

UltimateBawb
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Everything posted by UltimateBawb
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The new Slammer UP only has a 105mm cannon as opposed to the normal 120mm. The description of the tank states that it was made smaller to accommodate for the extra weight of the armor. 1. The gun model is the 120mm model one still, only the config was changed 2. No one in their right mind would increase armor to a point where they would need to weaken the gun 3. As of point 2, this is a blatant display of artificial balancing that belongs no where in Arma I can't believe how ridiculous this change is, it's like we're talking about Battlefield or something. The UP should simply have slightly reduced speed and handling.
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It's not a balancing issue, there is no balancing to be done. I'd have no problem with the UP version being better in every way than the default version, if it was authentic. Of course it's not better in every way though; the UP is heavier and therefor slower and harder to maneuver as well as more 'expensive' and should therefor be generally less abundant in well designed missions. What a great many people fail to understand is that the more authenticity a game has, the more 'balanced' (in a natural, correct way) it becomes. A game can be perfectly balanced with either perfect realism or perfect artificial balance, anything in-between will fail. This is why there are no balancing issues with for example Arma 2 and TF2, but a host of balancing issues with CoD and Battlefield.
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Class Name for the new M2a2 UP Armor
UltimateBawb replied to spanishsurfer's topic in ARMA 3 - GENERAL
TUSK means Tank Urban Survival Kit, it originally applied to the M1 but I'm guessing it could be a more universally applicable thing. -
Is there a way to script a marker zone to make it so that any units besides the units of one faction are killed when they go in?
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Performance is already struggling (not complaining, just something that comes with scale). Do any of you have any idea how hardware intensive it would be to simulate multiple objects in however many hundred houses around Altis? And then you'd wonder why you aren't getting good frames.
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Improve the Medical System - Bleeding Out?
UltimateBawb replied to blackpixxel's topic in ARMA 3 - GENERAL
This may solve the problem, but relying on mods to implement what should be core mechanics is not a true solution. -
How can I make AI board a vehicle?
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I'm leaving this thread. I'm convinced all of you 2013er's who just joined and want women have some kind of mental illness. Bye!
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I'm using the dev. branch... I'll look again, thanks.
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How do I download Zeus? All this talk of people using it and I don't see how.
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Why is this a thread? BIS has a million more important things to work on, not once while playing do I think, "Wow, some females would sure make this more immersive!"
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I've noticed that despite nearly everything being absolutely gorgeous when this game is maxed out, thin towers (radio towers, those modular military buildings, etc.) are very spotty and/or grainy. The only setting I can find to affect this is 'sampling,' and only at 200% sampling (essentially the maximum with anti-aliasing on) does the problem fully disappear. Observe the center radio tower in these screenshots: http://imgur.com/a/gj6Yn Increasing sampling destroys most GPU's, and is a pretty inefficient way of handling such a simple issue. Could this not be solved by changing the model's LOD at distance?
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Weird long-range "LOD" on thin towers
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - GENERAL
Okay, that makes sense then. So in other words, we're screwed and there's no way to solve this issue past increasing sampling? -
Weird long-range "LOD" on thin towers
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - GENERAL
Wouldn't the 8X FSAA which was enabled when taking those screens fix it then? -
Well BI, looks like you fucked up again. "You know, the game obviously has no bugs, missing features, or lacks of content right now. Let's add pretty lightning!" Screw you BI, you treat this like a gradeschooler's pet project.
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I'm going to be beyond disappointed if it turns out like that, BI is seriously brain dead if they're working on fucking animals.
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Why do you all not understand that the "storm" is almost certainly a figure of speech? I highly doubt it'll have anything to do with weather. Also today's Dev. Changelog states "The system is now ready for some new features," I'd guess tomorrow or the day after we'll see what it is.
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There is no such thing as shooting from the hip in Arma. There is only aimed and unaimed firing.
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A 120mm M829A1 can penetrate 670mm RHA at muzzle velocity (http://www.defense-update.com/products/digits/120ke.htm). Keep in mind this is an aged round used today; A3 rounds should be somewhat more powerful being used in 2035. However, using the A3 caliber calculation we get C = 670 / (15*1000) / 1500 = 29.778. Is this similar to what you are using? I don't have time to check the mod config right now. (also sorry if I came off as an asshole with my previous post, I do appreciate your work to improve the game)
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As far as I'm concerned this mod simply makes armor combat more realistic in one way and less in another. You can indefinitely pound an MBT's frontal armor with 120mm sabot rounds with no damage at all. ATGM's behave the same way and do nothing. This is ridiculous, honestly. If a hit does no component damage, it should at least damage the hull and make it easier for other rounds to penetrate. Impacts are not independent of each other. Sorry to say that while BIS's system is flawed, this seems more so.
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How the hell is this not fixed yet? It's literally the one major graphical flaw of A3 and makes the game look like absolute garbage when noticed. BIS stop dicking around and fix this FFS.
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I've set up a quick mission in the editor with a Blufor AA tank and an Opfor gunship, with the gunship spawning a few Km away with a seek and destroy waypoint on the AAA. The AAA was set to combat mode, and was hit with AT missiles before it even noticed the gunship. This is ridiculous, AAA is made to counter these threats, yet it's the first to die in all situations. Even more ridiculous is that when replacing the gunship with the light attack/transport Orca, the Orca still killed the AAA without any damage! AAA vehicles should have incredibly long-range radar and engagement ranges, it shouldn't 'wait' for the enemy chopper to be 100 meters away.
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AI in AAA Vehicles (And AAA in General)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - GENERAL
An FIM-92 (which is a very generous comparison given the launch platform and future tech) has a range of 4.8Km. The AAA should have a range of this or slightly higher. SAM's in real life create a massive 'AAA umbrella' that would be lethal to fly helicopters (or even jets, depending) in, and must be taken out by ground forces, artillery, or fast and low 'wild-weasel' style airstrikes. It should be the same way in game. Your statement infers that one side or the other would be 'overpowered.' The is no 'overpowered' in ArmA. Period. -
AI in AAA Vehicles (And AAA in General)
UltimateBawb replied to UltimateBawb's topic in ARMA 3 - GENERAL
It was in a small FOB surrounded by Hesco's...