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Everything posted by CaptainAzimuth
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General Discussion (dev branch)
CaptainAzimuth replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Jets feel much better with less Camera joggling the view around the cockpit. Thanks. So, now comes other improvements? In the video i linked, you can see at the start, it's a little weird that as soon as i pressed the acceleration button the plane started moving before the engine even spooled up, or the Canopy closed. Kinda weird honestly, not immersive. Also, while taking off, not really that much of a problem, Taxing feels nice (In the buzzard, didn't try the other planes yet). Lift was lacking but that's because my flaps weren't down, and the flight model is also well, as we known, not that great. Hopefully you guys can improve the flight model. Control of the aircraft also needs updating. You can compare my flight videos of various games. In Arma, it's not terrible, but it's not good either. Using WASD to control a jet is a pain at the same time as handling free look and weapons. It's not convenient or intuitive. But, it can be vastly improved with the mouse. You can see some parts in the video where i'm doing a rotation, and you can see a sort of jerking of the Joystick. This is me constantly tapping "S" in order to keep the plane level, and also in the rotational spiral without over correcting. This has to be changed. Doing it with the mouse isn't currently fun ether, as it is the same. Move the mouse some, but not too much. But it can be improved. In terms of controls, it should be, move the mouse to a certain position, and the plane continues to fly in that position. So if my put my mouse a little down and add some rudder, my plane's real controls are moved to a position, so now i can then do a rotational orbit without having to constantly correct the aircraft with the mouse or the WASD keys. Less jerking, looks and feels great, immersive, and all around better. This can also help in the development of a better flight model, because of being able to control the plane more accurately. -
Depends on how many times you die. Each Episode is compeltely un-connected to the next, single events from different people, but the stories themselves depend on you in terms of length. I would say, it's actually a satisfying length for a campaign. I hope their DLC's add more Episodes in different theater's of the war though.
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So then. http://www.nytimes.com/2016/10/28/world/europe/ukraine-russia-emails.html?_r=0 As it turns out, Ukrainian hackers saw how effective and vulerable emails were, so they learned and it turns out that it pays off to go after emails. Russian officials apparently acknowledge the emails are legit, while now, this brings to light the already know fact that Pro-Russian separatists are backed by... Russia... Things aren't looking good. Looks like it's time to run to a Neutral country in the middle of nowhere.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
Don't secret units use... secret weapons? It would be cool to see some interesting and fun new weapons, of the non-conventional sorts. -
ohhhhh, ok yeah. I like the sound of that. Currently people can lock like 10 targets simultaneously and wipe them off the map in seconds. Something to prevent that would be amazing.
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I wouldn't even consider this a game anymore. This is CGI level interaction at your fingertips, but it's not even just that. It's Art. Historical Art. The Campaign consists of stories of real people during different events, during World War 1. This is no game, it's a fucking master piece. I don't think anyone else could have pulled this off but DICE.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
Or maybe they're just bringing over some Technologies from Enfusion? Maybe we'll get the Persistent wild life (maybe including squirrels) that they're working on, or maybe an improved version of it from A2. -
Nord, Arctic circle map II
CaptainAzimuth replied to bludski's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This looks stunning. I hope you can reach your goal. I see so much potential with this map. -
orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
I retract my statement on VR. Perhaps it's not... Completely impossible. But still unlikely to be officially supported. -
Its good. Means more meaningful info per sitrep, because there isn't enough info to justify having one a week apart anymore.
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Never mentioned Counter strike, but hey, i guess we can jump to conclusions (though, saying nerf isn't far fetched for Arma because BI have had more "balance" emphasis on A3 than any previous title, under the banner game design). The way you worded it sounds as if you wanted to do away with lock on's. When jets are the topic, it's even more relevant that i picture what you mean is Air to Air missiles being essentially a circle you keep on the enemy aircraft and the missile follows what ever aircraft is in that circle. Never said i was an expert, but it's observation, as BVR will nearly be the only Air to Air combat NATO, or more specifically, the US, uses in the future, based on their promotionals. But since you've clarified ground munitions, that's completely fine. I don't mind some better form of ATG munitions similar to the way TOW, or rather Titan missiles are handled in the game. Pretty much keep what your aiming at in the crosshair and it guides to it. In fact, i think this is currently how the MQ-12 works with it's DAR's currently.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
Looks like it might be Logistics. Squirrels are capable of transporting and storing large amounts of supplies via. their cheeks. So i mean... it's not too far fetched right? XD -
There would be no need. The maps are fine and are already well designed as to be able to support Naval Assets, especially Tanoa. Being able to cordon off some Islands not connected by bridges, or transport supplies via. boat when no aircraft are available to sling load/VVT for example, would work as intended without the needs for potentially ruining a map. Would be cool if BI made another jungle map with rivers and ocean inlets however.
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No, but it would be amazing to get info on that. I'm also hoping somehow the new Dynamic Shadows make it into RV4. Would be nice for light not to shine through rocks, terrain and buildings anymore. So we could actually hide in dark corners. Though, i'd think that porting over the animation system would be too much, considering how far we are, and heck, just recently, updates have been messing up the current animation system.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
VR would be hell to create in Arma 3. Though, it would be amazing if someone managed to get the functionality to Onward level, which would basically be the best you can get in terms of FPS VR. Still hoping for something along the lines of Naval assets, or a more robust Logistical system, since they have VVT now, it would be great to see some infantry being able to build emplacements with supplies, move ammo boxes by dragging, or picking them up and carrying them around depending on the size, loading them into the back of trucks, and into heli's, like the Huron and Taru. -
I agree, except for the Fire and Forget nerf. Self guided and conventional laser guided munitions will probably be extinct come 2035. What would be amazing though is if they brought back Single Fire Countermeasure mode to Vanilla. This would provide an offset to the fire-forget we currently have.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
I guess i mis read it. None the less, naturally, with someone unknown, i'm sure everyone here wants it to be something. I'll likely just not touch Arma for the next 6 months and wait and see. -
orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
Or maybe optimistic? Realistic or not, BI mentioned that it's undecided, which means that there's a chance that the community can turn "Orange" into something. I think TAC-Ops is probably more on the side of something similar to Zeus/3Den or even something like a more robust and Vanilla supported mission like End Game, as it just sounds like the mission they mentioned they wanted to make. I would love to have a Vanilla game mode that people actually play to offset to current Life dominating server browsers everywhere. But the Orange DLC is up for speculation according to what we've been given, taking the location of their new office out of the equation. -
If i remember correctly, Arma 2 had some form of Engine Thrust loss, though, i don't think it carried over into Arma 3. It may or may not have. I remember taking a hit on multiple occasions and finding it hard to maintain efficiency afterwards, forcing me to land and repair, or rarely cost my life in a combat situation. Kinda wish they would bring it back. Kinda sucks damaging aircraft on the receiving end and the pilot has no problems continuing to be a massive problem for allied ground forces.
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orange Orange DLC (wild) SPECULATIONS !!!
CaptainAzimuth replied to Persian MO's topic in ARMA 3 - DLC
For Arma it would. Name a single Arma series where medium ships were ever introduced or were apart of gameplay opportunities. They did good with Arma 3, divers and what not, but it's extremely limited, and the only game mode using Naval assets is literally Wasteland. Adding more things to do in every map consisting of mostly water, is a given for new gameplay opportunity. Not talking full fledged all out Naval Warfare. But as i've proved, and again, and again, and again, it's completely possible for great fun things to come with a gameplay dimension Bohemia and always avoided. -
I know smaller island nations with Defense Forces that are better equipped than the AAF and Horizon Islands. A bit of a shame really. Destroyers, Cruisers, Frigates, Carriers, and hell, even some corvette's are out of scope for Arma. But smaller, medium patrol boats are not. Take War Thunder for Example, they're started working on ships, and everyone's hyped for the big ships... But they started with PT boats, and smaller attack craft, the kinds of things that would be perfect in Arma in terms of size, and play-ability options. We don't need Carriers and Destroyers. That would be like asking for an armored train, or hyper-sonic nuclear bombers (don't get any idea's, but think about the size), it's obviously out of scope.
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We have rubber ducks and lightly armed boats, not substantial. It's like saying we have a Quadbike and an Offroad armed, and calling it sufficient, and that other things like APC's and MBT's would bring no dimension or that what can't see what opportunities those would bring. In fact, the actuality is the opposite. Think of it this way. What we hope for, is to expand upon what we have for the water. Right now it's not much. A lightly armed Speedboat, no big deal and an easy kill for infantry. A Patrol boat is not. There can be variety that can also challenge Air and ground units with Mortar, AA/AT systems, and provide transportation for infantry and vehicles when there are no aircraft present. Meaning if you're stuck on one of the islands with your new Tank from the Tank DLC, the only way you'd get across to the main island is if you had a boat. Aircraft, or more specifically the Blackfish can't carry such heavy vehicles. However, a medium transport vessel can. I can safely say we currently don't have substantial dimension for Naval assets, because we have minimal.
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Same with cars. Deploy troops from a HemTT/Hunter, and you still have a truck in the mission. You can leave it for later, or destroy it. Or depending on the mission, return to the spawn point and pick up for troops/supplies/vehicles. Or if it's an attack boat, you can patrol certain water ways, for air targets, or position for a mortar attack, and then re-position, or use the cannon as a direct attack mode against coastal defenses, or to retake docks, or to deal with opposing enemy sea combatants.
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To be honest, i think it's going to flesh out the way air combat is coducted in Arma's Battlespace. I'm excited and worried at the same time, as i'm very accustomed to tab-lock gameplay, while it's cheaty, and dry, it gets the job done for both sides. I remember flying an SU-25 Vs. a Tunguska, always above 9K out of visibility, come into the range and start popping flares every few seconds to prevent a solid lock from AA, then attempt to tab lock around my target location provided by friends on the ground, and it would be a game of who can find each other first. Remembered doing this for about 7 hours on Takistan life back in the day. But in the light of new possibilities, here's what i hope for. -Finally a new Flight Model that supports Arma's Fixed Wing Aircraft -Better controls for flying aircraft (Option for Mouse as Joystick with the persistent Box/Area method) -More variety of existing aircraft, Buzzard with rockets, Two Seaters -Fighters. We currently only have Attack jets, and i know, Arma 2 had an F-35, but that's technically still a dedicated Attack jet -Actual working HUD in relation to Radar. Arma 2's HUD for jets actually kinda (Kind of) worked. There was still an overlay. -And finally, Real Sounds for jets. After hearing some of the work these guys do, i can't understand why we can't have jets that actually sound like jets. =P