bfgfreak
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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.
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I too second the motion to add the gun cross back to the Black Wasp.
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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.
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Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
bfgfreak replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
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?- 955 replies
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- electronic warfare
- radar
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Preview release: Mobile Aircraft Arresting System (MAAS)
bfgfreak replied to TeTeT's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
F-16 Fighting Falcon Series Standalone
bfgfreak replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 -
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.
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BloodLust (Version 2022.04.13)
bfgfreak replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
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
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We want the openable ramp on the VTOL's back!
bfgfreak replied to Foxone's topic in ARMA 3 - DEVELOPMENT BRANCH
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. -
ARMA 3 Addon Request Thread
bfgfreak replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
I'd prefer to call that car a tank, because that hello kitty paint scheme is sure to draw some serious aggro
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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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I think the closest I've seen to melee in Arma 3 was a bayonet mod during the MANW contest. Not sure what happened to it though so they may have hit an impass or something.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
bfgfreak replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
As long as nobody gets the brilliant idea to give them guns, we should be alright.