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tranquillity

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About tranquillity

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  1. tranquillity

    Recoil Overhaul Feedback

    are you serious? and I can't even think of why the guy before complained about having to adjust against recoil more than he feels he should. are you even serious or trolling? What else do you think should the game offer to be authentic? you can never simulate shooting with a mouse and keyboard... but yet you have to practise a little to get a good control. but with the recent changes it is possible and actually fun to shoot, the combination of better recoil, weapon resting+deployment make the gun game a lot more enjoyable. If you think you should move the mouse less to counter recoil while emptying a mag....well then that is your problem. pulling the mouse down to counter recould is the analogy to having practised shooting in real live...including stance, hand eye coordination, position etc. both pulling down the mouse and shooting in real life can be picked up and practised...if you try to.
  2. tranquillity

    Recoil Overhaul Feedback

    I absolutely agree, it feels really good! I don't know if you have heard of insurgency, that is a very "realistic"/authentic shooter, which has a very enjoyable gun game.... and the current dev-branch version(including weapon resting and stuff) feels much more like it than any previous iteration. BI - I think you are on a good way and I salute you for it :)
  3. tranquillity

    Weapon Resting & Deployment Feedback

    just played a very fun round on the TKOH server, you guys really managed to improve the gun game a lot. It feels a lot better then just a month ago. The recoil, sway and weapon resting is a lot more intuitive and fun, and you don't feel like you are fighting against yourself all the time. All the same you have to be smarter in the way you move and when you get to cover to shoot rested. having a LMG in the squad did prove very valuable even though I only played with 3 random guys, bounding overwatch worked in the KOTH pvp situation, even though our comms were at best rudimentary. what I found most "annoying" was the fact that it ist hard to shoot upwards, because in my instances I could not deploy my weapon on rocks to shoot at a target on a hillside, because the weapon tends to glitch into the rock/or still doesnt let me shoot upwards(probably the animation is not possible atm). AND, what was pretty uncomfortable is reloading while having the weapon deployed on the ground. because the deployment gets canceled. When deploying on some obstacle, you can reload and afterwards the weapon will go where it was before reloading. When reloading while having the gun deployed on the ground, the animation breaks the weapon deployment and also your sight is not where it was when deployed. Other than that, I can only say: congratulations, very amazing steps were taken to improve the arma3 infantry experience. ps: that amazing situation before, when we fought pvp against an opfor squad, all with rifles, from streetside to streetside. then the opfor squad gets an HSMG, and all I can call out is "GET TO COVER", and the boys going prone in our house, and then bullets whizzing over our heads, through windows, penetrating the walls, killing a mate.. this was impossible before weapon resting and fatigue, because shooting was all over the place with sway and random recoil... just AMAZING <3
  4. tranquillity

    Weapon Inertia & Sway Feedback (dev branch)

    Thank you guys for reinforcing this point. I don't really want to accuse Djotacon of trolling, but at least he is very loud in voicing his opinion throughout this thread, and the only argument he brings is that he thinks it is too much, and that he can't hit anything. Then he posts a video where he shoots everywhere but on the target, and I get the impression it is on purpose. He behaves the same in the Fatigue Thread. The weapon handling and Fatigue are essential, and a very good direction that the devs chose to go, in my opinion. There is no reason to dumb down this game and to approximate to a call of duty/battlefield style gunplay. Obviously a lot of others also think that way too. It's just that the ones that are happy with things enjoy them, while the few that are unable to adapt rather crie out aloud on forums. I hope development decisions are not made just on base of the example of djotacon, who says he doesn't like it just because he doesn't.
  5. tranquillity

    Weapon Inertia & Sway Feedback (dev branch)

    what is the problem there for you? just practise for 5 minutes to aim at one of the solar panel posts, so when the gun sways left you correct right, and when it is swaying right you correct left. You will be able to do that very quickly. This is no problem, because it is the same for everyone. So when you took the time to understand how it works (5-10 minutes) you could play very nicely with it, andyou would not have to type here all the time that you do not like it just because you do not like it. Also, I can't see the inertia being a problem in that video. Am I missing something?
  6. tranquillity

    Fatigue Feedback (dev branch)

    here is a video of a firefight: https://www.youtube.com/watch?v=dASEg-EenEI. Look at how much they are sprinting around? Oh you mean they walk fast, and when they HAVE to cross open spaces they sprint quickly and then go back to walking or sitting somewhere and observing the area? Look at some of the related videos there. You can do the same in ARMA3, with the new fatigue system. What you can and should not be able to do, is to sprint around with heavy plate carriers, body armor and 1200 rounds in the backpack. And a Titan launcher with 2 missiles. If you mostly use the jog with weapons down, and dont sprint around like a confused goat, it will be all right. I really like where you are going BI, keep it up like that:)
  7. tranquillity

    Weapon Inertia & Sway Feedback (dev branch)

    You are on a good way with the new weapon inertia. Even if some ppl don't like it that much if their wasteland gameplay feels less like call of duty than before. But in my opinion you are on a very good way, and as soon as there will be bipod usage /weapon the gunplay will work out very well, and even twitch shooter players like the post above will agree that tactical gameplay is fun and that it just works.
  8. I agree with JumpingHubert. The Volume Leveler will try to level the loud gunshots/sonic cracks to the quiter ambient sounds/whatever sounds are there. That is just how they work. When leveling the volume of the loud shots/cracks, the intended difference in dynamic gets lost and they start to sound flat. Just add an disclaimer that people should deactivate such leveling in order to expirience the sounds as intended. I hope you can release your beautiful work soon.
  9. tranquillity

    the houses and ruins are the mp problem ...

    It would be interesting if the AI considers all the Objects nearby for calculations. Doesn't sound impossible to me that the sunken buildings are included in some calculations. That would slow things down even further..just an idea that popped up in my head though.
  10. tranquillity

    Question on TrackIR & Infantry

    I had that thought too, it might look funny when other soldiers tilt their heads... it's an engine question really, and I would love to know if this was already discussed between devs.... (unluckily i didn't yet have the opportunity to test with a friend in a chopper, if moving around in the cockpit with TrackIR 6DoF is visible for the copilot) If it's not visible for others there might be a good chance to implement this additional head roll only client sided, because it's not really important for other players anyways... just for your personal immersion if you want to use it.. hopefully the system used inside vehicles can also be used outside of them :)
  11. tranquillity

    Question on TrackIR & Infantry

    From what i propose there is no trade off. When you move to the left in your chair you can still lean incrementally. What I would love to have, is that when you TILT your head to the left, your view will rotate, but you dont lean. To get a feel what i mean, get in a vehicle with your TrackIR. Now move your whole upper body to the left. This will be leaning as infantry. Now ONLY tilt your head... in a car or helicopter your character will tilt your head the same way. I would love to see this ability on foot too... if you want to lean by tilting your head, you can still do that( i dont like the idea though, but thats personal preference ), as you can assign your TrackIR axis the way you like... i would like to know if that head roll functionality is technically possible to do..
  12. Hey, first of all i want to excuse if that has already been asked somewhere, I am wondering if it would be possible for the engine to let us use "head roll left/right(axis)" also outside of vehicles.. it feels so fantastic and immersive sitting in a mh-9, ready to take off, and scratching your head, and see your character also roll his head like you did... I understand that the X Y and Z position can not be flexible as infantry, as it would screw with the camera "attachment" point in first person, you could glitch into your shoulders or backpack. Furthermore when sights are brought up, the camera gets locked somewhere above the weapons stock and can be tilted using your TrackIR, so it would not be possible to have 6 degrees of freedom like we have in vehicles now. But here comes to huge BUT: wouldn't it be possible to let us roll our heads left&right as soldiers? I think it would add a whole lot to the immersion, and if people don't like the idea because it feels too unsteady or something for them, they dont have to assign the analog axis in the first place.. My opinion is that it would not even have to be visible for other players if you roll your head, i can imagine that would make it easier to implement, because no additional "non-important" animations of other players would clog up the network interface and have to be processed, just more or less a client side camera roll... What do you other TrackIR users think about that? Should we start a Feedback Ticket on the Tracker?:confused: Kind regards, Tran
  13. tranquillity

    J.S.R.S. 1.5

    I hope this was not reported yet, but there is no sound playing when the m134 is firing with 4000rpm. This accounts for the US Army Blackhawk. The AH6J m134 also has issues: in the weapon selection there are 7 slots: 6 times the m134 displayed as "Full auto" and 1 slot showing the hydras. The m134 sounds different when cycling through the different slots. Note that I really love your Soundmod, it's my new favourite, and about to become the best one out there! I don't want to complain or something, just to point it out for you, as you might not have heard about that issue yet! All the best, and keep the awesome work up!!
  14. tranquillity

    Problem with OA integrated expansions browser

    thanks for your help. it works now. somehow i was not able to figure out that those arma2profile. files could be opened just like that. sometimes all I can say is "stupid me" :) Thanks for the quick and helpful response!
  15. Though I used the search function I couldn't find any similar threads, so that's why I open a new one and ask my question: I made a mistake: Because I wanted to start cba 0.5.0 i activated it in the Operation Arrowhead integrated expansions browser in the menu, but misread the readme file of CBA, which says that I need @CBA and @CBA_OA. After restarting the game using the desktop icon, i get an error caused by the lack of @CBA_OA, making it impossible to start OA using the desktop icon. It would be possible if I could somehow let it start the @CBA_OA without having to enter the game. It works, if I use the ArmAII launcher, for example by alpinestars, but when OA gets started up this way, I can't change anything in the expansions browser. So what I'm asking for is a way to reset/modify the expansions browser, without having to enter the game. I hope there is a way to do that, and am looking forward to any hints you could give me:) Thanks in advance, and sorry for my English btw, Tranquillity
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