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Fuse

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Everything posted by Fuse

  1. The website read as them wanting us to test both balance and performance. "Your objective is to locate performance, balancing and design issues [...] we hope that by providing content in batches, we can shift the focus of what is being tested and evaluated." It's definitely frustrating not know how much time to devote to one thing because you have no idea if it's implemented as intended or if it's even the mechanic we'll see in the final version.
  2. Fuse

    Being able to change posture in vehicles

    Pretty sure the game already has this feature.
  3. Fuse

    unclear when I hit

    My understanding was that a clean penetration transferred very little kinetic energy and most of the damage was done by cavitation. The hit is likely still lethal but lacks immediate stopping power. Hits where the round fragments or tumbles transfer a lot of kinetic energy, but they also do massive internal damage and usually result in a quick kill, making the issue of feedback in a game pretty much irrelevant (seems like you would just make the impact part of the death animation that initiates the ragdoll). Correct me if I'm wrong. I'm not trying to sound like an expert, this was just how I understood it to work.
  4. Fuse

    unclear when I hit

    But a hit to armor isn't the same as a hit to a person. Sure, if you shoot a steel plate there is a lot of energy transferred. If you shoot a person and the bullet goes straight through then there's not much of an impact. I thought they did, and that's why the 6.5mm was the new popular round?
  5. I just don't see this working well unless they've some how completely fixed the issues with desync.
  6. Fuse

    sit prone posture

    It looks a little silly, but I think trying to make it appear accurate and still useable would have resulted in players looking like some sort of turret. Seems like a good compromise to me.
  7. Fuse

    unclear when I hit

    Most rounds don't knock a person around like you see in action movies. Other than the fact that ragdolls need work the current system is fine (I prefer no "impact" over highly exaggerated). Providing distinct feedback on hits is definitely something better left for the arcade-y shooters.
  8. Yes, they should, but this early in Alpha you shouldn't be surprised.
  9. I hate to say it, but after BF3 I really could care less what they do with BF4. I loved BFBC2 and BF2, even the new MoH when there were people playing, but BF3 was a generic pile of shit that they then tried to bleed for all it was worth. We all know BF4 will go the same way. This is EA, the Battlefield we know and love is not coming back.
  10. Fuse

    Step-out positions/stances

    I understand what he was asking for, but he makes it sound like it's independent of each stance and I thought that's why it was confusing to him. The middle bit of the post was a bit confusing. I thought if I went to left standing and then crouched I would be in left crouch. IMHO a better solution to your issue would be a HUD element or something. If I'm stepped around cover and need to be higher or lower I don't want to have to keep re-stepping. That seems far less natural to me.
  11. I think you're being sarcastic, and it's hilarious. If you're not.... Yeesh.
  12. Fuse

    PlanetSide 2

    PS1 required a huge time sink to round out your character, but it never felt like a grind. You were fighting because the only way the Terran Republic was getting their hands on that Biolab was over your dead body, not because you needed to get 985 more kills to advance your character. The cert gain wouldn't be an issue if the game made you want to play it for years like the original did, but right now it just doesn't draw you in like that.
  13. Fuse

    Can play MP with Alpha Lite?

    Damn it. My first post even had a condescending line about how Alpha Lite wasn't a demo, thus the words "alpha" and "lite" being in the name. I knew I should have left that in.
  14. I would also like to see functioning doors and hatches on vehicles if possible. It really adds a lot to both the immersion and gameplay, even if there aren't animations. No idea if this is something BI has planned, and if not then changing the vehicle models to support it will take a lot of work.
  15. I don't own TrackIR, but I'm betting it's done like most stuff: Go to the website and download it. Or are you asking about the joystick? That is done in Arma's controls.
  16. Fuse

    Arma figurines

    Just like video games, right? I suggest you look at ThinkGeek. Expensive nerdy figurines are quite the thing. There is also a large hobby community for people who enjoy 1/6th scale military figurines and dioramas. How many kids do you think use their "dolls" to pretend civilians are fleeing the Germans? As a bit of a side note, check out the documentary " ". I get the feeling you might laugh, just like the kids who attacked him, but maybe not.
  17. Fuse

    RagDoll

    Pure ragdoll almost never looks good unless the game's aesthetic is a bit over-the-top. It looks good when a sniper gets a head shot, but any other time and I would prefer everyone going down with one animation over corpses flopping around like a marionette with the strings cut. Honestly, I'm not sure why ragdoll is in Arma other than I'm betting it comes with PhysX. It really doesn't take many death animations to make a game like Arma look just fine. Ragdoll seems pretty unnecessary as the only thing explosions would send flying are body parts and Arma doesn't feature gibs. (With the stories I've heard from my friend who manned a Mk-19, I don't really want to see realistic dismemberment in Arma.) I'm betting they're using a pretty stock set up for PhysX ragdolls right now. I expect and sincerely hope they plan to improve the way ragdolls move and add short animations to initiate them. I think we're seeing quite a few PhysX features that are pretty much stock right now.
  18. Part of it is the location. Make some night missions, and if you're really up for a challenge don't take any NVGs. It totally changes the feel of the island. That's definitely not the only issue, though. I feel like one of the biggest factors is the movement. Players don't feel like they have any mass, allowing me to move like I would in any other shooter. Side strafing, Olympic-level take off on sprint, things like that. Since shooting in Arma is harder than a traditional FPS I know that if the first bullet doesn't kill me I am practically guaranteed able to make it to cover because I can dart off like some sort of rodent. Terrain also doesn't seem to be a factor in movement, so you barely have to think about what you're doing. Hear rounds incoming? Mash sprint and scan for the nearest cover, you don't even really need to know where it is in advance. Treat your wounds if you've got them (only takes a second), engage target. The initial confrontation just no longer feels dangerous after the first shot is fired. I think Arma 3's movement is a big improvement over Arma 2. The controls were one of the main reasons I never sunk much time in Arma 2. I think Arma 3 has gone a little too far in the other direction right now, but I don't see why we can't find a good balance.
  19. Fuse

    Step-out positions/stances

    I thought your stance persisted unless you went prone. Guess I need to go back and look again.
  20. Fuse

    Can play MP with Alpha Lite?

    So you're upset you didn't read what a free thing was and it wasn't what you assumed. Seems odd your friend didn't mention this to you ahead of time since he researches games he's interested in so thoroughly. I wish my life was going so well that I could be disappointed by free stuff.
  21. Huh? My mouse buttons don't move when I change weapons. :confused:
  22. Fuse

    Arma figurines

    Couldn't you just buy an Ultimate Soldier figure and kit it out with weapons they use in-game?
  23. Sort of. Some times. They're optimizing for hardware that's standardized and a decade old. What that usually means is the games run like crap or control like crap on a modern gaming PC, and there's less of a drive to develop new engines which would better utilize modern hardware. They also rely heavily on "tricks" like enormous guns in 1st person that improve performance but detract from over-all quality. Thankfully modern consoles have made gaming more main stream, and that is bringing more users to the PC.
  24. Sadly everyone seems to have forgotten about the arcade-style side-strafing, and that's what really bugs me.
  25. Fuse

    6.5 mm and recoil management in game

    More realism oriented games have been doing this for a long time. It's always worked well, IMHO. Just learn how to counter your recoil. You should never need to re-center your aim after firing. If you do that means you're firing faster than you can control and need to fire shorter bursts.
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