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Healbeam

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Everything posted by Healbeam

  1. Healbeam

    The Campaign is unplayable

    I died at least ten to twenty times every mission, but that's because of my lack of patience (I was using x4 time 90% of the time). The only missions I really struggled with were Bingo Fuel (not the second cistern part, but the initial powerplant assault) and some scouting missions when I accidentally took an SMG instead of a proper rifle. But that aside, the campaign really isn't that hard.
  2. Healbeam

    New terrain reveal - Tanoa

    Wha..? I was so hoping for furniture :( When did they say that?
  3. Healbeam

    New terrain reveal - Tanoa

    Sleep tight my ass! I set the alarm clock to 3AM, half an hour less of sleep (actually, how long is the presentation anyways?) should be worth it :) @Darkside: No. I'm sorry, but no. Sure, maybe as NPCs spawned by the mission maker (kinda like the raptors in Jurassic ArmA), but not random spawns. I'd imagine I'd be seriously pissed if company HQ was eaten by a tiger during a tactical mission, haha
  4. Healbeam

    New terrain reveal - Tanoa

    3AM, I believe. EDIT: Welp, ninja'd.
  5. Healbeam

    New terrain reveal - Tanoa

    But five years after a civil war that killed half the island's population. I'd imagine that war left a little more traces.
  6. Wait in line! We already asked for DCS in arma, then Steel Beasts, then Spintires, then Euro Truck Simulator 2, then you can have your Silent Hunter! :P
  7. The whole magic radar needs to go. Give us a radar with a limited FOV with an actual screen in the cockpit, not a HUD element. That way you actually have to slew the radar around (and be aware of people under the radar or behind you) and lock on to people (preferably even with a simple representation of IFF) instead of spamming R + M1 all day. That said, a large submarine currently has no place in ArmA 3. The only subs we need are recon subs, which we have. The larger subs are either carrying nuclear warheads (which we don't need at all) or are designed to silently attack large vessels (which we don't have at all). Let's see how much the expansion does about that lack of naval assets though.
  8. Healbeam

    New terrain reveal - Tanoa

    Looks like the TacBF mod or Squad will be the right game for you.
  9. Healbeam

    What is wrong with bohemia developers

    Yeah, okay, you win this one. This was just behaviour I usually only see on the steam kindergarten.
  10. Healbeam

    What is wrong with bohemia developers

    Steam forums are leaking.
  11. Well, they kind of acknowledged the problem by fixing it in DayZ with their new inventory system which pretty much eliminates the need for an action menu. Just hoping we'll see this system in ArmA 4 some day.
  12. Healbeam

    New terrain reveal - Tanoa

    Well, the real Chernarus doesn't have an airport either, and the northwest of Lemnos is completely empty. So BI could always add airports and villages how they please.
  13. Healbeam

    New terrain reveal - Tanoa

    I think part of the reason why naval warfare in ArmA 3 is currently so unpopular is the system modelling. Currently, it is just boring. Driving a boat takes almost no skill because of the lack of obstacles or roads. You just hold W and wait. Being a gunner or commander is equally unsatisfying because the copy-pasted RCWS offers no challenge and thus, no reward. Submarines are even worse. Sometimes you sit 15 minutes in total darkness, at painfully low speed. Nothing to look at, nothing to do. So, I think unless BI implements *some* sort of systems, I don't think naval warfare will ever be popular. Even a simple navigation system or a more sophisticated radar might ease the boredom. Another problem, at least with bigger ships, is the inability to walk on the vehicle. The current boats don't really offer much space anyways, but even on some patrol boats, you'd probably feel constrained when locked in your position. Another problem would be landing on the beach or a dock in first person when you can't walk over to the railing and take a look at how close you are. Lastly, one of the most important tasks of naval assets are logistic missions. Until we are able to properly load crates into vehicles, I don't think people will want to do that in vanilla.
  14. Healbeam

    new expansion comparison to ARROWHEAD

    I disagree. We already have plenty of community-made maps and weapons, and I've pretty much given up on them in terms of optimisation, so the only thing I really want now is a proper ending to the campaign.
  15. Healbeam

    New terrain reveal - Tanoa

    Maybe slightly off-topic, but what can we realistically expect from the new terrain, apart from the location? Would the ArmA 3 engine support jungle? Can we expect larger towns? Furniture? How large could the map be? Is Altis the most you can get out of the game without large FPS drops?
  16. Healbeam

    Silencers - Why do they exist in ArmA 3?

    Got a source for that? I remember a test video a while ago (post-marksmen dlc) and bullet velocity was properly increased.
  17. Healbeam

    Displacement maps

    Since we've gone offtopic anyways, Squad is based on the Unreal Engine and supposed to be a standalone successor to the popular Project Reality mod for Battlefield 2. I doubt it'll be a competition for ArmA, but we'll see. TitanIM is based on the Outerra Engine. It looks okay-ish, but I doubt they'll be able to get the terrain detailed enough and the weapon systems complex enough for it to be even remotely fun. But we'll see. DCS is currently just a flight sim (although arguably the best one for the civilian market) and also looks very dated without even featuring infantry. However, it is supposed to get an engine overhaul (called EDGE) soon, as well as (a) new terrain(s) which is already beyond the level of detail Take on Helicopter's maps had. If they get out a proper infantry module for a reasonable price, we might have a competitor. Although complexity and price are still major deterrants.
  18. This probably has been said already, but without the ability to walk and place other vehicles on moving vehicles, I don't even want boats yet. What's the point of larger ships, possibly even with helipads, when you can't leave your positions? That's excusable in the small boats (why would you want to walk around on a vessel that isn't even 5 square meters large), but if you're on the bridge of a large(ish) ship and can't walk starboard to see if you can fit in the dock, that's just annoying. If we ever got the tech though, that would be amazing though. Naval units are a huge part of warfare, and we certainly need this part in ArmA.
  19. Healbeam

    Weapon Resting & Deployment Feedback

    That... actually makes a lot of sense. So deployment without bipods is just resting, but limits the shooting angles so that you can be certain that you have the reduced sway and recoil? That is really useful, it should definitely remain in the game, in spite of being a little superfluous.
  20. Honestly, I think ArmA 3 is currently limited by its inventory system. DayZ's inventory should be adopted ASAP. What currently prevents us from having a more advanced medical system (as well as wind, or repairs) is the limited means of interacting with our enviroment and using our items. Mods have to resort to custom UIs to avoid a cluttered action menu, but what would vanilla do? Imagine walking up to someone as a medic and having a huge list of actions (diagnose, measure pulse, apply tourniquet, bandage, apply field dressing, apply morphine, use epi-pen ......). That's obviously not feasible. If we had DayZ's inventory system, we could simply take the item we need in our hands and then use it. No cluttered action menu, more room for addons (no need for HUD elements, instead things like the kestrel and atrag could simply be added as physical objects), easy, intuitive and immersive usage. But right now? Leave the medical system as-is (aside from, possibly, better wounding effects e.g. limping when shot in the leg). I disagree. You already need a medic in singleplayer anyways because FAKs don't quite cut it- even when you treated yourself, you will still suffer from increased sway and constant wheezing. It'd be pretty much what we have now, except more immersive.
  21. Healbeam

    difference thrust accelerate for jets

    Hey there, "Schub erhöhen" / "Increase thrust" is simply a button you press to increase your planes' thrust. Simply put, push button, plane goes faster. "Gas (analog)" / "throttle (analogue)" is an analogue control for the throttle lever, used when you have a physical throttle lever in a HOTAS setup. Hope this helps.
  22. Healbeam

    The use of smoke nades?

    Leaving AI aside, I think they are also quite useless in a PvP (or TvT, whatever term you prefer) enviroment. I obviously don't know anything about real smoke grenades, but the ArmA 3 versions are only really useful when throwing at least five of them. And if there's even a light breeze, what could have been a nice smoke screen is completely blown away. It just seems overall tiny and useless (except when using as marks).
  23. I doubt that, especially because they implemented an advanced wounding (?) and healing system in DayZ, which is more catared towards casual players and not milsimmers. I think ArmA 4 must have DayZ's inventory and health system. No compromises, no excuses.
  24. Healbeam

    Do you prefer the Advanced Flight Model?

    While Artillery, tanks, aircraft, boats and so on might have originally been intended as means to improve the infantry's experience and immersion, do keep in mind that these roles have to be played by players, too, and it is far from impossible to make those roles fun, challenging and fulfilling, too. I think that the "new" AFM served as the first step to expand ArmA beyond an infantry-centric game towards a full scale war simulator where infantry and pilots alike will find a home. While I'm hoping that more steps will follow, such as different gears for ground vehicles, fire control systems and more complicated systems in jets and artillery, I already use the AFM almost exclusively when piloting, simply because it's a lot more fun.
  25. I'm not sure if this is the right place to ask, of if it is even reasonable to make that request, but why did you remove the MX SWs vanilla bipod? I really liked it and I think it fits the weapon much better than the current attachments. The M320 and GM6 Lynx also got to keep their vanilla bipods.
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