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Wolfstriked

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Everything posted by Wolfstriked

  1. Wolfstriked

    Marshall vs. Patria AMV

    Yes manual override is needed.When you want gunner to target the AT which you have recognized its faster to override the weapon and quick kill the threat instead of pointing at location and pressing TAB and then waiting for gunner to do his own recognition.But that is for vehicles with commander position modeled.I think 2 man crew is enough when fighting in very flat open lands where the ability to be flanked is minimized.But when you enter mountain terrain or inner city then its suicide and I would not wanna be in the vehicle.And for the people that don't believe the AMV can come in a 2 man crew version. http://en.wikipedia.org/wiki/Patria_AMV As for better observation for commander over the gunner is a big one for me.Firstly,for some reason the Strider commander position is very zoomed in while the gunner position is zoomed out.IMO all the scopes should be to the FOV of the car gunner positions.It was a wider FOV for commander position in Arma2 and coincidentally that is the only position where you can play in first person.Just try to steer the vehicle around from commanders position in Strider and then command from gunner position in Strider. If the reason for narrowing the FOV to unplayable levels is to force a penalty to balance the vehicle weapons its just wrong as they actually are efficient killing machines and should just be spawned at low levels as they are in real life.Plus the two black bars on the sides reduce the viewable area and when you start fighting on inclines etc its even more disorienting.The zoomed in FOV just ruins the ability to fight effectively with the vehicles where they actually feel clunky and Arma3 should not be clunky. The Arma3's APC's have a zoomed in gunner view which is its only eyes to outside when turned in...........meaning people will just play in 3rd person.What balancing is that where you force people to play in 3rd person?They need to have same FOV as the car gunner positions and IMO the square look as they are aimed by looking at LCD screens.Truth be told I think even larger FOV would be better as the feel of looking in Arma2's vehicles is superior due to slightly larger FOV.
  2. Wolfstriked

    When can we begin to critique vehicles??

    I think ur right
  3. Wolfstriked

    When can we begin to critique vehicles??

    LOLI will pray :pray:
  4. Wolfstriked

    When can we begin to critique vehicles??

    Have u tried commanding the M1A2 Tusk around in commanders view?It has a 1:1 fov and you really feel in control of the tank.The widest fov in Arma3 is the gunners position in the strider and you can feel a large difference in ability to actually command the vehicle around.I wonder alot if the devs actually play the game or do they just say "make the scope views in vehicles smaller to simulate the lower fov"??It was perfect in commanders view in the M1A1 Tusk so why go with this new zoomed in penalty driving in a cardboard box feel?
  5. Wolfstriked

    When can we begin to critique vehicles??

    Realism within the Arma game that is.I feel that weird FOV changes when you jump in and out of vehicles is detrimental to immersion.And the FOV is wider already than what you see in real life as it has to cram more info into a small PC screen.I just turn out to get a bit more view space.Still in the AMV turned out is still a horrible position to drive from. And on AMV I think it is just a regular small window slat.And is the the word you thinking for episcopes?
  6. Wolfstriked

    When can we begin to critique vehicles??

    Nah dude I am talking about correct FOV relative to the fov you play with in 3rd person.And sorry to say I was the one downvote on that ticket.Go inside the AMV and look at a stone and then press 3rd person and you will see that the FOV stays the same.Or look thru view window and then turn out and its all the same FOV.IMO the drivers view is perfect in the vehicles and gives them the claustrophobic yet realistic view.The gunner/commander scopes though have huge zoom in and thats unrealistic and detrimental to gameplay. I think scopes should be a 1:1 fov with infantry view.It will be a smaller FOV due to the black box around edge.Also the way they model the gunner scope with such small FOV and a huge ass circle view port looks weird.It would look better if the view was the 1:1 FOV but with smaller circle.And finally:rolleyes: why is it round when the APC's have remote control and the screen is square like in the Striders.
  7. Wolfstriked

    When can we begin to critique vehicles??

    Here are two other things that I feel need a rethink.I will make a ticket for each if I can see that its worthwhile and wont be just shot down. First is the fov when using the scopes inside vehicles is too narrow and causes a harsh situational awareness penalty for 1st person players.A very simple way to test what a wider FOV does for situational awareness is to go back to OA and get in an M1A2 Tusk.Now enter a small town and try to maneuver the tank thru the streets using the wider commanders FOV and then the narrower gunners FOV.You will find that you completely get lost when using gunners view and with commanders view you can steer the driver thru buildings etc. Second issue I have is the turret location icon in A2.Its a complicated system that can be alot easier to understand if they were to make the tank rotate while keeping your view up top instead of how it is now where the tank is always pointed upwards and your view rotates.Its much easier if you look at icon and not have to calculate where the turret is pointed as its always upwards.Then the tank icon shows the tanks direction easily. And one thing I feel it also needs is the scope vibrations when moving as they are sweeeeeeet in A2.EDIT<<<<only noticeable in gunners scope view.
  8. Wolfstriked

    Marshall vs. Patria AMV

    A little searching and I found this about the Patria AMV which shows it can be configured with just a commander and driver(As the Marid is by default) with commander manning the gun.One man turrets is becoming commonplace I guess.You can consider the gunner as the commander in the AMV/Marid APC's we have now.Probably should change the name in scroll menu to commander.And give the commander ability to also throw smoke. crew 2-3 (commander, driver, optional gunner) and 8-12 passenger This is for Arma 6x6 which is what the Marid is based on. The vehicle can carry commander, driver and eight dismounts.
  9. Wolfstriked

    midrange terrain texture replacement

    Bad Benson,you should suggest this in Dayz forums as Chenarus desperately needs this and Rocket is very open to all suggestions.
  10. Wolfstriked

    Marshall vs. Patria AMV

    Oh man Metalcraze,I hope this is not true.I hate to even ask this but is this what the new game balance designer has been up to?Not many people will even play as commander in MP.This balancing going on then is a waste of time since your balancing for MP when it will most likely go unused BUT you are at same time ruining it for the SP fans who want to play as an armor commander???
  11. Wolfstriked

    Marshall vs. Patria AMV

    Me too InstaGoat.
  12. Wolfstriked

    Realistic navigation difficulty setting??

    In past you had a radio man who carried around a huge ass radio on his back.Technology increased and then all soldiers carried personal radios.Future soldier kits,if you go by all the future soldier websites,all carry a GPS unit.Right now I am considering buying a watch that has GPS included.Just saying this to illustrate that GPS will be as common as a watch.Another thing I found while traveling the web is a real soldier saying how at present the squad leader would carry an advanced GPS with map capability and his squad would carry simple GPS units that had coordinates,elevation and a compass on screen.The squad leader would use the advanced GPS to navigate and set up patrols while the simple squad GPS was there just so they know where they are and also to take new waypoints. This got me thinking that it could be a kool way to enhance the squad leader function.For some reason no one ever plays as squad leader judging by how its always an unused spot in MP.If BI wants the SL to become more important then only give the "advanced function" map in Arma to them.It could function as the advanced GPS while grunts carry the normal GPS.Could also have it to setup attacks by having the SL open up the map to click on and select a soldier by his icon and then Rmouse/Lmouse a spot on the map to send this GPS coordinate as a waypoint to that soldier.The soldiers simple GPS unit then could change to indicate the new spot.Its much better than a guy online saying "you go over there behind that house"......"that house or that house?"etc. TL;DR....give all soldiers GPS and only give the map to squad leaders to give them more command over the battlefield while not making all soldiers lost if they lose eye contact.
  13. Wolfstriked

    General Discussion (dev branch)

    Yes that cured my issue.My sound card control panel has a "smart volume" function and of course I saw smart volume and just clicked it.
  14. Wolfstriked

    General Discussion (dev branch)

    Thanks guys.That was what it was.STill do niy like screaming cicadas though.:( COnsidering that they burrow underground for 17 yrs to emerge again to mate and then back for 17 yrs its kinda weird how they were chosen as the bug.
  15. Wolfstriked

    Arma 3 2D editor icons troublesome

    Wow,thank you.All this time I thought that was a bug but its just that they were in formation mode.And the vehicles,I think I imagined them being like the infantry as now it works and are exactly where I put them.
  16. Wolfstriked

    Arma 3 2D editor icons troublesome

    Its not the icons.I try placing soldiers around me and they are never where I place them on the map.Or I place a vehicle inside a base and its outside the base when I enter the mission.
  17. Wolfstriked

    General Discussion (dev branch)

    After reading your post noticed something that I never did before.When I am standing and doing nothing the ambient sounds are deafening and when I fire weapon the ambient sounds drop to low levels.When I stop firing the ambient sounds amp back up to amplified levels.Any ideas Keycat? WIN764bit Sound Blaster Z w/latest drivers
  18. Wolfstriked

    Recoil improvement in beta?

    I was thinking this is the recoil enhancement as the Zafir is pretty good recoil wise..So why not fix the rest of them
  19. Wolfstriked

    Realistic navigation difficulty setting??

    The thing is that with modern GPS navigation is not hard at all.For some odd reason though Arma 3 will ship with infantry units that must rely on the squad leader to do any type of navigation.Its a messed up system and I posted a ticket about it.You can try to balance a game so that there is a reason for the squad leader but your not thinking about the fact that many times players play with map icons enabled but if a group of players turns everything off and then manages to get split up....what will happen?You have a squad leader who is telling men to meet at 034065?Its just not thought out well and yes you can counter that its then up to the mission editor and Arma3 goes down that road of not being accessible.I say give all infantry GPS as its a future timeline and everyone will have GPS.Why people downvote this is beyond me. @MordeaniisChaos,they could make the map so that you cant zoom in with to simulate a paper map.Then give a special GPS unit to commanders in vehicles,squad leaders etc that have the full map functionality.
  20. Wolfstriked

    General Discussion (dev branch)

    You wanna raise the ambient sounds?LOL I have to lower my volume so much so the wind,cicadas and ocean sounds are not deafening at which point gunfire becomes too low.I like loud weapons and low ambient sounds as that is how real life is.Could possibly be slider to adjust weapon volume against everything else?
  21. Wolfstriked

    Marshall vs. Patria AMV

    And my post goes unnoticed.:D I gotta ask....do you guys who post here even play as commander?I see no one really cares how bad the commander position is at current implementation.If the commander position is modeled this bad in the only vehicle that has it it says to the team in a huge way that people just don't really care for commander positions to be modeled.If no one cares then it means that no one will play as commander and so why even model it.I say just remove the commander positions then BUT at least make the gunner usuable.And why argue if a tank has 3 hatches and 4 crew or if a tank has 3 hatches and 2 crew that one is wrong.That is getting away from constructive criticism and entering an area that has no relation to trying to get the best modeling done.So I ask BI to come clean with its testers and tell us what is actually gonna be modeled so we can give constructive criticism.....or the "polished release is of prime importance for Arma3 to avoid a rehash of Arma2's release" is slipping away.
  22. Wolfstriked

    Marshall vs. Patria AMV

    Question is what will be added in the future.I dont understand BI's way suggesting to us to buy the alpha to help out with development and then keeping us out of everything that goes on behind the scenes.Its like why even bother.For example is the Strider....has anyone really given it a go?Its got alot of bad design decisions that just will make it a waste of development time IMO.I have found a few things that will ruin its gameplay from a commander/gunner/driver perspective and I have no idea what BI is cooking up to complete it. First is the commanders scope is a telescoping scope but we have an unusable version that is locked at a height way below the height it needs to clear the main weapon to give commander an unobstructed view.To further compound this it is allowed to point downwards up to 18 degrees.This means you have 18degrees to see nothing but the truck top and I found myself swiveling around a few times wondering what the heck was going on.And then they decided to go with a very zoomed in view that just makes you wanna rage quit the machine and go infantry.Then due to the mouse speed slowing with zoom the feel of the scopes is terrible and requires so many travels of my mouse pad to 360 the scope its just plain ridiculous and its more rage quit.So why bother with it??Why keep us out of the dark with it all?BI if your out there and you read this message please fix this. We dont need a telescoping commanders sight but just add extension so that its up as high as its full height as per vehicle its modeled after that allows it to clear the weapon.The downwards view angle would then make sense and give you ability to see the area around the vehicle. The zoomed in view is another bad choice.I understand that you need to make it feel more closed in but its taken too far.Just because a game cant model the 180 deg fov a soldier has due to PC screens its no reason to nerf the optics so harsh.Try the Strider in outside view and look at a building then press optic and you are zoomed in so far that you are basically dead and no one will ever use this position.Or look at a building while in the back of the truck looking at the commanders screen and keep mental note of the FOV and then press to go to optics and notice the extreme zoom.IMO optics on vehicles should get the fov when outside and you press Rmouse to zoom in.Its tighter than normal and you have less screen real estate from the black border anyway.Its enough and yet wont force people to rage quit and actually enjoy armored vehicle combat. Fix the key binds so that fighting vehicles make sense.For the turret turn speeds A&D can rotate turret.W&S can be dependent on the position its used in so that commander could have W as "target that" and S as another function.Gunner could have W as change thermal etc. And Hold Rmouse to do the zoom in and click Rmouse to reset.This is important because of a bug in Arma that makes the mouse slower and slower the more you zoom in so that when fully zoomed it takes me 17 full travels of my mouse pad to 360deg turn the optic and due to the amount of zoom in with default commanders optic it takes me 4 travels of mouse pad. Sorry there is just alot wrong and making doors that open and close is not priority IMO.Hopefully this wont just be ignored and the product ships in this state. EDIT...just check out commander view in OA to see what a better FOV brings.When zoomed all the way out I can swing the scope around in one travel of my mouse pad and that feels so much better.And quickly turn the mouse in A2 and you will notice the optic keeps traveling a good amount before stopping.This feels great for an optic IMO.A3 also has the effect of scopes lagging slightly behind the mouse but its muted a good amount.
  23. Wolfstriked

    Fatigue effects

    Haha well said.
  24. Wolfstriked

    Marshall vs. Patria AMV

    So its very different then we have now and I doubt BI will implement all that.:( At the least the laser could get a few updates.
  25. Wolfstriked

    Realistic navigation difficulty setting??

    That is great and I wish that it would become the norm but GPS nav is hard to do in current A3 form.A few tweaks by BI are needed.Right now you have to think with your brain of how to get to the new waypoint coordinates and it can get confusing at times and would deter many players.GPS in real life though allows you to enter in coordinates and then steers you to the grid.So it needs a way for player to type coordinates into the GPS units,some type of simple arrow on screen to guide and then mark the place on the GPS screen so when one arrives at the grid you see the mark on the GPS screen.Then just visually search for the players.
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