supercereal4
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Everything posted by supercereal4
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The new scope effects finally fixed the awkward visual bug where you'd see horizontal lines bisecting the RCO's if you freelooked down at them! They're looking great overall. I'll also echo the request for the 2d scopes to have it as well.
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The animation is very different
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Love the new NATO vests. Will the old vests be updated to show the hex 6.5mm magazines in the pockets too? Right now they show 5.56 mags. Also it is worth mentioning that the NATO soldiers should be advised to put LOADED magazines into their new vests :p http://cloud-4.steamusercontent.com/ugc/532887438532505309/A43455F36D2E857E184F2653EB1C10696A34C897/ (324 kB) Also, the bullets on the Navid's belt read .338 Norma, and the fire selector switch seems to not be animated.
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The Eridanus Insurrection - An Arma 3 Total Modication
supercereal4 replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think its the weapon damage that needs to be lowered, none of the vanilla armor can take a shot from any of the weapons either. -
I agree with this. Should be louder.
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I would hope that it's not intended. It's more of an annoyance than anything else. The only time I ever walk is when I'm in an urban environment.
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Just played a few minutes of it on my own. Pretty neat concept! Just off the top of my head, one suggestion would be to have the ATV's face outward at the NATO FOB instead of inward, toward the warehouse. Just a quick fix to add some convenience.
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Yeah I agree. I would describe them as a "crackling" sound. Kinda like popcorn. I think this is what BIS tried to implement, but their samples need some tweaking. Also I agree that these sounds aren't really what you hear when bullets pass directly overhead, and the other videos you shared were more representative of that. I think the sounds before the most recent updates were more realistic when it comes to bullets passing close by. If i'm not mistaken, that's the sound of the weapon firing and we hear it after we hear the crack because of the distance of the shooter.
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Here you go. It sounds mostly the same, albeit a bit better, but the sound is a bit more drawn out this time. This is from around 300 meters
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The caliber doesn't really matter TOO much to me, seeing how its a future variant, so anything can happen. However it would be nice for the AAF to get it. They are in need of an MMG.
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They sound too much like clicks. I see the direction BIS is going, and its a good one, I just think the crack samples need to be edited a bit. I can understand crackling and popping, but clicks just sound too off.
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The cracks sound like these clicks now. Definitely way too high pitched like HardSiesta mentioned. Edit: I got around to recording some gameplay
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In my opinion, I think that the supersonic cracks that were part of today's update are worse than the ones before. I really liked the old ones. The ones added today sound like little pops, and remind me of those clicker toys I used to get at the dollar store as a child. Or like the clickers that paratroopers use to find each other after a jump. The old ones were a distinct snap/crack, as opposed to today's pops.
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@wolf359 I'm not understanding the balancing either. CSAT seems to get all the big toys when it comes to MGs, with the 7.62x54 and 9.3x64
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removed post
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Does this have any end-user effect such as a change in bullet ballistics/performace for the affected weapons or is it just a renaming? I wouldn't count on it at this rate, unless there's an unsung hero working overtime at the office :eek:
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Noticed something today with the new reload sounds. The Mk.18 now lacks the sound of the action being closed after the new magazine is put in.
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For whatever reason you now start missions walking by default. Just walk forward and while you're holding W, tap S. That should toggle you back to running and allow you to use combat pace.
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I must say that the way the character holds the SPMG, at least in the picture, is very awkward.
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I respectfully disagree with this statement. At least, I don't think it resembles a magazine hitting the floor.
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Good to see someone else noticed this too. I thought I had been going crazy.
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What does this mean? When I first read this I thought that the VR entities would have the same hitpoints as regular soldiers, but when I loaded up the VR Arsenal, I was proven wrong. Right now an unarmored VR entity in the VR Arsenal can survive 3-4 point blank headshots from a 9mm, and 1 from a 6.5mm. This is vastly different from "regular" soldiers, who can't survive a point blank headshot from a 6.5mm even when they're wearing a helmet. So I must ask, why do the VR entities have such high hitpoints? It creates some confusion when I'm trying to test the power of weapons in the VR Arsenal and I can't get a good representation of the weapons' power because the VR entity and regular soldier hitpoints differ greatly.
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So does this mean in multiplayer if I have a low view distance and my friend has a high view distance and there's an enemy tank at 1000m, my friend will get shot in the face and not me?
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This has potential.
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Thanks. Those were the words I was looking for. edited.