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-Coulum-

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Everything posted by -Coulum-

  1. -Coulum-

    Fatigue Feedback (dev branch)

    Well, that or he wasn't actually that tired in the first place. If adreneline were to be put in, I think you would have to not only have the positive effects (increased stamina and resistance to pain), but also the negative effects (tunnel vision, trembling etc.). Overall though I don't see a need for an extra boost of energy when under fire. It takes a concerted effort to fatigue yourself to the point of not being able to sprint right now. Play smart (not even, rather just don't play dumb) and you won't need that adrenaline boost. Yep. Takes a short run and gets to the other side, breathing heavily. That must not be one of the supersoldiers some people seem to think make up the majority of the average grunts in an army.
  2. No, holosights work as they should. I was referring to ironsights and "zoomed in 3d scopes" like the arco. The misalighnemt of the irons looks like it should cause alot more side to side variation than it does. However I think this is merely due to the close perspective to the gun. Either way, right now with the amount of misalignment, its not that hard to engage targets at close range. hmmm not sure what exactly your getting at. Holo sights are supposed to pretty much get rid of parralax error, at least at a preset range.
  3. It doesn't actually come straight from your eyes, but doesn't seem to come from the back of the gun either. The shots are slightly off target when your weapon is misaligned, but not nearly as much as you'd expect. I am not sure if this is just a perspective issue or what. But some people confirmed a couple days back that the bullets do not come out of your eyes and to the front sight. Just that the misalignment has less than expected impact on the shot.
  4. -Coulum-

    Verisimilitude of Arma 3

    Its because every weapon platform is not simulated. You don't have to change gears when your driving a vehicle. flying a helicopter, even with the new flight model, is still much harder to do in reality. Operating a tank takes tonnes of training to do in real life. Body armour has much different coverage and limitations in real life. In real life you bleed and there is much more to stabilizing a casualty then waving you medkit over him. In real life there is not only muscle fatigue but also long term exhaustion. In real life bullets are effected by wind. etc. etc. Arma 3 is the most realistic infantry game I know of. But Dslyecxi is basically saying that doesn't mean its a simulator. It simply doesn't delve into enough detail for that. And more importantly, I think what BI is saying, is that they don't even have a goal of making it a simulator. I do think they want the gameplay to be realistic and "authentic", but they don't aim to simulate every detail of ever piece of equipment and real world phenomana. The only simulation in arma is the bullet ballistics and penetration, and even that is an extremely simplistic/shallow simulation. The rest is pretty much a gathering of abstract and simplified features that add up to make fairly realistic gameplay.
  5. Yeah I still don't see any side to side sway after doing that. there is an extra long swing upwards usually, but otherwise it goes right to normal breathing sway again. Now when you rotate quickly then I definitely get that side to side sway.
  6. When just running sideways weapon up, I actually don't see any lateral "after sway". Its only rotating that causes this as far as I can see. This is the only thing I somewhat agree with you. For assault rifles, the sway distortion is triggered a bit too easily when using the secondary sight on optics like the ARCO. You really have turn slowly to avoid the extra sway. I think when standing, with an assault rifle, it should be a bit less sensitive to sway distortion. But Alsanjuro I encourage you to read the "oprep". Weapon inertia and sway is not supposed to be a 1:1 depiction of what you see in real life. Its supposed to make gameplay unfold more like real life. Its about having realistic results, not neccarily realistic methods of attaining those results. Inertia and the sway distortion is doing exactly that.
  7. Maybe "when it best suits the situation" would be more accurate than "when you have to". But basically its for situations where your top priority isn't/can't be putting down the other guy immediately. When the only way not to get shot yourself is to move quickly, but you still want to put down fire and possibly the enemy. Getting out of a killzone quickly, putting fire down a hall while quickly strafing to cover. Quickly breaching into a room that doesn't allow a safer "leaning + cutting the pie" process. If you are in a very desperate situation and you need to move quickly through buildings that you don't think have enemy in them but you want to have your gun still up. There are a whole host of situations I can think of, but I would never suggest someone use tactical pace as a default pace. In CQB if you can do so safely, you should be walking, so you can best engage targets. I use tactical pace alot but its always in short second long bursts, to bust into a room or to move quickly up to the next door or something. But when it actually comes to engaging targets walking/leaning around corners is always best. Walking vs. Tactical pace is similar to Prone vs. Standing. Its aways ideal to be prone, but sometimes its simply not possible. So a short answer to your "how do you define when you have to" is: when not doing so allows you to be easily be shot before you can shoot the other guy. Okay, all I am pointing out is that the fact that you don't have time for shooting 101 isn't a big deal, because you don't really need shooting 101 for those engagements imo. The current sway doesn't make CQB impossible. Okay, can you clarify what sway you are talking about. Is it that after strafing at tactical pace sway, after strafing at walking pace sway or sway due to inertia? Or something else entirely?
  8. But are you talking about CQB? When you're truly in CQB range the sway does not prevent you (well certainly not me) from hitting the target. Its only when you try to engage targets out of CQB range, quickly, before first gaining a stable shooting platform (recovering from strafing/rapidly changing aim) that you will find frustration. The slight sway you point out, which lasts about a second after strafe walking, really isn't harsh enough to prevent you from engaging the enemy just down the hall from you. Or do you disagree? And PS, don't use tactical pace if you don't have to. Its not meant to be something you engage from with accuracy. If this is the pace you are using when you get the extra horizontal sway... well there's your problem. That "after sway" is perfect and I really hope they don't take it out. Gone are the days of constantly strafing each other like playing quake. That being said I do have some feedback for inertia after a bit of time playing with it: Prone should have much more inertia and sway distortion. It is the most stable of the shooting positions, but it should be the least flexible/slowest to engage with In the same train of thought, crouch should have slightly more inertia. It is the middle ground for accuracy and speed LMG should have more inertia effects Sniper rifles should have more inertia effects and more sway distortion SMG's should have a tiny bit less inertia The sensitivity of sway distortion when standing with rifles should be lessened a bit (This should address the issue Aslanjuro has if you are not trying to turn unrealistically fast - the sway itself is good, but it is triggered far to easily right now - at least for standing As I mention above, I think the sway isn't actually that bad, but rather its how easily it is triggered that is the problem. With a rifle you should be able to rotate a bit more while maintaining accuracy. And also be aware that this is really limited to weapons that have optics capable of magnification mounted on them. Use a strictly holographic sight and you will see that the sway distortion is much harder to trigger. BI mentioned that high magnification scopes would be effected by inertia more. But problems arise when you are using the secondary, non magnified sight on that scope. Yeah noticed that. Probably not supposed to work that way.
  9. -Coulum-

    was buying arma 3 worth it ?

    Hell yes. In the last year I think there have been more gameplay feature additions and improvements than since Arma 1 (Okay maybe I exagerate a bit, but honestly look at the difference between arma 1 and 2 and then the difference between 2 and 3 - there have been so many more steps forward). Its just too bad that all these additions weren't available upon release. But I suppose that is just how BI (has to) functions. In some ways its not all bad because it really allows us to see the game grow and (at least feel we get the chance to) help shape the game. Of course this style isn't for everyone, and understandably can lead to some frustration, but overall Arma is well worth the money. More so than any other game I have bought, including Arma 2. And its only going to continue to get better. The first real DLC has yet to even come, and most of the staple mods are still only in their infancy. Imagine what the game will look like when the expansion is released. Keep up the good work devs.
  10. -Coulum-

    AI Discussion (dev branch)

    Yeah thats not unreasonable though. I can't count how many people have made tickets or complaints that "copy my stance doesn't work". BI really should rename it.. and better yet add a copy my stance command that actually... you know, makes the ai copy your stance. But I guess they have more pressing things on their agenda right now.
  11. -Coulum-

    AI Discussion (dev branch)

    copy my stance works exactly how it is supposed to. It makes your soldiers go back to their default stance behaviour. The description is misleading, but it has awlways been intended as a a "go back to default stance" command.
  12. Pretty much. Not to mention that engaging targets at 5 metres quickly like the video shows isn't actually that hard to do in game. Five metres is really close. And JollyResQ, that guy was shooting targets blinded... just because he can do it in real life, doesn't mean every arma player should be able to hit targets blind does it? The sway distortion after quick movements is good, and if you are as good a player as that guy is a shooter, you will be able to easy fight through it and achieve the same accuracy and speed he does.
  13. That is not what I see when I play. The premise is the same but yours is far exagerated. The reticle almsot never disappears no matter how fast I turn. Maybe it has something to do with your mouse sensitivity, fov or mouse smoothing...? I don't know but that is an extremely overdone version of what I get.
  14. And its funny, because visually, the system isn't very realistic. Its just the effect that is realistic. Just like sway... But I guess it is to early to tell if people will have problems with it as Jona33 points out. ---- I think this is the right place (thhough it doesn't have to do with ineria), but what about the unlimited hold breath. I believe it is very overpowered right now and not very balanced with reality. You can hold breath no matter what fatigue your are in, for a full 8 seconds, and after a second of increased sway, you can hold for another 8 seconds with the same level of steadiness - and you can repeat this for ever and ever. This needs to be limited more. Recovery time from holding breath should be based on how long you held for, and it should take longer for the steadiness to fully take effect. At least that's my thoughts. Right now there is no need to manage your breathing, its just hold right click as long you are shooting for.
  15. Yes I was feeling this too. Weapon inertia for holo sights and iron sights on the whole is beautiful. When it comes to zoomed 3d sights and 2d sights not so much. You can tell it isn't function quite as inteneded. Would love to see scope shadowing to show you the weapon misaignemnt like what you show, or even better like this (1:50): And I am not referring to the 3d sights in that vid, just to the shadowing. I guess it would be hard to implement with the current arma 3 "pseudo 3d sights" but that would be key to make this feature consistent across all the weapons and optics. I agree, especially the large sniper rifles. LMG's maybe a bit as well. It would be cool it the same kind of slow alignment occured when bringing up the sights as well (it makes sense as well, because small er weapon are easier to snap up and onto target) Prone should also have much slower alignment recovery, and higher sway penalty after sudden rotations, for all weapons imo.
  16. Yes its pretty sweet. I going to be scavenging Katiba's off enemies whenever possible now. Just need slightly more muzzle rise on those bullpups compared to standard designs to balance it out a bit.
  17. -Coulum-

    Fatigue Feedback (dev branch)

    Yes your mission is even better and I hope people try it out. There is alot that can be learned. For example it is totally possible to keep a 5 min kilometer pace, with full gear, indefinitely, and never be more than around 5% fatigued by simply running weapon lowered for 50 metres slowing to a walk for 3 seconds and then repeating. 5 min kilometre for ever and ever while never really getting tired is quite good for a loaded soldier. It can be hard in the middle of a firefight, but if you simply take every opportunity you can to walk, stand instead of crouch, limit how many times you change stance, limit how much you sprint etc., you will find that your fatigue stays really low and it really helps you be more effective at fighting. It is a great dynamic in the game, and combined with the new inertia... its a huge leap forward for arma. Yet another skill that can be mastered to become a better player. And really no other game offers anything like it which is awesome. Arma 3 is actually breaking new ground in the gameplay department, which is pretty amazing.
  18. Awesome oprep, thank you. Got a chance to quickly try it and it looks awesome. Very nice addition. Will get time to more thoroughly test later.
  19. Atlast weapon inetia! YAYY!!!!! I guess that wan't too constuctive but I had to. Can't wait to try it out. Will there be an oprep concerning this?
  20. -Coulum-

    Fatigue Feedback (dev branch)

    I don't see the need for this though. Running 10 metres doesn't exhaust you. It barely has any effect. Its like one or two percent fatigue increase and the sway barely changes - its pretty much negligible. No heavy breathing that's for sure. And within 2 seconds you're back to absolute fresh. I don't see the big problem with this. Why is necessary to be able to expend 20% fatigue (which amounts to a 200 metre run with standard gear) with no fatigue effects kicking in. In real life it only takes a couple seconds to increase breathing and pulse. Why shouldn't it in game? Running and then trying to engage instantly - that's running and gunning. If "it has nothing to do with run and gun" as you say, why can't you wait the entire 2 seconds (And really you don't have to wait because the sway isn't really that much different from normal rested after gaining such a small amount of fatigue) for your fatigue to drop again? If you manage your fatigue in and our of combat you will rarely have trouble with weapon sway, unless your rapidly trying to twitch shoot everything (run and gun). Admittedly, against the ai it is often very tempting to think you have to run in gun to beat them (not actually the case). But that is a different issue entirely. I think alot of the problem comes from people not knowing how to manage the fatigue or how exactly it works. I've made a mission here that does simple tracking of fatigue, time, speed and distance traveled if anyone wants to test it. The arsenal also has a similar tool. You will see that the claims of "I am out of breath and exhausted after 20 metres" are just not true. A stamina bar ingame would really help to let people realize this. It would let them see that they were already extremely tired before that 20 metre run which made them exhausted.
  21. -Coulum-

    Fatigue Feedback (dev branch)

    What do you mean by the slightest movements? The extra sway after 10 metres is soo minimal it might as well not be there. And the player recovers in less than 5 seconds. less than 2 when prone. That is nothing unbearable. The only people its going to harm are those that are trying to run and gun... its good as it is. And are you sure you aren't confusing this: For sway due to fatigue? I too would have like two different fatigues, one for long distance stamina and one for short distance sprinting. But although I think it would be great to monitor both of these, I don't think the effects of either would be particulary different. Bith are going to result in loss of accuracy and less ability to keep your pace. What seperate effects do you have in mind? My guess is tactical pace is their default speed. Where as for you and me, walking is more of the standard. I don't know how else the system would be giving people so many problems.
  22. Can confirm all of the above. In addition, I usually have my hold breath key mapped to hold right mouse button. Bringing up/down sights is mapped to click right mouse button. Before, this was not a problem. Now when ever I hold right click to hold breath it simply brings down/up the sights. Not sure if this is because hold breath doesn't work, or another issue.
  23. -Coulum-

    Fatigue Feedback (dev branch)

    Disagree. When you run 10 metres with standard gear, you recover fully in less than 5 seconds depending on what stance you assume upon arrival. If you are finding you are constantly unstable in the midst of a fire fight it is becasue you were already tired going into the firefight, the firefight has been going on a really long time and you haven't been able to/chosen to rest, or you have some heavy ass gear. And lets face it, being in combat is tiring in reality. Unless you are in a defensive position and have the upper hand, being in combat is gonna take a toll on you. And short runs and sprints should have a near immediate effect on weapon sway. It doesn't take much to get the blood pumpin, heart going and increase breathing making not so steady a shooting platform. And since it takes very little time to recover to the levels you were before the sprint... I think it is quite reasonable. Also keep in mind that right upon bringing up the sights sway is always rather high for the first second or two. Not sure if this is intentional but I like it (prevents quickscoping represents character taking the time to line up sights, properly cradle rifle etc.). Don't confuse that swat for sway caused by fatigue. Totally agree By the way devs, hold breath no longer seems to be working. I am hoping when it makes it's way back into the game it is a bit more limited than it was in the past few devbranch's... pretty please:o
  24. Yeah I know what you mean. Especially if you don't have any previous programming experience it really seems abstract. Like silentghoust says, try just doing small things with sqf. Ask questions on the forums on how to complete relatively simply things and be prepared to look like a noob. At first you will just be copying and pasting, but if you inquire about how each code snippet works you'll slowly learn how to do certain things, and then everyonce in a while you will have a breakthrough and start to really understand how sqf works. At least thats what happened to me. For the longest time I was confused by simple things like what an array is or what a local vs. global variables are, no matter how many times I read the description on the wiki. But eventually you get the hang of it. I am certainly no scripting genious but now I can at least use the scripting library and understand the very vague descriptions of each command. I am slow, but I can usually get what I want to happen to happen. Good luck. I do agree that things like unit loadout and briefings should have an interface in the editor, but ultimately there is only so much you can do with that. For example lets say they made it possible to easily make tasks in the editor. But now what happens if you want tasks to appear dynamically throughout the mission based on certain events? You cant really create that can do this. Its very hard to make a interface for every possibility. In the end, scripting will always be necessary to make a dynamic mission.
  25. You can get alot more out of the editor with some basic scripting skills. But I still think there is alot available for people without. Especially if they use mods like Alive. I am sure a vast amount of the less fanatic players don't even touch the editor. What are some examples where people without scripting knowledge loose out big? And how would it be possible to get rid of the need for scripting? You certainly don't need any scripting knowledge to play the game. But perhaps I am ignorant of just how limited you are without them.
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