Jump to content

sqb-sma

Member
  • Content Count

    431
  • Joined

  • Last visited

  • Medals

Posts posted by sqb-sma


  1. The missing parts are by a good margin not as bitter as the broken parts the game had before.

    Exactly, Arma 2 was downright broken on release, it was unplayable and nonfunctional on most PCs, crashing all too frequently and running shockingly badly. Nobody I talked to was managing more than 15 fps on low, it was just silly. It got patched a heck of a lot, and Operation Arrowhead was when it really started to run decently, and eventually got to be ok. Compared to the polish of Arma 3's launch, I'm seriously impressed by this, the changes in functionality between A2 and A3 were major, and yet we haven't ended up with a huge buggy mess but rather a working game, albeit slightly low on content.

    But that's ok, content can easily be added, optimization and bug fixing is far harder and less likely.


  2. I think that using TPW_Fall (part of the mod package now) is a great way around the currently problems with body armor. Anybody hit by large caliber bullets will fall to the ground, where you can finish them off, but they'll still be able to shoot back and get back up in a bit so look out!


  3. If you're looking for something akin to Arma 2, Arma 3 brings a lot of new things to the table (responsive aiming, great movement and animations, great graphics and weapon handling for a start) but to get it near A2 you'll have to get a few mods. I'd reccommend switching, but at the same time there are some must have mods to make it worthwhile.

    Firstly, ACRE (A compilation of ACRE and it's dependencies, CBA and JayArma3Lib are available here: http://murphy.im/dl/ACRE_TFT.zip) for the radio and communications, secondly TMR for weapon resting and bipods, JSRS for the sounds (though this isn't too necessary, the default gun sounds are actually very well done in A3, it's worth it for the bullet cracks and explosions), STHUD (naturally, for squad movement). Also, be sure to run any servers using the -nolog command, as join in progress errors are currently huge error logs on the server (like 10gb huge!).

    Honestly Arma 3 is a very good sequel functionality wise, there's more goodness to come with it!


  4. Yeah. I know. I was a kid then and I didn't say it moved much! Thinking about it was probably less climb than my skinny little arms trying to hold it up so more weapons sway. Forget I said it. Most people on these forums didn't even exist then, a long time ago...

    Yeah. I get the FOV. It seems to me weapons sway and climb would be what I would expect if I (untrained) fired the weapon. I thought it was too much because pretty fit and strong plus knowing the weapon intimately I figure the compensation would be largely automatic. I could easily be wrong though...

    Haha, I think 22's probably have enough recoil for it to be significant for a kid, you're right!

    I've found even being fit and strong, or having an intimate knowledge of a weapon, does not make the sway much smaller than when you start off (unless you start off with the wrong grip, or hold with a death grip, causing shaking). It does, however, make your sway heaps more reliable. As you learn to breathe in and out in a certain way, making the scope sway quite consistently. When in any condition other than perfect there's also a slight shake, more prominent when crouched and unsupported than standing unsupported (contrary to how games portray it). Recoil's just about the same in crouched and standing, once again, but it is quite a kick with 7.62s, more than enough to put you off target at 50+ meters.

    RE: How other games portray it... Project Reality is just obscene, the bullets don't seem to go where the gun's pointing and the gun ends up pointing every which way, it's designed to make it hard to shoot accurately, and so make firefights last a long time even with deadly bullets and low health. Ro2's recoil was good, but then the gun recentered automatically removing any real skill from shooting different weapons, RO OST was good but far too much, like shooting slug from a 12 guage (slugs are larger in diameter than pellets, and made to fill the overbored barrel, they punch a lot more!) with even the submachine guns.

    I'm all for anything that furthers the realistic gameplay, making player skill a requirement whilst not damaging the responsiveness of player input (As Arma 2 did, whilst it made shooting hard it felt clumsy with a mouse, which is a big no-no)


  5. Will you be making adjustments as though a professional soldier is firing or something that feels right to the masses? Whenever I hear "realistic" I wonder who it is in terms of! Things like muzzle climb I would have thought would be largely automatically compensated for by a soldier with intimate familiarity with a weapon. I know it worked that way wit my 22 :-)

    Muzzle climb on a 22? :D

    I think that any instinctive recoil control should be done by the user getting familiar with how the weapons behave. For this reason I'd love to have some reliable recoil, that always goes around the same direction and near the same amount. This should probably be reasonably large, about what default Arma 3 has. I love having the player control these things, it means there's something to learn, some skill to the game (and a reason to rest weapons and use bipods, currently the recoil reduction is tiny just because there's so little to start off with; see any of the 7.62s for example)

    Also, movement always looks tiny when you're looking in, when you're holding the gun on a target that is arc-minutes high a small movement has a huge effect, and in Arma you shoot whilst hugely zoomed in, making the recoil look bigger again. Try using the default guns but with your camera zoomed out (double tap num - ) and you'll see how tiny it can look with a different FOV.


  6. "Still having issues with people's teamspeak not connecting to ACRE"

    It is mostly because people are not running Arma3 with admin rights. To do this go to steam/SteamApps/common/Arma 3 and make arma3.exe shortcut on desktop. Click on shortcut properties -> compatibility -> run as administrator. Same goes for TeamSpeak's .exe. Running game from steam library or steam shortcut doesn't work with ACRE, at least it did not work when I tried it last time probably few weeks ago. :)

    And many people leave out the teamspeak plugins, both putting them in the folder and enabling it in TS.


  7. Some pictures from an Op with OCB, great to play online with TMR, JSRS and ACRE! Click for HiRes!

    zJP9ntRl.jpg

    o4UJVqHl.jpg

    Just mindbogglingly realistic

    tjFVRsNl.jpg

    ySMOxYnl.jpg

    Crossing a field when suddenly 7.62 rounds start snapping overhead

    Gmkeh8Il.jpg

    Nothing too intense, because these were taken whilst on mission and during contact I had other things on my mind than the screenshot key. Perhaps I should just leave it taking shots every 5 secs and see what comes up?

    Anyway, here's a link to sweetfx with the settings I used for the shots: https://mega.co.nz/#!aRUBkSKQ!D-8_ECV-7Cyy0i0SvGNUdVVeohZo8gQ-5UwihfEllvI

    • Like 1

  8. Been playing since it first came out on steam early access, and it's a great game. I've also been active on your feedback page and this is what i expected from that; that BI would actually listen to the extent of what they would be able to do. And yet the most voted for and easy as hell to implement in the core game was Bipods, its been on everybodys mind and everybody has asked, how the fuck do i use the bipod?! I mean this is the most voted for and one of the most wanted features in-game. Deploying a weapon / proper use of bipods 2160 vote(s) 99,63%8 vote(s) 0,37%. And yet this is now something i need to find as a mod and just hope the servers i want to play on allow the use of bipod-mods and weapon resting. I don't have too much to complain about the game, but a realistic military sim, and no bipods? DAFUCK!?

    http://feedback.arma3.com/view.php?id=432

    Also here we have another extremly easy to implement with practically no impact on the gameplay and it's the ability to carry two main firearms, like a sniper rifle and be able to quickly switch over to a PDW or submachinegun which would be realistic. Yet this is also a lacking feature even though it was voted and cared for alot by the community and the feedback tracker.

    http://feedback.arma3.com/view.php?id=5374

    What is the point with input from players when you don't really care what they have to say? BI do you think you should rls ARMA 4 even earlier in the process of "Steam early access" than you did with Arma 3 so you can actually find the time to correct/implement some of the most asked for and easy features to do? Otherwise i would not spend another minute on the next game trying to improve it for nothing!

    You can carry two weapons with a carryall backpack. A rifle fits in the backpack, and, of course, you can carry one in your hands. It's slightly awkward, but you can do it (as in real life).

    Regarding bipods, yeah, I'm miffed, but I'm not too miffed. Why? Because they're already modded in through TMR and any good server will let you run that.


  9. Well shit, while you guys are whinging I'm having a great time playing on my group's dedicated server, with some mods that got developed pre-release because of the public alpha/beta. The polished infantry, great graphics and better fps than Arma 2 is fantastic.


  10. I would like to personally express a big "Thank you" for being with us thru the last 6 months of game development and for immensely helping us improve the game! A full game has been released, a battle was fought, but the war has just started ;)

    You're welcome, it's been good fun.

    Compare the release of A2 to A3... my god we're basically bug free in comparison! This is excellent, thanks very much.

    Now, between modders and devs, time to populate this fantastic game world that's been created! I'm excited to see what will be thought up, there's so much to play with.


  11. Independent (AAF) rifleman, spawned on airfield surrounded by civvies and blufor (friendly) soldiers. I then shot the civvies and the blufor. It took one round to the head for all civvies, one round to the head unless I shot the back or side of the helmet in such a way that the head was barely hit by the deflected round. Using a 5.56 weapon.

    I see a completely different response to you, which is odd.

    EDIT: Same for Opfor, unless the round is deflected by the helmet (1 in 20 rounds maybe?) it's one shot kill)


  12. I am so not impressed by BIS this time around. At least for now.

    Did the UGVs and the binding key issue get fixed yet?

    Yay!

    Why is there such a fuss about FIA being Blufor... you guys get crazy over the tiniest little things I swear.

    A) It's probably campaign related

    B) YOU CAN EASILY MAKE FIA INDEPENDENT IF YOU ARE A SEMI COMPETENT MISSION MAKER.

    You're just picking on anything and everything and hating on BIS because it's cool at the moment. Stop it. There are bad aspects to the game, if anything you mask those issues by making points about this useless shit.


  13. Yes Im taking this in account. The whole ACRE stuff is really important to many players these days. I would even say it should've been part of Arma3 anyways but it isnt. So yeah. As mentioned earlier i'll take it in account when i rework the interior sounds by tomorrow!

    LJ

    Sounds good, I completely agree re ACRE (And I'd add weapon resting and wind affected ballistics to that as well).


  14. It confuses me also why these haven't been implemented yet...Thank you TMR!

    Amen! But the problem with mods is that some servers won't run em, some will force em on, and it generally makes things a pain (A2 got pretty crazy towards the end there, six updater presets, mixing and matching. Ugh!)

    If only BIS could just write it in themselves, they're more than capable.


  15. Map: Altis

    Grid: 038-130, building shaped like an L near pines on map

    If you go on roof the ladder you take down says "climb up" instead of down and at bottom it says climb down, instead of up..

    Haven't found any other like this yet but also haven't been looking.

    Good to see you're using the beta to hunt down bugs. However this post should've been made to the feedback center (here: http://feedback.arma3.com/plugin.php?page=Vote/list_bugs) (just be sure to search to make sure you aren't duplicating an already reported problem).

    ;)


  16. I have a number of friends who play arma and that are active serving soldiers who think the stamina nerf was too overzealous, and I'm inclined to agree. Standard rifleman loadout, you get completely wasted out of breath after sprinting for about 15 seconds, that is ridiculous

    Spriting flat out in full kit for 15 seconds would've left me winded, especially if I had a guy controlling my character giving me 30 "3 HE underbarrel" grenades and 20 FAKs to lug around.

    I feel like the stamina drain for jog is a little too quick for gameplay reasons, but for sprint it's fine.

    Oh, I almost forgot the sounds. Yeah, they're too loud in first person, they should be muted (i.e. chop the treble off) and reduced in volume to around 2/3rds or 3/4ths of what we have now. The heartbeat is fine.

×