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monark

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About monark

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  1. Audio improvements such as: - Echoes with geometric displacement. Outside = echoes. Indoors = staccato. - Better doppler/engine rpm handling depending on amount of air being moved and over what area it is compressed. For example, helicopters move lots in a wide area, jets move a lot in a small area. - Decibel saturation and sound absorbing environment. Shots ring far over seas, not very far in a snowy forest. Very loud indoors. Animation and movement: - Simulation of human like agility by letting you go sideways through door openings with the gun up. - Torso split. So that you can shift your aim left and right without the feet moving with it until required. - Dismemberment - Wet clothing affects movement. Could be displayed on the avatar as just a shader that darkens affected limb. - Long term fatigue. I.e 45 minutes of constant running makes you loose fine motor skills (aim) until rested 5-10 minutes. - Realistic falls and recovery. Stepping off a 1 meter drop (like many house fronts in takistan) should compress your legs for a small time. But not halt forward movement. - Vaulting over knee high objects should be automatic when running. Transition must be fluent not to loose pace. - Random tumble if sprinting recklessly Weapon systems: - Geostationary locking on weapon pods. Allows you to observe a target while on the move. Like the litening pod in dcs games. - Recoil should shake a bit more when unstabilized. Comms: - Radio simulation like @acre that is not dependent on third party apps (teamspeak). - Voice sound samples should sound like they're from the same sentence. Orders in arma2 doesn't flow. - Target direction should be bearing in degrees if far away. - AI should have reaction times. Instead of all AI turning and running at the same time towards a target in perfect formation, there should be random lag in their communication. Controls: - Full positive and negative joystick ranges for better throttle accuracy. - Jets should simulate 6DOF movement (instability at lower speeds and over-G) and have onboard voice warnings of stall/ground impact/over-G.
  2. A few observations.. Still some AI driver issues. For instance, Grad driver swerves too hard. And AI in general don't do too good in rush traffic, especially involving turns. Had to readjust graphical settings to adapt to how the game behaves now. Further drawing distances, but I had to pull back on some eyecandy. But it's a tradeoff that I'll accept any day. Aerial vehicles still awkward in combat. Mainly they only do strafing runs, making them easy targets for any kind of weapon.
  3. monark

    HE rounds and soft vehicles

    http://dev-heaven.net/issues/show/2253 I think the system should be reworked a bit too. Bohemias approach to damage systems is a bit too blunt. But so is their approach to physics, audio and texturing aswell. Tbh, if I were lead producer on this game I'd do things differently. Very differently.
  4. monark

    Missile Speeds...

    This might be related. http://dev-heaven.net/issues/show/2920
  5. Hi. I'm having a bit of an issue with this mission where you're supposed to go in and take out a sniper somewhere in the town. Since it's a timelimit, you have to rush it a bit. So I don't really get to sneak. Meaning if I go left by the hospital building I end up in the middle of a gang of bmp3's a. So that's a no go because I don't have time to wait for the cobra to clear the area and I don't see any of my men carrying AT weaponry. I go right, I end up facing a squad that seems to be quite incoherent in how they attack me because they're pretty much everywhere. And my own squad can't really handle that it seems even though they open fire at will. They get mowed down almost 80% of the time. I got to the sniper position once indicated by a radio message "don't go any closer", but before he ended that sentence one of my soldier popped his head up a bit too much, subsequently I had to restart from the roof again. Anyone got any tips? I'm even considering cheats to skip this submission.
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