Markle
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Everything posted by Markle
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Tanks - Missile flight profiles and weapon improvements
Markle replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Now even VR flat terrains are not safe if target is farther than, for example 600m. I would just suggest raising flight profiles a bit for both direct and overfly attack modes.- 328 replies
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Tanks - Missile flight profiles and weapon improvements
Markle replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
PCML missile seems to be dipping too much in direct attack mode, causing them to collide onto terrain. In overfly top attack mode, PCML missile is not correctly deleted after exploding over target.- 328 replies
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Well... I'm actually tend to ask for more complex behaviors (or turn on allowCrewInImmobile by default), since now AI crews will and only will immediately give up (and expose themselves to enemy fire) when tracks get damaged, which is pretty strange.
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Still looking forward to a change on MAAWS Mk4 Mod 1 scope reticle: https://feedback.bistudio.com/T127862 AI crews will still bail out right after track being damaged, which makes it both too easy and unrealistic to counter AI-controlled armors.
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But since Vorona is CSAT-specific... Does that mean NATO and AAF infantries will have to use bunch of MAAWS / PCML to take down static & cold MBTs? May sound acceptable, but not that faction-balanced I think...
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Hi I wonder what's the intended places of Titan AT and 9M135 Vorona? Titan system is a bit lighter than Vorona and support both IR homing and SACLOS guidance with both direct and top-down attack mode, where Vorona only support direct SACLOS attack. I guess maybe Vorona is supposed to deal more damage than Titan AT, but didn't observe much difference in current build.
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I wonder if that scope has any actual real-world reference — or if BI has consistent design guidelines... That Mod 1 scope is probably differed from all others in game...
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Let's wait and see how new weapon balancing works... Right now I care more about MAAWS Mod 1 scope — again, I have to say its reticle is not that ergonomic IMO. Even changing its " ^ " to simple rangefinding " — " will make it better when engaging targets in-between 200, 400, 600, 800, 1000 meters. — Or maybe I just need to get more accustomed to SVD... maybe... Are you testing with empty vehicles that haven't been touched by any AI crews? AI gunner will usually switch the operating weapon to machine gun.
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If Titan AT kept this all-purpose SACLOS — I'd suggest buffing 9M135 Vorona, or I'm afraid every player would grab Titan AT to top-down bombard everything, from the moving to the still...
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After playing with MAAWS Mod 1, I'd say IMO its reticle is quite misleading if you want to hit targets between 400, 600, 800... meters. I would rather prefer Mod 0 reticle with rangefinder. I'm with this ticket: https://feedback.bistudio.com/T127862 Titan AT is able to top-down attack under SACLOS guidance (you can even top-down attack an infantry with mouse-aiming), is that meant to be work in this way?
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Though the linguistic problem of Xi'an's cockpit panel has been mentioned in #3, I'd mention some additional points: T117994: Problems about the Chinese in Xi'an's cockpit panel "鼻" (nose): Should be "机头" (nose of airplane) instead. Except the cockpit panel is made in Japanese or some other places, all characters should use fonts (glyph) in Mainland China standard.
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T117923: LBV Harness, LBV Grenadier Harness and Raven Vest have thermal signatures
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[OPEN BETA] [SP] bCombat infantry AI Mod
Markle replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh thanks. -
[OPEN BETA] [SP] bCombat infantry AI Mod
Markle replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone know how to disable the notification "bcombat v0.18 started" on the upper right corner? It draws too much attention when mission start. -
The most awkward thing Arma 3 represented I think is crews are just fine and tanks are timed to explode after penetrations. Is it possible to simulate APFSDS killing the crews and leaving a relatively complete tank?
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Huhh... It's a good mod but I don't know how to destroy a tank from front. I tried many APFSDS, HEAT, missiles... and it's just good as new...
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Authentic Gameplay Modification
Markle replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello again, I'm wondering how to disable the noise effect of NV but let the other part of agm_nightvision work. I suppose by 2035 we could have had very powerfully sharp night vision goggles. Thanks! -
Authentic Gameplay Modification
Markle replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm expecting AGM to support the remote controlled unit in Zeus mode, although it's not important:) Strange Bug: When playing the first campaign of Survive, AAF had became hostile since the beginning, making the mission uncompletable. Any idea on why is that happened? -
Authentic Gameplay Modification
Markle replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks! As for earplugs, I found when I plugged them in the environmental sound wasn't muted, is that a setting or I didn't notice the effect? -
Authentic Gameplay Modification
Markle replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello. At first I have to admit it's a really awesome mod, but I've encountered a strange problem: when I was commanding the team my voices and subtitles at the channel were no longer showing up. Is that a bug? If so, how do I fix that? I'm using Steam version, and have no other mods installed except CBA. PS. AT solders seemed to have no ear plugs initially?