Healbeam
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Everything posted by Healbeam
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It's not hyperbole. I have been sniping on what I thought was perfectly flat ground, but my shots were still off by ~40cm at a range of 1500 meters. There's simply no way to properly tell whether or not your weapon is level because we just don't have a bubble level. And 40 centimeters off target can ruin the "one shot, one kill" mantra which, in my opinion, does make the bipods useless. Apparently we have "adjustable bipods" now though, so I'll test that later. All I can say for now is that I approve of BI's solution.
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The problem is, if they do "un-fix" it, bipods will be entirely useless for snipers (again) because the ground will never be perfectly flat and there's no way for us to compensate for uneven terrain aside from simply not using bipods.
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Weapon Resting & Deployment Feedback
Healbeam replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
No constructive feedback here, ignore and move on :D I'm having trouble using the bipods with the sniper rifles. Because the ground is almost never perfectly flat, my gun always ends up tilted. Because of this, my shots are way off. How can I solve this? Just don't use bipods and snipe like before? How do real snipers get their weapons perfectly horizontal? -
Has VRS been removed? I just tested it yesterday, after a long break from ArmA piloting, and it seemed to be gone. Tried it on Dev Branch with the MH-9, AH-9, CH-49, Huron, Taru, M-900 and Orca. Every time auto-hovered at ~900 feet AGL, set collective to zero and pushed it back up when I was falling like a rock, every time I perfectly recovered (AFM of course). If this isn't a bug, that is very disappointing.
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Weapon Resting & Deployment Feedback
Healbeam replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Currently, neither bipods nor weapon resting work in the campaign. Didn't have any issues with CA though. -
What do you want to see in the expansion?
Healbeam replied to Westonsammy's topic in ARMA 3 - GENERAL
I'm hoping for furniture. It was excusable on Altis, but since BI showed on Chernarus+ that furniture is possible without a huge FPS hit, there really is no excuse any more not to include it. -
The gamemode is quite fun, although, for my taste, a bit too fast-paced. From my experience, you had to rush to the FOB, then rush to the intel, then rush to the schematics, then rush to the... uh... ending... location... thingy. Whilst it shows that ArmA 3 can in fact be fast-paced (something I was actually quite surprised about), I didn't really like this approach. Maybe you can keep the pacing, but move the objectives closer to each other instead of the whole area of Kavala? I really like the concept of a Coop-Mission gradually shifting to a PvP mission. However, I was really disapointed with the execution of the initial phase of establishing the FOB. At least on BLUFOR (Never played on OPFOR), you literally just run over a hill, shoot a couple of guys and... get an FOB? Uh, okay? I'd have preferred if the Coop-aspect was more pronounced, with a lot more enemies, but also a bigger reward upon actually establishing the FOB, such as a large weapon cache like there is in the intel locations. But again, I really enjoyed the gamemode, a lot more than KOTH, Wasteland and similar missions. It's a fantastic concept.
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raising lowering turret on strider - can't make it work
Healbeam replied to d3nn16's topic in ARMA 3 - TROUBLESHOOTING
Are you trying to raise and lower the gunner's turret or the commander's periscope? It will only work with the commander's camera. -
Weapon Resting & Deployment Feedback
Healbeam replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I changed my opinion on feedback for weapon resting. I'd say BI should leave it as-is and await further feedback when weapon deployment has hit. Currently, resting is all we have, and we are relying on it, which is why we want to know whether we are actually rested or not. However, when we have deployment, resting will only be something you do on-the-fly, when you don't have time to deploy it. And in that case, I'd say we do not need an indicator, because if you don't have time to deploy it, you won't have time to look for an indicator either. Just my opinion on the topic. -
Man, that was awesome. If we can now attach FLIRs to the Hummingbird, can we also edit the jets' payload? e.g. Bombs only or four instead of two rocket dispensers? Also, targeting pods?! Regardless, this is great already. It's impressive how much effort BI still puts in the game two years after the alpha release.
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I was assuming that you can only use bipods on weapons that already have bipods. I'd be pleasantly surprised if I'm wrong.
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Are there any plans to implement the FFV functionality in more vehicles in the future? I think SDVs would greatly benefit from this feature.
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Fixed Wing Flight Model (dev branch)
Healbeam replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
Adding to this, what happened to oukej's modified A-164 config? It was awesome, will it be in vanilla soon?- 874 replies
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Weapon Resting & Deployment Feedback
Healbeam replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This sounds like the thing that would really annoy me when playing. Imagine you are at one of these tiny stone walls (well, let's just pretend weapon resting worked on them), dug in, resting your weapon on it and fighting. Now, you hear something behind you, turn around expecting a flanking enemy just to see a rabbit scampering around (let's also pretend rabbits made noise in ArmA). You want to go back to fighting your enemy, but your weapon won't rest! Great, now you have to stand up and expose yourself to get it rested again! I think it really is fine the way it is now. It is reliable, it isn't instant (it takes about two seconds until your weapon is fully rested), it doesn't annoy you, it just works. All I think is needed is an indicator and I'm happy. Regarding the dot-below-the-crosshair-idea, I don't think this would be the right option, because many people play without crosshairs and the crosshair itself shows you that you are rested by getting significantly smaller. -
That works! Thank you so much. The one feature I wanted the most and expected the least. This is so awesome!
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Hello, Sitrep #92 mentions that you can now raise and lower the Strider's periscope: However, I was unable to do this on the dev branch. Am I doing something wrong? Or did I misunderstand them and BI doesn't actually want to implement this for the strider, but instead leave the option for modders? I'm not sure if this is the right place to ask, but I don't know what the proper place is.
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Not necessarily. He could have set the UAV to follow its route autonomously. Or he could not even be a UAV operator at all and just a passenger who for some reason gets a ride in there (makeshift medevac if things really go south comes to mind).
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Esseker 0.1 - post apocalyptic map - alpha footage - WIP
Healbeam replied to ronhillultra's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
I don't have an official source, just a few people saying it's dead. Besides, the last entry in the official forums is one year old. I'd be terribly happy though if it's still alive. -
Esseker 0.1 - post apocalyptic map - alpha footage - WIP
Healbeam replied to ronhillultra's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - ADDON
Don't remind me of Sauerland :( That map had amazing potential and looked like a huge version of Chernarus. I don't understand why they cancelled development on this map... Esseker looks cool though, very detailed. -
Yes, of course, but there are a lot of people (as seen in this thread) who don't understand that the ads aren't forced to them for no reason, but because they were using DLC content. Many people just think their gameplay is interrupted for no reason, which is wrong.
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Ah, I see. Still, I think modifying the throttle to get the desired change in lift is a dirty solution.
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Could you add an explanation why the ads are showing? Many people here and also on the steam forums are confused and think this is shitty forced advertising on BI's part. With a simple "You are using DLC content you have not paid for. Purchase the DLC or stop using the content to get rid of these ads" message, this confusion could be avoided.
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That's realistic, and how it's supposed to be. When flying faster than about ~20 knots, you are in ETL (effective translational lift). This means that you can fly forward with fairly little collective, as opposed to hovering which requrires quite a bit of collective. Even when autorotating (flying without any power), you can still glide quite a bit before setting down. You can not currently manipulate the throttle in the AFM, only the collective pitch. Even though you can modify the throttle in real life, pilots usually do not touch it mid-flight, unless an emergency occurs. If you need to turn off your engine to descent faster, you planned your approach wrong.
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Fixed Wing Flight Model (dev branch)
Healbeam replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
My priorities would be CCIP first and a TGP next. CCRP for rockets would be neat, but isn't that needed IMO. I feel like anything more than that, like accurate(ish) BVR combat, a realistic flight model or fighter jets with afterburners would currently be wasted effort because the map is too small for realistic jet flight. But that may be just me. What would be so hard about a TGP though? With the newly added Huron's cargo camera it would be pretty easy, right? In fact, it would probably also justify the "pave penny pod" on the A-164. Just put the camera there and claim that by 2030, the former TGP container could be shrinked so far that it could be permanently attached to the hull without major downsides. Btw, what CCIP mod are you talking about? All I found is a script that no longer gets updated :(- 874 replies
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I'm kind of sad it's not possible in vanilla, but at least it's "just" a "simple" attachTo script to make it work. Good enough for me, and probably also most other people. I'd bet that every server using the Taru will also use such a script.