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maturin

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Posts posted by maturin


  1. If you are not hurt it's not such an issue but if you are wounded and use medpack your entire body is damaged 25% no matter where you where wounded. And at that point you can barely hit AI 50m away even with holding breath and crouched. Combine 30fps with that (controlls become sluggish) and you got a cocktail of frustration.

    You've been shot. You're walking wounded.

    It should be frustrating.


  2. I think this could solve the problem. My main issue is the sudden slow down. It hits hard and leaves you in a bad spot.

    In that case you should go on the bugtracker and make a feature request for a stamina panic button, like ACE 2 has. Or make a thread about that.

    That would be infinitely more useful than just adding more hyperbole and inaccurate complaints to this thread and making people exhaustively correct you.


  3. Most of Novorossiya's leadership has or had Russian citizenship (Borodai, et al).

    Why would anyone care at all what passport a voter holds? No one there recognizes Donbas as a part of Ukraine, Ukraine's government, or even Ukrainian sovereignty.

    Novorossiya is a Chekist mockery of a state that's ruled by the gun anyhow.


  4. Hello everyone--one of the biggest issues many had with our first release was the overall sound quality of the mod (whether it be custom sounds or the use of vanilla ones). With the help of our newest contributor LAxemann, we're trying rectify that. Feel free to comment and make suggestions; we aim to include these sounds with our first big hotfix. :)

    QYWm1e6jr8Y

    I suspect these sounds won't be "chunky" enough for many. They are more ACE_SM than JSRS, plus a little more. They are very high quality sounds and well-balanced amongst themselves, but I had to go full-screen to see whether that M4 was suppressed or not.

    Perfect M136 sound, though. I loathe all the woooosh noises that people think these weapons make.


  5. If someone wants to go out and run around like Rambo because there is less fatigue then let them. More kills for us.

    WRONG.

    It means that everyone on the server will be carrying a .50 sniper rifle and a Titan with 4 rounds, enabling them to massacre everything on the map.

    That's what ArmA 2 was.

    Fatigue is beautiful.


  6. How often do you play infantry Maturin?

    I dont need to run hundreds of meters most of the time. Only about 50-100

    Almost always. I play SP so there's not always other people to taxi me around.

    If you are playing as light infantry, fatigue is no problem at all in combat. There's no situation in a firefight where you should be running over 100m without stopping to take a rest. Because you won't be just resting, you will hopefully be checking corners or bounding from cover to cover.

    Seriously, people. The fact that none of you bothers to go out and actually measure the effects of the game's fatigue is proof that you love whining more than anything else, and that you know you have no basis for complaint without drastic exaggeration.

    I just dropped a default NATO rifleman on the runway and ran 100m. There are ZERO fatigue effects from this distance. I use Dyslexci's fatigue bar, and there was only a tiny but of green at the end, meaning about 5% fatigue. Until 300m there are essentially no noticeable effects. Even at 400m you have barely any animation slowdown. At 500m you are still only 25-30% into your fatigue bar. You have substantial sway, however. Oh no! Sway! What to do?

    Well, I'll tell you.

    Lie down and wait 10 seconds.

    You heard that right. Ten bloody seconds. Then fatigue reduces to ZERO.

    Cry harder.

    Edit: And a rifleman in the game can sprint 100m with no animation slowdown, no heavy breathing in audio. You get a little bit of sway, but that sway can still be reduced to zero through breath control.

    Even an AT specialist can run that same 100m with no ill effects beyond slight sway. No heavy breathing, no sluggishness. And I can assure you, a soldier carrying a launcher with FOUR 127mm rockets is an utter fantasy. That's 110 pounds of AT weaponry, not counting rifle, ammo, body armor and other gear. (Sprinting the same distance will make you run into problems, with 50% of total fatigue. If you want to avoid fatigue, you have to choose between sprinting and weight.)

    I highly recommend that everyone download the fatigue bar from ShackTac. It will make you better players, removing the mystery from the fatigue system and teaching you how to manage it. You will learn valuable lessons about keeping fatigue under control. Recovering from a 400m run is a matter of seconds, but if you bottom out your fatigue, then the recovery is long and slow. You have to manage it wisely.

    You get into problems because of overweight loadouts. In real life a machinegunner is just not mobile. He will indeed lag behind on maneuvers. That's the whole reason the M149 exists; it's lighter than the M240. That's why RPG gunners just hold the tube and a single round, while the assistants have the rest of the rockets. And that's just the light stuff. IRL a man with a Javelin or MANPAD on his back is just not combat effective. He needs to set that big ass tube down somewhere if he wants to run around and fight.


  7. There is really no point in firing at Abrams front unless you want to commit suicide, the same applies to T-80U

    So it's not intended behavior that the 75mm RPG-26 can K-kill the Abrams in one hit to the frontal armor?

    Please don't respond defensively like last time. I'm NOT bashing an unfinished mod. I'm trying to help, and I hope you would take bug reports in good faith, even if they're annoying. I want to make sure the team is aware of problems that do exist, and you make my efforts to test pointless when you deflect questions such "is this intended behavior or a bug?"

    Or would you rather have no one report issues or offer feedback?


  8. I don't seem to get shot by AI in grass too much anymore, and neither do I see AI dumping mags when their faces are full of grass.

    Whereas in ArmA 2 I was constantly aware of the problem.

    Also, what is with the 13 pages of people complaining about AI when this is a gameworld materials issue and not an AI issue? If you change the AI to account for grass, you are only implementing a workaround for a problem that lies with the grass itself.

    The most advanced AI is worthless without a proper 3D space that it knows how to inhabit.


  9. Europe industrial economy loses, but that's hardly a concern for the puppeteers (if not even a secondary goal).

    A recession in Europe is the single greatest threat to the American economy and politically lethal to the current governing party of the United States.

    Has it ever occurred to you that opponents of American foreign policy would be more effective politically if they did not embrace such idiocy and live in a fantasy world?


  10. I think the T-72B's (1984 version) ATGM just flat out doesn't work half the time. It did nothing to the front lower hull of the Abrams, which may be due to penetration values. But I've also had it fail to scratch the turret of a T-72B (no ERA), and even three missiles to the rear turret of the M1A2SEP did nothing.

    Also, can't seem to damage the M1A2 SEP's rear turret with the T-72B's HEAT rounds. Is that SLAT armor working at 100% efficiency or something?

    Edit: Also, the M1A2 SEP, with its supposed 1000mm+ RHA armor, can be blown up six ways to sunday by a few 500mm RHA PG-7VL or even RPG-26. Hits to a wide swathe of the frontal turret disable the gun and turret with a single hit, while it is also possible to somehow blow up the tank with direct damage to its hitpoints in a single frontal shot.

    Are these hidden weak points causing this, or is it glitched?

    Edit: I'm just going to keep editing this post until RHS gets a bug tracker or some helpful way of pointing out issues.

    * The M136 is zeroed for like 50m, making the already-obstructive iron sight pretty much useless

    * Is the AK-74 supposed to be zeroed for 440m? My range of zeroing goes from 440m, down to 100m, then in steps of 100 to 1km.


  11. Wow, I've never seen one of these complex, procedural missions work so well. Until now I've always given up because of performance issues, dodgy persistence and bugs. But Whole Lotta Altis really works!

    That said, does anyone know how to capture the darn piers on the Chernarus map? I've killed all nearby enemies and built sandbag bunkers galore, but still no joy. Can I win the game without capturing them and getting NATO to land?

    I've just spent an appalling amount of time in the mission, running around in a BMP-1 happy as a clam, thanks to RHS. But why do vanilla units keep spawning? The NATO IFVs are so pathetic when you have access to real vehicles.


  12. Okay, so here are few words about armour system./QUOTE]

    Thank you very much for your explanation! So far as I can tell your penetration system is already very advanced, and works wonderfully with IFVs and APCs especially. What happens after armor penetration, however, is less developed. I hope you don't mind if I post some feedback.

    1) Lack of crew damage combined with predictable K-kills. Currently it seems like a successful penetration with an AT weapon almost always results in a fiery explosion. And yet the crew always survives unharmed, abandoning the vehicle only to get caught in the blast 4.5 seconds later. Every. Single. Time.

    Is there any chance of some scripted damage handling like in ACE, where vehicles can burn slowly, or survive intact with the crew dead inside? An RPG-7 to the rear of an Abrams, for example, should never result in an explosion that destroys the tank outright. Even penetrating hits to the turret should result in a knocked-out crew, often without any more serious damage.

    And so far as I can tell, crew proxies receive damage from direct bullet hits only. Do your HEAT warheads actually generate a projectile upon detonation, in order to simulate the shaped charge jet? If so, would it be possible to make this projectile more of a shotgun blast or autocannon detonaton, rather than a bullet? This would better model the cloud of spall and liner material bursting through the armor. As an added bonus, RPGs could then be used to kill people hiding behind walls.

    2) Will we get treads that can be damaged with HE weapons? The old independent RHS T-72s had this feature.

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