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Thread: How to improve the Close Quarter Combat experience in Arma 3?

  1. #61
    Quote Originally Posted by metalcraze View Post
    I agreed with him actually. Also that video Whirly posted is quite good. In fact when soldiers go through tight corridors there you can often see what one man clan meant. They lower their weapons and upon getting into a more open space (like a roof) they immediately raise them. If BIS can implement some kind of adaptive animations based on your distance with a weapon from a wall - it would be properly awesome. They can also use some wide, barely visible marker to give a hint to a player where his weapon will point upon raising (since IRL you can make that estimation naturally). That way it will be both realistic and comfortable. If a player will want some more freedom with weapon - SMGs or pistols will be the way to go. Less "stopping force" but more freedom and vice versa.

    Not only that but it's seen how soldiers clean rooms there. The door is closed so they kick it and enter immediately en force (no strafing with M4/M16 like it's now). The thing is - ArmA2 has a door kicking animation (you can see it on many concept screenshots by modders) - I wonder why BIS never implemented it as a gameplay element though (the way of opening doors now with a mouse wheel is clunky - I agree). Not finished static animation?
    Because if there is a guy on the other side of the door all he has to do is prone with a machine gun and kill you all.
    Tacticool does not always work in multiplayer games.

  2. #62
    Well that's a tactical issue, as you mentioned. And there is many ways to counter a door ambush. That has nothing to do with what BIS can do zamani.
    "YOU MUST REALLY SUPPORT BIS"

  3. #63

  4. #64
    Discussing the lower\rise weapon stuff? Its been done (right) numerous times before: Americas Army 2 and 3, Insurgency (IIRC), Infiltration mod, RO2 - those last two also have weapon collisoin shile in ironsights, so you have a hard time while deploying\resting the weapon in a, for example, window frame.

    Getting the things done right in other games don´t turn ARMA into the other game....

  5. #65
    Quote Originally Posted by Smurf View Post
    Discussing the lower\rise weapon stuff? Its been done (right) numerous times before: Americas Army 2 and 3, Insurgency (IIRC), Infiltration mod, RO2 - those last two also have weapon collisoin shile in ironsights, so you have a hard time while deploying\resting the weapon in a, for example, window frame.

    Getting the things done right in other games don´t turn ARMA into the other game....
    Not according to metalcraze and whats his name, arma2 is now RO2 according to your post and metalcrazes logic

  6. #66
    @zamani532

    We have a couple of rules here you accepted as you joined, like the one saying "No flaming or bigotry", yet you repeatedly called people stupid or telling them to kill themselves in PMs.
    Or the one saying not to write in all capital letters, which you did recently too.

    Quote Originally Posted by zamani532 View Post
    What I'd like to see from you is some decency instead of labeling every battlefield player as a child, its considerably harder then ArmA2 due to the larger and more competitive community.
    Well, from your behavior shown in just this thread it's no surprise that BF players are labelled as "childs". Your behavior is actually childish, I hope that you're not a typical BF player but an exception.

    The above rule violations may be accepted in BF, here they lead to infractions given and finally in a ban from the forums.

  7. #67
    Master Gunnery Sergeant -Coulum-'s Avatar
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    Like the Idea of auto raising lowering when not using sights and applying collisions when sighted. Visual or audio feedback attached to collisions would be nice as well to avoid shooting window sills and ledges you think you are shooting over.

    Door kicking actions would be great fun and I think fluid door opening would be useful for opening doors a crack, chucking a grenade in and closing it again.

  8. #68
    Hi, for improve the CQB:

    - Be able of cook grenades.
    - Have working (visual and audio) flashbangs.
    - Fluid anims and imput response.
    - Well sized places (thick corridors etc).
    - Switch Lower Weapon On/Off key.
    - Lower weapon & unable to fire when in touch with a unit of the same side with the weapon.
    - Realistic (few) weapon dancing side to side, on suppossed flat surfaces.
    - Kick/push/weapon strike and fall animations.
    - Upper torso more independent from the hips without affect the weapon dancing.
    - Higher FOV (zoom out, 1:1) indoor.

    I think that this things could help. Let's C ya

  9. #69
    Master Gunnery Sergeant OnlyRazor's Avatar
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    Agreed on the grenade cooking. Since grenades in Arma can not be sighted down, the right mouse button could be used to cook the grenade before throwing.
    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. #70
    Better grenade throwing alone would be nice. It's pretty difficult to throw a grenade just where you want it, especially if it's to something near-by or just over a wall, and even worse if you get stuck in some throwing animation that causes the grenade to be thrown short.

    additionally a roll or underhand toss option would be nice. Right mouse button for underhand, left mouse button for over hand. That alone would generate some versatility with the grenade throwing in the game, but of course things could be much better.
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