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machineabuse

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About machineabuse

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    Staff Sergeant
  1. machineabuse

    Apex Weapon Feedback

    This conversation reminded me of this; https://youtu.be/COL4yjufQL8?t=9m43s
  2. machineabuse

    Apex Weapon Feedback

    The key to the sentence you highlighted is the middle sentence. The point highlighting weapon balance and reticule occlusion. In case that was difficult to understand by the way I wrote it the first time; to put it more simply (and state it explicitly) there is a point where putting the optic any further forwards makes the gun too front heavy and the dot/reticule too slow to acquire in the sight picture. Prior to the adoption of what was once jargoned the "flat top" receiver, they used to sell optic mounts that cantilevered forward of the carry handle, in fact famously this was how the M68 was mounted for a long while. Even after flat-tops (I'm so glad that jargon is dead) became commonplace there still existed cantilevered mounts to push the optic out over the foreend. Digression aside, my point was that it is still beneficial to push CCOs out to just inside the point of diminishing returns as it gives you the benefits as mentioned in my previous post. To give you a highlighted term to ponder; I don't know why you would bring eye relief up, since it's irrelevant for unmagnified optics. Not a tit for tat, I just found that conflating ;) On the same page now I hope.
  3. machineabuse

    Apex Weapon Feedback

    To echo what some have already said; Having reflex optics closer to the eye is sub-optimal in reality for several more reasons unmentioned; 1. More of the optic is blocking your vision. 2. Optical parallax increases (and yes, with holosights and red dots there IS optical parallax despite the marketing.). 3. Any aberrations in the sight picture whether they be artifacts in the glass due to the reflections in the optic electronics, chromatic shifts, what have you become more noticeable. What you learn when you start messing with reflex optics is that the further out you can have them without adversely affecting the balance of the rifle or occluding part of the reticule (holo) the better. After all no matter how far the optic is you will still perceive the reticule being the same size. Added advantage is the further out the optic the more useful it is as a ghost ring in the event the optic dies/you forgot to turn it on/you can't see the reticule or dot because of lighting conditions.
  4. machineabuse

    Fatigue Feedback (dev branch)

    Good news, thanks for keeping us on the up. The only 2 concerns I have is how will conflicts between different mods stamina systems be addressed and how the AI will handle it. Hopefully this will be addressed at an infrastructure level.
  5. machineabuse

    Fatigue Feedback (dev branch)

    A stated goal of ArmA's gameplay was authenticity. Is an infantry simulation authentic without the consequences of physical exhaustion? To excerpt Sun Tzu's Art of War; How could exhaustion's dismissal be anything remotely authentic to infantry simulation? It's like calling dogfighting without energy management a flight simulator, when energy management is the entire point of Air Combat Maneuvering.
  6. machineabuse

    Fatigue Feedback (dev branch)

    Anyone managed to get the exhaustion part of this to work(or figure out what this means)? As far as I can tell I can still jog infinitely on depleted stamina.
  7. machineabuse

    Fatigue Feedback (dev branch)

    If the restructuring of the weapon mass system to an even greater state of brokenness isn't a clear enough indication of spending dollars to save pennies I don't know what else to say.
  8. machineabuse

    Fatigue Feedback (dev branch)

    https://www.youtube.com/watch?v=N5xIcUH8f7w embedding the video so it's more visible on the thread.
  9. machineabuse

    Fatigue Feedback (dev branch)

    To repeat my main concern; fine so what a mod can potentially do is add a 3rd state to the movement which slows the player down to a more sensible pace when the stamina bar is completely depleted. But how would AI would handle it? Would that be resolveable in anything other than a native solution?
  10. machineabuse

    ruPal Weapon Holding

    This is a neat idea. It would make a lot of sense as a diegetic way to indicate how fatigued your character is; the more tired the further back along the weapon his arm retreats.
  11. machineabuse

    Fatigue Feedback (dev branch)

    To add to that, what are the implications as to how AI will handle a community created fatigue system? Will the aforementioned "hooks" extend into AI? A lot of question marks for cooperative mission design here.
  12. machineabuse

    Fatigue Feedback (dev branch)

    We can only hope that this mantle is taken up by a group that creates a singular standard for the majority of mods to balance themselves around. :(
  13. machineabuse

    Fatigue Feedback (dev branch)

    I wrote about the unauthenticity of sway and the mechanisms of realistic muzzle movement in detail months ago*. I suspect I wasn't the first to think of it and I doubt I will be the last for long to come. *Actually last year in the Weapon Inertia thread.
  14. machineabuse

    Fatigue Feedback (dev branch)

    Again, there is no physical difference in what your character is actually doing between optic view and standing with the weapon up. If optic view consumes stamina than having the weapon raised at all should also consume stamina.
  15. machineabuse

    Fatigue Feedback (dev branch)

    Being in weapon optics no longer prevents stamina regeneration Thanks BI guys! The system still needs work but this at least is a massive help!
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