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Everything posted by Imperator[TFD]
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Marksmen DLC Weapon Feedback
Imperator[TFD] replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
I don't actually mind the current levels of recoil on the Mk-1 EMR. It's a nice NATO equivalent of the Mk18 - EBR which itself is also capable of reasonably accurate auto fire. -
General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Confirmed. Sound currently played is the footsteps on dirt noise. -
The AI and AI's UI needs major improvement
Imperator[TFD] replied to Ristar's topic in ARMA 3 - GENERAL
Having played hundreds of hours of Warfare in Arma 2 with the AI at my finger tips I've learnt all the tiny nuances of how to operat them efficiently so when I see threads like this one I can't help but immediately think "it's not that hard!" Then I realise how long it ultimately took me to get to the level I am at now. -
5-6 kinds of .45? There's only 5 pistols total in the game. Rook - 9mm P09 - 9mm ACP2- .45 Zubr - .45 4-Five - .45 My personal favourite is the 4-Five. Able to fit a nice sight on top and the .45 + higher magazine capacity = stopping power in a pinch. Having never played King of the Hill is there any way to just have a carbine rifle in a backpack as your back up while moving from perch to perch?
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If it's Indonesia I hope there's an Aussie faction!! Can't wait to sling load crates of Vegemite from island to island.
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Well you deleted your post before I had a chance to reply to it so now I won't bother going point by point. All I can say is thank christ Arma 3 is not just a prettier A2+ACE because ACE shit me to tears and a lot of it just isn't neccessary to good game play for the regular player. The best thing about Arma 3 is that it can be whatever the content creator (modder/mission maker etc) wants it to be. Additionally; not everyone wants to play in a clan.
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Weapon Resting & Deployment Feedback
Imperator[TFD] replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
In my opinion I think it's fine as is. Resting provides nowhere near the stability that deployment does and in actual combat conditions it's much harder to rely on resting alone to maintain semi-accurate fire. In a controlled environment testing the difference might seem negligable but from my testing in fire fights I find the resting to be inferior. -
All I did was host a dedi server playing the new End Game MP mode and had some mates join in. As far as I can tell the system kills the player (+1 to their death count in the statistics) and then respawns them on the spot where they died but in an 'agony' state. Any player can then revive the wounded player regardless of whether or not a FAK or Medikit is present in their inventory.
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A work around until that is fixed is to just use waypoints and cycle them creating your own repeating flight path. :)
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Can't remember where I saw it but I believe the current iteration is scripted and once BI have nailed it down they will move to a more engine based process.
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Agreed. Firefights with the AI are fantastic now. No longer do you have to put every round on target to try and stay alive. Autorifleman and MGer's can now provide suppression from their base of fire position while friendly forces flank. April 8th cannot come soon enough.
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Is the plan to have these reasonably finalised before April 8? I finally got around to playing with the revive system last night and I am not overly wowed by it's current implementation although it does suit that specifical game mode well.. The UI is fantastic however. Are BI able to reveal some plans or an end-game (pun intended) for this experimental revive system? For example currently the system does not require any pre-requisites to revive another player; are there plans to potentially limit this to Medics only? Or anyone with a medical kit? Additionally are there plans to have this implemented into a module in the editor that a mission creator can place and customise to some degree via module options?
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It would be substantially easier if we were able to load into the Arsenal the default soldier loadouts and edit them from there. Currently the Arsenal just randomly selects an infantry config.
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General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Raycast relates to determining if something is intersecting a line from the point of origin heading to it's destination; that's my quick 30 second google lesson haha. So perhaps by declaring limitations to visible raycasting they're limiting the distance a visible line can be drawn via the raycast methodolgy? -
Open/Close Helicopter Doors
Imperator[TFD] replied to kahna's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Use the config viewer in game with the mod that contains the UH-60 running to find out what the door names are. -
Marksmen DLC Weapon Feedback
Imperator[TFD] replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
The livestream indicated that several of the new weapons have alternative camo so that mission makers can have some flexibility in weapons for non-standard factions. An example would be a scenario where FIA soldiers are delivered some NATO weapons (eg black MXs and EMRs.) As I'm at work at the moment and cannot confirm, is anyone able to check if the class name for optic_sos has changed now that the optic is refered to as the MOS? I have some missions that will require updating if that is the case. -
General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I'd rather see backpacks not able to be carried while wearing a ghillie suit if the current implementation of invisible backpacks exists. -
Question to all - what volume do you play at?
Imperator[TFD] replied to megagoth1702's topic in ARMA 3 - GENERAL
Sometimes you don't and have to ask for the sender to repeat their transmission. Helicopters or boats are the worst for me; when I'm in either I cannot hear a single thing someone else says unless they're screaming it. -
This is pretty much the sole reason. The common pubber is not going to be patient enough to wait the necessary time to organise squads and conduct planning of a mission let alone wait for reconnaissance to be undertaken. All one can do to try and change that is point them in the direction of 'Clan' group videos such as ShackTac and 15thMEU etc and then see if they're keen.
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Marksmen DLC Weapon Feedback
Imperator[TFD] replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
NATO's advantage is that their infantry squads have calibre commonality. A CSAT/AAF squad has at minimum 3 different types of magazines to worry about. I know personally I'll be employing the MXM and MXSW a lot more with the bipod and deployment functionality. -
Marksmen DLC Weapon Feedback
Imperator[TFD] replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
The VSS from A2 was equally as difficult to master as the Kir and this is something I don't have a problem with. Personally I'm loving the Kir more than the VSS. I do agree on your comment regarding some new textures for the Mk18 and Rahim though. I get the feeling the Rahim is going to be an under-used weapon once the DLC releases. -
Anthariel, What you will probably find is that the new game mode will consist of modules that can be placed in the editor and synced to various triggers and locations. This is currently how the existing multiplayer game modes are already done. Based on BI's previous implementations I would imagine the same approach be taken. This would allow implementation on any terrain/map. The group manager for example will likely fall under the Modules(F7) tab which can then be placed into any mission and utilised from there with supporting insignia defined in the description.ext for the customisation tab. Hopefully there will be Splendid amounts of thorough documentation of these modules! *nudge nudge wink wink*
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The Stamina/Fatigue system needs to be fixed now!
Imperator[TFD] replied to total's topic in ARMA 3 - GENERAL
I doubt you will find anyone arguing that point either. I know that in my missions (built around tactical and teamwork based gameplay) I have paid a very very high level of attention to just exactly what my individual loadouts are right down to careful selection of optics and number of magazines. And how do I do this? I use the Virtual Arsenal under the Learn section in the main menu because it does what I mentioned in my previous post. -
Weapon Resting & Deployment Feedback
Imperator[TFD] replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That's exactly the kind of behaviour I'd expect from a bipod? As soon as you raise it off the ground it's no longer effective. Not sure what the issue is here? -
The Stamina/Fatigue system needs to be fixed now!
Imperator[TFD] replied to total's topic in ARMA 3 - GENERAL
The beauty of the stamina/fatigue system is that there is now a very real difference between light infantry and heavy infantry. Pick the latter and you won't be able to keep up with the former. If you're having trouble with stamina then play around in the Virtual Arsenal from the main menu to configure your loadouts; the game gives you real time information on how fast you are moving - your weight - your stamina levels. Every little bit of information you would need to make an appropriate loadout. Use your brain and figure it out.