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Stublerone

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About Stublerone

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  1. It was stated often enough: We need an overhaul of all infantry movements and aiming. I hope, the Marksman DLC will also work on that. 1.) Recenter the weapon and not let it stay up in the sky after a spray. You press the weapon to your shoulder and stiff your body. You ultimately will come back down immediately after the burst. And that pretty much close to target (not exact, but pretty close (I hate it since introduction in Operation Arrowhead). It disconnects you from your character. 2.) Weapon sway while in the sights should show NO (or just tiny) swaying between head and weapon (you stiff your neck and body to build a pretty stable connection -> the weapon would not sway in front of you that hard) -> Again: Feeling disconnected from the char. 3.) Better mouse movement (incl. above mentioned). In reallife, I can run with weapon in position and hit targets in 20m range pretty much everytime with a burst, especially with SMGs, etc. Even with bigger rifle, I can mange shooting close quarters. Currently, you need serious amount of time (several seconds) to be able to shoot and in really close situations, things are very badly messed up. You never do, like you would like and like you would in reallife. sometimes you shoot a whole magazine and probably mess 90% of the bullets. Running with strafing maneuvers even help close combat. And I wouldnt miss shots with an automated maschine gun on such distances, even when target is evading. 4.) Weapon resting and a dynamic cover alignmentz system (like in Red Orchestra -> simple, very handy and more to reality) 5.) Use the hidden animations for climbing over walls, etc. to create a more variable approach on target. E.g. get "tag team" possibility (one soldier helps the other to climb an obstacle or give him a "human ladder", so that he can have a look over the wall or even shoot from there) So, these are my wishes for infantry. We got better dynamic movement and more dynamic fights in Arma 3, but the aim is off. Close quarters combat doesnt feel dynamic. It mostly ends up with: "Damn, I had 5 seconds on the enemy 30 m away, but I couldnt manage to shoot as I sway too much." Sometimes, shooting out of the window, the enemy probably lay down, turn around and has the better shooting opportunity and shoots you, although you were first (especially with heavy guns out of windows -> we need weapon resting) Concerning other things: 1.) Use the doors animations and work on enhanced get in/out animations for vehicles (there are so many awesome moving parts, that should be used) 2.) Get more "skill" involved in missile firing in helicopters/jets. "Tab + fire" is to simple somehow. 3.) Give ALL vehicles a more decent damage model and more hitzones. Get Armor and Armor penetration...
  2. I generally find it hard to aim. Generally because Arma was always a game, where you have worse mouse feeling than in any other game. It is inertia, sway, etc. that disconnects you from what you are doing with your mouse. And I must say, that I never experienced that in real life weapon treatment. The problem in my eyes is not the sway itself so much, it is okay, when you are out of iron sight. But as soon as you switch to combat mode, the sway should completely connect to the view and not sway seperately. I always have the feeling, that I have a bit of freelook mode on. All these "delays" causes, that even experienced Arma players always had some sort of problem in close combat and fast situations. It seems, they really tried everything to simulate all that, but always remember, that reactions in real life is something different than with mouse on a monitor. So, I really really would like to see some improvements there, as it sometimes is soooo disconnected, that 2 people are meeting within 10 meters and both cannot fire a single shot into target as it sways, although you tightly press your weapon to your chest and contract your neck muscles to stiff all that. In real life, this is much easier to acomplish. I hope you know what I mean. I already had dozens of situations, where you just have NO chance to fire back, although the enemy is strafing 10 m in front of you. You must see: It is and was always a Arma specific movement to run with strafes. In most cases, noone hits you, especially when the enemy also was in motion, before he saw you. What bothers me since the Arma2 patch (i think it was somewhere with introduction or first patch of operation arrowhead), where it starts with the weapon spray was no longer recentered, although you would always do with a stiff body. You shoot and as long you shoot, you cannot really control the shots and it goes up. BUT: As soon as you stop, your stiff body would readjust down pretty quickly and not stays looking up in the sky. This was my first major problem and disconnected me completely and still is a mechanic, that I do not understand, as I never behaved like that in real life! :) And next is simple in the same spot: I stiff my body and press my weapon to my shoulder. And while I do this, my view is tightly connected to the whole sway! And the weapon not sways in front of me. It simply is another disconnection. And there is one thing, that should never happen in shooter (especially with those close combats in the beautiful cities of Altis): You should never introduce mechanics, that disconnect you from the game. And the reactions in reallife and with mouse are also a balancing factor. Sure, you shouldnt hit like in most other fps, but in reallife you would never mess around with all that in a combat situation. Disconnecting mouse is making the life in the game harder, than it would be in reality. Especially in close quarters combat. You would simply be more effective in reallife. So: 1.) Spraying and not recentering somehow makes you feel disconnected and 2.) weapon sway, although in ironsight/sight is disconnected from the view, which I think,is not realistic (you sway with your weapons and not only the weapon in front of you) -> this disconnects you was well (press your weapon to your shoulder and stiff your body means, that weapon movement is doing the same movement as the head. It would not sway in front of you like crazy). Long text, but I hope you get it. :) In many cases, the game pace is suitable to manage all that. But a nice (really nice) city fightin Kavala would be so much more fun, if the weapon sway would not disconnect you soooo extremely. Sometimes you are in a house and simply can do NOTHING to shoot the enemy on the street downstairs as you arrived shortly and have no control over your movement. In reallife in a life/death situation, I would be able to stiff my body so hard, that it hurts and I would be able to shoot. In the game you wobble without muscles. To fatique: I am seeing more and more sense in all that. One thing is crazy: When I had to quickly regroup, had a lot of movement, the char simply gets exhausted from back and forth. And then, crossing a street is a dumb idea. In a combat situation, I personally would be able to cross the street. In the game I am not. And I dont understand, why I can regain my fatique sooooo fast in laying position compared to standing. While I understand more and more of all that, we always have to remember, what the game needs. We gained some pretty good dynamic movements in Arma 3, but we now destroy a good general feeling with some "realistic" features, that you cannot put 1:1 from reallife to mouse. Please rethink, especially fo the sake of playability in close combat as I feel, like I am not controlling anything. You not hit a running target 20m away out of an own move (even just a readjustment of 1 m to the side means, you wont hit him until he is in cover ...sometimes). I wouldnt miss these shots in reallife tbh.
  3. There should just be an option to "run for your life", because no soldier (even exhausted like hell) would stay on a walk speed, if someone shoots on him. And as soon as stamina forces you to walk, it should not still lower and lower and lower stamina. It should stay or even regenerate, as you are walking as slow as with the "Walk" button. Second point: Never saw stamina values changing so drastically, when you go into "combat pace". This should be revised as well. It could possibly be minor changes to make it believable. But aside of that, I must say, that, if the majority has the option to choose, they all wont use it. And that from a guy, that is trying to play reallife pvp scenarious in leagues and clan evenings. So, we should rudder a bit back in my opinion or at least revise, how the stamina kicks in, when you recover, time values, etc. -> It simply not helps to stay on the current player level and it not helps to give people with "potential" to switch to arma (as they see its advantages) a really good reason to play arma 3. I do not want kiddies here, but a healthy game community, that is big enough to cover many different playstyles is possible. And that should be taken into consideration, even if such features are optional (as I know now) :) Just an idea about the general approach. I am counting the days to get an enhanced helo flight model. People with other taste would say the same in that situation. And honestly, if it really gets much different/harder, I can understand their claims as well. I think, the real sim factor of arma 3 is ONLY coming from its overall pace, scenarios, etc. and not from the different parts of the warfare. And that is essentially, what counts in my opinion. Generally you are right, that some gear setups are simply over the top. :) ---------- Post added at 22:10 ---------- Previous post was at 21:52 ---------- The point 1 by the way is implemented from scratch. But this is an option between fatigue on and off. The state before that update is not possible to bring back. To the weapon sway: Needs also rework. We have a.) bad mouse behaviours in all arma parts and b.) we are not on a reallife battlefield -> Means: Many things are already a drawback to steer with a mouse, than actually do it in a reallife situation. Weapons sway needs rework and with all the other additionally simulated "realism" mechanics, it simply becomes an unenjoyable and unplayable gameplay....even for PvE non competitive "realism enthusiasts". It simply not behaves correctly and we are still talking about a game, where you play with mouse and keyboards. Swaying 4 minutes in prown position until you actually are able to even shoot a soldier 50 meters away from you, is not realistic. There are so much more reactions of a soldier in such a situation, that make fatigue and its weapon sway obsolete!!! A reallife soldier wouldnt miss such an opportunity, no matter how hard he is breathing. And I am going further: The fact, that the weapon stay way up in the sky, when you did some rapid firing, is ultimately doing all this aiming and swaying additionally difficult. In reality, a soldier, that is laying down and "rest" his gun, would never stay with a gun facing way up in the sky. It would return into rough position. This was introduce in Arma 2 OA and THIS ALREADY SUCKS for many many many veteran players as it is NOT realistic. You can implement that the gun goes up, but not that it stays in that position. The shoulder of the soldier would ALWAYS force the gun back to a normal position. Did you ever saw a heavy gunner in reallife breaking his back due to the gun goes upt and up and up? Inh arma you see laying soldiers with a more than 45 degree angle in their back. Sorry!!! Not realistic. That is, why all PvP leagues always have a look in the modding sections to get "weapon resting" mods to prevent all that weird, coded mechanics. I see a play between those 3 mechanics, that interfere each other or simply makes a soldiers behaviour feeling disconnected, etc. AND being disconnected to your game character is, what ultimately can ruin the whole game experience. Just saying.... :)
  4. Hey guys, just wanted to bring in my opinion about the new update: It completely is a mess and one of the worst updates since we got the new mechanic in Arma 2, where the weapon not moves back into the original position (normally the shoulder pulls the rifle back into the rough position and not stays, where shooting ends). English is not my native language, but I need to say, that weapon sway and fartigue are all things, that lowers the pace. Many clans I know got new players, because Arma 3 movement got a bit more dynamic and felt improved. Now we completely counter this good approach with "realism", that should be implemented optionally. The 2 reworked features made everyone in my surrounding very mad. Some were very angry. And that, although most of us are sim-only players with games like DLC, IL2, etc. But this is not, what balances the game correctly in my opinion. Vehicles even get more important and infantry movements without get frustrating. We got to know many new people from other games in the last months and they all love the scale and the slower pace of Arma3. But now I don't know anybody, who wants to stay with this sway (in combination with the traditionally bad mouse implementation; one of the worst in shooters history and existing since arma 1) and this fartigue mechanics. I think, that the fartigue before the patch was well enough and weapon sway was even in the old versions frustrating. Adding significant differences in the weapon types in weapon sway makes sense. But please make them all more playable. The mouse movement in Arma always felt completely disconnecting and that is the essence of a shooter to play. Let us be honest. It is a sandbox with a great pace simulating combat environments very well. And the pace of a soldier was great as it was. Aiming even could get better. Otherwise those last 100k, that now bought the game and liked it, will leave again in my opinion. Always keep that in mind. I am willing to get a new flight model and possibly a more difficult targeting system than it is currently. But the FPS side should stay as it was with new weapon resting and more moves to get more dynamics (see some good ideas of Red Orchestra 2). The rule of cool should also have a word as this greatly has increased the number of new players. My suggestion: Make that an option and you will see, that most will not play it with the new mechanics. They are messed up and most do not want it in that current state. If I run 100 m with full equipment, I am in a pretty bad constitution to shoot. But I would always be able to cross one more road, while I am afraid of getting shot. Even completely exhausted, I would run fast than walking. Generally it just makes the infantry pace far to slow, unintersting and frustrating like hell.
  5. Stublerone

    Evil Zeus

    :) good point
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