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bfgfreak

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About bfgfreak

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    Lance Corporal
  1. Jets DLC Official Feedback

    At the very least, the current hud layout feels so... how should I put this... off, without a gunsight. It took me a while before I figured out that the -w- was my also my bore. I don't want to say that it was counter-intuitive, but it took me much longer than it should have to figure it out which is why I seconded bringing back the gun cross. Maybe switch the -w- to a + when in gun mode, but as it stands right now it just doesn't feel correct.
  2. Jets DLC Official Feedback

    I too second the motion to add the gun cross back to the Black Wasp.
  3. Jets DLC Official Feedback

    While not actually a part of the DLC, I'm a bit disappointed that the NATO pilot jumpsuit is still that ugly shade of grey. I would think now with a flight oriented DLC it would be a good time to change it so that NATO is olive drab, AAF gets a tan jumpsuit, and CSAT keeps their hexagonal monstrosity.
  4. Something I'm curious about, is it feasible to have something like this for Infantry in mod form? IE can we create a man portable non vehicle entity that can share remote targets?
  5. I can actually see this as being useful for training being able to practice carrier landings before loading in the Nimitz. At the very least it should cut down on time spent staring at the load screen every time you come in too low.
  6. Hi, I'd just thought I'd let you know that I created a skin for this F-16 mod based off of the camo pattern on the A-164 Wipeout. Anyway here's a link to it for anyone interested: http://steamcommunity.com/sharedfiles/filedetails/?id=711471199
  7. While I think most of the stuff is an improvement (Particularly "No time for questions"), I did like the old version of "An unknown enemy" for its more foreboding tone. The old "An unknown enemy" had a different sort of feel to the music that the new version just doesn't have, and I'd like to see the old version return under either "An unknown enemy - Alternative" or an entirely new foreboding name. For the record I do think the new version is pretty good, but the old one I think is different enough to warrant there being 2 versions.
  8. BloodLust (7-9-2017 v2.484)

    I'm curious, has anyone found a sweet spot in the vaporizing config where people caught in the direct blast area are vaporized but those further out are ragdolled? I want some vaporization, but not an entire squad when a bomb or artillary round lands on top of them, just the ones unfortunate enough to be caught in the middle.
  9. Apex Vehicles Feedback

    Both VTOL's No missile warning system, this makes knowing when to dump flares nearly impossible (and AI don't use flares period) (possibly caused by the first point's lack of warning thus making me dump them too late) Flares don't seem to do anything in distracting missiles. Xi'An At first I thought this thing would be the bane of CAS aircraft like the Wipeout. But after a few rounds of flying against it I'm feeling more comfortable in taking it out with just the Wipeout's guns. That said, It does seem to have the same amount of health as the Blackfish, taking 2 AA missiles or 3 titan SAMs to kill it. In my opinion it should probably be rebalanced in some way, however the following will merely be suggestions, I wouldn't suggest doing all 3 at once without testing it's capabilities afterwards. Reduce the overall health of the Xi'An so that it only takes one AA missile or 2 Titan missiles to either Red or destroy it. Adjust the power to weight ratio of the jet engines. Reduce the forward 30mm's horizontal firing arc to only 90-150 degrees forward. Blackfish I really don't have that much to say about it that hasn't already been said, however I do have one suggestion Double the on board flare count and add 2 additional flare launchers firing downward from the fuselage.Ok, that suggestion is only so we can have proper angel-looking flare dumps from the gunships. I haven't really had much of a chance to try out the new changes to the aiming module
  10. I liked opening the ramp before dropping kinetic bombs vehicles for paradrops. I was even working on that one stratagy where you touch the runway and release the cargo without slowing down and I think it just wouldn't look as cool with the ramp closed. Sure it's a little thing that doesn't really effect gameplay, but it's a cool little thing that doesn't effect gameplay.
  11. ARMA 3 Addon Request Thread

    Reading up on mortars on Wikipedia, it seems that the 60mm mortar could be deployed by just one man since they seem to weigh about half an 82mm mortar (47lbs/21kg total weight vs the 82mm's 91lbs/41kg), throw in "futuristic materials" and the backpack model could just be the tube folded on the back. The drawbacks of this though would be in addition to lower blast radius there is a reduced maximum range down to about 3,500 m vs the 82mm at 6,000 m. Deployment wise the M224 60mm mortar is usually deployed at the infantry company level, while the 82mm M252 is assigned to a specific mortar platoon at battalion level, so odds are a 60mm would be more apropriate for Arma's gameplay than the 82 we currently have as far as most player units go.
  12. I'd prefer to call that car a tank, because that hello kitty paint scheme is sure to draw some serious aggro
  13. As far as I know, Axanar was sent a C&D from Paramount before the lawsuit, it's that the leader decided to fight it which is why Paramount escalated to suing the guy. Again, I don't think the hype would have effected Battlefront's sales that much, The Eridanus Insurection/Operation Trebuchet was promoted on a lot of Halo channels yet I think at peak there were only one to two thousand people who were somewhat dedicated to playing Arma because it's not a shooter you can just join in and TDM. You have to install mods to talk to people, units have entry requirements including training in mundane stuff like convoys, formations and radio operations. you have the armchair generalism that is more rampant than in the more casual games (I guess that's the tradeoff for less teen angst) I mean getting into firefights is as intense as battlefront, it's just Arma has more sitting around waiting for bad guys to appear than people have attention spans, so I just don't see this as being viewed as any bigger threat to battlefront's sales than "The Battlefront" (actual mod name over on ModDB) Edit: I understand that at this point it's all finalized, I just feel like venting so I hope you don't mind me crying on all of your shoulders. It's just the suddenty of it, I mean it just felt so out of the blue and I'm still trying to adjust to the idea of this mod going away. I really was looking forward to pitting Stormtroopers vs UNSC in Jurassic Park (Erm Plethora Park) and now I guess this is just how it goes. Can I get another shoulder to cry on?
  14. Indeed, I think while there is always a chance for the C&D to come, I don't think Imperial Assault is big enough to warrant it. Dispite all the cries of it being better than Battlefront over on the Arma Channels, I only found 2 mentions of it in the Star Wars reddit, so I don't think the crowd is that big. But at the end of the day it is Disney and Lucasfilm's IP and thus their word is law.
  15. Enhanced Movement

    I think that the crouch/reload shouldn't be animated into 1 button because that should be a player skill to duck out of fire then reload. If you automate it then you remove that aspect of player dynamic out of the picture and everyone is crouch reloading instead of seperating players who have made it a habit to duck out of fire as they're reloading against those less skilled who reload in the open. Hell now that you mentioned it I'm now making a quick fireing range where I can make hitting caps-R-caps a habit
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