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liquidpinky

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Everything posted by liquidpinky

  1. liquidpinky

    General Discussion (dev branch)

    Until they add in a realistic Gazelle Helicopter and everyone sues them for tinitus or burst ear drums. Chicadas also STFU when you walk past them, in game they dont.
  2. liquidpinky

    Size of final map.

    No saying that altitudes are changed or have reduced as much as the 25% reduction of land mass which would make the mountains even more pronounced than the real island. Fingers crossed.
  3. liquidpinky

    Where are all the birds? (not seagulls)

    The bikini wearing civvies will be added later, oh, thought you said burds.
  4. liquidpinky

    General Discussion (dev branch)

    I find the ambient Chicadas to be a bit deafening currently, they are overpowered like most of the other AI.
  5. liquidpinky

    Fatigue effects

    I am not saying I disagree with that, it is how it is being achieved that I disagree with. Blur is only authentic in a drinking simulator or a staring into a headwind with no glasses on simulator.
  6. liquidpinky

    General Discussion (dev branch)

    Default Action button I am sure it is called, and is customisable. We need to be able to throw grenades in open vehicles, chucking one down a tanks open hatch being the ultimate of course.
  7. liquidpinky

    Fatigue effects

    I don't have a polar opposite, I just think both style of players should be free to play the game (fairly) in their own manner. Not having someone else ramming their opinion down their neck like it is the Law, something I also get enough of in real life and play games to get away from. Mostly in this topic it is all either "I want all the things" vs "I want nothing and nobody else should have it either" Me, I am in the middle. I can stand far enough back from an argument to take in both sides of it and usually I find that both parties can have some decent points, as in the case of this topic. We have people using the word realistic while urging for blur which isn't realistic at all. There are alternatives that do not require unreal bullshit post process effects to simulate. More weapon sway, being unable to hold breath or steady weapon while fatigued, weapon weight increasing this factor. Those are realistic as I can assure I have hiked with a lot of heavy gear, over miles and not just 1 pissy k either, and there is no blur but I probably couldn't lift my finger and touch my own nose for a few minutes after doing it either. Why not simulate that instead of bollocks post process, the supposedly thinking man's answer to all worldly problems it seems these days, instead and get it right as opposed to someone's idea to dish out visual punishment to all and sundry? As for I don't want to, seems you don't want either, you sound like the guy that goes all diva in the Snickers advert. Remember my post not that long ago about people seeing things the way that only suit them, you are doing it right now. :) As for carrying a cow on my back, what myself and my wife do indoors is between us.
  8. liquidpinky

    Fatigue effects

    Some of us do teamwork all day at work and are completely fed up of it at home time, some are also capable (while pissing the one trick ponies off) of doing more than one job and being good at it as well. Jack of all trades, mastered a few. Let us simulate this in the game as well as it is a real life occurrence, or do we just simulate the bits that each individual find suits them. Like a lot of the Fatigue testing going on in here that is very biased usually to producing the results said tester only wants to hear and not very thorough.
  9. liquidpinky

    Fatigue effects

    Main problem in this topic is people who either play in Clans or organised team games preaching to those who don't. Sure the squad moves as fast as the slowest man, if the squad gives a fuck. Try it in a pub server. Now I understand it needs to fair and balanced, but my fear is that, as usual, those like myself who don't take the piss out of the system will be punished thanks to the players who would probably like only one gear button when looking in an ammobox that says "Give me all the things". Currently the relationship of weight to fatigue is a linear graph, or certainly felt like it when I was testing, and should maybe be more of a curved graph which should get steeper the closer you get to the maximum weight limit. That way the piss takers will take more of a beating at the upper end of the weight scale. As it stands I have become to like the current system, blur and all, and even got a laugh out of it last night when two obviously overloaded players wondered why I could catch up and pass them when I also had a launcher and support weapon. Reason being they had all the heaviest of gear and me having done my homework had chosen the lighter MX and Titan over the Mk200 and PCML they were carrying and I have also learned how to manage the fatigue and keep it minimal or at bay. I also think gear volume has to come into the equation more to reduce the ridiculous amount missile overloading.
  10. liquidpinky

    Fatigue effects

    Carry less shit, ditch the 50 cal for a lighter primary rifle and so on. The Lynx being the heavist of the rifles. If you load up the editor in a mission with VAS or create your own and try out all weapons and check each ones weight out, including launchers. Be smart and beat the fatigue. ;) And see my post above, I believe in going in prepered but I also think there should be fair penalties for loading yourself up to the max. Within reason OFC.
  11. liquidpinky

    General Discussion (dev branch)

    If you use Dyslexi's Paper Doll mission you will find that there are already low thermal signiture uniforms (OPFOR as I suspected with the built in cooling system) and currently the Greens havent had thermal mapping added yet. The Heli Crew Helmets also provide the lowest thermal sigiture combined with the green combat fatigues. Rangemaster Cap is also a low thermal winner. Love: new weapon fire mode switches, extra FPS. Hate: full auto replaced with burst when using a silencer.
  12. liquidpinky

    Fatigue effects

    Just singling you out as one of the birch mob. :P Meanwhile mister no load can sprint for about 300 or more. He can go prone quicker, get up quicker. Roll longer. The list goes on. There is more than just this running here and there involved to it. Guys are programmers, probably haven't even lifted 60kgs in their life. Probably can barely pick their coffee mug up when it is full. 60kgs is manageable. No such thing as overpowered loadout not making sense, it is called arriving prepared for a job. The first time after driving 200 miles to get close to a site that you then hike for miles to reach and realise you left just one thing you needed in the vehicle and have to walk back to it, well it is usually the last time you do it and make sure to bring all the shit you need and more. Usually as much as you can carry. Currently my favourite loadout is around 60kg-ish. I have cut back on load to be more effective, who said the in game fatigue had no value( I think you will find it was probably you ;) ), although my gear is practically full on all parts. I still carry toolkit, two AT missiles, one loaded, some explosives and a satchel a good few 5.56 mags, Small Titan and Tavor. Means I don't have to rely on someone else to do things for me, this pretty much reflects how I operate in my own RL job. I will still play team player and repair vehicles at any opportunity, revive other players at any opportunity and generally assist in taking objectives to the best of my ability. Just don't expect me to go skipping hand in hand across the fields towards the AO with you or other players, if that is how you like to play and carry gear for each other then fair enough. Nothing gets on my tits more than being stood next to a radio tower thinking to myself "wish I had some explosives", bad preparation like that in my RL job would probably cost me it at some point too. By all means lower the carry limit, probably wont effect me now anyway as fatigue has already done the trick and made me consider my loadouts better and I have already adjusted to suit.
  13. liquidpinky

    Fatigue effects

    There are penalties enough, you lightweight lovers need to try playing maybe a few good long games as a fully loaded unit to properly experiencing the difference between light and full. It is like virgins giving their opinion on sex at the moment. Some of the fatigue S&M punishment die-hards wont be happy until those of us, who like to turn up at a remote job prepared, get the birch for daring to carry more than a rifle and five mags. If you are unit that predominantly operates on foot, like myself, you will use all means at your disposal to get to the AO as quickly and in as battle ready a condition as you can. That involves the use of sprinting, jogging and maybe even resting if you haven't learned how to keep the fatigue under control. Yes, fair enough that some of the loads need to cater for the actual physical shape making things difficult over the actual weight itself but those large missiles if properly secured in a rucksack over four just haphazardly slung in a rucksack also make a difference in how you would handle it in RL. Weight does need to factor into movement speed, I use a tool rucksack for work and it weighs in at around 40kg before having to carry any of the other equipment at the same time and I don't think I could run full speed, let alone sprint with it. So go on and reduce the speed a little sure. The Jog should be left alone though as it at least needs to be possible to actually get somewhere before I die of old age and I have never had bother doing it loaded up with tools and equipment while getting to remote sites in RL. Not saying I didn't stop for a quick rest once there and enjoyed the non-blurred view of the often beautiful locations while recovering enough strength to lift a screwdriver. Weakness after the event was more of a problem and I think weapon sway would more accurately depict this. Less blur, more sway and weight playing more part on speeds above the combat jog pace are acceptable and more realistic in my opinion from both in game and real life experience.
  14. liquidpinky

    Fatigue effects

    Calling BS on that, anyone can feel free to download the mission I posted earlier in this thread and see plain as day that you are a lot slower, fully loaded you stop sprinting around 30 metres and the empty guy was more like 300. What sort of distance did you test it over? I guess you are one of those people who think the diffirence between driving at 40mph and 60mph makes no difference, it is simple maths that the fastest gets their first. Fully loaded is a lot slower and you will fall behind, maybe play it for a whole game and see instead of trying it for a few minutes to test.
  15. Had four missile set up on Domi last night, how many scored a hit on Mi-48? None, and they were all properly locked on. So basicaly I was running around with a wasted weight while trying to defend the team from the Gunship.
  16. liquidpinky

    Madrid won't get out of water

    I have had the same with the Striker on some beaches too, it is like the wheels get stuck under the ground a little and then you get jammed.
  17. 10 missiles, how did you manage? Can only manage four for the titan launcher. Sure that is with one pre loaded too.
  18. Spotted at least one Lake in Altis during Dyslexia's latest A3 video when they breifly scan over the Altis map.
  19. Your Honor, you rest our weapon case.
  20. liquidpinky

    Is this picture from real life or arma 3?

    Bingo, always the biggest give away. Until they start use some proper DX11 tessalation, then who knows where to look.
  21. Been diving off Cyprus a handfull of times, although technically in a different sea it was pretty much as they have it now. Both shallows and depths look pretty similar to how they are depicted in the game, with similar view distance also.
  22. liquidpinky

    Boats stop waaay too slow

    Those are the water intakes for the jets.
  23. liquidpinky

    Boats stop waaay too slow

    Didnt see any control surfaces under the boats in A3. So they still wont stop like the CB90 mentioned above.
  24. liquidpinky

    Boats stop waaay too slow

    The large gunboats are Jetboats, don't suppose your families speedboad is. They take forever to stop and reverse poorly, they should however turn on a penny. And stopping from 100kmh in 20 metres (60ft), dont think so. Most supercars even struggle to do it in under 100ft. http://www.motortrend.com/features/mt_hot_list/1112_22_cars_that_stop_from_mph_in_less_than_100_feet/viewall.html
  25. liquidpinky

    Ekranoplane-Orlyonok

    Nice work, I love Ekranoplans. Got to be for the Iranian side seeing as they like dicking around in small WIGs already.
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