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rye1

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Everything posted by rye1

  1. rye1

    Steamworks, add it in or not?

    Achievement unlocked: B.A.D.S; Your steam avatar insults everyone!
  2. rye1

    AI Improvement

    If we didn't have that games would be so different. You'd be able to bait and ambush, track them or be tracked yourself. Weirdly cool. Yes, BIS have hardly showed us the AI... E3 will be interesting. I hate all the 'stop and go', 'stop and go', 'quick 180 or 360 spin'. Face the threat area, move on it properly. Even with mods it's dodgey!
  3. rye1

    Aiming Accuracy in Arma 3

    Or under 'stress', if loads of rounds go over your head you start to shake more. And the longer your keep your breathe held. Those are pretty cool features even though they kind of make it TOO awkward:- I wonder what tactical pace will be like with this? Do you think the AI will be able to use tactical pace? Judging by your statement: 9 seconds vs 3 seconds. So you want to make aiming and taking the shot at range three times harder? :p Only question I can ask is, how? In list form please. :D
  4. The whole forum is for personal opinions and therefore preferences, stop the overtly aggressive and uncalled for statements. "Why do people play vanilla?" is a general statement and will attract a mixture of concepts to that specific statement. Maybe those fanatics need a leash, but so does your wording and mannerism. There is a lot of repetition in a majority of threads, it's a fact of forum-going and you'll find it anywhere.
  5. rye1

    AI Improvement

    Maybe they should have an object line differentiating cover and concealment. Then we might see better actions, for instance if in contact while in concealment, get a good view on the enemy and put a heavy rate of fire down. In cover you are more like a turtle, less fire power and more defensive.
  6. rye1

    stealth chinooks? your thoughts

    How to make a Chinook stealthy: Take away its engines.
  7. rye1

    Steamworks, add it in or not?

    Achievement unlocked: Tactician (died in every way possible)
  8. rye1

    Development Blog & Reveals

    Do you think this means better close range accuracy? What do you think the 'pistol' combat pace will be like? Even better for CQB?
  9. rye1

    Development Blog & Reveals

    I suppose it's better than a totally stiff animation. It makes it feel more real.
  10. What do they claim? Conventionally underwater cartridges are useless out of water.
  11. rye1

    Development Blog & Reveals

    Dim tracers.
  12. So he's basically saying they only go around 15-60m underwater depending on your calibre choice, depth and sea or water conditions. Out of water dramatically crap in comparison. They would be cool to see though - MEA - Multi-environment ammunition.
  13. rye1

    AI Improvement

    @Mbot, First few paragraphs - you mean microterrain and a mixture of 'fighting' objects that can be used for cover? Agreed with Coulum.
  14. rye1

    Development Blog & Reveals

    I lean backwards until I can see the sky. From my perspective most lean forward, the recoil and energy potential dissipating through this huge anatomical mass of the shoulder and connecting thorax structure. Haven't you seen The Art of the Tactical Carbine?
  15. rye1

    ArmA III Cost

    It will cost the developers their soul...
  16. rye1

    Development Blog & Reveals

    Wrong thread.
  17. rye1

    Development Blog & Reveals

    The lighting video gave me a hard-one thinking of flashlights... Or was that fleshlights?
  18. rye1

    Aiming Accuracy in Arma 3

    Aiming isn't really that 300m instant kill... But the AI can be just as bad as we can. Sway it is, but controlled sway during Close Quarters, please. Over-sway in those situations is just pathetic - overexaggerated when you're moving 10 inches and missing the target completely at 3 meters. Too 'static-y', twitchy and stop, go, stop go. It's like trying to drag a rock of an aiming reticule at the enemy then suddenly it speeds up like it's on helium then FUCK, I've gone past the target, quick fucking back-track I'm getting shot at. It's all the control, sensitivity crap - mix that with the 'deadzone' and it takes you two years just to get the mouse settings right. I find it really hard to snap to targets in a constant stream, shooting in cadence, in Arma. So do many of my old and current clan buddies as we have tested in 'training' sessions with linear targets evenly spaced. You have to really fiddle to get those settings right. It worries me for the future Arma if those long-range engagements are totally different to the short ones and how we change those settings or adjust them automatically without fancy mouse software. @maturin; Is that your idea of research? More information, good God man! How far away were you? What weapon? How much did it weigh? BIS NEED THIS INFORMATIONS FOR THEIR VERY ACCURATES CHARACTORZZZZZZZZZ.
  19. rye1

    They better have female soldiers...

    If this was reality ANA/P would be BLUFOR. Oh shit son, some of them look at like the taliban. SnafuAce, plausability.
  20. To relate to above, I hope you add or improve the transition between animations. For it to be seamingless it would be great. A few videos, especially the one where the Bikini chick enters the water, demotes this. It seems like you don't transition properly. It will be good to see the final product but I hope it is improved.
  21. Great quote. It says to me that the mechanics, engine and baseline components of Arma should be the main priorities - improving both vanilla and non-vanilla (such as PhysX - thank you BIS!). I see Arma as a model of achievement and unlimited potential. You can do a hell of a lot with it, and it will continue to improve.
  22. rye1

    What Mods Will You Expect/Create?

    I expect some really good modern-day units, weaponry, vehicles to come out. I can imagine some creative modders going wild with the futuristic style though...
  23. rye1

    AI Improvement

    From my perspective, only sometimes. I have seen many a time, that when you establish a good base of fire and you are in the most dominant position that the enemy will still try to attack you. They are usually picked off, as the groups members only expose themself individually or at random intervals until they are caught in open ground or the math fits and they happen to all be caught red handed. This can be said from gaining the high ground, that enemies below you will still try to attack and advance until they cut down to very small numbers or just an individual. They may have some cover, concealment or anything else, but they still try to advance instead of breaking contact, moving or using objects in a more appropriate fashion. It's like they are on automatic go-mode, more options for them, a tactical-baseline of scripted ways to do things would improve them by a mile. Flowchart time? The ones that hit and run, distract and 'cause havok do the best job in these situations, but sometimes when they are moving position or fleeing they do so in your visual field. I've never seen enemies slow crawl out of a situation, turn 180 and get out of there, distract or bait with any kind of multiple engagement, hide for a time period before moving, get a narrow angle and wait out, I've never seen them split up to get angles on you, move as buddy teams or any kind of real military maneuvre (except the obvious flank, advance, etc). It's prone, shoot, wait, shoot, get up, run in random direction, turn shoot, crouched, scan, wait, get up, run. Sometimes they retreat or move at really disadvantaged angles, and it just puts you in the 'click and shoot' frame of mind because they turn into dominos. Headless chickens...
  24. And for ammunition types.
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