Jump to content

Wolfstriked

Member
  • Content Count

    859
  • Joined

  • Last visited

  • Medals

Posts posted by Wolfstriked


  1. I like the harsher realism but to a point.While I love the blur from severe fatigue at same time I feel it should only happen when your sprinting and when you go back to jogging the fatigue slowly dissipates to a certain degree.I also really feel that the game would feel better if you not only had to control your speed in relation to fatigue but also the weapon stance so that you get further fatigue dissipation if you jog with weapon lowered.Weapon weight factoring in largely here.

    That said,Arma 3 should "ship" with two difficulty settings?Its not hard to leave the game as it is now for casual settings and then give good tweaks to the hardcore setting.


  2. Actually I think that setting full auto fire dispersion much higher and then lowering the recoil felt to what is in the recoil mod gives great effect.You wanna be more accurate then switch to single fire mode.If I recall correctly this has been debated and people felt that its better to have full auto and single fire at same dispersion so I guess the mindset is set.


  3. Something I think would add a little more fluidity to the movement is to add in tactical pace to walking speeds.Walking speeds seems to feel clunky to me due to getting stuck into the one speed whereas running and you can alter the speed slightly by toggling tactical pace.So walking speed right now would be the tactical pace and when switched off it would be with weapon slightly lowered and a speed somewhere between walking and jogging.


  4. Just stand still and auto fire at a wall and then walk and run while shooting at the wall and you will notice its done very well.Running while shooting and its hard to keep the bullets on target.

    And its also armor that makes for two shots to kill though this needs work as the slash bandolier has same armor rating as the tactical vest which looks to be a kevlar vest.


  5. Added this to the ticket...

    ""I been thinking that maybe getting rid of the tactical key would be better and instead use the lower weapon key to do just that,lower weapon to the next lower animation.In tactical pace and you click lower weapon key you enter low-ready animation and you click lower weapon key again and you lower weapon fully.And vice versa with the fire key where you press once and it goes to low-ready animation and you click again and it enters tactical pace animation.Right now you have to hit the tactical key to raise the weapon and if you fire while in low-ready the weapon instead fires into the ground.

    If you hit optics key with weapon fully lowered it goes straight to sight which BTW right now in alpha it doesn't go to optics but just slightly zooms the view in.

    Would just feel more natural IMO to hit a key and weapon lowers and hit it again and it lowers fully.""


  6. If it helps with comparisons, I've been using a mouse whose lowest setting that's labeled on the mouse is a whole 800 dpi.

    When I purchased an expensive mouse I used 400dpi even though it went up to 8200dpi.Anything over 1200dpi for me is unplayable as the mouse is super sensitive and moves like crazy to slightest movement.

    Bravo Ceh! allora, capsci un po' d'italiano?

    I haven't fired an assault rifle or smg for many years so I am mainly comparing A3 recoil with A2/OFP-DR/BF3 etc. I'm sure you know how difficult it is to compare holding and firing a real weapon with using a mouse, especially as it gives you no physical feedback. That's one of the reasons I prefer to play BF3 on my xbox, when I fire a weapon I feel the recoil (force feedback in controller) and that's something I really miss on PC. I know that I can use a controller with Arma, I've tried it and it's horrible.

    However, to get to the point, I would 'imagine' that weapons manufacturers would be looking to produce guns with as little recoil as possible, and that they should be stable when fired. Hence I find it strange that 'future weapons' should be so clunky. Obviously we don't want lazers ... but we're not firing WW2 Lee Enfields, or Bren Guns (I've fired both so I know what I'm talking about!).

    Saluti da Gatto

    The problem of producing weapons that reduce recoil is that it adds in complexity.You would need to add in so much gizmos into the insides that move backwards and dissipate the force.The An94 has very little recoil felt until second shot due to complicated/high maintenance innards and is a reason you rarely hear about it IMO.The reason the Ak74 is still around is that it shoots in mud,dirt etc with little care.Truthfully I don't think that its possible to fix fix this recoil issue and maybe the only way is to start Star Wars a little early.


  7. Just a question I been wondering and been holding back asking for it might be stupid.Is it possible to move the crosshair downwards slightly or must it be centered for technical reasons.I ask because the game looks better when the crosshair moves down by a little around 1/4 the distance from center screen to bottom of screen or even a little less.Just go in game and press look and move the view up a bit so that crosshair moves down the screen slightly.I find it gives the game a better look as if the weapon was on your shoulder.Centered onscreen and it looks to be up towards the head and feels off to me.

    If I can play the game this way with trackir and it works perfectly I wonder why all games have it so crosshairs are centered onscreen.We have widescreens to give a bit more view area to the sides so why are weapons forced onto center screen when they look better slightly lowered....even when going to sights.


  8. Do you mean increasing it to 0.002 or decreasing it to 0.0002, and do you mean from 0.00093 or from 0.006? Just trying to get some clarity.

    The MXSW has its dispersion at 0.00093 so INCREASE to 0.002 and test.

    I just posted 0.002 as a wild guess really. 0.006 is the dispersion of the TRG20 and I posted that to show that its too high of dispersion.Try it in editor to see that its just terribad.Even at short range it misses by good amount let alone at distance.But the recoil is less on the TRG model.Could be switched to the MXSW since that has high recoil model and is not right for a LMG.

    It has to be played with though since you can make the MXSW the best weapon in game.:) Less recoil and the accuracy it has now and it will be a sniper LMG.


  9. Your right,sorry as you did ask from beginning what stance,distance etc.As for why I can group with it pretty well will remain a mystery.While I do believe its just my superior mouse shooting abilities....it could be that I just use a different mouse than you.I have the very highly rated very old Microsoft wheel mouse optical.I purchased a few mice recently and even one that cost $60.00 dollars and found that nothing compares to the WMO.And the higher the DPI the worse I became in game.The WMO has a super low DPI at 400 that coupled with its superior shape just makes gaming a pleasure and shooting easier.Sadly its discontinued so its hard to get and mine has seen better days.Funny thing is that my manager at work has one that stares at me when I am in his office being reprimanded.


  10. Really starting to like this mod......of course thank you Nikoteen for coming up with the idea.:)

    Chortles,,it could of been that I was testing with MX rifle which has less recoil at the setting 0.45.If you test with the MXSW it has more recoil at same setting and so its harder to group well.It uses different prone recoil model.

    The TRG21 is super accurate and grouping the tightest.TRG uses less recoil than both so at 0.45 really groups tightly.But this is only for the TRG 21 as the TRG20 has terrible dispersion(its a carbine but they took that too far IMO). 0.006 vs 0.00093 which means that the TRG20 is like a pistol LOL.Funny how I see people online using it.:butbut: with a silencer too boot.:j:

    I now wonder,is it possible to make it so that the MXSW gets the ""recoil_auto_prone_trg"" that the TRG weapons use?This coupled with a slightly lessened dispersion will give it a nice feel.Right now the MXSW uses 0.00093(same as the normal MX rifle) and by reducing it to 0.002 I feel will make it slightly less accurate but with the reduced recoil feel better when prone.Leave the excessive recoil it has for crouched/standing though as the extra weight of LMG's make them more suitable for prone stance.

    I think that if we pull together we(Nikoteen) can fix the weapons for now.


  11. Excessive recoil sounds as "gamey" as pulling the mouse down in the first place, and I have no idea how you're quantifying "pulling down as hard", much less what your character's shooting conditions (such as what I outlined) are.

    I agree completely that excessive recoil is gamey but I also understand why its there.Some things have to be done to compensate for the high accuracy of the weapons.In A3 the dispersion for single shot and the dispersion for full auto fire is the same.So you put weapon on full auto with less recoil and you will group shots rather well.But if you set the dispersion for full auto to be bad,while it looks great and feels great in full auto fire it will be terrible if player decided to try to place a single accurate shot and miss by a good amount....which will set the forums aflame with "why the hell can't I hit anything!!!!".

    So a new recoil model IMO of course that would work well.Set one dispersion for the weapon and if you hold the fire button for more than two shots at once the dispersion ramps up a good amount.This way you can keep the recoil lower so you do not have players screaming "the excessive recoil is so bad" while at same time control the fact that low recoil+high accuracy=accurate bursts.Or we the players can all agree that if you want accuracy then you set to single fire but if you wanna go full auto the weapon will be less accurate.


  12. What testing conditions (i.e. unit, loadout, stance, distance, targets, fire modes and methods of fire) were you using anyway? I'm honestly reporting the results that I got with my aforementioned conditions; even "mashing" semiauto fire remains inaccurate at point target shooting at a quarter-click, much less full auto -- even in bursts -- and with either one I'm not getting nearly the accuracy or groups that you are... then again, this may have to do with how this mod doesn't (directly) affect the sway.

    I play by shooting and pulling mouse down to concentrate shots.Maybe your not pulling down as hard?This is why the excessive recoil is good in certain circumstances.It prevents players from using tricks to game the game.

    We should also remember that these are 'future weapons'. Would recoil be worse in 20 years time than it is at present, as it is by default in Arma 3? I don't think so!

    Thanks Nico :-)

    In 2035 we will probably have weapons that reduce recoil by huge amounts but not the weapons we have in game right now.They should probably change the yr to 2020 as the weapons we have in game right now are real world replicas.


  13. Having to enable and disable mods myself just sucks and was why I gave up quickly on A2's multiplayer scene.Last night I gave up on trying to find servers that I wanted to play on and just went with whatever let me join.Weird that they have no plans to really flesh out multiplayer ease.Just have the game download all the mods the server is running at a very slow pace.Once downloaded onto ones HD though why can't the game disable it when a server says denied???


  14. PLEASE make it so that you do not get stuck on furniture.I would even say furniture should not have a 3d model in game so you can walk thru it.Some items you can see in Arma3 but you walk right thru them and doesn't bother me in the least.Maybe the tables are collidable but chairs are not.


  15. I certainly didn't get that sense at all, but I wouldn't be surprised if this wasn't designed with R3F (or, truthbetold, the idea of "game balance") in mind; as I attested above, there was recoil nevertheless and it piled up fast... just not explosively so.

    Its on the right track but IMO its overdone.Too deadly are these weapons as you can now lay down accurate bursts of fire over all ranges.Remember that with much reduced recoil and each shot being as super accurate as the alpha weapons are,the weapons group much to good.

    ---------- Post added at 10:54 PM ---------- Previous post was at 10:50 PM ----------

    No offense or anything but doesn't it seem redundant to make a fix for an Alpha version of a game. I mean really the whole point was BIS gave us a demo and pre-order discount. For me it was a good one I was one of the few who got the Supporters edition for $76 :)

    Anyway my point is the game isn't finished and everyone knows that many things are either broken or not implemented etc and its not like the full game is gonna come out in 3 years or something and the game only has four missions with some user made ones here and there, jus saying why not just wait till the full game comes out. Don't get me wrong (which quite a few here do)I really do appreciate the effort and thanks for sharing, but again just seems redundant that's all. In fact other that just looking around the showcase missions I don't play the Alpha as don't wanna ruin the full experience when the real full game come out. I got it strictly to support the company and for the extras and discounts. Don't really have the time play much anyway. But hope you understand what I meant and again no offense intended.

    Problem is that I see no mention from the devs that weapons will be getting an overhaul.When BIS devs do not respond in threads you know the main motivations lay elsewhere. Hopefully PR:A3 will be excellent in this regards.


  16. "Feels" better but it makes the game like shooting lasers that have no recoil.The R3F mod does something different then most other mods or even default A3.The game has dispersion settings for single shot,full auto,burst,mid range optics,far range optics etc.They do not use it though but it was put there by the devs.;) With this you can then set single shots to have good dispersion(based on their class like sniper/assault etc)and make full auto have bad dispersion.What the bad dispersion does then is that it spreads the bullets around the aim point to simulate that recoil is causing the spread BUT you can use your better recoil mod and not have the annoying mouse battles.Hope that makes sense and you can try it out yourself.

    Firstly enable your mod and also the R3F mod,grab a Famas rifle and throw an RCO scope on it.Then fire at 300 to 600 meters away with single shots and full auto.Then check a stock A3 rifle to see the effect.

    Many things could be tweaked and tested and re-tweaked to get a pretty good effect.

    Carbines could get mediocre single shot dispersion BUT better dispersion when full auto.Their rifle counterparts can have better dispersion for single shot but worse dispersion for full auto.Reason is that the longer barrel means higher bang per shot making full auto a bit harder to control but single shots more accurate.Then tweak the single shot recoil models so that the rifles have slightly more bang to them.Will give em two types of weapons a different feel.

    Snipers should get even more accuracy in single shot and more dispersion when full auto(if they actually have full auto that is)and slightly more recoil snap!

    LMG's IMO should have slightly less auto-fire dispersion than the carbines get to simulate that they are a heavier weapon and made to lay down fire rather well.They should be the most deadly when prone at firing full auto.In turn make them have the old(sans your mod) recoil when crouched/standing though to simulate the fact that its hard to hold a heavy weapon steady.

    EDIT...actually the prone mod you made is a bit too soft but would fit perfect with LMG's that are known to have little recoil while prone.


  17. I love suppression effects.Makes for a more dramatic encounter by adding in a "feeling" of fear.IMO,I feel that the suppression effect should start even stronger with the screen going almost full black for a half a sec to simulate that we squint,throw our hands around our heads and also look down at ground when bad things happen around us.Throw in the dirt being thrown around like with grenades for added effect.:)

    Also,it seems that some can't understand the reasoning for a suppression effect.They are thinking only in terms of them being suppressed with arguments of not liking the way that they can't fight back effectively.They should look at it from the other end though.When I spot enemy in game and start firing at them my mind says that they will respect their human instinct of survival and stay down.But this doesn't really happen with enemy instead peeking around corners and sniping me.And lets not forget that most people play A3 in 3rd person which allows peaking over/around cover to assess the situation.Should they be allowed to do this with no negatives?

×