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instagoat

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Everything posted by instagoat

  1. instagoat

    Is Arma 3 authentic?

    The "all around" grip isn´t really possible with the MX, because of the tall receiver. It works in AR-15 platforms because of the well-sized handguard/foreend. You would need to adapt your grip to suit the different shape of the rifle. Also if you get picky on this, I´d go further and get picky on the "broom handle" style grip on the vertical foregrips too. Personally, I don´t really mind. There is other things that worry me lots, lots more. The AI, for example.
  2. Has anyone noticed this already? http://www.armaholic.com/datas/users/arma3_e3_release_18_4.jpg vs http://www.armaholic.com/datas/users/arma_3__4__4.jpg Bolt-on Armour? (Sides of Turret and front glacis)
  3. instagoat

    Too much muzzle flash and reload animations?

    As for reloading anims, I hope to see more and more detailed videos of those. God I love thessseeeee.
  4. instagoat

    Development Blog & Reveals

    I still believe camelbaks are a separate item of equipment. There have been heavy and medium plate carriers/LBVs with and without the camelbak. I would guess it´s an Item that affects stats (recovery, or endurance, perhaps)
  5. Merkava body with some sort of modern arty turret on top. It´s been shown in one of the early games magazines, the press thread should have the picture. Unfortunately, there is no official screenshot of this vehicle yet.
  6. instagoat

    Operation E3

    Suggestion: When in any kneeling stance, when hitting rmb (aim), the character could pop up to the next highest kneeling stance. Once going out of ironsights, pop back down. That´d be my suggestion. Try to cleverly implement stance switches without assigning keys to them: Maybe, if players object, add an option to turn it off in the controls menu (aiming popup on/off).
  7. instagoat

    Development Blog & Reveals

    http://i.telegraph.co.uk/multimedia/archive/01404/US_AFGHA_1404342c.jpg Fighting in your underwear is totally realistic. Just allow us to put a vest and helmet on top.
  8. instagoat

    Too much muzzle flash and reload animations?

    The videos aren´t really clear on the location of the bolt release. It could either be depressed with the thumb (gripping around the magwell gives better leverage, maybe it´s a very heavy button), or it´s mounted on the opposite side (sort of like a far-forward magpul BAD) to be manipulated with the index finger of the firing hand. Or maybe I missed something. As far as tac reloads go, I have heard there are plans to adapt the engine to allow them, but right now, it doesn´t work without scripts or workarounds, which the devs want to avoid. But, if it is at all possible, and we as a community make it a priority to get proper firearms simulation, they might look into correct this proper. That means weapon + ammo giving firing profiles instead of firing profiles solely determined by magazine as in A2 (Making different types of weapons pointless), as well as rifle malfunctions (and proper clearing animations for the malfunctions, ie SPORTS drill.). Once the devheaven goes up, I will make a ticket for this, because I usually play as an infantryman, and I really would love to get more realistic weapons handling by default.
  9. instagoat

    Development Blog & Reveals

    Plus, Arma 3 may actually bring in large amounts of new players, where Arma 2 didn´t. (Right now, the driver is DayZ, not Arma per se.) Some people have been around for a -very- long time, and I can´t fault them for becoming tired with the game, and how it is evolving. New stuff can be difficult to cope with, especially if you have high and very pointed expectations from what you´d like the game to be. If those people decide to leave the game be, it´s their choice, and I completely respect that. But kit-bashing or retrofitting half-baked implements for features that are barely relevant to gameplay, or if they are relevant would never be able to be adequately implemented without a huge effort, for the sake of a small group of very vocal community members is just not working out. The tactilol reload thingy isn´t a gamebreaker. I don´t notice the difference when playing, never have. Looking at the game as a whole, it is a neglible feature. Advanced tank armour may not be, but there it comes back to how difficult it would be to implement. Devs have alluded to -lots- of features being in the pipeline. For the gun-simulation, there are plans. Ditto for many other features. But they don´t want to do hack-jobs or workarounds this time, so instead of doing that for the sake of "having it", they are looking at improving/rebuilding the engine as Arma 3s lifetime progresses, as far as I understand. If this is true, I can go along with that, as long as I get a -finished-, -working-, -bugfree- and -well written- base release right off the bat. If I have to wait another half year before the game is playable, I´ll treat it like Cliffs of Dover: it´ll go on the shelf. I have seen enough tacticool shooters that Arma 3s appeal really lies in a well told story, and all-over improvements that´ll draw my friends into the game so I can play with them. If the game doesn´t provide either of those, thanks but no thanks.
  10. An Arma 3 themed minifridge. Something to store those drinks in near the computer while playing, you know.
  11. instagoat

    Development Blog & Reveals

    From what little I learned in coding classes in Uni, program code is hugely integrated, so if you start changing somewhere, you sort of get a cascade where the changed code affects other places of the program, which then have to be adjusted, which then cause other places to need adjustment. That´s one reason why Microsoft didn´t just took XP apart and improved its faults right there, but instead wrote a completely new operating system (Which, even then, was kinda sucky). You can´t just take a code and fundamentally re-write portions of it without potentially creating a huge impact. So when you change something, you have to check how big a change your "improvement" actually causes, and how much -damage- you create by implementing it, and if you can contain that without needing to basically write the whole thing anew from bottom to top. There are limitations in the other games too. I bet you can´t just throw in a company level, open world, combat situation in call of duty´s base code without having to reshuffle everything. Writing programs is more complicated than people assume. I am amazed that this ancient engine is able to produce what we´re seeing now. Remember, this was first demonstrated in 1998 (the demo is still available on the Biki, if you care), and first hit the market in game form as OFP in 2001. There will be cutbacks here and there. BI decided to go with the engine instead of creating a new one. They will probably have had good reasons for that. Such decisions aren´t felled lightly.
  12. instagoat

    Operation E3

    He uses an closed circuit rebreather. There are no oxygen bottles: the rebreather is mounted on his chest. http://www.armaholic.com/datas/users/e3_teaser_arma3_screenshot_1205_32_4.jpg <- Edit: actually on his stomach, it´s pretty well visible here.
  13. The personell lists Scott Miller, still as a british national. Technically he´s probably still part of SBS, so the CTRG´s field combat arm is probably something like Tom Clancy´s International Rainbow AT team, or the multi-national TF-141 of that fishy railshooter. I hope Gamescom will begin to reveal things about the campaign. I like the four characters, it sort of resembles OFP. OA did too and sucked, so that may or may not indicate greatness. The SP gameplay is particularily important to me because most of the time, my internet can´t handle MP, and I don´t have the time and energy to suvserve myself to the rules, regulations and demands of a Squad or Clan. To me, the SP campaign will be a make or break factor where Arma 3 is concerned.
  14. The Ben Kerry character appears to be part of a run-of-the-mill US Army formation. Special Forces in the game will be british tier 1 oorah operationally operational operators, apparently.
  15. I think the F2000 pictures were taken before the MX was finished. Remember, when we first saw the new rifle, it didn´t even have finished animations. Quite possible the F2000 was relegated to a tier2 weapon, or is used by some other faction, or is a special forces type of weapon.
  16. instagoat

    Operation E3

    How do you clear a caseless weapon that doesn´t have an ejection port? What about double-feeds, bad rounds, failiures to feed, etc? My argument for the ejection port would be that it´s there to clear malfunctions, not to eject spent cases. And from what has been said so far, I thought the ammo would be true caseless or at least mostly caseless. Maybe a dev could clear up what the exact ammo used in the MX/LSAT in the game is supposed to be? Edit: the video mentions the LSAT ammo to be "true caseless - no case to eject" at 0:37. The MG in the demos also ejected spent cases, but no links. Apparently, if anything, it should only eject links/belt upon firing. It really is nitpicking and rivetcounting, but there really is nothing big to complain about for me. The game seems so good, technology wise, that only these small details really stand out to me.
  17. Good. I was already worried about the planned 2012 release period. The project is massive, while funds allow, they should take all the time they need. Arma 3 is only just about to generate real interest, so anything they announce now will probably stay in the public memory. So better plan a little too long than too short. The common gamer won´t like having to wait half a year for bugs and flaws to be ironed out.
  18. instagoat

    Operation E3

    Blops Dva is the tacticool neighbor of BI this year, apparently. The concept of the new CoD is nice. Unfortunately, a nice Idea will be wasted on another Michael Bay style explosion orgy. Hacking, Systems Hijacking and stuff like that may be more funkily explored in A3 at some point. It´s already the better game anyway 8I The best game. Hands. Down.
  19. instagoat

    Development Blog & Reveals

    Jay Crowe mentioned in one of the E3 videos that they are actually trying to maximize keystroke economy, and reduce and consolidate the layout so you can do as many things as possible while moving your hands as little as possible. Don´t know if they´ll succeed, but they are at least trying, and it seems that so far, they´re trying really hard. At least on the animations/graphics/cold hard feature front, they seem to be succeeding rather fantastically.
  20. instagoat

    E3 2012 LimnosRadio ArmA3 interview

    Don´t know that one...
  21. instagoat

    E3 2012 LimnosRadio ArmA3 interview

    Cartoons? What Cartoons? Am I not up to date? Am I missing something? 8I (Also nice job!)
  22. instagoat

    Development Blog & Reveals

    The effect of exploding ammo is the same, no matter where the ammo is located. In the merkava or abrams, it has blowout hatches in the back, so the effect would be pretty dramatic, but not lethal to either the tank or the crew. http://en.wikipedia.org/wiki/M1_Tank_Platoon_II <- this game actually had it down, back in 1998. It had ammo cookoffs, explosions, fire. It looked pretty shitty, but the effects were there. Today, though, it´s much more complicated to implement these effects. Back then all you had to do was an animated bitmap. Now, you have to do particle effects, shrapnel and parts flying off, damage model simulation, etc, etc. Would be a nice to have, but I´d be happy with blastcore style explosions too.
  23. instagoat

    Operation E3

    Sorrryyyy I am just seeing this and getting all these Ideas. Anyhow, I am looking forward to how they´ll handle the community alpha already. If there´s a slim chance, I´ll try to get my comp ready by then and take part, helping to make it the greatest Arma game so far.
  24. instagoat

    Does jogging and running seem odd?

    The speed is a little too high. Otherwise the animations are perfect in my book.
  25. instagoat

    Development Blog & Reveals

    Holy shit. And people complained about the Arma 2 default explosions being "too big". Terrifying and dramatic to look at. See how it lurches forward as the driver notices they´ve been hit and puts the pedal down.
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