VanZant
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Everything posted by VanZant
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We are not playing the same game then. On mine you can ... - be shot no matter how or where and heal yourself instantly. And because that's not enough you can do that 2, 3, 100, n-times. This leads to ridiculous situations in where the enemy gets shot, heals, keep running, gets shot, heals, keep running and so on. Funny. - be shot in the legs and keep running like nothing has happened. Again because that's not enought, why not more? 2, 3, 4 and 5! shots took the last test before the guy suddenly collapses. The previous 4 shots have to be a kind of filler because he was able to run and didn't fall to the ground, nothing happened. But hey, the 5th killed him instantly. - be shot in the face (not the helmet) 2-3 times. Eye, nose, cheeks, everything is made of kevlar. - be shot in the helmet with mathematical precission. Bullets do not deviate, angles don't exist, neither randomness, and never ever you can kill with 1 headshot. - be shot in the hands or arms. Irrelevant. The enemy still can hold the weapon and hit you even being crouched or standing up. No matter if he has no fingers anymore. - be shot in the chest and the same, always the same. There are no weak points, dead angles, exposed parts, all is made of kevlar. - Randomness and caos doesn't exist apparently. 5 hits are always 5 hits. And as everything is connected, lets continue ... - Armor seems that is not taking into account the geometry. It is just a multiplier like "5x0.2". What's that? up to five hits of 0.8 * hitpoint damage? What a complex and realistic system, sorry autentic. - Enemy doesn't know how to get cover when they're being shot and doesn't know from where, the few times he doesn't. - Enemy is much better shooting in crouched or standing up positions. Plus they don't seem to be affected by sway. - Enemy doesn't feel pain or fear. Even with armor, if you get hit you cannot act like if nothing has happened, turn around, locate instantly where the bullet comes from, and kill you at 300 m. - Enemy is not affected by the physics of pain and suffering. A bullet has hit badly his leg, but there is no possibility that the bone breaks or a muscle gets destroyed. Never falls to the ground, almost never is forced to crawl or walk crouched, just run and run like Forest Gump. - We have no way to counteract sway. This is related to weapon resting or bipods. Searching for good spots is useless, neither thinking in advance, entering a building to get cover and shot from a window is useless again as it is impossible to aim and mantain a consistent fire. - Enemy has xrays. They go to prone and can see through the grass while you (cause the lack of weapon resting and others) are forced to shot in the same conditions, but this time without xrays and other magic properties of AI. - Grenades? you have been blessed with a grenade dispenser in the hand. You don't need to be equipped to take one, pull and throw it. No. It appears in your hand and in a matter of a second is 20 meters away. The ability to control the force is also remarcable by its absence. The idea of mixing and using the same key for explosive items and the general ones is also brilliant. Then I agree, seriously, that this is autentic and 5-6 shots are fine. The problem here is that after a long beta period and the full game released 3 months ago, a lot of essential features still missing and without news or chances of getting solved. And I mean really essential features for gameplay, not tweaks, skins or cloned assets. The right word for this is inconsistent progression.
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Please, is there any chance of having a proper damage system? because 2 weeks ago the bullets were like throwing pieces of paper to the enemy, later the thing seemed solved, and since a couple of days ago like paper again. The last update supposedly adds more damage, wrong again. It is exactly the same. The last mission i played my team wasted 3 magazines to kill a guy at 300 meters. I know I am not the best player out there, but this is a complete nonsense.
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What is going to happen when Arma 2's content is released? [Problems and solutions]
VanZant replied to progamer's topic in ARMA 3 - GENERAL
Mistake, i meant m16. It is just a guess concerning the chat between Dwarden and defk0n_NL. -
What is going to happen when Arma 2's content is released? [Problems and solutions]
VanZant replied to progamer's topic in ARMA 3 - GENERAL
Are you (BIS) doing the m16 remake? -
Arcade ... that word should be automatically replaced by asterisks in this forum. :mad:
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Sniping impossible since the 2nd last patch?
VanZant replied to krazikilla's topic in ARMA 3 - GENERAL
What we need related with aiming are two things: - Functional bipods and weapon resting. They're both different and important. - A script command to tweak a global multiplier for sway. Like setUnitRecoilCoefficient does for the recoil. -
Here it stops working after a while. There are no visible errors, it just doesn't work anymore when pressing the keys. I am using CBA A3 and the rest of addons are mine so i know they are not the cause.
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Updated to 1.3
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Aside from the current technical issues and that is totally respectable that people like certain game modes, I cannot understand those people who expect and demand almost literally the same gaming experience that offer COD or Battlefield, for instance. I mean, thanks to the sandbox nature can be done almost everything and there are endless options, in fact there are many game modes right now and will be more if things are well done, but this game is not intended to be the same as COD and its fancy dogs, at least for now and fortunately. The terrain design and size, stances, animations, inventory system, editor, everything in this game is not designed for 30 min of fast play after work. It is ridiculous to come here and say "hey, this game is boring, i want huge TD, CTD, satellites shooting missiles ... this is dead". On the other hand I also think that BIS has tried to make the game more accesible to common MP modes (not coop) and casuals, but with a market saturated of better FPS in its genre and without competition in the milsim side this tendency could damage the saga in the medium-long term, in my opinion.
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Yes but it doesn't mean that 1 shot = 1 kill. Of course the system takes into account the caliber, distance, armor, but there is no more 3 shots in the face situations.
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The last update has solved the issue
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Check yourself. This one is a very good coop example. SP is not very different, more slow as you usually have to use commands, but the essence is the same.
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Alternative Midrange Detail Texture experiments
VanZant replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm not involved in this, I just shared the midrange texture I use. -
With a proper and decent damage and medical system you can assume those 1 or 2 extra shots, because you have also bleeding and pain (wich would justify the existence of FAKs), incapacitation, shock, confusion and all those things that we already should have right now, at this state of development and especially with this game. As we have almost nothing, more than 1 head shot is ridiculous and 2 in the chest would be correct if you hit the vest, 1 if not. That's real game balancing, not the silly thing that currently is.
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Sorry but what it's happening with A3 is a joke. One inconsistency after another. Btw, the last time I checked it took only 1 headshot and 2 in the chest at 50-100 meters, and now this. What will be the next step to kill the enemy? Shooting a .50 in the eyes and a AT mine in the ***?
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Alternative Midrange Detail Texture experiments
VanZant replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I forgot to answer! No problem if the textures are useful to someone, so feel free to use them for whatever. ---------- Post added at 22:51 ---------- Previous post was at 22:50 ---------- Some tweaks for Altis Gallery Download -
I know it's not the same, but meanwhile this will copy the stance VanZant's Copy My Stance Addon
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Use the file formation in combat/danger mode and your team will follow you. Very useful when things are going bad ...
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Large S.T.A.L.K.E.R. inspired Island "NOVA ZONA"
VanZant replied to meshcarver's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
An amazing job, and very good models. If you manage to create also an interesting topography this is going to be one of the best terrains available. Are you planning to bake AO into the textures?. That would be an improvement without too much additional work. -
[SP/CAMP] Black Lands (resistance campaign)
VanZant replied to Undeceived's topic in ARMA 2 & OA - USER MISSIONS
Of course :cool: By the way, what's the real name of the track "trost"?- 109 replies
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- resistance
- secret service
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(and 6 more)
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Alternative Midrange Detail Texture experiments
VanZant replied to gammadust's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
These are my settings for Stratis and Altis Online image gallery RAR download I also think that everything related is a dead end. -
[SP/CAMP] Black Lands (resistance campaign)
VanZant replied to Undeceived's topic in ARMA 2 & OA - USER MISSIONS
An amazing campaign, one of the best i've played, 10/10. Thanks!- 109 replies
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- resistance
- secret service
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(and 6 more)
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
VanZant replied to maddogx's topic in ARMA 3 - GENERAL
Just finished. Bugs found: - Cannot start (does not appear in the menu) the UAV terminal in Girna's mission. - Some script errors (related with paratroopers) just at the end, when leaving Stratis. Good things: - Voice acting. - Environments and props. - Fights well balanced. Bad things: - 1/3 of the campaign and still we are not the team leader. - For now it is too filmic, linear. I really miss long missions, plenty of tasks. Even the ones with some "research" like was "Razor Two". - One mission is a clone. Overall i like it, but i'm worried about the lack of long and complex missions. -
Some GPU tests, or how to lose money buying a dual GPU card for A3
VanZant posted a topic in ARMA 3 - GENERAL
It's a well known fact that performance with A3 doesn't scale very well. It has been so since the beginnings of time. But how much?, I already thought that the relationship wouldn't be proportional, but today after a bunch of tests the conclusion was funnier than expected. Using SLI or dual GPU cards is mainly a waste of money and electrical power. Of course talking only about A3. With dual GPUs not only you get an annoying PIP flickering, more stuttering, more frame lags, and even a more noticeable object popping. The more stress, the more useless is the second GPU until a point where the fps are exactly the same, literally. This is the average resulting graph. I wasn't expecting this. Core i7 2600k @4,5 Ghz GTX 590 3GB 32GB DDR-1600 2x SSD Sata 3 RAID0 Since today my settings for A3 in the Nvidia control panel are single GPU. Some fps are lost above a certain threshold, but the benefits (PIP, stuttering, ...) are worth those fps. -
Some GPU tests, or how to lose money buying a dual GPU card for A3
VanZant replied to VanZant's topic in ARMA 3 - GENERAL
327.23. I'm more focused on modding things and i don't check the vehicles very often, but as far as i know PIP has been flickering always. The data source is variable and abstract. The average is what matters in this case, and at some point more than one GPU is completely useless. Plus the mentioned glitches. Of course this is based on my hardware only.