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aronh17

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Posts posted by aronh17


  1. Another quality of life improvement for the mission in public servers would be to implement a system where when majority of the team reaches extraction it ends, or maybe a timer counts down. Sucks having to wait for people when everyone needs to get there.

    • Like 3

  2. Played this mission for about four hours on my server today, and I have to say it's really fun and replayable even now in its fairly limited state. I'm really looking forward to it being expanded upon, so I wanted to leave some feedback on what I observed from the sessions today.

    • Firstly I would greatly appreciate the introduction of non urban missions, maybe make a few custom base compositions that can be randomly spawned in if a non-urban area is selected.
    • Friendly fire support should be added, but limited in uses and limited to the Squad Leader. This would help a lot with the advanced enemy reinforcements turned on.
    • Although it seems like it does not attack much I'd prefer the big enemy UAV drone to not be spawned every mission, make it more dynamic. I do like the little drones though.
    • There needs to be a default mission spawn, preferably near the starting location as spawning on your dead body is no good. Also needs options in parameters for spawning on allies or reserved to the spawn tent only.
    • Someone had the idea of possibly rearming at the spawn tent, or you could have the option to call in an ammo drop instead. Either one would work.

     

    That basically covers what I could think of right now. Once some more objectives, maps and units are supported this will be my go to mission. It's a good start at the moment, keep up the great work!

    • Like 1

  3. I like the visual upgrade overall as it gives a great look to clouds, overall lighting and of course the screen space reflections really boost visual quality. On the other hand night time can look strange at times especially with clouds, sometimes clothing stands out slightly bright in darkness. So for me day time is much better than it used to be, but now night time has its quirks.
     

    Altis and Stratis are stronger on the brightness and contrast which isn't a huge deal to me but Tanoa looks absolutely fantastic.


  4. It's not that the AI is sunk into the ground. It's the fact that the terrain drawing is all shot to hell and beyond basically because it's still using old technology (some parts even use directX 7 still). No fixes exist because its probably on the very very bottom of the stack of code, so changing it can break anything that is above it that depends on it to function. 

    I wouldn't chalk it all up to the old engine, I thought it was down to being difficult to have detail far away without a big performance impact. The most relevant comparison I can think of is Squad and even in Unreal Engine 4 they have it worse than Real Virtuality. Guys float in the air from not very far away in Squad.

    • Like 1

  5. I really don't see how the logical step there is to gut the generally favored fatigue system and not improve the generally disliked medical one.

    What I'm getting at is it should've been an overall overhaul to everything. Making an extremely penalizing fatigue system with no tweaks to other systems makes the game feel strange. I still don't see how it is this big of a deal though, you can re-enable it with a mod and majority of the people that dislike the new system runs mods. They still have control over their game, but as I said the old Fatigue system should've still stayed in the game as an option. I'm finding it difficult to see how the current system is Call of Duty like to people though, because it definitely is not.


  6. Although I feel like it was unwise to take a step forward and then backward, I personally think the current stamina system fits Arma more in its current state. With the old fatigue system you were majorly penalized for doing mostly anything, but then you had a basic medical system that involves either healing instantly to 75% health or having an unlimited 100% health heal from medics. Having a hardcore fatigue system while having extremely basic sub systems didn't seem to mesh. The current system doesn't seem that bad but if it had the old animation slowdown feature it would be much better. The old system should still be in the game as a choice though.


  7. An osprey is in the guide, that doesn't mean either are going to be available, the only code related to shotguns in the game atm is legacy from Arma 2 and some config testing.

    Yes, there are Arma 2 assets and it denotes where they are used in the guide. There was a KSG in an old Arma 3 screenshot and it's in the guide as the Bulldog and it does not note that it is from an older game. I'm only basing my references on stuff that has been seen in Arma 3. Albeit this shot is very old, when BLUFOR had the current CSAT gloves but it's been in game: http://www.hardcoreshooter.com/wp-content/gallery/arma-iii/lighting_2.jpg and the gun matches the Bulldog from the guide, seen from my earlier post.


  8. AAAAAWWW Crap, this means everyone is gonna want 12 gauge ballistics, and that is going to be an interesting little project.... Will most likely just stick to 00 tactical buckshot and slugs....

    Good thing we're a ways out from the expansion but it seems like a better time than ever to get shotguns working right with a jungle area, I mean they are still sitting on an AA-12 and KSG model, the guns are even in the guide: https://store.bistudio.com/img/products/78/images/XFPQLz80.jpg


  9. As has been said, the list is mainly requests, every Patreon backer gets to put one item on the list, and most people gravitate towards snipers, assault rifles, machine guns and smgs.

    There are actually engine problems with shotguns, the AA-12 and KSG were originally planned for Arma 3 but got taken out at the last minute. There's something wrong with the way the game tries to simulate pellets that makes them disproportionately effective against buildings and vehicles.      

    The pellet issue can be remedied, I think we'll have shotguns with the launch of Tanoa. Bohemia likely didn't want to push shotguns in with it looking wonky. There was recently a Zeus picture that had units listed and one of them said (Rifleman Shotgun) if I remember correctly, so I'd say they're still looking into ways of getting it to work with these animation overhauls lately like the new sniper bolt action and upcoming grenade launcher animations.

     

    Hi Toadie,

     

    I have check everywhere but nothing anormal to signal, but I must say that the MP5-A10 is hidden.

     

    I must add the scope in my alternate file (you already give me the authorisation to do it) for having it visible in Virtual Arsenal.

     

    I don't think you specified to hide it in the config' file, but maybe you should check ?

    Or maybe I'm the only one to have this.

     

    If the others users can informed me about the visibility of the MP5-A10 in the Virtual Arsenal for I'm being able to know if the issue is only on my side or general.

     

    Thanks.

    There's an HK MP5/10 under the HK53, I don't think there's ever been an MP5-A10. The MP5/10 comes up on the latest HLC mods for me.


  10. Can't wait until you're new update is out, I was wondering if you have any plans at doing compatibility patches for RH's M4 pack or the upcoming SMA release (obviously not until its actually been released)?  

    I'm sure he could but he has stuff in the works like the G36s and ACRs, plus he'll have to update his ballistics soon. I'd say you won't see compatibility patches for a while.


  11. Arma 3 has an extremely rudimentary armor and wounding simulation. Spartan insists on absolutely spot on ballistics. The problem isn't with the weapon, it's with the systems in place for being shot. In real life a Plate carrier would probably stop a burst of 5.45 at combat ranges, but the guy wearing it would probably be suffering from cracked ribs, and thus out of the fight briefly. ACE 3 helps simulate this a bit better with their wounding system.    

    I find ACE's wounding system to be even worse. Without deleting the protection.pbo bullets one hit through body armor. It's not enjoyable getting one shot during an op.


  12. Toadie, I'm reluctant to bring this up, because I know you haven't changed anything, but I've started to have a weird sound issue pop up since about 3 or 4 dev updates ago...

     

    All of a sudden, the RHS M4s and M16s are inheriting your M4 and M16 sounds.  When I disable all of your mods, the issue goes away.  This is with just CBA, RHS (0.3.8) and your mods (which are all up to date and haven't been messed with).  I'm still trying to go through all of your HLC .pbos to see if a particular one is causing the problem (so far I know it's NOT the AR15.pbo's), but figured I'd ask here to see if anyone else is having the same issue. 

    Will pass this onto him and see what he thinks is causing it, if someone else has any idea please share.

     

    The AK's are still far too weak, takes 5 or so shots at point plank to kill CSAT, as opposed to the AR15's.

    Most if not all ballistics HLC weapons use are made by Spartan0536. He spends a large amount of time getting the ballistics right and he does the best that he can. Arma 3 does have a basic body armor implementation so maybe it's just the lack of penetration in the 5.45 round. They're overhauling the hitpoints for armor in the next update so it may alleviate some issues; for example shooting someone in the face doesn't kill them because the helmet protects the entire head and not just where the helmet is.

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