Jump to content

Wolfstriked

Member
  • Content Count

    859
  • Joined

  • Last visited

  • Medals

Everything posted by Wolfstriked

  1. Wolfstriked

    End of the world mod

    NOT A REAL MOD JUST AN IDEA :DApocalypse with no zombies but rather we let global warming get too out of hand causing the poles to melt and now most land is flooded.Mass chaos ensued as food and medical supplies start running out and marshal law has been declared.Small towns up in high elevations are all that is left of humanity but even they are semi flooded dependent on their elevation.Think of the kool scenarios where your diving into flooded house and buildings looting.....err sorry searching for supplies.Military helicopters flying overhead and word is out that the soldiers are getting itchy trigger fingers seeing as how supplies will eventually run out the way things are going.
  2. Wolfstriked

    End of the world mod

    Thats what I read so I may be wrong.;)
  3. Wolfstriked

    End of the world mod

    Its doabble in arma 2 So i really hope Arma 3 has this functionality with its underwater improvements.Also Arma3 does tides going in and out which would make for tense times for players with no scuba gear.Underwater gear FTW.I got those videos from an Arma3 reddit post which seems to have disappeared.
  4. Wolfstriked

    Weapon Sway Tweaking

    Agreed in that zooming will not cause a severe stamina fatigue to disappear for 6 seconds when you hold breath.The whole hold breath function causes alot of issues and just doesnt feel right with weapon getting less sway and then going erratic and over and over. Bullpups are known to cause little fatigue with weapon up as their benefit so slower sway buildup and carbines should also have slower sway buildup.Then rifles etc.... ---------- Post added at 10:13 AM ---------- Previous post was at 10:07 AM ---------- Sway should be reduced to hold breath levels for binos and should be the slowest gainer of sway.
  5. Wolfstriked

    Weapon Sway Tweaking

    Some more thoughts as to why starting the weapon at hold breath zoom sway levels and then just increasing is a rather good implementation.One thing that is great about arma3 is that the sway moves inside of a stationary crosshair.What I mean is that if you do not move the mouse then crosshair is perfectly stationary while weapon sways onscreen.This means that when you place crosshair on the spot you want to hit and press optics the aimpoint is always slightly off and always varies its location.When prone this is less noticeable BUT it is still off and forces you to place crosshair on target and have to adjust slightly.So quick snap shot is possible with great skill to move the mouse the small amount quickly. Secondly,having the sway when you first bring up sights start off as low (as when holding breath) gets rid of needing to zoom to get sway reduction which has tactical importance.Sometimes you want to fire at enemy but keep more situational awareness but with current system you need to zoom in order to reduce the sway. Thirdly is that consecutive shots fired with minimal zoom is also not easy as the recoil then comes into effect causing one to readjust each shot. Of course the time duration to get severe sway being tied in with the weapons weight or its balance is a way to make differences with weapons and so is a side benefit with big immersion boost. And I just have to mention my anti-love of the new 3D scopes.The fact that sway moves inside the crosshair is "another" reason why I do not like the 3D scopes.When you go to sight the weapon should stop moving separately from your head as your muscles hold the sight and your head all tight together.So in non 3D sights the weapon sways inside the crosshair area but when you go to sight the whole screen sways.But instead in 3D sights you bring optic up and the screen stays stationary while the sight sways inside of it and just doesn't feel right.Then when it recoils the sight recoils inside a staionary screen until it hits a certain point and then the whole screen recoils making for a clunky feel.:butbut:
  6. Wolfstriked

    Taking the scroll menu to the chopping block

    Just have to be careful when playing as an explosives specialist.But I can understand why people want it fixed.
  7. Wolfstriked

    Weapon Sway Tweaking

    What about a system where sway is reduced across the board when you first raise the weapon to fire.I am talking the sway you have when you "hold breath" is what you start with.Then it starts to increase the amount of sway at a speed that is dependent on the actual weight/balance of the weapon itself to where after a certain amount of time the weapon is swaying the way it does when you release your breath.The only way to reduce it is to lower weapon for a bit.This could be also tied in to the stamina level from running so that heavily weighted down players will be swaying like crazy moving from place to place.
  8. Wolfstriked

    Laser painting

    The strider commander position has a laser so I think something is in the works.
  9. Wolfstriked

    Weapon Sway Tweaking

    Not more sway but a difference in the fatigue you get when you aim(hold breath).Carbines could get a longer hold breath time OR they could get the default 6 seconds of hold breath after first shot(right now you get 6secs of hold breath and then after that its 2 secs for each shot).I say its better this way as more sway then we have now would make snipers impossible to aim when standing.
  10. Wolfstriked

    Taking the scroll menu to the chopping block

    I actually love that the explosive specialist has the touch off bombs as first option.Makes player feel a bit of tension and afterall they are very dangerous and you need to be careful.
  11. Wolfstriked

    Weapon Sway Tweaking

    I like the sway and the hold breath function but feel the area needs work.Right now it sways and when you hold breath you get 6 seconds to get aimpoint on target and fire and then you release breath and weapon moves even more.Consecutive shots get only 2 seconds of stability before the erratic movement when you release your breath.This is first area that could be addressed.Should we only get 2 seconds after first shot is fired or maybe an extension of the hold breath time? But IMO this can be an area that can give differences to weapon classes.....I post this idea alot but it gets ignored without even a counter argument. Holding a heavy weapon or an unbalanced weapon with the weight too far forward will cause fatigue quicker in real life.Some weapons like bullpups and carbines have a benefit of less fatigue due to weight distribution and so I feel they could get either a longer hold breath duration(12 secs) or get a full 6 seconds of hold breath after first shot is fired. And also the prone position needs to have a release breath penalty as it seems non existent right now.
  12. Wolfstriked

    When can we begin to critique vehicles??

    Any vehicle with a hatch will most likely have the turn in function.Commander position would be welcome.Its one more set of eyes that is needed to take command of the fights. Commander scans areas that gunner is not firing on to watch the rear for AT and also controls the driver Gunner scans areas using first thermal to spot,check with other modes depending on light conditions to make certain its enemy and choose proper weapon before firing. Driver needs to follow direction well. These 3 roles in 1st person mode make for engaging gameplay.Surprisingly people playing in vehicles is on the up-rise.Last night I had quite a few people jump into the gunner position of my APC and I jumped in to gunner position of some APC's as well. Though its very fun it was an uncoordinated mess.Being a driver and seeing soldiers in front of you and telling the gunner who when you check in 3rd person is scanning the rear area of vehicle.The fact that turret positions are not known when in 1st person makes this hard.Armored vehicle combat is actually the most team based gameplay you can experience in Arma3 IMO and can be very tense as you have ALOT more to do than just find cover and pop off shots.
  13. Wolfstriked

    When can we begin to critique vehicles??

    I know of the lines you speak of and agree they really do help with depth perception and would really flesh out the rear view look.The more I think about it I actually think its better to not use PIP but to just change the view and have the image showing the rear of the vehicle when you press S.PIP is just not there yet and its hard to drive backwards with it in game IMO.The lines you speak about would be perfect to relay to player they are looking at rear camera.That said I guess I dont think its necessary when turned out.It would have to be PIP and I just don't feel its worthwhile. Also I did make a ticket.:) http://feedback.arma3.com/view.php?id=10693
  14. Wolfstriked

    General Discussion (dev branch)

    Turn off collision lights also.
  15. Wolfstriked

    General Discussion (dev branch)

    No its actually all screwed up.Go prone and 50m from a door and using crosshair and not sight aim for the doorknob and you will hit at the top of the door.
  16. Wolfstriked

    When can we begin to critique vehicles??

    Really need a turret position indicator in the driving position also.While I love the realism when your turret is sideways and clips trees its terrible when it keeps happening and sends the vehicle flying off in various directions.That and some backwards view when backing.The PIP function would work and can pop up only when in reverse.IMO it could even fill the whole viewable area that the forward driving view covers....in effect making it not PIP anymore for better fps and immersion. Last night I was flying down this road and spot some AT soldiers ahead slightly off the road.I figured to just gun it thinking that they would not have time to get AT out and fire and that I could make the turn before they got one off.Right when I was about to start turning though I get hit,which blows out my rear right side tire and causes this massive swerve to the right which sends me careening downhill at high speeds into a wooded area.After I hit a few trees and came to rest I just sat there and thought WOW that was some intense shit!! Love this game!
  17. Wolfstriked

    Boats stop waaay too slow

    The lack of turn authority is due to no power at very low speeds.If its possible give these boats quick acceleration(they do accelerate quickly)as that would fix the slow turning.
  18. Wolfstriked

    General Discussion (dev branch)

    Just tested the Vermin and its .45 but has alot of issues.First is that it hits far above the reticule,second is that I get a weird ringing ears effect after shooting the vermin(could be intentional??) and finally it still uses the 9mm suppressor.And the Vermin recoil has been tweaked....is this with the recoil enhancement or just a placeholder?Just come clean and tell us that these are the recoil enhancement that was supposed to be headed our way.;)
  19. Wolfstriked

    When can we begin to critique vehicles??

    Being totally honest here I think that the Zamak truck is excellent in its physics.To me its the best in A3 and also the best driving experience I have ever had in a driving game.:butbut:I know that seems far fetched but I can just get in it and feel like I am really driving a truck.Funny how I tried Euro truck simulator but never felt connected to the road but I do in the Zamak.I can follow roads with my right side tires perfectly on the edge of the road as I can in real life or dodge around trees at high speeds.Something in its steering that feels perfect to me and I wish all vehicles drove like it.The APC's are close with the Strider the furthest as that thing feels way too twitchy to be realistic.Plus the Zamak actually tips over at times that my brain says it should but still has the silly anti-tip mechanism kick in ruining the experience most of the times. BIS you want players to get in trucks and be immersed.People love to fly in Arma3 for the reason that its hard and you can easily kill yourself or a whole squad.Make trucks the same way by allowing easy tip overs and death from hitting objects at decent speeds.Yes the vehicle may not get damaged much but injury to passengers should be a deterent to the silly flying around the mountains that happens in MP. The Zamak can go up steep inclines and very importantly it also has a great balance in power between forward and reverse speeds.This is important as it allows you more control going downhills.By applying both W+S as you are traveling down hills the reverse speed is just slightly stronger and has variable effects on slowdown dependent on the hills angle you are traversing.It makes for a very realistic feel compared to the tapping of S in other vehicles that has u flying then skidding etc.And the vehicles that you have to use reverse(S) as only way to go up steep inclines then of course brake too hard when going downhill and applying W+S as the reverse power is too high compared to the W power.Just a lack of control feel that the Zamak has. All is not perfect though.At times pressing S will cause a nice realistic slowdown of the truck but at random times pressing S will cause the truck to come to a screeching halt.Or going downhill and at a certain speed the brakes lock up the wheels for some odd reason.
  20. Wolfstriked

    Fatigue effects

    The penalty is that you if you want to be fully loaded and keep up with the lighter guys you will have to deal with blur while the lighter guys will not as they can run with a little blur occurring mainly on hills.Its just an annoyance though so I was thinking that instead of forcing the character to walk,which to me feels way wrong especially with the relaxed walking animation A3 has,but instead making a forced jog instead where weapon lowers and speed slows.Exhausted and sprinting stops....heart beat starts to be heard and you hit extreme exaustion where the weapon automatically lowers forcing jogging speed.If you press fire button to raise weapon the character slows to walk speeds. What kills me is no differences between weapon types.I am using the GM6 and its annoying to take shots standing but when I grab an MXc my mind convinces me that it will be easier to hold the weapon still and gets hit by simulation fever and then I fire expecting lessened recoil(MXc recoil is ridiculous)and get hit again by simulation fever.:(
  21. Wolfstriked

    Fatigue effects

    Make it even slower is what I am suggesting.Right now I run the airfield with a starting sprint at 4min30sec and if I lower weapon I do it at 4min35sec.Make weapon lowered running to be considered jogging instead and lower the speed so its noticeable that heavier geared fellas will fall behind.Make it have no blur.
  22. Wolfstriked

    When can we begin to critique vehicles??

    Great ideas,I voted for all of them.
  23. Wolfstriked

    General Discussion (dev branch)

    What happened to the animations of soldiers in cargo of vehicles?They lost their weapons and some of them look like they are too layed back for being ready to enter a combat zone.I liked the animation where they have the weapon in their hands and sit upright better.This new look throws me everytime.
  24. Wolfstriked

    Fatigue effects

    Not sure if I posted this already.What about making the weapon lowered animation actual jogging by lowering the speed slightly so when weapon is lowered you will start falling behind.Then remove the blur effect while in this animation so that heavily geared players can move around with no blur.This way if blur annoys you then slow the eff down. Make weapons take a large part of the weight bar and the snipers and AT of course taking huge chunks of the weight bar.Allow it so that if your gear puts you below halfway of the stamina bar you can run with weapon up with no blur....but only on level ground.Go up hills and you will blur out and have to lower weapon/slow down or deal with the blur.
  25. Wolfstriked

    When can we begin to critique vehicles??

    LOL,100 ideas is a bit of an exaggeration:rolleyes:Shift does nothing for me in Arma 3.I tried all different key combinations and there doesn't seem to be any power boost.I remember awhile back a dev asking if gears being modeled is a good idea.Be nice to at least know if it is being worked on or if its the manual transmission we have now.Gearing would really add to immersion for the tank crew and also players outside the tank as it looks and sounds realistic and its already in engine judging by reverse gear and how its powerful yet it limits speed by large amount.
×