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Chocolate

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Everything posted by Chocolate

  1. Chocolate

    camouflage - Opfor, Bluefor

    Yes, in general the BLUFOR cammo isn't as effective. It is suppose to be Multicam, but comes off a lighter shade. Multicam: http://www.mashern.com/images/Soldiers-In-Multicam-Uniforms.JPG In game Multicam: http://dslyecxi.com/cms_wp/wp-content/uploads/2013/02/a3_st_11.jpg I realize it is not a huge difference. I feel like it should be more green - darker for in game.
  2. Chocolate

    The Map and Compass

    The current map: I don't have much to say bad about the current map, but anyone who would like to follow up below with requests or comments please fill-in. What I would like to ask for in regard to the current map is a larger UTM/MGRS font. I currently find it very difficult to read the digits on the x and y axis. (as well as the grid point that shows up next to your cursor) To clarify for some, I'm talking about the 2 - 10 digit grid system that divides up your map into squares using metric units (4 digits = 100km, 6 = 10km, 8 = 1km 10= 100m so forth and so on; http://en.wikipedia.org/wiki/Military_grid_reference_system) Basically I would like to be able to read the map off more efficiently. Currently I have to kinda squint down at the black lines and font to see the coordinates. I have 20/25 vision (not perfect...) and a 24in. monitor on 1920-1080 in game, so I doubt I'm the only one with this issue. The Compass use to be nigh impossible to read, but it looks like that was changed recently. I didn't even notice until I was playing in the editor today. I can even read the mils off above/around the degrees. Thank you very much. Edit: Switched up the MGRS with GMRS, which is portion of radio wave spectrum for walkie talkies..
  3. Chocolate

    steady aim

    Arma 2's sight movement has a very repetitive and obvious pattern, but the intent is clear. While it is true that the Arma 3 sight movement is extremely smooth. Can't be unreasonable to say that there needs to be more sight movement/sway in Arma3. (You try holding just about anything pointed in one direction while even walking at a smooth pace. Its not that simple to do.)
  4. Chocolate

    Suppression Effect missing in ARMA3

    This is a fascinating philosophical thread on what I will call (though probably poor wording) the "ethics of gameplay mechanics." The discussion should probably conclude something like this however, "Lets make it a switch on or off mechanic that Bohemia Interactive provides a base model of. In this way, those who are for turning on the suppression effect can now discuss among themselves a general level/design that they wish to see the effect take." Also, a suppression model Has to be improved for AI. I can't imagine why anyone would disagree with that, and a suppression model for the AI should take priority.
  5. Donkey' nuts dawg. Yeah, I can't imagine how you wouldn't want to be able to actually hide in foliage. Its a benefit for everyone. Especially coming over mounds or small hills (I don't mean skyline-ing) where your hirez model sticks out like a sore thumb. No such thing as sneaking.
  6. Chocolate

    Discussion about stances

    I love the Q+E idea while prone! Especially for No 3rd Person servers. (Its kinda pointless with the 3rd person camera) Now if only we could get better mid-range textures so hiding in grass works better.
  7. Chocolate

    Suppression Effect missing in ARMA3

    I like how the remote mentioning of suppression brings rabid gnashing of teeth and "arcade play/BF3" accusations. I don't think anyone wants the BF3 system....I have not read a single post that said a good thing about the EXTREME BF3 system (From any side of the argument).
  8. Chocolate

    Suppression Effect missing in ARMA3

    Just add increased breathing. The exact same effect you get when you currently sprint and then try to sight in and hit a target from standing. I can't even fathom how anyone could say that is unreasonable or unrealistic. Simply adding a 'dash' of stress and uncertainty.
  9. Chocolate

    Suppression Effect missing in ARMA3

    Note, in my original post and now, I am not against having some sort of effect due to suppression, but I am against vision loss or fading. In games such as BF3 you might as well be blind. I love RO a good bit actually, but the extreme grey scale due to suppression is still too much in my opinion. I think Its definitely a balancing act, but forcing a degree of value onto the player isn't a bad thing. I do not want unreasonable - unrealistic effects however. The question is essentially, "To what extent do we standardize the abilities of the avatar in a combat situation?" That is to say, in almost every modern shooter everyone expects that the player's avatar has mastered the fundamentals of marksmanship, and applying those fundamentals is up to the player. In this thread we are discussing to what degree do we standardize the fear factor/preservation factor of the avatar.
  10. Chocolate

    Suppression Effect missing in ARMA3

    IF there is any suppression effect it should NOT effect vision. If you want to add some breathing ok, but nothing drastic. The player should decide his own value in "life." I realize that can be flawed because depending on game setup, the player can just spawn back in and resume the assault, but adding more artificial effects doesn't help either.
  11. Chocolate

    Shooting through Scopes etc.

    So minor an issue or aspect of game-play that it doesn't need much mention past: "Maybe there should be a weapon damage system?" I'm also pretty sure in the Mythbuster's episode everyone is mentioning that they tested both old and new scopes and decided that it is just about impossible with a modern scope, but the older two piece scopes was in fact possible, but highly unlikely due to sheer difficulty from circumstance, luck, and skill.
  12. 40mm might as well be useless right now. They are more lethal in most arcade shooters.
  13. Chocolate

    Audio

    I've notice specifically that I can never hear movement or footsteps, regardless of terrain. (I can hear my own) Has anyone else noticed this? I feel like I have ninja-ed more than a few people (and been ninja-ed myself plenty) by stumbling around and they are completely oblivious that you are moving near by. I have also had issues where vehicles/helos come by and are completely silenced. Never even knew something was nearby. That is less frequent. Same for shots fired or explosions. Sometimes I hear them sometimes not at all. (Im not talking about silencers/suppressors and distant explosions.) Those could be lag/server related issues, but the footstep issue is persistent. I run a 5.1 audio setup with all equipment up to date. I know this is Alpha... Thoughts, opinions, related issues.
  14. Chocolate

    Hunter/Ifrit

    Anyone else familiar with the fact that currently you can shoot out passengers inside of the Hunter/Ifrit with small arms fire? Those things are designed to take small arms fire and are mine-resistant. (Note the key word resistant) So, why are these things so fragile other than for single-player simplification purposes? *This is much more difficult to do than the first times I witnessed. I can't find a delete thread option. It is possible, but it doesn't seem unreasonable after testing it.*
  15. Chocolate

    Audio

    You are very correct DNK. When I made this thread, however, I was talking about in absence of nearby noises such as gunfire which should drown out something such as a boot fall. It would appear that other audio has not been scaled appropriately in absence of chaos. Helo noises are awesome, but do need a Doppler effect. To answer Lucasmnunesk: Yes they do communicate but with an inboard comm system. Technically MATVs (hunters) have a system routed inside, but you can still hear so I never saw anyone use the system.
  16. Chocolate

    Audio

    Yeah, sometimes you can't hear rounds in the air until impact. Generally it is due to the round slowing below the sonic threshold. Also, there is a phenomena where you can't hear very loud noises at all within a few hundred meters. I forget the name of the phenomena, and I don't mean the time delay due to sound traveling. I kinda doubt either of these scenarios are programmed into the game, but I could be pleasantly surprised. I'll look for the tracker. Cheers
  17. Did a forum search for this and found nothing. The current sights for the UGL makes no sense to me. It is possible I'm not understanding something, but the red dot seems extremely useless for accurately gauging range/aiming your UGL. From testing with it, the red dot seems to sighted at 100m, but if you are trying to aim at anything beyond, or closer, its a silly guessing game of how high or low you should bring the dot relative to target. WTH type of sight is this? Why can't I just have a good ol' trusty leaf sight? If there is an explanation for the UGL sight use by all means tell me, and I hope in the future the game implements some sort of shooting range/training/help mode. Note: I am familiar with modern US weapons. I have used or at the very least seen everything used. So I'm not speaking from a position of ignorance.
  18. I have a real simple thought and would like to see what other people think. Currently when you are kneeling you can ctrl+A or ctrl+D to step out further to your left or right. This is obviously a good feature. However, if you stand up (any action higher than the slightly more erect kneeling position for shooting over some obstacles) your avatar stands up straight. This is good in my opinion. He isnt doing some sort of weird split leg lean everywhere he goes. When you return to kneeling your avatar returns to kneeling AND 'stepping' in the direction you last indicated (ie by pressing ctrl+A/D) Why not simply have standing up/coming out of kneeling remove any stance modifiers. So the next time I hit my crouch key I'm not 'stepping' in one direction. I would even like this to apply to the various lower and upper kneeling positions as well, but I haven't double checked to make sure that this is not already the case.
  19. Chocolate

    sit prone posture

    Different people 'sit' differently in the open leg sitting position. I sit pretty up-straight with my elbows on my thighs before my knees. Other people I know 'sit' leaning further in, and they find that more stable. Yes, I am talking about shooting positions.
  20. Chocolate

    Step-out positions/stances

    So, in my mind I'm blending Igitur's concept and Fuse's opinion. I doesn't seem unreasonable to me to have two options for "control Schemes." That way no one is pigeon holed into the same game-style. The basis for why I would prefer any stance modifiers to reset to default through a more fluid movement system goes like this in my head: "I'm moving down to a rock on a decline. I take cover behind the rock and move to lower crouch position so I can still see over the grass, but provide a lower silhouette. I then step out to left/right to get a view around the rock, toward possible enemies. I however start taking a lot of fire. I just want to stand up and move. When I come to my next position or situation, I do not necessarily have the same needs as described before. I just need(and want) to adjust from standing (Or more likely a tactical ready) to my new environment."
  21. Chocolate

    Step-out positions/stances

    I guess the easiest way to rectify the issue is to have some sort of "stance Indicator" that fades in and out. That way it doesn't take up screen space. I would argue it shouldn't be a mod, because the indicator would enhance your senses that you would normally have in real life. (That is to say, I know when I'm crouched and leaning...) However, I started this post with the idea that movement could be more fluid if some stance modifiers changed to default if you stood up or started tactical glide. I would even think since prone does not have any stance modifiers ( You can only roll left/right) it also would be a fluid way of removing stance modifiers. I know this may be hard to communicate clearly in text form. I suppose I might need to take some stock pictures of the various body positions.
  22. Chocolate

    Step-out positions/stances

    I know I'm 'shamelessly' bumping this thread, but nobody has thoughts on movement fluidity in the game?
  23. Chocolate

    [Suggestion] Vehicle stances

    Most of the vehicles are armored/will be armored and you can't be shot out. (At least I have not seen beyond the civilian truck; which in reality rounds would go right through the doors) Then there are the helos which can only stop certain round sizes anyway, and you can't really shift down while piloting a helo. In short, maybe? Don't think you would find to much mileage for that addition.
  24. Chocolate

    My Alpha Gameplay Report

    It is pretty hard to see people, and most of the time they are standing in the open near me. Feel like I have to zoom everywhere I go to be able to see anything.
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