-
Content Count
1924 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by instagoat
-
My suggestion would be to take the realistic way. Find out what visual aberrations actually do occur under stress, how the body reacts, and add cues. I´ve had a pretty bad case of shock after waking up from a bad anesthesia when I was a kid. My pupils apparently dilated so far my eyes turned black I was told later. What happend looked pretty fascinating, in hindsight, though really not enjoyable then... Everything went really bright (pupils dilating), colours got sort of intense and bloomy (excessive light hitting the retina), my blood pressure dove in this specific case, heartrate went trough the roof (beating in the temples, really deep thumping in the ears), noise got really sharp and almost ear-rending and I started to feel extremely cold. Having rounds blow past you or impacting around you will probably not cause the same symptoms as a staggering metabolism as in my case, but some things will still be pretty similar. Pupils dilating (Brighter scene, more intense colours), tunnel vision (blur from the screen edges extending further towards the center, vignetting), -flinching- and possible involuntary ducking away from the impact, gasping or cursing, as well as faster paced heartbeat and breathing. Arma is a simulation. Try to make an artwork out of the representation of what -actually happens- with a person, when they are under fire.
-
Question: Why do all the "caseless" weapons (LSAT, MX) spit empty shellcasings when being fired? That doesn´t make sense guuuuyyysss :(((( I know it´s a nitpick, but the whole game seems to be so good that it´s actually worth beginning to nitpick, because the whole package seems to be so good right now.
-
I coaxed a word from Dwarden about this in the chat: apparently right now, the system can´t simulate it correctly and would need a deep rewrite or something. Maybe I misunderstood, but apparently they are considering improving this in the future, but right now it´s not a priority as they want to finish and polish the game proper first, and do the "nice to have" features later on as the game gets treated post-release. So, focus is on tight gameplay, no gamebreaking or major bugs, and sound, solid, well implemented features and improvements to keep the new crowd, and please the old one.
-
One thought I had, instead of using a grass layer, instead making the bodies of units transparent at long distances, dependent on their camouflage value (if there is such a thing?) and the underground they´re laying on. Same goes for bushes, so if a player hides under a bush or a tree, the transparancy gets turned on earlier. Inside of the distance where clutter, bushes and grass begins to be rendered, turn off transparancy completely. That could be a good compromise.
-
Just watched the gamespot presentation. The bursts of the gun underwater look much better there, really great! I also love the reloading animations.
-
No, this time the BI booth is open for the public to try out the games. E3 on the whole is not a press exclusive event either, as far as I am aware.
-
Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
I think the camelbak is an additional piece of gear. The gamepage preview had a soldier with the heavy vest without any pouches/camelbak on it. The pouches will hopefully be kind of dynamic too, depending on what you´re carrying/what your mission and weapon is, etc. The new vest I believe is showing the backside of the recon vest you already listed in the OP. -
They´re not overdone. This is how firing a gun underwater looks irl: <- for pistols. Note the shape of the burst, and the amount of bubbles created. There don´t need to be less bubbles, there need to be -more-, and they need to be more dynamic.Please don´t put words in my mouth that I never said. Yup. The "beams" of the supercav ammo aren´t quite right yet either, they sort of look a bit like pencils or straight ropes. I bet the dupe.cz build was earlier than the E3 one being shown, so maybe when we get HQ footage of this my complaints will be moot. I just mean that things could look much better than they do right now. But that also goes for the "dustball" impact effects, for example. It doesn´t look like material is really "kicked up" from the ground as the bullets impact.
-
It also causes this pulsing vignette/blur. I´d rather see a sort of permanent effect, like the screen whiteout of VBS2 (pupils dilating from shock), vignetting and obviously audio cues (rapid heartbeat, laboured breathing, groaning or even outright screaming from pain).
-
Submersible Defensive Automatic Rifle? The effects for that need to be improved. Those bubbles and the beam thingies look like they´re coming straight out of doom right now :/
-
At which timecode can it be seen? I´ve only noticed Tavors with ELGMs lying on the ground.
-
I stand corrected. Any particular place you will post anything you might learn? I am interested in what your thoughts are on the game.
-
Actually, if you notice, the AI actually got down, and two of them even snuck around and popped up -right next to his vehicle- at 10:07. They just were, as usual, slow to initially react. The first action every time should not to stand there and take aim, but instead get down, open fire, maybe pop smoke and act according to wether they have AT/Anti-vehicle capable weapons or not. If they had a big machinegun with them, they should´ve stayed in this case. Plus, I doubt the Fennek´s armour is designed to hold back anything bigger than shrapnel and rifle fire at long range. For example, the M113´s armour was so thin that you could puncture it with 7.62 rounds, before the armour upgrades were introduced.
-
The mousewheel menu is indeed awkward, I just don´t see how to do it apart from reach-across-keyboard awkward button presses. I´ve watched the video and couldn´t see what causes that bar to fill up or go down. Maybe it´s some sort of stress-meter or something? I doubt it´s a VBS2 style health-bar.
-
WIP, hopefully. They´ll get their own weapons in time I´m sure. For example, I hope that the Tavors are actually greek militia weapons (from conquered Israeli stockpiles), and that the Iranians will get their own weapon too.
-
Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
Interrogative: Why does the supposedly caseless MX rifle throw out shell casings when being fired in the E3 preview video? It makes sense to have an ejection port to clear out malfunctions (doublefeeds, dead rounds, etc), but a caseless design should at best spit a little puff of smoke. Or is it not caseless afterall? Confused here -
I thought it was quite funny. Plus, the physics system isn´t fully implemented yet. That was stated multiple times around the forums, by devs. I would suspect it to work better once everything is tweaked to the proper values. As far as show goes, the flying ragdolls will do. (If they´re still in the final game, you can obvsly call me out on this.)
-
VBS2/3 Discussion thread - the one and only
instagoat replied to Placebo's topic in ARMA 3 - GENERAL
http://resources.bisimulations.com/wiki/ARMY_Lite_EULA This seems to be the most up-to-date EULA. It contains a lot of legalese and contract-lingo, but on two readings of it, I can´t see any section that expressly limits the access to military users only. Possibly the US Army has the right to decide that and has regulated that elsewhere? The specific part of the EULA that regulates users appears to be section I. Unless this is really cleared up, though, my gut feeling is to steer way clear of this. Don´t wanna get in trouble with either BI or the Guvnment. Also this: http://kriegsimulation.blogspot.de/2010/03/vbs2-lite-us-army-distribution-to.html Lots of conflicting information on this, out on the net and here on the boards. -
I guess now it´s the forums turn to wear my dupe hat :> 99% sure he was a trolly mctrollface
-
Not really. In the evolutionary sense, males of rank should (and do) feel protective about everyone in their "family". Females are biologically wired to especially care about their offspring. I know from friends who are in the military that they are extremely protective about the wellbeing of their buddies, and squad-level commanders for the wellbeing of their subordinates, at least in western militaries. However, in the natural world, men are only protective of those attached to them. Read up on bronze age history: women, children and men outside of ones clan are fair game to be enslaved or worse. The bible especially provides a good account of the rules of the land in that time. Anybody -outside- your group is, like Aisling said, nothing more than a threat and in the military sense, a target. What their plumbing is like doesn´t matter, plus, in the heat of battle, everbody turns into a silhouette anyway. If you take time to let your brain adjust and actually discern the gender of who you´re shooting at (you should check first if they´re actually a threat), you´re likely bound to turn into swiss cheese. Most reasons against women in the military are, I think, hollow and ring of a bygone age. There may be objections to mixing women and men because of deep seated socio-cultural reasons, but that would again be no argument against women serving on the frontlines. They did in the soviet army in WW2. The difference between the western nations and russia at the time was a mere mindset. And I am aware of no accounts that document that the all-female units of the soviet army in WW2 that went into combat actually did worse than their male counterparts. Mind, I am not fully informed on the army, as my interest so far lay with the Air Forces. The VVS had all-female Fighter and Fighter-bomber (Sturmovik) regiments. Latter were obviously the harshest place to serve, and women served in that role with distinction. As far as child soldiers go, to implement those would simply be bad taste. There is a -huge- difference to child and women soldiers: child soldiers by definition do not have the capacity to consent to whatever is happening to them. Adult females can, unless you subscribe to the pre-20th century (even then discredited) notion that only men have souls. Also, I feel this is a much more flammable topic than I ever suspected it to be. Sorry, that´s bunk. In that case any discourse, even informed discourse based on any data, would be useless to hold. The Idea of human exchange is that you weigh your own opinions against those of the others, and see what has merit, and what doesn´t. Not arguing about opinions is a form of censorship.
-
Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
Well, we´ll know for sure if they also show a little bit of the arsenal in the coming days at E3. -
Arma 3: Confirmed features | info & discussion
instagoat replied to Maio's topic in ARMA 3 - GENERAL
I have a theory. Possibly a few of the guns we´ve seen so far were actually meant for the Czech Army DLC and not actually Arma 3, but were put in as placeholders for the actual weapons (such as the 6.5mm assault rifle) last year when the first screenshots were presented. If that is true, it´s possible the list of confirmed weapons/vehicles will have to be revised. -
By then, the Zombie hype will be over. I´m really looking forward to whatever the BI guys have to show. Nothing of the conferences today really caught my eye.
-
Okay. I will buy this. Slight knock on my telescope plans, but I think I can stomach it 8I. Also, new fancy gunssssss....
-
I think this map will be one of the most alive and densely populated ones by object count, even without large forests. The largest settlements will probably be around the size of Zargabad... that´s only a rough estimate from what we´ve seen so far though. Maybe we´ll get detailed info at E3. So, you´re probably not the only one. But on the whole, I think BI made a good pick with the setting.