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Yashamalu

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Everything posted by Yashamalu

  1. Yashamalu

    Regarding gun balance

    Just giving you guys a recent example: I saw two guys by a Hunter 70ms away so I opened fire with my Zifir crouching, taking both of them out in seconds, than a third enemy popped out from behind the Hunter and fired back with assault rifle the moment I ran out from cover to the Hunter to collect money. So I retreated back to cover while firing like crazy to suppress him. After a while. the guy decided to ran into forest. I fired 60-80 rounds blindly to the forest killing him before he can go 30ms away from the Hunter while I was crouching. Seriously I did not really feel any significant recoil from Zifir, and I would probably let him get away if using MXM.
  2. Yashamalu

    Grenade launcher aimming sight

    OK, THX! Still it is gonna be a problem on servers that forbids aiming cycles.
  3. Now, if you cannot even maintain the least decency in your language and stop running away from answering my questions directly rather than playing with the physics one more time, than there's really not much to discuss with you. And BTW, you are the guy who started arguing on other people's post. But anyway, one clear example regarding the physics: So you push someone really hard all of a sudden, he would fall down due to the fact that he's unprepared. However that does not mean you would fall down as well, suffering from the same amount of force backward. As for the man in video, like I said he's well prepared as seen in the video and there's no denying to that. ---------- Post added at 16:52 ---------- Previous post was at 16:46 ---------- I mentioned high school stuff cause it is getting a little bit annoying that you've been saying the same concept twice and more as if I did not get it the first time, it is only to ensure you that I fully comprehend the concept myself, but it is never the concept I've been arguing, but the FACT that in REAL LIFE soldier gets knock down in combat. Since ARMA3 claims to pursue realism, than maybe it is best if the hit animation could be improved.
  4. Right, which is why I always used "would" not "will".
  5. Please stopping thinking as if you are the only one who's been to high school, and as I already told you, it is "not due to the force so great" but due to how the human body works that people gets knocked down, which is clearly seen in "http://www.youtube.com/watch?v=jXMjh_XbkiI". Try denying that. ---------- Post added at 09:22 ---------- Previous post was at 09:18 ---------- That's nothing I could help you if you want to keep denying the fact in the video... ---------- Post added at 09:26 ---------- Previous post was at 09:22 ---------- The wearer in the video clearly knew that when and where he will be hit, so he could adjust his weight distribution in the first place. If you are standing still relaxing, and suddenly someone push you hard from the front, you would probably fall back or fall down; But had you knew what is coming, you would hold your ground, simple as that. ---------- Post added at 09:28 ---------- Previous post was at 09:26 ---------- Than please by all means enlighten me by showing us the exact phrase I used to claim whatever you believed that I claimed. ---------- Post added at 09:32 ---------- Previous post was at 09:28 ---------- What else are you expecting? And how does the statement relate to the previous demonstration of your high school physics? ---------- Post added at 09:37 ---------- Previous post was at 09:32 ---------- To what statement are you referring to that I'm "sneakily disavowing"?! Also you are adding additional contents into the argument which distorts the nature of the original debate. "successful body armor", "Body armor is supposed to". All of a sudden you felt the need to change some elements in your statements...
  6. Take a look at where they stood, it is clear that while the wearer was facing directly to the west, the shooter was facing somewhat north-east. Also whether the body armor can stop bullets depends on the type of bullet and armor, and the shooter would be fine cause the bullet would probably bounce to somewhere else, and no there's no such thing as "performed such tests hundreds of times" in this video. ---------- Post added at 05:09 ---------- Previous post was at 05:06 ---------- Correct, but what I suggested is that in real life when solider got hit, they would be knocked back or down. When you are firing a rifle, you would hold your stances to resist the recoil, however if you are getting hit while standing still unprepared, your stance would be disrupted. ---------- Post added at 05:13 ---------- Previous post was at 05:09 ---------- Let me just give you a quick example: You are standing still and get hit by 7.62 right to your belly at 90 degrees, unless you are well prepared for that, your body will react to that force and you would likely to lose balance. In order to regain control of your body, you would likely to step back and in case you fail to respond and lose balance, you would fall down. So let me be clear about one issue: I've never mentioned in my reply or the post that it is due to the force so great that people gets knock down, but simply that in real life soldiers would get knock down when hit. ---------- Post added at 05:18 ---------- Previous post was at 05:13 ---------- Thx and I've watched another version of that video before and it is quiet lol in the end that the shooters got chased by a Hummer! ---------- Post added at 05:33 ---------- Previous post was at 05:18 ---------- Your entire paragraph demonstrates that not only do you lack basic physic knowledge, but also linguistics knowledge. You need only take a look at my reply to Becubed above. Clearly you forgot how human body, which is flexible, reacts to impact.
  7. Lol watch carefully, both rifle shots hit the body armor from an angle of about 30-45 degree, so basically it ricocheted and bounced away from the armor. However if the bullet hit the armor from the front at 90 degree, it would pierce into the armor, assuming it would not penetrate, and impose its power on the wearer and knock the guy back or over. Not to mention that they fail to tell you what ammo type they were using. Would it be a high-power AP bullet, the result could be catastrophic. ---------- Post added at 19:54 ---------- Previous post was at 19:47 ---------- The recoil of a weapon is determined by the caliber and ammo type, a better gun design only help to control the recoil, not diminish it, so MK18 or MK14 should have much higher recoil, I don't see how you could deny that. As for their service on Delta, it does not prove their automatic firing accuracy at all, only that they are reliable weapons. ---------- Post added at 19:59 ---------- Previous post was at 19:54 ---------- Just for the "impact absorbed" part, it is worth mentioning that it depends on the type of body armor.
  8. Lol than by all means it would turns out to be a camping sniping game after all since kill streak is what most players want. There's a good reason why soldiers in real life have different roles and equipped with different weapons, yet the game which claimed to achieve realism fail to reflect that. Not to mention that in real life a hit of 5.56 to your chest would knock you to the ground, probably breaking your bones and cause internal bleeding, while in this game you can take three 6.65 bullets from 500m and walk away. ---------- Post added at 10:10 ---------- Previous post was at 10:09 ---------- Wasteland is only a mission file, not a mod, therefore it is doubtful if it can change the stats of in-game items.
  9. Yashamalu

    Vehicle damage setting

    You must be mistaken, only 12.7mm can pen the glass in game.
  10. Yashamalu

    Vehicle damage setting

    So basically what we see in ARMA3 is that a Hunter, which is designed to be bullet proof and mine-proof, can be easily damaged crashing down a small tree or bumping into a quarbike. Lol those vehicles are like 10 tons heavy and more and this is such a joke. In real life, it can totally crash a sports car and don't give a damn. Also all the vehicles, when driving fast, seem to have the tendency of flying defying gravity, not to mention that they can easily flip themselves over when turning.
  11. Thx! A combat ready wasteland would really make the fight more interesting! I normally play on a server in which you are given backpack and NV upon spawning, so players would not have to spend too long preparing, and last time our team got a big base, two helis patrolling, two tanks ramming everybody in sight, that was just fantastic!!!
  12. Yashamalu

    [MP/Team] Sa-Matra's Wasteland

    Whether you can find a gun that can really be helpful in mountain areas depends on luck and server setting. Yes players build bases, but that only happens when:(1)Server just started;(2)There are enough players around to make building a base worth it;(3)Teammates all committed to help the course. These only happens on a few servers at specific times. As for APC thermal vision, well actually one APC is not a big long lasting threat if there are about 50 players on the map cause someone will have AT for it. But on servers with a few players or that one side already gained dominant victory, that one APC is gonna be hell of an annoyance.
  13. Yashamalu

    [MP/Team] Sa-Matra's Wasteland

    The way I felt it, fighting weights a lot more than survival in Wasteland, all the time players spent running around is to prepare themselves for the incoming fight.So it would be advisable to shorten the duration of preparation and lead them to the fight so that they don't have to running around half an hour seeing no one. Also it helps to attract long term players to the server if they can stash their loot in safe places and have them back even after server restarted, that's what the base is for. As for thermal vision, let's not forget that APCs could have cannons that fires HE rounds. Sure it may be difficult to hit a single target, but it can easily eliminate an entire squad.
  14. So basically what normally happens in Wasteland these days is that you spend 10 minutes travelling just to find some equipments, than you may die after a few minutes, or spend half an hour ambushing just for some players to show up, and this procedure is somewhat annoying. Let's discuss how to improve player experience. General setting: (1)It would be a good idea to place two permanent faction bases on opposing sides of the map with equal distance to areas like Air Field or Old Transmission Station. Note that I'm talking about bases with walls, gates, sentry towers, houses, bunkers, stores, weapon crates(empty) and light vehicles, so that players could really feel attached to them. The base can not be taken by enemies players and there would be alarm if enemies enter a location within 500ms to the base. The base also serves as an essential spawn location for players, and encourages players to stop killing teammates, which drives them into Independent. You can resupply all the basic infantry equipments, rifles, ammo, scopes, in the base without risking getting killed before even becoming combat effective and this will help save the wasted time mentioned earlier. (2)Natural zones with small seizable bases should be placed in the area between the two opposing bases. Once occupied, it will alert players if enemies approach the area, giving friendly players an idea where to find enemies, and enemy players where to harass you. It would be ideal if the bases are set up on high grounds to provide overwatch for nearby territory. Also note that Independents cannot occupy any area. To further encourage players to fight in natural zones, most missions are to be placed in or near them. (3)Stores selling high end equipments like APCs or explosives should be placed in the natural zones. Independent players spawn near the natural zones so that they can either ambush factioned players when they try to get some decent firepower, or take advantage when two factions are fighting each other. (4)Vehicles with thermal vision are vary OP in the game right now, they can spot hidden enemies from 1000m in seconds and eliminate them in even less time. So it is advisable that such vehicles are to be removed from Wasteland until the official game provide us with non-thermal versions of the vehicles. As a result, APCs need to be accompanied by infantries. (5)Weathers: Currently there's no rainy weather in Wasteland. A lighting storm can cover up weapon firing sound, therefore providing cover for players. (6)Spawning conditions: All basic gears including helmet, backpack, carrier, NV goggle, rifle and holo sight.
  15. So basically what normally happens in Wasteland these days is that you spend 10 minutes travelling just to find some equipments, than you may die after a few minutes, or spend half an hour ambushing just for some players to show up, and this procedure is somewhat annoying. Let's discuss how to improve player experience. General setting: (1)It would be a good idea to place two permanent faction bases on opposing sides of the map with equal distance to areas like Air Field or Old Transmission Station. Note that I'm talking about bases with walls, gates, sentry towers, houses, bunkers, stores, weapon crates(empty) and light vehicles, so that players could really feel attached to them. The base can not be taken by enemies players and there would be alarm if enemies enter a location within 500ms to the base. The base also serves as an essential spawn location for players, and encourages players to stop killing teammates, which drives them into Independent. You can resupply all the basic infantry equipments, rifles, ammo, scopes, in the base without risking getting killed before even becoming combat effective and this will help save the wasted time mentioned earlier. (2)Natural zones with small seizable bases should be placed in the area between the two opposing bases. Once occupied, it will alert players if enemies approach the area, giving friendly players an idea where to find enemies, and enemy players where to harass you. It would be ideal if the bases are set up on high grounds to provide overwatch for nearby territory. Also note that Independents cannot occupy any area. To further encourage players to fight in natural zones, most missions are to be placed in or near them. (3)Stores selling high end equipments like APCs or explosives should be placed in the natural zones. Independent players spawn near the natural zones so that they can either ambush factioned players when they try to get some decent firepower, or take advantage when two factions are fighting each other. (4)Vehicles with thermal vision are vary OP in the game right now, they can spot hidden enemies from 1000m in seconds and eliminate them in even less time. So it is advisable that such vehicles are to be removed from Wasteland until the official game provide us with non-thermal versions of the vehicles. As a result, APCs need to be accompanied by infantries. (5)Weathers: Currently there's no rainy weather in Wasteland. A lighting storm can cover up weapon firing sound, therefore providing cover for players. (6)Spawning conditions: All basic gears including helmet, backpack, carrier, NV goggle, rifle and holo sight.
  16. Yashamalu

    [MP/Team] Sa-Matra's Wasteland

    So basically what normally happens in Wasteland these days is that you spend 10 minutes travelling just to find some equipments, than you may die after a few minutes, or spend half an hour ambushing just for some players to show up, and this procedure is somewhat annoying. Let's discuss how to improve player experience. General setting: (1)It would be a good idea to place two permanent faction bases on opposing sides of the map with equal distance to areas like Air Field or Old Transmission Station. Note that I'm talking about bases with walls, gates, sentry towers, houses, bunkers, stores, weapon crates(empty) and light vehicles, so that players could really feel attached to them. The base can not be taken by enemies players and there would be alarm if enemies enter a location within 500ms to the base. The base also serves as an essential spawn location for players, and encourages players to stop killing teammates, which drives them into Independent. You can resupply all the basic infantry equipments, rifles, ammo, scopes, in the base without risking getting killed before even becoming combat effective and this will help save the wasted time mentioned earlier. (2)Natural zones with small seizable bases should be placed in the area between the two opposing bases. Once occupied, it will alert players if enemies approach the area, giving friendly players an idea where to find enemies, and enemy players where to harass you. It would be ideal if the bases are set up on high grounds to provide overwatch for nearby territory. Also note that Independents cannot occupy any area. To further encourage players to fight in natural zones, most missions are to be placed in or near them. (3)Stores selling high end equipments like APCs or explosives should be placed in the natural zones. Independent players spawn near the natural zones so that they can either ambush factioned players when they try to get some decent firepower, or take advantage when two factions are fighting each other. (4)Vehicles with thermal vision are vary OP in the game right now, they can spot hidden enemies from 1000m in seconds and eliminate them in even less time. So it is advisable that such vehicles are to be removed from Wasteland until the official game provide us with non-thermal versions of the vehicles. As a result, APCs need to be accompanied by infantries. (5)Weathers: Currently there's no rainy weather in Wasteland. A lighting storm can cover up weapon firing sound, therefore providing cover for players. (6)Spawning conditions: All basic gears including helmet, backpack, carrier, NV goggle, rifle and holo sight.
  17. So basically what normally happens in Wasteland these days is that you spend 10 minutes travelling just to find some equipments, than you may die after a few minutes, or spend half an hour ambushing just for some players to show up, and this procedure is somewhat annoying. Let's discuss how to improve player experience. General setting: (1)It would be a good idea to place two permanent faction bases on opposing sides of the map with equal distance to areas like Air Field or Old Transmission Station. Note that I'm talking about bases with walls, gates, sentry towers, houses, bunkers, stores, weapon crates(empty) and light vehicles, so that players could really feel attached to them. The base can not be taken by enemies players and there would be alarm if enemies enter a location within 500ms to the base. The base also serves as an essential spawn location for players, and encourages players to stop killing teammates, which drives them into Independent. You can resupply all the basic infantry equipments, rifles, ammo, scopes, in the base without risking getting killed before even becoming combat effective and this will help save the wasted time mentioned earlier. (2)Natural zones with small seizable bases should be placed in the area between the two opposing bases. Once occupied, it will alert players if enemies approach the area, giving friendly players an idea where to find enemies, and enemy players where to harass you. It would be ideal if the bases are set up on high grounds to provide overwatch for nearby territory. Also note that Independents cannot occupy any area. To further encourage players to fight in natural zones, most missions are to be placed in or near them. (3)Stores selling high end equipments like APCs or explosives should be placed in the natural zones. Independent players spawn near the natural zones so that they can either ambush factioned players when they try to get some decent firepower, or take advantage when two factions are fighting each other. (4)Vehicles with thermal vision are vary OP in the game right now, they can spot hidden enemies from 1000m in seconds and eliminate them in even less time. So it is advisable that such vehicles are to be removed from Wasteland until the official game provide us with non-thermal versions of the vehicles. As a result, APCs need to be accompanied by infantries. (5)Weathers: Currently there's no rainy weather in Wasteland. A lighting storm can cover up weapon firing sound, therefore providing cover for players.
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