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St. Jimmy

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Everything posted by St. Jimmy

  1. St. Jimmy

    #Arma3Tips

    Take cover and watch your six every now and then. You can move quicker, you know what's happening around you and you'll be more effective in combat when you aren't fully fatigued.
  2. St. Jimmy

    Fatigue Feedback (dev branch)

    I believe so. Drop something small and it recovers but the rate is veeery slow.
  3. Interesting. The lateral sway decrease is very welcome because if you're positioned well especially prone the sway is more up and down and there's only minimal lateral sway.
  4. Seems like hold breath is bit broken then. IMO it should steady the aim more for some seconds. If you're prone and have weapon rested the aim sways up and down with your breathing if you're positioned right. Now it looks like it sways left to right wich means that you're not positioned right because your skeleton doesn't give enough support.
  5. I really like how stupid deathmatch in your video looks :cool:
  6. St. Jimmy

    Bohemia on the right way with Arma 3?

    Bohemia is heading at the right direction. I just take this stage as a beta stage just like Arma 2 was. Somewhere around when the expansion have ad couple patches Arma 3 will show it's true side. AI and weapon sway needs to be tweaked, weapon resting added and future campaigns and missions need to take fatigue more in consideration. VR and Zeus are cool additions and they don't sway Arma in the wrong direction.
  7. St. Jimmy

    Patch 1.24 (Bootcamp Update) Feedback

    They've warned mod authors and people like a month ago about the update and how it's going to change weapon sounds. Wait for people to update things, it takes time. The weapon sound change was a very welcome thing what I understood.
  8. Well that sucks if holding breath doesn't work :eek:
  9. Here's the ticket about the issue: http://feedback.arma3.com/view.php?id=19257 Too bad I really like the scope :(
  10. St. Jimmy

    J.S.R.S. 2.2 Soundmod

    Awesome to hear that you're still upporting JSRS! :)
  11. St. Jimmy

    Fatigue Feedback (dev branch)

    Many people including me likes the depth it brings.
  12. St. Jimmy

    Fatigue Feedback (dev branch)

    Yep that's the downside of the new fatigue. Missions aren't enough realistic that you can complete them. So many AIs to kill and your allies are very poor. I stopped in the Adapt because of this even before the fatigue. It's just solo rambo everywhere because the team mates die pretty much for the first 10 AI.
  13. St. Jimmy

    Development Blog & Reveals

    Well hopefully this gives bit more time to smash some small bugs :P
  14. St. Jimmy

    Low CPU utilization & Low FPS

    Well there are these benchmarks if you've missed them: http://forums.bistudio.com/showthread.php?153524-CPU-VS-RAM-Performance-amp-CPU-Threading-Benchmarked http://forums.bistudio.com/showthread.php?166512-Arma-3-CPU-vs-RAM-performance-comparison-1600-2133-up-to-15-FPS-gain
  15. St. Jimmy

    UI²

    Looks cool. This got some sweet potential.
  16. http://feedback.arma3.com/view.php?id=19487 http://feedback.arma3.com/view.php?id=18947 Ver old issue. Didn't like that change.
  17. St. Jimmy

    Fatigue Feedback (dev branch)

    I agree that they should nerf the AI but also i don't want to see running missions where I'm outnumbered by 1:10 and I've to rambo through everything like in the last mission in Survive and some other campaign missions. That's also a problem in some people's quick missions. Missions that have unrealistic expectations have realistic consequences, you can't win.
  18. Well they resolved this issue http://feedback.arma3.com/view.php?id=18696 but likely forgot that the weapon still shoots at the same spot. Here's ticket about the ARCO issue http://feedback.arma3.com/view.php?id=19257
  19. How have I missed this. Sounds dam nice without any other soundmods which is big thing.
  20. St. Jimmy

    Bullet Penetrability of objects

    This is what can matter more:
  21. BIS please make total action menu overhaul. What you look is what you interact with. Dsy and Sakura has showed that it's very plausible. Even something like this would work easily without the clunky action menu... https://www.youtube.com/watch?v=ENPsaOT5IlY When you make the expansion, action menu is the thing that needs to be thrown in the trash bin and buried 6 feet under a shit pile.
  22. St. Jimmy

    Bullet Penetrability of objects

    If you were close to the brick wall then it's very logical. Your bullets might not have even have a range after the brick wall to hit the enemy.
  23. St. Jimmy

    Fatigue Feedback (dev branch)

    Not very realistic way but I think it does the job well to balance light/heavy weight gear. You can run for that small amount of time at first but you don't really run anymore unless you take a longer rest.
  24. St. Jimmy

    Fatigue Feedback (dev branch)

    The fatigue is now more punished in the recovery. So if you've a full gear you can run some time but you recover very slowly. At first you seem like a superman with a full gear like before but then after couple of minutes you notice that it takes much time to recover back to 0 fatigue. Without stuff you get fatigued after a time that seems to be bit too easy but only a 2s stop can recover huge amount of fatigue back and you can run again long time before you need to make a second 2s stop which balances it out. I also noticed that if you go for a very max gear the fatigue doesn't recover at all or very very slowly untill you drop some stuff. Jogging is the best way to move now and sprint should be used if you really need that. And remember to keep your weapon down because it also fatigues more. There are some good scripts at the first few pages to monitor your fatigue. Here's a small version of Greenfist's script that I use: Put it in your mission init file and you're good to go.
  25. I'm so happy BIS! Thanks! This should really bring some disadvantages for over geared people and those who just use that sprint button all the time. I'm glad I haven't deleted some fatigue test missions.
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