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bek

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Posts posted by bek


  1. mapable keys so i can just hit a key and move from commander to gunner without having to scroll through the mouse wheel to choose.

     

    1-2-3-etc keys should be fine since you won't be using weapon switching, unless turned out, in which case I guess you'd need to turn in before switching seat.

    • Like 1

  2. I also wish we could customize our characters and weapons  before entering lobby.

     

    That reminds me, I'm not sure how I feel about the podium style top 3 player showcase at the end. Without customisation it's a bit pointless, but with customisation it's only a hop and a skip to fluro pink gun skins and silly hats. I'd leave it out if anything.

     

    And yes, fov slider, with reasonable limits (1x should stay 1x no matter what the custom FOV is set to)


  3. Hey, thanks for the reply.

     

    2) The zoom (or Focus, rather) makes sense in Arma's longer-range combat, but we have found it a bit too much of an advantage in Project Argo. We like that the similar advantage is provided by some scopes for the price of lower spacial awareness. The zoom in the controls menu is to toggle between two zoom options of some optics (try it with the Marksman loadout, for example).

     

    Eh, I dunno. I think 1x zoom at any time makes sense because it's realistic, not because sometimes I need to shoot someone 400m away. And in fact a lot of the time, in CQB, which is Argo's playground, I want a wide FOV when I ADS. The current system doesn't allow that (unless I'm mistaken and the zoom controls you mention do that, but I don't think so - I'll have to check). As a practical example, say I spot an enemy in the corner of my screen. If I ADS right away, which I will, my screen zooms in and I'll probably lose sight of the target for a second. That's even worse if we're both moving at the time. It's not a problem in arma cause I control when and where I go to proper 1x zoom.

     

    3)The UI changes were part of our experiments in Project Argo, since Argo is total conversion of Arma, you can say more casual we also took the liberty to not only change some game mechanics but UI as well. I understand the surprise of Arma players but we believe UI as aligned with our vision of the game.

     

    yeah I think it's mostly the change in areas of firemode / ammo that's annoying, more than the change in colour/shape. Maybe I'll get used to it, but what was wrong with the a3 setup? Consistency is king here, IMO.

     

    Another thought is that perhaps (not sure if this should carry over to A3) the default firemode should be consistent between weapons, ie, full-auto is default. Which makes sense from a PVP perspective, if you need single shot, chances are you have the time to check. But if you need full-auto, chances are you don't. So keep it logical and consistent. And I greatly prefer Arma 3's indicator for firemode than Argo's single icon, but maybe I'm just used to Arma 3.


  4. So, Argo. I like the premise, but the current execution has some faults - luckily they are nothing too severe in terms of fixing.

     

    The Good:

     

    1. 1st person! Finally, will I get to play arma PVP in first person...?
       
    2. Missions look fun and interesting, not overly complicated. They could be bigger though. I assume you have plans to do 10v10 missions or higher at some point too. Look at DTAS, you can have small player counts and still decently sized zones. Another note to take from DTAS is a randomized spawn gives a huge boost to replayability, with fixed spawns I basically know where and when players will be, so I could get into a (lame, and very video-gamey) routine at the start of the round by rushing to a "good spot".
       
    3. Gear. While giving players an ARCO on areas this size might've been a touch optimistic, I am very glad that this mission focuses on infantry and doesn't include apcs, tanks, jets etc. that ruin infantry gameplay. Never add the MMG's under any circumstances.

     

    The Bad:

     

    1. 5 Minute timelimits on the permadeath modes. This is exactly what kills games like R6: Siege - you could work around the problems infront of you, tell teammates exactly where enemies are, figure out a plan but nope, timelimit. Obviously there needs to be some system to stop people hiding and causing the match to last for 30+min or whatever, but a 5 minute limit is way, way too low. Otherwise it's just rush rush rush. You need some time to communicate. 10 minutes would be the absolute minimum I would consider. 15 is more reasonable.
       
    2. Removed being able to zoom to 1x at any time. This just boggles my mind. You already had the perfect system in arma, and the auto-to-1x zoom in argo is awful. Like, really awful. I can't get 1x view in freelook (I see zoom is still in the controls, but does nothing, as does Optics Temporary, to my dismay), I can't get a high-fov view ADS.. it's a terrible choice.
       
    3. UI. Why change what works in Arma 3? I'm already conditioned to where to look for firemode etc, why go and change that? It's just annoying. It seems like it's made different just for the sake of being different, not for any practical purpose. But maybe the UI designers have their reasons. Though they're wrong and I hate them.

       
    4. Need to find some way to stop the meta of using nades / 40mm on the obj once it starts being capped, cause that's super lame and unfun.

       
    5. ...Why can I not zero my optics? I mean I get that you want to simplify the game, but..... why. Just don't give people optics than can be zeroed. Or let them zero. Which shouldn't be a problem anyway. Or is the information just missing from the current UI?

    The Bugly:

     

    1. Not being able to use temporary optic (ADS) as mentioned
    2. Mission doesn't seem to properly restart?
    • Like 2

  5. A quick google seems to say that most pre-1945 mosins are (various types of) Birch, with Beech being less common. After that they started using wood laminate. And apparently other countries (US, France) made walnut stocks. Maybe there are some rarer types out there made by smaller manufacturers with different types of local woods too.

     

    http://forums.gunboards.com/showthread.php?217525-Type-of-Wood-in-a-Mosin-91-30

    https://www.gunandgame.com/threads/what-type-of-wood-is-my-mosin-stock.142135/

    http://www.russian-mosin-nagant-forum.com/viewtopic.php?t=9765

    • Like 3

  6. Then that's a 91/30 'sniper' variant. My mosin is an M38 carbine. The 91/30 is longer, has a bent bolt handle to accommodate the scope, and obviously the PU mount. So it's a different rifle. You wouldn't be able to open the bolt with the PU scope attached on the m38 with the straight bolt handle. I don't think I've ever seen a shortened version of the mosin (m91/38, m91/59, m38 or M44) with a scope mount/bent bolt handle, nor would it make sense to see one from that era. If I were to do a 91/30 (unlikely, but maybe I'll catch mosin-fever again) it would make sense to have the option for the PU scope. But there are cooler mosin variants to consider (scout rifle mashup, OTs-48k)

    • Like 4

  7. could just use the excuse that they guy who uses it in the game put a bit too much weatherproofing on it.

    Don't need an excuse when there's real world ref to back it up. Stuff gets worn and weathered in all sorts of ways.

     

    A lighter shade of wood would make the details pop out more though

    Perhaps. However, I like red. There's also different types of grain, which I did try, but I didn't get it looking anywhere near good enough imo.

     

    Then you forgot something.

    To what, go back in time to make a different rifle?

     

    Makes you wonder why RHS bother posting WIP screenshots when every time they do the thread de-rails into post after post of "The wood is too dark!" or the good old fashioned "Will you implement variant 'X'?"  :rolleyes:

    Meh. There's little point in posting if people don't get to have their say on what they like/dislike... which may (probably not) have an affect down the road on further pieces. Though, I may regret mentioning that I'm again watching this video and thinking "hmm..."

    • Like 3

  8. I've just started it in SP but the obvious MP-focused implementation is just afwul. No pause on Esc, no savegames, and I have to deploy within two minutes. That is not SP, that is "play alone on your own local server". I'm sorry to be so blunt here, but that was a terrible first impression and I'm just five minutes in.

     

    Well, it's not SP. It's CO-OP. Given the thread title you'd think that obvious, but apparently not...


  9. i'm disappointed that csat ground units get recolors for tanoa but not nato.

     

    They're still working on Apex; since such retextures are more time-consuming than they are difficult it seems likely they're slowly working through vanilla A3 content, and happened to work on csat first. I would be surprised if they weren't all completed by the final release.


  10. Also, it just came to my mind that Chinese might not take kindly to the expansion. BI already managed to piss off Iran, but it's a smaller market. I don't know how CSAT Pacific will be portrayed in the story (OFP:Red River got a pass despite having them as villains), but I can see the designs themselves ticking off PRC's censors.

    At the risk of starting down a path that will likely derail this thread... I would hope that BI would have the courage — business sense be damned — to ignore such institutions. Though, one would of course hope that their portrayal of a nation is at least somewhat fair and not with any propaganda / political motives of their own in mind.


  11. What gets me about the LOD swapping (especially the quadbike example) is that the next LOD down isn't even the right colour/shade!  How can this be ?

     

    The lower lods will have simplified (or no) texture/material, because — when working correctly — these objects will be too small on your screen for such details to be noticeable. It's an optimisation thing. Unfortunately at the moment it's swapping to these low lods when the objects are still very close. And it's not just an overly aggressive lod change, it's buggy because they jump up and down levels far too often/quickly, and for no good reason.


  12. it doesn't matter if the round is smaller, it's the penetration/kinetic energy and diameter which will do the damage.

     

    Actually I think the current science tells us that KE, in the ranges delivered by small arms, doesn't itself reliably "wound" - it's the permanent cavity that stops a target, not the temporary cavity caused by the KE transferring. So while a larger caliber is potentially better, you might get better "stopping power" from a smaller round that expands better than a larger round that over-penetrates. Then again, without sufficient penetration you might not defeat their armour in the first place. I'm by no means an expert, but I think even at 12.7mm over-penetration could still result in a non-fatal wound. I've no data to back that up though.

     

    Also, I think you may be confusing .50 Beowulf (the ammo for the type 115, 12.7x42) with full sized rounds like the Lynx uses (12.7x108). The .50 BW according to wiki, has an initial velocity of 570m/s from a 16" barrel. The type 115 under barrel is quite a bit shorter than that. To be honest I think the current config for the .50 BW in arma is just placeholder - it's way more powerful and accurate than it should be. While it needs a initSpeed nerf it shouldn't go into subsonic ranges, which is good because then the ASP-1 Kir would have no reason to exist. Luckily ammo config changes are easy. IMO it should be configured for a full AP type round, so high penetration, but lower base damage (smaller diameter penetrator), since its role is to punch through hard cover and disable vehicles. For everything else, there's 6.5mm.

    • Like 2
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