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Everything posted by Crierd
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Ability to keep map on a secondary display while playing?
Crierd replied to gimpymoo's topic in ARMA 3 - BETA DISCUSSION
Yeah...but you're forgetting something. One could argue that doing that is perfectly realistic, and it would be the equivalent of holding a map whilst walking. They make admin pouches for plate carriers that unfold and have room for a map, so you can take a quick glance down and see a map, GPS, or any other item you desire while on a patrol and etc. When you move your eyes away to your other screen, that's what this simulates. The only way this would be helpful versus having a picture of a map on the other screen is if you played on one of the easier modes where you can see yourself on the map. Which, in the case that you can see exactly where you're moving on the map, you can just throw all realism out the window right there. With that said, this could be a neat feature. I personally don't use two monitors but hey, it's a good idea so why not support it? -
Suggestion: Could we get a little bit more 'life' in the world
Crierd replied to tremanarch's topic in ARMA 3 - BETA DISCUSSION
Acronym, not a word ;) I agree though, subtle features like this make games really come to life. -
Please bring back enemy uniform stealing as a toggable option or something
Crierd replied to QuiteFranklyMyMaN's topic in ARMA 3 - BETA DISCUSSION
Great. -
Ditto. I would suggest you add this to the Alpha Hub if you haven't already.
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Please bring back enemy uniform stealing as a toggable option or something
Crierd replied to QuiteFranklyMyMaN's topic in ARMA 3 - BETA DISCUSSION
I would hope this can be done through scripting or a module at least. It doesn't necessarily have to be in single player, but giving people the ability to do it in their own multiplayer missions only seems logical since they are going for modular clothing and weapons. I've played several missions where we set up countersigns in case you ended up yelling at another person on the other side of a wall asking if they were friendly, to prevent anyone from tricking you. Having the ability to steal uniforms in more specialized missions would give a significant and entertaining twist. -
Report problems, Glitches, performance issues, crashes here template included!
Crierd replied to shadowlid's topic in ARMA 3 - GENERAL
You do know there is a Mantis bug tracker, right? -
Yeah, British soldiers fixed bayonets when they soon found themselves just meters away from Taliban hiding in poppy fields or irrigation ditches and tree lines. There's a documentary called Armadillo where they smoked some Taliban just 15 meters away in a ditch. Also, sentry techniques are still taught in the military, such as shoving a knife into someone's throat and pushing the blade forward to sever their wind pipe, jugular, and etc. Since the Alpha came out, I've already had a dozen or so face to face encounters where I could have shoved a knife into someone's throat and spared myself getting detected because I had to shoot.
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Grenades,rag doll,run speed and weapon change
Crierd replied to Nexerius's topic in ARMA 3 - GENERAL
That and Sui Generis is looking promising with their integration between animations and physics. I overall think the walking and running animations look weird. The tactical walk and crouched animations are good in my opinion though. -
MFW you say grenades are almost obsolete in warfare. Have you read any books regarding the conflict in Iraq, or Taliban hiding in spider holes or caves in Afghanistan? Like I said in my earlier post, the current system is a big improvement. If grenades had a pin pulling animation, and a longer take out time, along with a crosshair to aim, it would be perfect, but as far as the core mechanics of the grenades go, like their trajectory and etc, it's a huge improvement. Maybe a way to give an underhand style lobbing of the grenade into a building or rolling would benice. But now that you can bounce grenades, throwing them around corners can be done by bouncing them off a wall. Though, a way to throw them into windows and door ways easily with a mechanic would always be good.
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The recoil to me just seems off. It's not as smooth, and more violent than it should be. Not like a "well it's recoil so it has to be violent" type of violent, I mean like the animations or the polish aren't quite finished. It's kinda hard to explain. In any case, I agree that the 6.5 has simply too much recoil. Not by much, but it could be tweaked. As mentioned before, proper techniques employed for recoil management make a HUGE difference.
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What's too futuristic about them? What, their clothing have some futuristic aesthetics? I don't see how that even really matters unless they are dressed up like Marauders from Star Craft 2. The game takes place around 2030 I believe, so the uniforms and looks are definitely not too futuristic. Just go google prototype vehicles, armor, clothing, and etc being proposed to various militaries around the world. Just look at something like the G11 rifle by H&K. That started development in the 60s.
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Am I the only one who noticed the snakes?
Crierd replied to gopgop's topic in ARMA 3 - BETA DISCUSSION
Yep, I saw them. I was prone in a bush ambushing a squad of enemy players and it crawled right next to me. I thought it was awesome. -
Could you explain why it's that hard to do? Although having it be quicker at the very least would be nicer than what we have now, yes.
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I personally don't mind Jay's voice, it's funny to go "Hey, I know who that is." Like Iroquois said, this is the best radio chatter we have had to date, and I seriously don't mind it. You can just turn it off if it bothers you that much. I would ask though that the only improvement they make is saying for instance; "There is a man, 4 o'clock, 300m away." versus what we currently have which is "Man, 4 o'clock, 300m." Making it sound more natural and like full sentences would be nice.
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What are you talking about? The grenade system is so much better than it was. It's the Alpha, and you throw it too quickly like HKFlash said, and it can be tweaked, but overall, I don't know how you could prefer the old ArmA 2 system, or think this new one is bad some how.
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CBA - Community Base Addons - ARMA 3 Alpha
Crierd replied to sickboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great to see it so soon. Thanks! -
Hey everyone, I wanted to get your opinion on unconventional weight carrying systems in ArmA 3 such as Donkeys, Mules, Llamas, Horses, and finally Sleds/Carts. Horses mentioned because they can carry more stuff, but they also are transport filling a dual role. I do fully realize this sounds stupid to some people, but in fact, these systems are used all the time in warfare. Their ability to carry lots of weight, and still be low maintenance is amazing. ArmA 3 being set in the future, some of you may say things like unmanned vehicles could do this, but they still require fuel, which in turn is far more heavy than in theory what an animal needs to continue carrying for instance, mortar rounds, satchel charges, ammo and anti tank launchers. The sled was mentioned because this also is a way to carry lots of weight and put less strain on the body. I'll provide a few examples below of how they're currently used. Not to mention, in reality, mechanized, unmanned things to carry stuff for you is far more expensive, if you were to take into account a little roleplay in your missions. It's still far more likely that ground troops, or a resistance type force would use mules rather than multi million dollar unmanned vehicles. (start at 1:48)Unknown Forces in what looks like Afghanistan. IDF Using Llamas. Unknown Soldier helping a Donkey. News Article about the Bundeswehr using Donkeys. Canadian Forces using Donkeys to haul supplies. Horse hauling munitions.(mule maybe?) Medical Sled (could be used for supplies also) Rhodesian Scouts/Soldiers. Another Rhodesian Soldier. I just thought this could be really great, and possible with the new physics and what not coming into ArmA.
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This. The immersive feeling will be lost for me when I see a female soldier dragging a 200 pound grunt + all of his gear behind a wall when he gets wounded. I also would prefer smoother animations and movement, especially for CQB.
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Yeah, and have you researched the cost of those kinds of vehicles? Like I mentioned, not every unit would be able to have vehicles like that. If you saw them roaming around and decided to roleplay taking one back to your FOB and using it on a mission like those german soldiers did in that article I linked, I don't see anything wrong with it. I was thinking you take control of it through a scroll option like you can with AI, then just use the AI control system and it follows you. If you need to relinquish the control, you do so and someone else can take control of it. Shouldn't be too hard. It'd be like adding AI, an inventory system to the dog in the current ArmA 2.
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HELL YES!!!! Manual cocking on difficulties higher than regular would be amazing. Have the ability to for instance, rack the charging handle back on an M4/M16 as an example, along with hitting the ping pong paddle on the left hand side depending on what kind of a reload you're doing. Since there's manual cocking, you could also add an animation to charge it if your weapon jams. Weapon jamming would be great!
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Hey everyone, I have been looking at some videos about ArmA and etc over the past few days while in school or just doinking around, waiting for my ArmA updates and etc and I was curious, what's the difference between the MCC and VTS? Specifically, the new MCC with Shaygman1, I realize it was implemented yesterday but I was hoping someone with some experience with the two could shed some light on the differences? VTS MCC Thanks! Kind Reguards, Crierd
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Cannot Initalize DirectInpit. (DirectX 8 Required) - Error
Crierd posted a topic in ARMA 2 & OA - TROUBLESHOOTING
Well, I've been playing ArmA 2 and OA since they both came out and decided to buy a Track IR 5. I installed it and everything worked fine until I tried to start my game (Steam Version). When I launch my game with the Track IR software running (which is required for it to work) I get the following error. "Cannot Initalize DirectInpit. (DirectX 8 Required)" When the software is not running, my game works fine. I've tried googling this with no luck and I also installed as you may have guessed Direct X 8 and 9 with no luck. 3.25GB of Ram AMD Phenom 2.4 Quad Core Processor ATI 4870 and the latest drivers (catalyst version 10.6) -
Arma 2 Addon request thread
Crierd replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think having Drug Enforcement Agency units would very nice considering we are playing mostly in terrain similar to Afghanistan, there are plenty of possible missions to do with drugs. Maybe in these units you could portray the more rag tag side of the D.E.A in Takistan instead of the "fast team". Maybe like this video? -
Yes, i like this idea very much. I was very surprised that ctrl + c & v work but not z....
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There are already hills and valleys. I agree with you though man, having that kind of terrain would be amazing. I am a bit tired of hiding behind buildings, rocks, half walls (walls made out of s tacks of mud bricks/stones) or trees. Ditches and irrigation pipes that you can crawl under and etc would make missions more interesting for sure.