The animations are still way too fast. Still look like out of some Benny Hill episode
Bring original speeds back, they were close to perfect
The animations are still way too fast. Still look like out of some Benny Hill episode
Bring original speeds back, they were close to perfect
Fix AI in ArmA3
AI knows enemy position at all times, no matter what (incl. video) || AI reflexes are extremely bad in CQB (incl. video) || AI can't see enemies being lit by light at night
Fix realism issues with ArmA3
Sprinting is too fast and instantaneous || It takes 0.1 sec to pull a pin and throw a grenade || The sun is not dangerous (this is NOT for A2 HDR, it's for A1/A2 sun visual) || floating camera when rolling and aiming
Thanks for the new beta.
Hint for MP players: Not compatible to 1.57 servers, just tested
So if 1.58RC and this beta are installed there is no way going to 1.57 server unless someone wants to go there so badly that installins older beta that allows 1.57 server joining.
BTW. Grenade bug was currently #4 in highest voted bugs, before it was fixed. So don't forget to vote for things that matter to you.
Please register and vote to get these bugs fixed:
Suspend save overrideshttp://dev-heaven.net/issues/16205
High command overrideshttp://dev-heaven.net/issues/16161
Can't Reinforce Grhttp://dev-heaven.net/issues/25636
Swimming marineshttp://dev-heaven.net/issues/25626
Major Woodheadhttp://dev-heaven.net/issues/25630
Ka-60 cargo fullhttp://dev-heaven.net/issues/24572
All bugs reported by me
I too feel the animations are still a bit too fast. Close to 1.5x-2.0x in speed. But I guess I can meet halfway (this beta being halfway) if most of us think this is a good animation speed.
If I want to get spesific it was mostly the "Stand to crouch" that annoyed the heck out of me, but in return I'd say the "Prone to stand" was fairly ok.
Favours multi-distribution. Neutral against Steam.
A3: Confirmed features | A3: Wishes & ideas | DayZmod.com | ArmedAssault.info | ArmAholic.com
Saying "the animations" is really not very informative. It is important to be specific. There are thousands of animations in the game, some are the same now as they were in 157, some are faster, some are slower...
So the only real feedback here really is:
* stand to crouch is too fast
* prone to stand is ok
(at least that is how I read your post).
Marek Spanel - CEO www.bistudio.com
The non-sprint run is a bit too fast (19.8 km/h). I found that the 17.8 km/h run in the RC was quite good because there was more difference between that and sprint (23.2 km/h). A slower regular run combined with less stamina loss would be perfect.
The stance transitions are spot on because now it's just as fast as the alternative way of tapping forward and changing stance during the first step, although I do find the stand-crouch foley sounds pointless because they never matched what the legs did in the first place, and the alternative method is silent when done correctly.
The throwing animations need the most work. All stances with all weapons should take the same time to throw a grenade. The 1.58 RC standing with rifle throwing time was good. Instead of disabling running throw altogether, I'd rather see it fixed.
Last edited by Celery; Mar 10 2011 at 13:25.
Switching to lauchers still looks and plays out a bit off considering that the "avatar" handles 9kg of a MAAWS or the 16kg of a Javelin like it's just paper moch up models of the weapon. And reload is ridicoulous fast for rpgs and lauchers, but that for sure not a animation issue.
Last edited by Beagle; Mar 10 2011 at 13:53.
Start testing!
The launcher-related speeds appear to be back to how they were before the 1.58RC, Beagle. If they're too fast for you, well, then they've always been too fast.![]()
i also think that the animation for equipping launchers are way too fast, are you sure they are same as in 1.57 Zipper5?
the jogging speed is a little too fast now, it was perfect in 1.58rc.
iam very happy with the other animations, they look and feel good.