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UltimateBawb

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Everything posted by UltimateBawb

  1. UltimateBawb

    A-143 Buzzard Far too Slow / Weak

    I really hope you're not talking about fog. If you are, you have no idea what you're talking about.
  2. UltimateBawb

    A-143 Buzzard Far too Slow / Weak

    I've never gotten above 710Km/h level, and even that took about 10Km max thrust and no maneuvering. Can you find an actual video of 860Km/h level?
  3. UltimateBawb

    A-143 Buzzard Far too Slow / Weak

    I don't know why you all think that an increase in speed from 650Km/h max level to 800-900Km/h max level would make the plane warp over the island. Also, balancing has no place in Arma.
  4. UltimateBawb

    A-143 Buzzard Far too Slow / Weak

    Ah, well that makes sense then. Still, the Buzzard seems unnecessarily slow.
  5. UltimateBawb

    A-143 Buzzard Far too Slow / Weak

    It would still be nice to see an attempt. BIS seems to like balancing in A3 and the 'balancing' the speed of the A-143 just makes it worthless as a CAS or CAP aircraft. Of course I think balancing all together is BS. As far as I know about physics weight would only affect acceleration, not top speed. It would simply take longer to reach top speed with a full load. Also, I'd have no problem with a top speed of even 800Km/h in A3, but the current speed is terribly impossible.
  6. UltimateBawb

    Altis map misaligned/off

    Shit. I've literally been having the same problems with AI arty missions firing but not landing (as far as I could tell, I guess it just hit way off). Are you using the Dev Build? EDIT: Yes, I can confirm this as a bug. All values on the map are translated north by ~200 meters when passed to variables / scripts. Can someone make a ticket? This is rather important. [Of course you could manually compensate for this as I'm currently doing]
  7. UltimateBawb

    Audio Tweaking (dev branch)

    Just because it's annoying doesn't mean it shouldn't be in the game. It's a pretty basic aspect of simulation. Fatigue can be annoying, should you be able to sprint forever then?
  8. UltimateBawb

    Is Arma 3 authentic?

    So the current limitation is bullets fired vs. framerate?
  9. Wouldn't a considerable down side of using a bolt-action rifle like the Cheytac be loosing your target once you need to rack the bolt? It seems like a logical thing as you likely couldn't hold your cheek to the optic while pulling the bolt up and back. Thoughts?
  10. UltimateBawb

    Is Arma 3 authentic?

    Firing a 12.7mm rifle is not the same as clicking your mouse. The reload time is appropriate enough and is two times faster than the Cheytac; you can't reasonably say the GM6 might as well be bolt action (even if you could it would still be semi automatic by design).
  11. UltimateBawb

    Is Arma 3 authentic?

    You're making claims without even attempting to cite actual configs made me cringe (your reference to the Katiba having higher MV than the MX). In Arma muzzle velocities are predefined by ammo type; the Katiba and MX use the same type and thuse have the same MV. The differences between the two weapons include: - Higher accuracy for the MX, lower for the Katiba - Higher RoF for the Katiba, lower for the MX - Lower recoil for the Katiba, higher for the MX - Lower mass for the Katiba, higher for the MX - Ability to mount 3GL for MX Your descriptions of IFV's and APC's make no sense and lead me to believe that you haven't used them; since when does the Marid have a 40mm cannon? Also, the Zafir has a far great RoF than the MX-SW. The GM6 Lynx is semi automatic. The PO7 and Rook-40 have far different recoil patterns. Please, please, have actual data to support your claims. While I may agree with you in general, I can't stand to see so many false references.
  12. UltimateBawb

    Cannon Sounds

    I'd honestly say that the APC cannons sound fine enough; they have a powerful, deep effect. I don't know why BIS didn't make this default for all cannons (20mm +).
  13. This thread has already been made in the A2/OA forum, but it hasn't been properly addressed in this iteration of Arma so I'll bring it up once more. I'm sure you all know that short barrels produce lower muzzle velocities than long barrels; the longer a bullet is in a barrel and pushed on by gasses the more velocity it gains. In Arma 3 we see that an MXC, MX, MX LSW, and MXM all have the same muzzle velocity values. This is likely because MV values are set by bullet type only in the config, so any weapon using a particular magazine will always have the same bullet velocity. Obviously this shouldn't be the case. Is there any way that config limitations can be overcome to fix this? It's pretty unrealistic that an MXM is useless in a marksman role (outside of a slight accuracy increase) because an MXC will perform just as well.
  14. UltimateBawb

    AI Pilots in Attack Helicopters

    The AI behavior when flying attack helicopters is extremely unrealistic, they only strafe targets. Attack helicopters are supposed to stay at a distance to fire on enemies, not do low flybys like jets. This is really immersion breaking when I see a pair of AH-99's fly 50m overhead. Not only does it limit the amount of time they can fire on targets, it also makes them vulnerable to small arms fire and generally anything else. Is there a ticket for this? I'll make on if not, it needs to be fixed.
  15. UltimateBawb

    New Weapons

    What do you all think about the new Rahim DMR, 4-five, and Zubr revolver? The one thing I don't understand is why the Rahim (bullpup SVD) is capable of full-auto... can someone explain this or is it a slip?
  16. I don't know why people complain about "aimbot" AI. Sure, the spotting might need to be tweaked, but as long as you can kill more of them than they can kill you, they're not as good as you. They're supposed to be difficult, go up against a human player and they'll be twice as accurate and ten times as intelligent.
  17. UltimateBawb

    Arma 3 Body Armor

    Armor isn't nearly perfectly simulated; it essentially only reduces the amount of damage done when hit. Only weapons (E.G. rocket launchers) will fully deflect rounds. Equipment that adds the most armor value are combat items like ECH helmets or plate carrier vests.
  18. So after being disappointed with seeing no fully modeled interiors, I've noticed that many tanks in A3 actually have transparent periscopes . If BIS could place a simple camera behind these already transparent periscopes and allow a very limited amount of free look (+-45 degrees X, +-10 degrees Y), armor would be much more amazing. Interiors don't matter as much as the simulation of actual optics, gunner stations or other walls may be a waste of time to model, but this simple solution would probably satisfy a lot of people with little effort.
  19. UltimateBawb

    3D Armor Periscopes (Not a repost)

    I like the idea and all, but I thinks it's time to switch to 3D rendering even at a basic state. BIS can't keep using 2D overlays for everything. And I suppose you're right about only those APC's having the transparent stations, but I can't image it'd be nearly as difficult as a full interior to add.
  20. Ha, just kidding! I guess their artists were too busy working on a borderline useless underwater environment to give us full PiP mirrors. http://i.imgur.com/Mp2p2ed.jpg (333 kB)
  21. UltimateBawb

    Guns with possible zeroing

    As a general rule: Iron sights are nearly always zero able on rifles (possible SMG's). Only scopes like the SOS and thermal / NV style scopes support zeroing.
  22. So I've been browsing through the behemoth that is the ArmA 3 guide manual, and have found some very troubling pictures: http://imgur.com/a/egsU4#0. A list of missing objects: - KSG-12 - AA-12 - FNP-45 (shown as the Rook-40, but obviously an error) - Flash hider - F35B - ACOG style RCO I've also found a C130 variant somewhere in the manual. I know many pictures in the manual are from mods, but only those specifically stated to be are and these are not. Honestly not having content specifically mentioned in the game's manual should not be legal.
  23. UltimateBawb

    No Warfare Mode? No <X>?

    What the hell is this? It's taken me a while to realize how incomplete this release is. Forget campaign. Forget nearly no original vehicle models. Forget the unfinished 3D scopes and tank reticles. Where is warfare mode? Where are any other modes? What is this? The "no promises," "sandbox platform," "quality over quantity" and "future content" deal is ridiculous. I, along with countless others, bought your game. Together we gave you more money than I could ever imagine. If you needed time, take it. Don't release an unfinished, half assed pile (correct that -- pinch) of content when it's not ready; I would've gladly waited longer for a real release. What happened to all the talk of not releasing an unfinished game like ArmA 2? The game's officially out BI, and you really fucked up. Oh, and to everyone saying that we need to "put faith in BI for future content" and that "BI doesn't owe us anything," you're as ignorant as could be. Keeping quiet is taken as a pat on the back. I, and others, say these things because we love BI, not because we hate them. I simply can't stand the bitterness of seeing an ArmA title being this way. Bohemia, please fix what you've done.
  24. UltimateBawb

    A List of Questionably Empty Promises

    Does the same go for uniform changing?
  25. UltimateBawb

    A List of Questionably Empty Promises

    Oh, and remember that demo about switch uniforms and placing explosives on vehicles? Ha. This is actually bordering on false advertising.
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