striders, mortars And with Stratis being relatively tiny, surely the AAF found out about Camp Maxwell's location. So why is it only directly attacked once, by highly inaccurate mortars(not sure if they were even mortars), and this being 2035, mortars have the NEMO system for aligning them, even unskilled/dumb AAF/greenbacks would know how to operate them enough to cause a considerable havoc on Maxwell, as opposed to ~5 casualties without damaging anything particularly important. In the episode, the AAF never mounts an organised assault on camp Maxwell. (By organised, I mean some squads arriving in striders, maybe some mortars and maybe even buzzard CAS support) So, in all missions where you had a vehicle(minus the SDV, although I wonder how they even got it to shore/transported it with AAF all around the island), why didn't any CAS buzzard lob some cannon shells or bombs/ATGMs to your vehicles. How did so many(relatively) FIA insurgents managed to hide in this island until now, their vehicles should have been spotted at first glance by any patrolling jet or helicopter, let alone the actual soldiers with their base and equipment. Also, how were the survivors completely cut off from contact with the world(and NATO), just because some communication dome doesn't work - won't NATO satellites notice combat activity, notice that their soldiers stopped contacting them, or NATO radars detecting a bunch of CSAT aircraft invading Stratis during the end? As for the gameplay: The gunfighting was quite tedious, I had a large amount of scope sway while the AI can hit me after shooting a couple of rounds, even when standing up. Friendly teammates died very fast, they weren't ambitious enough to perform more complicated assaults(as opposed to staying in the same area shooting enemies even though they have bad cover and outmanned), they all relied on the player(not a squad leader) to do everything. This was noticeable in the last mission during the attack on Agia Marina(more specifically, on some warehouse near it), they had no cover, did not make any attempts to advance into the warehouse zone, and were basically waiting to die. On another mission where you attacked the dome, after repelling the counter-attack, me and another soldier are sent to stop alone, ~2-3 AAF teams who came with unarmed striders, my teammate just walked to the middle of the road and died in some seconds, I had to run back to the dome and go up to a watchtower, then pick them off from range. Leaving the dome was quite pointless.
  6. Great work on the service menu, it's very nice Some bugs/things that I've noticed regarding bombs: 1. (Since the release) bombs can be tab locked on ground targets, even when they're not being actively lased by anyone(in both F18 variants). I assume this is a placeholder until GPS-INS/CCIP is introduced (or perhaps a simplification of the F-18's advanced electronics and capabilities) 2. All bombs(LGB,500lbs,1000lbs,2000lbs) have the same explosion, and I guess they have the same splash damage and radius too.
  7. 1. I agree, I thought this issue would be mitigated by ammo trucks but as of now, they have a ridiculously low amount of ammo so that they're pretty useless. 2. BIS is not going to model a new APC, but there should be a version of the Marshall or Panther with an ATGM launcher, or perhaps a version of the Marshall with a cannon. (Similar to the Stryker MGS, the RL Patria AMV can have 1 105mm cannon or 2 120mm mortars. I believe BIS had a mortar variant but it was probably scrapped for some reason.) 3. I agree, both tanks should have a coaxial 7.62mm (and not 6.5 which is suitable for a man-portable LMG) and a .50cal for the commander. 4. Disagree, we don't need 100% balance between NATO and CSAT such as the exact caliber MGs. 6. Agreed, IRL smoke canisters fired from vehicles burst and not build up slowly.
  8. If the steam workshop would automatically download addons when you connect to a server, that would be great. Maybe (public) servers will use addons more often then.
  9. The MRCO bug is a vanilla bug, happens on almost all weapons. Made a ticket about it(http://feedback.arma3.com/view.php?id=9960) but devs never looked into it.
  10. The folded Mp7 looks sweet, is there any chance that you'll make an action that folds/unfolds the mp7?(aka, replaces the sidearm version with the main gun version, no animation needed)
  11. When you have adaptive crosshairs on, it helps you when you're shooting from cover, if your barrel is pointing at the cover, the crosshair will shift to the cover instead of the center of the screen.
  12. nmdanny

    Development Blog & Reveals

    The eurofighter not a dedicated CAS aircraft but it can certainly do CAS with its huge payload, only disadvantage compared to the A-10 is worse cannon and perhaps less durability/armor. The M346 is a light attack/trainer jet, it's too similar to the L-159 and shouldn't be the main jet of NATO/CSAT. Then again, there aren't many dedicated CAS jets today, so if BIS insists on a pure CAS jet, the M346 would fit(although outmatched by every multirole fighter in all aspects.)
  13. nmdanny

    Development Blog & Reveals

    I hope that we won't get another A-10, it's a dated aircraft that is only good for Air to ground, and it has already been in ArmA 2 and 1. If NATO and CSAT only have one jet each, it should be a multirole aircraft. Even though it will still be active in 2035(until 2040), recycling this aircraft from A2 like the L-159 would be very lazy of BIS. I think the Eurofighter Typhoon would be a good choice since it's used by multiple NATO countries, it's a multi-role aircraft with great speed and maneuverability, it has 13 weapon hardpoints which would make it great for CAS.
  14. The whole point of the action menu is for those actions that you don't use very often - gear, flaps, lights. If you remove these options, you might as-well remove the entire action menu.
  15. The Slammer and T-100 tank gunner HUD has been changed, although that might have been caused by one of my mods
  16. I have another suggestion, can you make the F-18 compatible with the supports requester? So that you could request CAS as an infantryman, and select whether it's LGBs, AGMs, and dumb bombs(drop the LGBs with no marker)
  17. I wondered about that too, it's probably leftovers like some of the suits, they appear in VAS/in the game but aren't actually included in any unit/ammobox.
  18. According to the changelog, stabilization was added to the UAV optics, I'm not sure exactly how this works When I lase something and then switch to the pilot controls and lock on the laser designation marker, the marker moves, but it's somewhat perpendicular or goes with the UAV's movement, I don't remember exactly but I think that it's an improvement from the beta, however it's not very helpful as the laser still moves instead of locking onto the ground spot.
  19. Excellent mod, it's good to finally see a proper jet for Arma 3. Some suggestions: -Add a "Take controls" option for the WSO -Increase the maximum flight altitude from ~5k to 15k or more
  20. nmdanny

    Development Blog & Reveals

    What if modders do what BIS(and many other game developers) does and rename vehicles/weapons to something fictional. All vehicles and weapons in A3 are pretty much IRL equivalents with different names. (E.g Vector>Vermin SMG,Scorpion Evo>Sting, Kamaz>Zamak) Personally, I don't think that users paying money for each separate addon would work, it would definitely split the community and it's hard enough finding servers with the addons you want. If BIS were to release a DLC every 6-12 months that consists of several addons(weapons,vehicles,units) along with a lite version, that would have been a better alternative. Or BIS could hire modmakers to create content that will be included in the game for free, and they would pay them royalties for the following sales.
  21. nmdanny

    Development Blog & Reveals

    I disagree, JC2's map was larger, more varied and nicer than Altis. While a lot of buildings in JC2's map are copypasted, so are most towns and buildings in Altis.
  22. nmdanny

    Essential Mod Keys for Servers

    You should probably separate mods that give you a gameplay advantage(such as TMR) and mods that are purely visuals/sound (such as JSRS and Blastcore)
  23. I don't really care about the lack of those armor plates on the Merkava, the current one is more authentic, but I do agree that it needs a .50cal turret. It would make more sense for a Merkava in 2035 to have a trophy APS system instead of more armor plating. It's a shame that the NEMO mortar is missing, I really have no idea why they cut it out, more variants of the AMV would've been nice. (Especially considering the rest of BLUFOR armored vehicles are based on the Merkava chassis) However IMO cutting the railgun cannon was a right choice, it would have been too unrealistic for 2035 and imbalanced, and even though balance should be up to mission editors, adding a railgun cannon to only one faction would be like adding nuclear missiles and strategic bombers, it's too much work for a niche role. (Especially because a railgun would need different effects, configs, etc - too much development while there are more important assets missing.)
  24. They share the same artillery turret, GMG/HMG turret, anti air turret, most of the armored vehicles are based on either the Merkava/Namer chasis and Kamysh chasis. Same static HMG/GMG/AA/AT and drone models. And none of the armored vehicles has interiors, which is disappointing. (Except for passengers..)
  25. The Gorgon(Greenfor APC) has some kind of interior visible when you're turning in/out, but it doesn't stay on it. My guess is that it's a WIP
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