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NacroxNicke

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Posts posted by NacroxNicke


  1. I don't understand why TWI choose to put so many "Official Action" servers when the Humble Bundle got up. It would have been better if they had more Official Realism server to show some features that other FPS doesn't have, like freeaim and stuff. The Action thing only made new people get the same COD feel and then they didn't try the game to the full potential as they could.


  2. initspeed works on the bullet gravitational drop effect, it's calculated in m/s directly from the real values (you can even use wikipedia values for that), I think OFP didn't use the initspeed for the punching effect, but rather the hit value for those things.

    Hit value is the direct hit damage that the unit will receive, it's 9 for 5.56mm because 9 is near the body value of hitpoints of a normal soldier (so it will die from a direct shot in the upper body). It can't be too much because it could do too much damage to APC's like the BRDM or airplanes that have low armor value. (but you can see that the BMG values are in the 12's because of the punching damage that it can do)

    The indirect damage I think it was calculated by how much indirect damage can do a bullet if it hits near a soldier. A interesting thing about indirect damage is that at 0 meters it will do the same indirect damage that it's settled in the config, but it will decrease as the bullet goes less near from the target, so if you set indirecthitrange at 100 meters, at 100 meters from the hit you will receive 0 damage, and at 50 meters you will receive 1/2 of the damage, etc.

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  3. Just let me make it clear, the new move system is great, it even makes AI looks more smarter, some things needs to be tuned to make it more balanced, like combat-pace running speeds while crouching, or side-move while in prone (it's too slow compared to all other animations).

    I think the main grip that most of people is worried about, is the speed of combat that now has taken place, it's no-near like COD, but it's faster than ARMA 2 and before, so in CQB now you better have speed rather than a good position with good cover arcs. Speed situations are very dangerous, that's why in COD there is a frag fest in every corner, and that's why there is people that think that ARMA 3 will become like that, but all depends of the situation really. If there is a massive TDM with no respawn, it's highly unlikely that some guy will go downroad zigzagging while shooting without ironsights, the problem is that now zigzagging has become very effective and you can change between directions very fast without penalties, helping to the gun-running mentality, but I'm really aware that it's nothing really unchangeable, heck, I even remember that before every gun has their "dexterity" value for that.


  4. One of the things I think it's broken is the "scan the horizon" command, because I think it's a common thing that the AI does per default, and that's makes them to TOTALLY ignore enemies near them. So if you have tried CQB you should have experimented with AI looking aimlessly to the horizon while you are at the side firing at their ground, and they never try to make a turn to kill you, i mean, never ever infiniteness. I remember that in OFP early days the AI didn't looked for targets while doing the same schedule as the "search the horizon" command, and they actually responded in CQB if you were that bad to don't kill them in the first shot.

    Check for yourself, put your squad in scan the horizon mode, see how they start spinning the same as in when they don't respond in CQB situations (I mean, the turn the head and not the gun situations).


  5. I think before the dexterity value in every weapon dictated how fast it could turn, I don't know if that keeps being true but it was pretty good thought, because if you keep turning rate on all weapons the same you will have the effect "who turns faster the mouse will win".

    Anyhow, the shot that the guy did in the video is possible in RL, it's just that with 40kg of equipment he would have fall to the ground afterwards with the move, and he wouldn't had that steady accuracy while moving backwards and sidewards after the turn, he would have rather point his gun first and then moved his torso fully (and in more time than in the video to be fully recovered to keep moving).

    I have seen videos where the guys are now moving like trying to dance while firing moving to the sides and back to have better chances of not being fired (see this:

    ). That would be never done in RL because you have inertia and because you would be an easy shot (you move less fast than the video in full equipment). If the game enforces that because it works, then the players will not give a shit about realism and will do it anyway, losing all the point of the "total military sim" that the game has taken so far with the marketing, replacing it with a "total paintball/airsoft sim".

    I can play COD as if it were a mil sim, and I can kill while doing it, it's the same in ARMA 3 right now, it's just it needs time when it gets full of pro's that can (and will) overpass the grand scheme of current players that thinks that they are 'good', just because they now have new tools at their hands.


  6. Still, ARMA series isn't that difficult in the learning curve (unless you play PVP mostly), I found more difficult other FPS related games overall. The difficulty lies on changing schemes when you play a game or another, It's like when I tried coming back to RO1 after playing for some weeks ARMA 2, to find that my aim got worse in RO1 because of all the sway and recoil.


  7. See how many FPS picture-in-picture takes already - and that's just small, really small low-res mirrors and screens running at ~10 fps with next-to-none viewdistance in them.

    Even top PCs have trouble running ArmA3 well in big firefights - adding 3D scope which will have to dub your view distance to that will simply make the game unplayable

    That's why there is something called LOD, and that's why a tree at 10 meters looks beautiful, but the same tree at 2.500m looks like a leaf-less pine


  8. The question is, you want to the AI react and fire as a player would do in the game? or you want the AI to react and fire as a real life soldier would do?

    The first deals with high precision AI, but the player tends to become dead too fast (since he doesn't rely on friendly teammates, yet). And the second makes better for immersion (but a high skilled player would steamroll an enemy squad without problems).


  9. I can't see how any of these mods would affect the mission... they are all 'client-side' mods

    I think in fact he is using TPWCAS (with the integrated TPWLOS stuff) or the ASR AI, since I had the same problem in the first mission but I passed it like that anyway (it's possible imho, you just need to have a lot of timing and luck, and also see what is really killing you)

    Also the man standing in the water tower has a insane spotting ability, so you need to kill him if you plan to play with mods like those ones


  10. Also engagements are up to company or batallion levels, with a lot of suppressive fire going on. In ArmA at most we have platoon level engagements, since more means lag or overstacking.

    Also ArmA2 world suffers of having less cover than real life counterparts (and an AI that can't use them effectively)


  11. It's not about old school or new school, it's about being efficient. Six Updater is a faster way to upload things since you don't have to upload all the mod again, just an update and leave it good to go. Also you don't need to use Play with Six, you can just download Six Updater and use it to download the mod (since it downloads faster than in multiupload for example).

    I was skeptical about Six Updater at first, but then I saw how good developed it was and I'm loving it.

    BTW I'm going to try this for sure, just to play in Montignac again


  12. @doveman

    It happened the same to me, exactly as you said, but I followed Rusty sucessfully and when they found the casings a guy popped out and fired at my vehicle, the Dshk killed him and then when going out of there the mission ended. And about the taliban quarters, I think it's fine because in the cutscene before that mission they show to you the same village but with a lot of talibans settled there, so one may think that when seeing the village again as a player.

    I don't think it's JSRS fault since JSRS doesn't change things about the AI itself, it only checks in the scripts for bullets, distances, sounds, and stuff like that.

    I'm enjoying the campaign, i'm in the fifth mission and the atmosphere is really well made, I also did enjoy the 5km run as concept, it was fun and made the character feel more alive.

    Thanks!


  13. Impressive work, I just finished the Awakening in Hell mission and I'm having a blast. The most impressive thing is the atmosphere, heck, it is so immersive, it's even more hellish than what I remember from Stalker. When I listened to the bloodsucker cry I almost had an heart attack =P

    I have been playing with TPWCAS, ASR AI Addon, and JSRS, and the difficulty of the first mission was very hard, mostly because of the spotting abilities of the AI (I'm playing in Veteran to have unlimited saves), but the other ones were fine.

    Also, playing with Tamika makes for a more personal feeling with the gameplay, it's well chosen

    Thanks for your work, I will have some fun with the rest of the campaign, and I will report something if something doesn't work

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