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Everything posted by Locklear
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My reply to a similar comment in a different thread:
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The player progression adds some motivation for playing, because there is something to strive for, even after tens or hundreds of matches. After the release of the game, there will be a system to help you pick a server with people on the similar level of progression, which should create more balanced matches. We also expect a certain influx of player, which will help this system to work as intended. The progression in general will also be slower than now, so the gaps between players will grow more slowly, too.
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Yes, a tiny little bit. It's not intended to bother too much with these aspects in Argo, so the gameplay is more streamlined. For more complex simulation, there's Arma. :) Capturing a neutral sector, or defending yours = 1 point. Capturing an enemy sector = 2 points. If you click on a game mode in the main menu, and then on the "learn more" button in the upper right corner, you can find more information and tips about game modes, equipment, and other things.
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There are just four hit zones: head, body, arms, and legs. The damage is applied in the same way as in Arma 3, the engine part of the damage model haven't been touched. However, the config values you ask about wouldn't tell you a whole lot, since also the damage of the weapons (or bullets, rather) and some other properties have been changed quite a lot. Light Vests offer no additional protection (wearing one is a cosmetic thing, it's equal to wearing none in terms of damage protection). A medium vest lowers the damage you take to your body hit zone by roughly 40% in comparison to a light (or no) vest. A heavy vest lowers the damage you take to your body hit zone by roughly 20% in comparison to a medium vest, or by roughly 50% in comparison to light (or no) vest. Head, arms, and legs are unaffected by vests.
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1. Who knows. :) 2. There will be credits, eventually, but there's no list available at the moment, sorry.
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Hello, thank you for reporting this, seems like a bug, we'll investigate.
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Yes, it has, based on the data we were able to gather thanks to you and all the players. We will continue to analyze the data and tweak the points where needed.
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Hello, thank you for the questions. I've answered the second part of them in the quote. I have nothing to disclose in relation to the first half at the moment, but please stay tuned for future announcements soon™.
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Hello kveldulv_halvard, let me elaborate. 1.) The damage is indeed affected by many things, including caliber, range, bullet speed, etc. However, while we strive for a certain level of authenticity, the game is not intended as realistic – long story short, realism is not always fun. As a matter of fact, helmets (headgear in general) in Argo are cosmetic items, they provide no protection; it's to allow players customization options based on personal taste, not a protective value of a piece of gear. I wrote a dev blog about damage in Project Argo, you may want to check it out to get more information about the systems in the game and decisions behind them. 2.) There are no differences in uniforms in terms of protection. Both factions have access to the same vests, and the protective value of those vests is based on the selected loadout. So yes, a Rifleman equipped with a plate carrier vest can survive longer than a Marksman with a chest rig – but that is independent on their faction. Eventually, there will be a system in the game to unlock various pieces of equipment and tailor loadouts to your needs, so you'll have control over what you bring into a match.
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Adding weapon to crate with specific attachments
Locklear replied to chronicsilence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Description.ext does not support all config classes (e.g. CfgWeapons, CfgVehicles), they have to be declared in addons and loaded when the game starts. -
Adding weapon to crate with specific attachments
Locklear replied to chronicsilence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's a config entry, not a script, so it's to be used in a custom addon. -
It helps a bit. That being said, thanks for the feedback about the footsteps, I'll see if we can possibly make some improvements. No promises, though.
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You can bind a key to "Walk or run temporary" in Options / Controls. ;)
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Let me clarify a bit. :) In Clash, if anyone gets near an enemy sector, he will be revealed to the enemy (his marker will be visible to the enemy team). There's a warning displayed briefly before you are revealed.
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There are currently no plans for that, since the focus of Project Argo is solely on infantry combat. SMGs: yes, definitely. Silenced pistols: not decided yet.
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Using a scope doesn't increase accuracy of your weapon, it helps you with aiming.
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Hello modders! I'm Locklear, an encoder in BI, and you might have seen my posts around here on the forum, when I tried to help some of you with stuff and things (mostly the things). I usually (although not exclusively) work on characters and equipment, so I decided to create a guide for configuring those on the community wiki. The aim of the guide was to create a place for both new and veteran modders to go to when they need to understand or review some basics of the character and equipment configuration, and I hope this piece of documentation will help anyone interested in modding these parts of Arma 3 content. You can find the guide here: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide. I created this thread so I can gather your feedback, questions, and suggestions regarding the guide. Should you feel anything is not clear enough, or perhaps altogether amiss, please let me know here. Please don't ask for help with a specific problem here, create a separate thread for such questions, as usual. May your time in your favourite text editor be merry and your bugs scarce!
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If a player gets too close to an enemy sector in Clash, he is revealed this way. There is a warning for the trespasser, so the reveal can be avoided.
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Please check the forum rules, particularly the "All posts must be in English language" part. ;) Also, please note that many forum users (and several Project Argo team members) are not Czech. :) For non-Czech speakers, the question was how the Link respawn timers work. From the beginning of each round, every 15 seconds all dead players can respawn. So the wait time depends on when in the respawn window you died. However, as the round progresses, the respawn timer gets longer, so dying is progressively more disadvantageous for your team.
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Some of the upcoming loadouts feature guns with iron sights only. Actually, there are two in the next rotation.
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Thank you all for your feedback regarding LIM-85. It confirms some of our concerns about the weapon, as well, so I can assure you we will be tweaking it in the future. The changes won't take effect in the current beta run, unfortunately, but the next time you see this machine gun, it shall feel better.
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Mitrail, I have no details to share at the moment, but I'd like you and others to know that we have already been carefully considering those questions (and many others), since they're good ones. We definitely want the metagame to bring something interesting and motivating into the game, rather than push people away from it.
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There has been a lot of discussion about damage, so I'd like to share a few details to clarify. A headshot should be a kill under almost any circumstance – that is a way how even the weakest weapons have an opportunity to shine. Hits to arms and legs hurt, but it takes a bunch of bullets to actually kill someone this way. The balancing is centred around the body, with the impact of vests in mind. Long story short, if we're talking any combination of a gun/ammo and a vest, it takes 1–5 bullets to kill a guy. In reality, this may work/feel differently. The bullet simulation in Arma is quite complex; for example, if a bullet passes through an arm into a body and then flies out, the actual damage is quite different (lower) then when the bullet hits the body directly and stays inside. Also, quite often players feel they hit with more bullets then they actually did – we've been trying to improve the hit feedback to change this. Please keep in mind we're at the beginning of the open prototype and there is a lot of tweaking to be done. This also applies to grenades, which are even trickier to balance due to the nature of hit points and indirect damage interaction in Arma. In other words, there is a very thin line between OP and useless here, not mentioning the feel is very dependant on one's skill. We carefully watch how weapons and players with them perform, so together with your feedback, we can find the right balance. That balance is in firefights which are fast, exciting, but fair. We want you to have time to react and return fire when you're being shoot at, but that time window should be reasonably small. We definitely understand you might feel the damage is a bit too low in some situations, so we'll look onto various ways of how to improve that. Thank you again for your feedback! Now go set up a link or something, will ya? ;)
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Now I understand. :) Thank you for pointing it out, I'll pass the feedback and we'll look onto that.