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Thread: ArmA 3: Community wishes & ideas|NO DISCUSSION

  1. #271
    MOST NEEDED FEATURE EVER!

    automatic mod synchronizer ( between client and random server)

    idea is that it sync's the server mods with your pc so you can always join every server without too much hassle!
    Last edited by BelgarionNL; Dec 6 2011 at 22:41.

  2. #272
    More funcionality for SecOps and ACM Modules.

    ACM should be able to use units & vehicles from addon's.

    SecOps should also be able to use addon's and be configurable i.e. base config, faction config, unit config. I think SecOps also needs more missions and they should be more dynamic i.e. Patrol mission can be "Infantry spotted patrol these waypoints". or "Light armour spotted patrol these waypoints". or ambush missions could be "ambush tank column/supply convoy/enemy foot patrol". Hight Value targets should also include infantry targets aswell as ammo dumps etc.

  3. #273
    I think it would be helpful for the MP community at large if there were smaller game files for dedi servers. I know that some server admins dread having to upload several gigabytes of game data to their server, and the sad fact is that most of this data is made up of large textures that the server doesn't need anyway. Textures are usually the largest files in any game, but they are of course never displayed on a dedi server.

    I believe BIS should consider distributing alternative, ultra low quality game files that contain minimized textures (even smaller than the "lite" versions of BAF & PMC). These game files would probably be an order of magnitute smaller than the main game files, thus greatly reducing the effort required to host and update a game server. Uploading a few hundred MB is already a lot less hassle than uploading several GB, but as an added bonus, BI could consider hosting these files in a place that would allow server admins to grab them directly from the server, for example using wget.

    I've created a feature request ticket >>here<<.
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  4. #274
    something similar as the six updater would be very useful!
    Last edited by BelgarionNL; Dec 7 2011 at 15:22.

  5. #275
    I hope that the on screen interface gets updated for Arma 3. First, remove the magic bullet counter, look at how this is handled in ACE and the Red Orchestra games. Also, please remove the reload icon that pops up in the middle of the screen. Incredibly annoying, especially when using single shot AT weapons, where it will obscure your view immediately after you've pressed the trigger.

    Also, a couple of things need to be added. A stance indicator, and something showing where your injuries are when you have been injured.

    Unlike the amount of ammo in your weapon and magazines, in real life you will constantly be aware of your stance and any injuries to your body. I think in a realistic game as Arma, the on screen indicators should reflect the information you will have in real life as much as possible.
    Last edited by Johan S; Dec 7 2011 at 16:04.

  6. #276
    Kylania

    I would like to remind you that there is to be no discussion in this thread. This means no replies, comments, criticisms, or questions, period. Thank you.


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  7. #277
    Moderator maionaze's Avatar
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    Author of the Thread
    We still don't know if OPFOR will get their own anti material rifle, until we do, here is my sugestion:

    Ash-12 .50 cal Bullpup

  8. #278

    Re: OPFOR anti-materiel rifle

    Let me quickly throw in the

    AMR-2


    The AMR-2 (Anti Materiel Rifle - 2) is a 12.7mm Sniper Rifle developed in China as an anti-materiel sniper rifle.
    Here is another option:

    M99



    The M99 rifle is offered as anti-materiel / anti-sniper weapon, and is available in two calibers - 12,7x108 (M99-I)and 12,7x99 / .50BMG (M99-II).
    Last edited by PurePassion; Dec 8 2011 at 18:32.

  9. #279
    Master Gunnery Sergeant OnlyRazor's Avatar
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    Going with the heavy weapons here, let's discuss weight.

    A heavy weapon, like an anti-materiel rifle should have different handling characteristics than a sub-machine gun. So, for example, when you have an SMG out, when you aim around and the gun moves, it stops nearly the second you stop input, because its more lightweight and therefore more maneouverable. With a machine gun or heavy rifle, the inertia's going to keep it moving a little longer even if nobody moves the mouse.
    Just my two cents
    Quote Originally Posted by W0lle View Post
    But obviously it's very hard for people these days to make use of BRAIN v1.0.

  10. #280
    Quote Originally Posted by OnlyRazor View Post
    Going with the heavy weapons here, let's discuss weight.

    A heavy weapon, like an anti-materiel rifle should have different handling characteristics than a sub-machine gun. So, for example, when you have an SMG out, when you aim around and the gun moves, it stops nearly the second you stop input, because its more lightweight and therefore more maneouverable. With a machine gun or heavy rifle, the inertia's going to keep it moving a little longer even if nobody moves the mouse.
    Just my two cents
    Make that 4 cents

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