liquidpinky
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Everything posted by liquidpinky
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All of the above is okay except forced walk, I would demand it for all the lightweights as well to stop them running around like COD kiddies. Although it probably wouldn't effect me much as I maintain decent disipline when overloaded and will only use combat jog pace unless I need to get to cover quickly. I would request that the slow jog is still available for those who can remain diciplined and like to stroll to the objective on their own time.
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Custom HUD positioning is screwed up with NVIDIA surround, same way as ToH was before it was fixed. If any devs are reading.
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Where is the customizable UI?
liquidpinky replied to roguetrooper's topic in ARMA 3 - BETA DISCUSSION
Are the GPS and PIP screens not resizable windows like those in Take on Helis? Not home yet try this out. -
Possibly related to wind effecting helicopters and synching it server wide now as well, hopefully it will bring smoke and possibly bullet interaction into the equation too. Maybe to do with synching weather and clouds direction also.
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Until you arrive into a heavily populated anemy AO with it in full swing, then the shit hits the fan, because you aren't hitting it for while. Maybe the build up to full effect from initial effect needs to be more severe though, so you get hammered quicker with weapon sway. Either way, I will get punished for showing up to a job properly tooled up while lightweight COD twitch shooter like loadout players will be unscathed as usual. But I will also agree that sway needs upgraded and blur removed or lessened to keep it authentic and fair.
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Lol, indeed. Thanks Smurf. I wondered if someone would do actual monitoring of the variables and get a better idea. Although you didn't check what was the heaviest equipment though. Lynx and PCML massively outweigh the M320 and Large Titan. :P
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Utter crap Infantry changes in Beta
liquidpinky replied to marc0523's topic in ARMA 3 - BETA DISCUSSION
Correct, so many people don't realise that vsync uses processing power to actually work and does not come free. You should only be using it if you get screen tearing or if you get ridiculous FPS (in the thousands BTW) in loading screens as this can torture the cards capacitors sometimes, you will know by the nice high pitched screeching coming from them. ;) -
Right, did some proper testing on this in a set mission. Got sick of folk being experts without trying it out. :p So. With someone who is as maximum loaded as I could get with a PCML with 11 missiles I think I managed, Lynx and rounds topped up to max, loaded up with all gear like GPS, binos, nvg and goggles etc, I couldn't even sustain jog although it took a while. I have added the mission to the post as I have four distinct loadouts with a set route and have clearly marked the points on the route where each loadout has the initial effect of fatigue while sprinting. Max loadout guy barely made it out of the compound and no gear naturalist wannabe was well down the hill and along the road from the starting position. I have also discovered hills effect it, you cannot make it as far back up the hill as you made it down before fatigue starts and it is in fact getting severe even for the no gear guy by the time he returns to the starting position. There is also a marketable difference between all the stances available and unit carry weights. How many of you know there are differencs in prone to stand changes you can do with fatigue as well, also effected by encumbrance. Same with evasive rolls etc. All effect fatigue and have encumbrance factored in. Any other speed than walking once fatigued at maximum load will not reduce it or at least in any time discernible while I am still alive. Walking it did eventually clear up after a long time. Sitting is always good to recover. http://www.mediafire.com/?rmt091796z52iu2 The mission goes in your profile missions and YOUR_PROFILE_NAME_GOES_HERE.vars.Arma3Profile for VAS ammobox goes in same place as your profile cfg. Make a backup copy of your existing vars if you already use VAS ammobox and rename the one I have supplied as your profile name. This should allow you to use the four distinct classes I created for the test, well three really as one is a default unit type. Anyone is welcome to try and get the encumbrance bar maxed, may be a backpack or vest that holds more. If not I have no idea what needs to be done to fill it. The test just involved loading the gear, turning around to face the green arrows and just sprinting down the trail following the arrows. No stance or combat pace changes, purely going straight to sprint. Best use third person as you can see when the fatigue starts with weapon position changing. Yes, that cyan marker is only as far as fullupguy makes it before first signs of fatigue (inability to sprint) kick in. Try different stances with each loadout and even evasive rolls and just going from prone to standing repeatedly. Metalcraze is indeed correct that prone pretty much alleviates the sway although not instantly but fast enough as no need to care, this needs fixed for sure. I think the suggestion of maybe reducing or removing breath holding to steady aim while fatigued could be the best solution here. The heavier the weapon the more the sway as well.
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I get the sense half of the people asking for more extreme fatigue effects don't even play fully loaded up at all so aren't even speaking from experience because their perspective on how ineffective it is tells me that is the case. It does build up, it takes an age to recover meanwhile being an almost completely combat ineffective unit. Talking what certainly feels more like minutes than seconds. I am one of the players who will hike from one end of the map to the other and know the full effect of fatigue during the game. Also testing fatigue from the game's start is less effective a test as how it acts later when you have been on your feet and marching for a while, sometimes you cannot even sprint when you need it, going ADS and walking a few yards will throw you into heavy fatigue and you can no longer shoot and hit anything (lock-on missile launchers being the exception of course). And again I will stipulate that I think fatigue is required in A3 for fairness as well as simulation, I also think they almost have it bang on already except too much blur. Being rendered combat ineffective is punishment enough, or hell, why not just have us keel over and die while giving a free kill tally or promotion to the least encumbered person in the game. We should get a fatigue test server up just for the lolz, than pit unloaded lightweights either against or even on the same team as fully loaded units just to clearly show the differences in outright infantry combat effectiveness between the two. You will find like in all real life jobs and situations is that the one who specialises (the lightweight) gets in, gets the job done and gets out fast and efficiently. The heavyweight boy scout who is prepared for all, just gets in and gets the job done. If they encounter a different job on the way in or out on the other hand, boyscout gets it done and lightweight can't even get the job done at all. Might be worthwhile to see how it effects AI (if at all) also.
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Only, at the moment that is exactly how the current helis are flown. They act like an RC heli with no collective and only throttle control.
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I find it acceptable that I can use the second slowest standing pace to move, yes. Maybe just see how fast you fall behind all other players who are unrestricted with lower encumbrance and you are barely faster than walking pace. I am also aware that I will pay the price for being loaded up to the hilt and find it fair that I should pay some price for it. As for gameplay, I have already reviewed the items I carry to reduce the effect a little and take into account the fatigue I will likely suffer while approaching an AO. So for me it has had gameplay value already. It isn't some stupid crutch punishment like suppression and I feel that fatigue is a fair condition and warranted in A3. It is more than a harmless shader effect, aiming is badly effected and recovery can be a long time depending on how far you push the fatigue and how encumbered you are. If your encumbrance bar is almost full you can barely even walk a few yards at combat pace or aiming down sites before being badly effected by weapon sway. All I ask for is blur reduced, not even removed. So I can at least stay a little situationally aware while hiding behind a rock unable to use a weapon because of sway anyway. I will try out the prone thing you mentioned, but I am sure the blur kills any sway you have counteracted anyway. If the case is the weapons steadied while prone, then this should be fixed accordingly as it reduces the effectiveness of the fatigue condition. More sway if required to get rid of prone not swaying at all and less blur I think would be acceptable, for me anyway.
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Kit yourself out with highest carrying capacity vest and backpack, a titan with four missles, m320, four explosives, medikit and then load up on as much ammo as possible and get back to me on weight not effecting anything. Even jogging without using hand down combat version will have you blurring and unable to aim in no time, with long recovery required. I would like the blur reduced so i can at least see and maybe have the ability to plan ahead a little while resting up and recovering from the fatigue, which I find to be working relatively fairly at the moment. I am fine with detrimental effects other than the blur, which could be reduced but not removed completly.
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Will we see more civilian content?
liquidpinky replied to kilroy the nerd's topic in ARMA 3 - QUESTIONS & ANSWERS
The one that looks like a Ford Transit Flatbed, I wants too. -
‘Simulation fever’ - No bipods without weapon resting?
liquidpinky replied to Mirudes's topic in ARMA 3 - GENERAL
Ever wish you hadn't started something? :blush: -
I can assure you they exist right now, have you even bothered testing it? Using anything other than gun lowered and one hand free causes blur and fatigue within a few yards when the encumbrance is almost full. It also takes an age to recover from the fatigue effect once it has started. Maybe try loading that bar up to the max and give it a shot, trust me when I say you wont sprint very far and long distance on foot will require the walking with hand free pace or you are in for a world of blur and the inabilty to steady your gun for minutes at a time.
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Being one of those who likes to carry all the gear (bring on the haters), I can say that being overloaded will cause fatigue pretty damn fast and recovering takes a while when the white encumberance bar(god knows what you need to lift to fill it BTW) is almost full. The blur, I could live without and it would be nice to still be able to see while I am hiding behind a rock resting for a few minutes so I can hold my gun steady for a second or two. The gun sway is detrimental enough and I am happy to pay the price for trying to be a one man army as it is only fair.
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If ypu combine VAS and Paperdoll on the same mission it makes it easier to set up a units gear, Paperdoll allows you access to weapons that don't show up in VAS or more weapon variants I should say.Then simply use VAS to finish off the loadouts ammo and explosives etc and save them to a slot, then your VAS loadouts are ready for use on any server that uses it. Both systems also automatically load up gun or gear mods if you have them installed.
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1. Can use step over to clear it as well. 4. Maybe VAS ammobox is in use, seen a few people running around in undies. They are probably ten year olds who find it amusing.
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WIP. - Zero Fox Gryphon - Fictional units/PMC
liquidpinky replied to BusStopWilly's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Count me in, my tongue and cheek await release. :) -
‘Simulation fever’ - No bipods without weapon resting?
liquidpinky replied to Mirudes's topic in ARMA 3 - GENERAL
I agree completely, recovery from recoil should be down to the player and not just letting go of the trigger for the alloted time while it auto recovers like most other FPS shooters. Adds a little more effort and skill into using a weapon. Like it should be. Bipods still need to function though, go Dwarden. -
Probably the same idea as the BAF warrior interior. The Pandur in the ACR DLC wasn't bad from a drivers point of view, more armour like that to drive please BIS. With 6dof support as well. ;)
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What is fundamentally wrong with the underwater combat?
liquidpinky replied to Tonci87's topic in ARMA 3 - GENERAL
Default, swim practically right up onto the beach. Alternative, press stand button to stand up if water is shallow enough to allow it. Simple as that, most get up animations could probably be adapted for this purpose as well. -
What is fundamentally wrong with the underwater combat?
liquidpinky replied to Tonci87's topic in ARMA 3 - GENERAL
They should implement the stance control for swimming as well, so we can practically swim onto the shore then get out on out hands and knees or even crawling if necessary. Would help prevent all the silly moments when standing up on some parts of rocks or shore when you would just continue swim over them in real life. -
Have you tried the radio command? press 0 then 0 then 1 to toggle it. 0 then 0 then 2 to toggle sound. and finally 0 then 0 then 3 to toggle display of thermal markers.
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Some nice Oculus titbits from Jay at E3. The do have a dev version and are trying to get some more, they aren't planning on full support at release. It seems like they are definitely toying with using it in a serious fashion and hopefully will support it in the future. Lets face it, A3 was made for it with free head movement already.