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-ghost-tf

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Everything posted by -ghost-tf

  1. Yeah, because complaining/giving negative feedback equals crying. What's with you? :confused: The new rain sounds awesome, much better then the arma2 sound (which was very annoying). This rain sound is the one that you could sleep too :) But the lack of raindrop splashes is a stepback, I hope this will be fixed in the upcoming updates.
  2. -ghost-tf

    Terrain Improvement (dev branch)

    Looking good man, I still cannot believe those midrange textures havent been fixed by BIS yet, have they mentioned anywhere about the reasons why they havent fixed it yet?
  3. -ghost-tf

    JSRS2.0 WIP Thread

    Thank you, I cant play arma2 without JSRS anymore. I'm sure the same will happen with arma3 :)
  4. -ghost-tf

    Suppression Effect missing in ARMA3

    I wasnt specificly referring to you, but the fact that you have been with this thread since page 3, and still completely ignore everything that has been said for the past 50 pages, just blows my mind..
  5. -ghost-tf

    Suppression Effect missing in ARMA3

    This thread is doomed to go in circles, there will always come a new guy to the discussion that after 54 pages still doesnt understand that the effect people are asking for would be optional.
  6. -ghost-tf

    Development Blog & Reveals

    That by the looks of it, there is nothing special in todays update, content wise. Might be some nice fixes, we'll see when the changelog comes up.
  7. -ghost-tf

    Development Blog & Reveals

    No UAVs either :P
  8. I hope they will include the new engineering vehicle and other support vehicles on dev branch before release. And this, this would be nice too :D Didnt that one got axed?
  9. ... So in the end Varanon was right, all we have is a maybe....
  10. -ghost-tf

    Development Blog & Reveals

    http://beta.arma3.com/sitrep-00021
  11. Oh, so lets say I wanted to make a mission. The things I need to keep in mind while making the mission are: -I need to remove all the FAKs from friendly units, from ammoboxes, vehicles, enemy units and additional enemies that get spawned in. Just so my mission is not broken with magical FAKs that make the medic useless. -I need to make sure that there is only 1 grenade for each player in the ammobox. Then I need to remove ALL the grenades from enemy units/vehicles, to prevent players from picking up grenades and storing them. And I need to place the enemy units carefully, so that there is absolutely no way that players can abuse grenades. -I need to remove snipers from the mission because they are "overpowered" (wind doesnt affect them). -I also need to avoid CQB areas in my mission at all cost because if I dont I risk a player picking up an enemy Zafir and using it in CQB with no penalties whatsoever (weaponhandling). If I dont keep these things in mind, then my mission is badly designed and the people that would play my mission are "idiots". Or I just ignore these things and "pretend" that everything is fine. Because this is definetly not the game being broken, it must be bad mission design.
  12. Yeah, what I meant was if suddenly 64 grenades start exploding around you, it could be a GMG shooting from a distance or some random guy throwing grenades at you. In arma2 for example if more then 3 grenades start exploding nearby you would be pretty sure that its an AGS shooting at you.
  13. +1, AI is limited to 3 stances only, so it wouldnt matter much if they were cheating by reloading from their backpack. ---------- Post added at 21:25 ---------- Previous post was at 20:56 ---------- Honestly, if I were one of the guys inside this base, I wouldnt be able to tell the difference between an automated GMG or just some crazy infantry guy.
  14. I just fell in love with this idea.
  15. -ghost-tf

    Development Blog & Reveals

    It has been confirmed that the vehicle list on this page is complete for arma3 release date. More info about jets, and other post release plans will come with the SITREP this week, probably tommorow or wednesday.
  16. Could a dev explain this one a bit further? -Fatigue and capacity wars are waged on. What exactly has been changed on this aspect in todays update?
  17. You do realize that you can put a CQB scope on the sniper right? Making it a singleshot shotgun, that can shoot through walls.
  18. -ghost-tf

    Development Blog & Reveals

    Half-life 3 confi.. I mean Arma4 confirmed. :P
  19. -ghost-tf

    Arma 3 - Sneak Preview Livestream

    "Official moding tools won't be a part of Arma 3 release, they are going to be released after that."
  20. -ghost-tf

    Arma 3 - Sneak Preview Livestream

    Well some people have waited till 3 am to watch this livestream just to hear the announcement: wait till 5am before you can watch the "live"stream offline.
  21. -ghost-tf

    Arma 3 - Sneak Preview Livestream

    Are there any plans of adding an improved medical system, inertia and improved weapon handling/collisions/resting post release?
  22. +1 At least make its presence depending on the difficulty you are playing (recruit), so that difficulties like veteran and expert can continue using the old "hardcore" way of orientating.
  23. -ghost-tf

    Development Blog & Reveals

    RiE mentioned in the dev branch AI thread that UAVs/UGVs had some unexpected issues that the programmers needed to fix this week, and that next week they will continue working on AI again so im guessing ETA will be next week.
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