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supercereal4

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Everything posted by supercereal4

  1. supercereal4

    General Discussion (dev branch)

    not to ruin the hype train, but did anyone else notice that today's update broke body armor? It does nothing to protect you right now.
  2. supercereal4

    Vehicle Interiors - Feedback

    It would be nice to see hit effects inside the vehicels i.e. APFSDS-T round tracers and spalling within the vehicles.
  3. supercereal4

    Tac-Ops Mission Pack Military Operations

    The mortar tripod at the ERZ in LZ nowhere is an AAF one, but the tube you pick up in the optional objective is a NATO one. You can't assemble it at the ERV.
  4. supercereal4

    Tac-Ops Mission Pack Military Operations

    what is the win condition for fait accompli? I killed all the enemies at the final objective, but the mission won't end. EDIT: had to actually blow up the APC instead of disabling it and killing the crew. also i'm getting the same problem as others are on the mission after that- can't complete it
  5. supercereal4

    Laws of War DLC Cluster Munitions

    As I recall, some animals are client side (I think rabbits are one of them, but also snakes). Wouldn't this present a problem in MP as some players won't see the animals about to set on the UXO? I'm not sure how dedicated servers handle animals, but when hosting a listen server I do believe the animals are desynced between host and players.
  6. supercereal4

    General Discussion (dev branch)

    So the Altis campaign (who's name I am forgetting) seems to be gone now... All I see is Stratis' East Wind, Prologue, Apex Protocol, and Remnants of War.
  7. Wow. Just finished the campaign. This is easily the best narrative driven production i've seen in the Arma series (played all of them since opflash). I never could have imagined such high production quality was possible in Arma. My expectations have been far exceeded. When I saw the announcement, I said to myself "I hope this hits me just as hard a Spec Ops: The Line." Y'all came very close I must say. Splendid work to all involved! I was especially impressed with how many variations of the ending and the narrative there were based off of some of the little choices you made. It easily rivals that of a narrative driven RPG.
  8. supercereal4

    co10 Escape

    Yeah, that was just the version I had on hand at the time. I can comb through rebitaay's upload as well to see if I can work with it.
  9. supercereal4

    co10 Escape

    Yes, they have been included! I ran into the issue some were having in their ports where the backpack would be empty and enemies won't spawn. I was using the Tanoa version for the port, so the enemies will have to be changed from Syndakit and CSAT (Pacific) to FIA and CSAT (Iran).
  10. supercereal4

    co10 Escape

    @NeoArmageddon I started to port a version of this that I had saved for Tanoa to BIS's Malden 2035. A lot of it went straight over my head, but I got it working eventually. Unfortunately, I manage to break it every time I try to make seemingly simple changes. I also think that my patrol boats aren't working. Really all I have left to do is change the player uniforms from the APEX ones to Vanilla (to make it more appropriate for Malden. Then I want to change the Independent faction from Syndakit to FIA, and OPFOR (Pacific) to OPFOR. I can't seem to do any of this without breaking the mission. I've narrowed the problem down to the Island and Unit folder in the main mission folder. I've attached the relevant files if you're interested in taking a look. http://s000.tinyupload.com/?file_id=81803392447398950320
  11. supercereal4

    Malden 2035 Heist

    For anyone on the Dev Branch who is looking for content to play on the new Malden map, I just published a quick "Heist" style mission. Should be some quick fun with friends. http://steamcommunity.com/sharedfiles/filedetails/?id=934005651&searchtext=
  12. supercereal4

    Tanks - Fire-control system

    Just tested with the 120mm gun on the Slammer. Works pretty well, but the rounds always seem to hit a bit low of the lased target. This results in me shooting right under the chassis of cars lol.
  13. supercereal4

    64-bit Executables Feedback

    looks like it was an issue with my Corsair audio driver. I uninstalled it and now it's working fine!
  14. supercereal4

    64-bit Executables Feedback

    Not sure if anyone else is having this problem, but I've had it since 64bit day 1. I get massive FPS drop while driving/riding in vehicles in 1st person. 3rd person is fine, and I get a general performance increase in everything else over 32 bit, except 1st person vehicles, which makes the game unplayable. Its also accompanied by this static sound coming out of my headphones. it almost feels like a memory leak. I'm running AMD FX-8320, GTX770, 16GB DDR3, Win10 x64
  15. supercereal4

    Co-op Campaign: APEX PROTOCOL

    I think the revive bleedout time needs to increased dramatically. Right now I don't even think its above 10 seconds.
  16. supercereal4

    Apex Weapon Feedback

    Where/how do you find these and related values?
  17. supercereal4

    General Discussion (dev branch)

    literally came to this thread to report this. Glad its not just me. I made a ticket on the feedback tracker yesterday about it. https://feedback.bistudio.com/T118723
  18. supercereal4

    Apex Weapon Feedback

    well now I can't un-see that, thanks :P
  19. supercereal4

    AI Discussion (dev branch)

    PLEASE YES! Had a very frustrating experience last night with this. AI can lay prone in a field of tall grass and detect and shoot you perfectly fine. The only problems I see with reducing AI detection in grass is how after a certain distance grass doesn't render so if an AI was hiding in grass and couldn't detect enemies, but you were 200m away and could see the AI perfectly clearly because the grass wasn't rendered, it would give you an unfair advantage.
  20. supercereal4

    Revive Feedback

    How are you people testing this? The enable revive option is greyed out for me in the editor.
  21. supercereal4

    Apex Weapon Feedback

    Does anyone else think the SPAR-16 is too heavy? It is the same weight as the Type 115, and that has an extra gun on the bottom! It's by far the heaviest 5.56mm rifle and is even heavier than the MX. From a balancing perspective, I see no reason anyone would use this over a lighter and more powerful MX or a lighter but just as powerful TRG-20 or Mk20.
  22. supercereal4

    General Discussion (dev branch)

    additionally, when flying with multiple vehicles and using the unload all vehicles action menu command, only the first ejected vehicle deploys a parachute... ouch
  23. supercereal4

    Apex Weapon Feedback

    yeah I wish they'd move the left hand forward.... you're really not supposed to be gripping the magwell and it looks really unbalanced. It looks like your arm should get tired way faster like that. also general feedback: SPAR-16 sounds too quiet and the minigun on top of the Qilin is barely audible. RPG-7 sound needs a lot of work. LIM-85 needs some gripod functionality. Overall the Apex weapons sound more quiet than their main game counterparts. Also the ERCO is off centered on some rifles and you end up shooting to the right of what you're aiming at.
  24. supercereal4

    Tanoa discussion (Dev-Branch)

    Hopefully BIS can call up the guys at Bohemia Interactive Simulation and borrow/buy/steal their flowing water technology and advanced water simulation from VBS3 so we can actually have functioning rivers. https://youtu.be/GFrGF54B0r0?t=159
  25. supercereal4

    Tanoa discussion (Dev-Branch)

    What color scheme are you using in those screenshots? like brightness/contrast/saturation etc
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