Jump to content

rye1

Member
  • Content Count

    1710
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by rye1

  1. What like the actual base animation or are you talking like you can short stock your weapon or something? I wonder if bullpups will make a difference if so.
  2. rye1

    Combat Medical System

    After testing the latest. I have to say FUCKING AWESOME. Can't say much more. This may be a tease post but it really is fucking awesome!
  3. Far out I can't wait for that. Affect upper body movement? Who knows? I wish heavy backpacks and chest rigs did. That's a great suggestion. "Fix it". :p No shit. I'm not striving towards realism here, but a better way of doing such with references to reality. If you wanted realism, there's no such thing with CQB. Everyone has their own way of operating, their own style, movement patterns. It's not an RPG: "Decide what hand you use and what colour your pretty hair is". Hey that's why you run a scope with back-up sights, amaright? :cool: I don't get how you choose. BIS chose well for ARMA 2 - Field infantry type warfare and it was great. OA tried upgrading the CQB aspect. ARMA 3 looks to do more. So they have chose. They've chose to do both and brush up on each others flaws. At least it looks that way. If they've chose CQB over the field aspect playability more so is only for the future to tell but with over 50 towns and cities on a huge map populated with trees, rocks, urban settings - I'd cross my fingers and really hope they've gone for a huge CQB improvement. How would that affect long-range combat? Well it depends what they change and how they implement it. I've never seen it done properly in any game. SWAT was "Bang and clear". They'd throw a flashbang (single bang) and run in to all directions. It was basically a dynamic entry - not a real entry tactic, even if you wanted something done deliberately. With the amount of building types, shapes and obstacles (stairwells, ladders, doorways, room layouts) you come across then it would need to be more fiddly to do it "properly" and that would be a pain in the arse then to control AI. RVS was just as bad too so... Heck. You're right, even they - being a lower standard than one would want in ARMA - are still a flipping great alternative to the current. Now this is a pretty good suggestion but I don't get how? Stance indicator? Speed indicator? I think weapon collisions can enhance a game if done correctly - look at SWAT 4. Infact it can give some advantage to movement. If weapon collisions was considered, so should a better low or even high ready stance to navigate fatal funnels, doorways, whatever. A collision may make you go to a low ready stance or move the weapon around it. It'll have restricted angles, which is a good thing when you talk of realism. For example I can't get my weapon all the way down from the top of this rooftop low-wall to engage the guy below me because the angle just doesn't allow for it. At the same time you could argue that you could adjust your upper body over or whatever, or blind fire. But ARMA doesn't allow so you'd have to change positions or allow for the consequences of those pitfalls. Similar, no. I can adjust my speed, my axis of advance, my body (upper and lower limits included) rotation, my stance. I can curve my body as you said, I can navigate it through anatomical and physiological manipulation as well as weapon manipulation. Simple fix: make bigger doorways. No offense to that discussion, because yeah floating cameras are the sin! But I play first person only. I just looked for an article I read that you would of loved. It was called "The Role of the Visual System during building clearance" and it has been deleted. It was: "Walker A., Muth E.R., Switzer F.S., & Hoover A.W. (2010). The role of head movements in simulator sickness generated by a virtual environment. Aviation, Space and Environmental Medicine, 81, 929-934" if you ever want to research it. Iceman I actually agree with Chortles. They aren't interested in proper CQB! They aren't apart of any MILSIM or tactical clans! They don't really give two huffs. Just give me a team. Scripters, modellers, texturers and an animations guy. And a CQB mod will be started! :D Heck, I'd even through in a guide haha.
  4. rye1

    ArmA 3 clan support

    Awesome jerryhopper. Some really great ideas!
  5. Well situationally it can be an overload to developers so generally they have to go with the compromise. I expect a compromise. I expect good animations that hopefully can be used productively in ARMA 3 with an improvement to CQB. I expect a step-up from ARMA 2 when it comes to CQB. I expect (with a whole lot of hoping) that enterability issues are toned down so we can enter a room with bumping all over the place or getting stuck. I expect to move around the room fluidly, into other rooms fluidly, to use the environment with my character fluidly. Fluidity! No stopping and starting, no bumps and scraps, no offsets, no downfalls, no annoyances. Dreaming most probably. Situationally strafing to your left will be a certain speed and that may not meet all situations - for example you'd slow it right down to pie off a corner before moving BUT the animations may not allow for that. The fast versus slow animations may not be perfect for it - it's just a general effort because you can't make perfect for situations. As well, what will the strafing be - will it be a side step, a shuffle step. Will tactical pace affect it negatively? Can I hold shift and slow it down? Can I adjust my height or lean? Can I do this on the move? Can I do other actions on the move for example using a grenade? I mean you get those animations that leave you stuck out. For example a right handed person pie'ing out a left-hand corner tends to get clipped quite a lot in a PVP. It's a weak side, a weak point in the mechanics. Yeah, sure, swap shoulder or grip and problem solved but that's not a possible solution in ARMA. Therefore you'll always have certain animations that won't be right, you'll always have branches of features and problem solvers but that adds more to an ever-growing list. Your animations depend on your axis of advance (axis of travel), your upper body rotation, your direction of observation. If you could turn your body quicker, you could get into tighter corners quicker. You could buttonhook on that door with ease rather than bumping into the doorjamb and getting clipped and stuck or reverting back to another arc because you collided. Will where I'm looking affect how I move or how quickly I can rotate or spin around? Will an axis directly front be faster than walking backwards whilst facing the same direction? How long will the animations be? They're all reasonable questions but we don't know the answers and we can't decipher how it will be or look, the only power we have is within the power of suggestion. I hope BIS asks these questions and kind of models and reflects that around better CQB and fighting overall.
  6. Kneepads are a great invention, aren't they? Man. If it isn't smooth, it doesn't make it interesting - it makes it frustrating. If you wanted to set your goal to actually put some effort into CQB that would not just be enough, it would be a compromise. If you're saying BIS is looking for a compromise, which would be possible due to money and developer time restraints when you talk of such a subject then sure. That would be a great improvement. Then the next step is hoping on a CQB mod or DLC. :p
  7. RVS is pretty outdated and the community are soft on aspects of CQB -- though it does just about out show every other game out there. Too man times I see people abuse the engine in that way, on almost every server - even the regulated ones. But fixating that around ARMA is a hard task, a good goal and reference, maybe even a motivator but a very hard task. I expect improved but not a competitor; far from perfect. Movement, enterability and associated minor character controls are big, obvious and long running issues of ARMA. Cases have been repeated, requests been duplicated, it's not something BIS doesn't know of, I hope it's something BIS are looking to invest more time into. Heck, I hope a lot of time and effort; not just polishing some aspects but really digging deep into the character-environment transaction.
  8. rye1

    Combat Medical System

    We don't want to discuss what we have in mind. But to answer the question, we'll have something similar.
  9. Thank God you put this in the discussion section. There's so many feature requests you'd love to talk about or even argue but they're only left in the no discussion section. I think most of us agree and ARMA is definitely updating itself in that specific environment. I can't address the issues but a few feature requests listed I don't think we'll see unless the modding community get on it; I can comment on them at least. 1. Animations are being heavily looked into. Smookie is apart of their team. I'm sure someone can confirm this but I think they've added the ability to adjust stance gradually? Either way the animations look a lot better, a lot more workable and you can use cover more effectively; especially low-walls and awkward cover. Not to mention what modding animators may be able to do. 2. If above is true then you could pop your head up in theory over walls. Around them is a factor of leaning and how that will work. Placements is a good idea to be able to pop around corners, myself and chortles had a chat about such when it came to a specific entry and realized it would be a lot of hassle and virtually impossible to get in a game properly without turning into gears of war type cover system. To shoot back over them means you'd have to bring yourself up even more by my thought process, if I can imagine this feature. It would mean that you'd be virtually exposing yourself a hell of a lot more until your barrel unclips from the object and you can shoot - this is of course unless they add blind firing or implement some kind of shooting over cover feature like an SBU drill. Developer and game issues to that would include people exploiting such a feature, but the same may be said for tactical pace? 3. Another note is mid-animation executions are available so you can stop an animation part way through. Animations get us killed quite often during gameplay so this is a huge improvement. I just hope it's not like the "medical" animation of healing (and what ACE have as bandaging) as cutting off this animation half way through is useless - you're still taking too long to get out of it. I hope they cut them quick and you get back into a combat ready stance or position quickly. At the same time such really tight TVT/PVP games can show us these animations such as America's Army 3 are fast, way too fast in my opinion, because it's based around that speed type of gameplay. ARMA isn't but at the same time it needs to be a little quicker due to CQB features. 4. Going through windows would open up tactical solutions and be great for gaming. No more getting hogged in the doorway. At the same time that's going to happen for second floor houses so some clusters are just apart of the game. 5. Customizable animations for modders would be great. They've certainly improved the animation system a whole lot, that leads me to believe the animation tool they use and how they implement that in ARMA has been improved. Stances, animations, how the player body or skeleton works. I'd like to see better upper torso movement when it comes to snapping to a target at close range and more reactive abilities. You tend to either over adjust or under in ARMA and Coulum talked about this due to some negative pressure mousing thingy mo bob that I can't remember the name of! But they've worked on that I think. :D God I'm crap at this haha. 6. The grenade concept has been talked about. Dslyecxi's video of his proof of concept is basically visually identifying the collective thoughts of what has been mentioned here on grenades. Nou is working on it for ACE. Hopefully BIS will take that into account because the grenade system needs improved. Now I don't agree with you about your hotkey selection or the way it pans out but I believe customizable hotkeys for such are a good idea. But there must be no static animation or mobile animation. It must be a fluid animation like AA2/3. You get the grenade out, you have it infront of you, you hold to pull the pin. From this point you can do WHATEVER you want. You can move, you can stop. That gives you control. This is far opposite to the current system where you're stuck in one animation or another with no control, never mind accuracy. And by the way that concept will definitely improve accuracy and grenade use will escalate. I agree too that grenades should not go through second, third, fourth story walls. It's dodgy as it is to say the least. 7. Weapon management I think would improve selecting and using weapons and that has been talked about a lot here in terms of UI/dialogs, interaction menus and hotkeys. There are a tonne of suggestions to make it run like water. See here: http://forums.bistudio.com/showthread.php?139228-Controls-Scheme-amp-User-Interface-Feedback ... 8. Breaching is a great suggestion. I just wonder if the building damages have been changed. Because insert X damage at X position of building and is collapses. It could be similar for insert X explosive to X position. Unfortunately I do not think you'll have such a breaching and demolition system as BF2 where you can blow down every part of every wall and even structurally take down a building by exploding its strong points. 9. I think most, if not all, buildings will be enterable. They have to one-up OA don't they? :p 10. Overall generally good selections. Other people in terms of CQB have talked about the ability to get closer, i.e. decrease the spacing blocks between players... automatic collisions and lowering/bring up weapons like SWAT 4. So on. 135 replies later... http://forums.bistudio.com/showthread.php?137157-CQB ... :D
  10. True that I believe productive members and especially modders of the community should get first dibs - if they're going to work on mods before the game even comes out then jeez that would be good. The question is what will ARMA 3 change that will make it better or worse.
  11. rye1

    Combat Medical System

    Get with the times. :p
  12. It's not really buildings that hinder PVP is it. Because ARMA is known to be pretty damn poor for CQBCQBCQBCQBCQBCQB, gamemodes seem to orientate the game around other such types of PVP. Of course you still come across buildings, fighting in streets every now and then but especially those on Chernarus involve field objectives and less really close engagements. And they do really good at it! Look at PR for example, there's hardly any pure CQB environments, objectives may focus around some towns but most fights occur out of them or going to and fro from around 100 meters plus out. Where simple fails occur is places like rocket ballistics. When a rocket can fly in a straight and narrow path then all armour becomes obsolete. I do rate CQB within the series as one of the other extensive fails and definitely a priority but not the only definitive factor. Those concepts of adjusting stance and tactical pace will work just as well in the field; working with cover and when advancing on contact. Everything they add from a developer basis tends to be very generalized in that fashion. There are hardly any "CQB only" features out there or being worked upon.
  13. burrrrrrrrrrrrrrrrrrrrrrrrrrn.
  14. Hell yeah. Forget creative weaponry and vehicles. Think creative people. Medically and genetically altered - surgical militaristic advancements to even surgically alter their abilities. Think.... ROBOCOP.
  15. rye1

    Combat Medical System

    Sedating as in anesthesia or an auto-injector? Please put your feature requests on dev-hev. But I don't think we're looking into such ideas.
  16. No, but the animation looked a little cooler.
  17. Anyone see these? Pretty good requests. There has been similar requests here but not visually articulated as such.
  18. rye1

    Combat Medical System

    Only humans. Especially humans shoving NPAs down their own noses. Lube it up. Short it has to be playable and testing will conclude what does what. For example chest shots are very common and if it puts someone down constantly it may leave room for some amount of unplayability. Realistically it could go both ways, it's just one of those philosophies - you're either on one side, the other or in the middle. We're in the middle, trying to be as grey as possible. That all comes into either a concept to scripting to reality or a realization that it just won't work later on in the project.
  19. rye1

    Combat Medical System

    Short German, you'll be glad to know that many of your requests are already on our idea list. Our initial core scripting SHOULD allow for most of what is mentioned, but it will be more testing the waters of not only our and ARMA's capabilities but whether it's playable and fluid enough for all intents purposes. It'll sure be a mixture between testing the waters and finding out what is applicable for ARMA.
  20. rye1

    Combat Medical System

    As Raptor stated, there may be a workaround but feature requests can go to our dev-hev space. https://dev-heaven.net/projects/cms
  21. rye1

    Opinions on the Alpha Release Date

    I call this misunderstanding syndrome leading to over-compensating syndrome. By way of infarction, you all will be conquered!
  22. rye1

    Opinions on the Alpha Release Date

    Don't you'll get another for speaking about them in public. ;) What a system.
  23. rye1

    Opinions on the Alpha Release Date

    Are you saying ARMA 3 could get cancelled? Or an "alpha" won't be released to the public?
×