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Thread: CQB??

  1. #91
    My point was that it doesn't actually matter what's realistic, it matters what actually ends up in ARMA 3 / is chosen to be possible to be simulated (without modding) in RV4; I'm of the belief that ARMA 3 won't have melee by default nor will it have jamming.

    But yes, as of right now it's still using the circle; I'm guessing that the build was intended to show off how much more fluid/smooth/responsive the shooting and moving with assault rifles/SMGs/pistols is supposed to be (I'd say transitioning if it didn't bring the character to a halt), not so much "oh hey we changed grenade throwing" hence why it supposedly didn't look different from ARMA 2.

    While I am disappointed that weapon transitioning (and apparently a bunch of other actions) still bring the character to a halt, I remember Smookie's explanation for why on-the-move only "will be considered", and I am absolutely pleased with the pistol promise being kept! Thank you once again Smookie, you've set the standard against which all future ARMA pistol builds are to be measured! (Hint hint, anyone who was about to complain that the Gamescom ARMA 3 pistol was "too smooth and responsive"... )

  2. #92
    No it won't have them. I don't think. I played around with DayZ and the hatchet(s) today and I must admit it was pretty fun. I want to try that in a battle against insurgents. The future looks more applicable for it, for modders or those interested though.

    Well to a point it does and it doesn't. ARMA steps itself above the grade by providing more realism than other games (compare to COD, BF3, other shooters) and actually being able to play with some amount of real-life elements. Say for instance with the ACE 2 mod and wind, unlike any other game for civilians that isn't dedicated to a specific (say hunting game with windage, pfft so what!). In that said sentence, it still matters what is in ARMA 3 but if BIS want to maintain those elements, realism and believability or authenticity which attract people and keep the game as a whole a step above others in my opinion then it has to take into account what is can offer and deliver in a quality fashion. I think personally BIS are more focused on authenticity rather than 'realism' (as realistic elements can be the top limit of the spectrum, most times over the top), and they are more focused on what would, could work in ARMA, what could improve and what could expand the game; at the same time if they keep parallel to realism then they concrete that authentic foundation, even with a 'future setting' you can make it believable and well ironed out which will be like a magnet for gamers. For example as we've seen with the animations: Believable - visual pro, gameplay pro, realistic and gives you that feel of quality.

    So, the circles the same old? Hold it down and it'll expand then you throw. It'll go in a curve, very inaccurate and unpredictable. Rather a disappointment but I've lived without grenades this far... The last time I used one I killed three team mates.
    "YOU MUST REALLY SUPPORT BIS"

  3. #93
    Simple melee weapons would be fun even if they weren't very effective against firearms. Things like knives, your weapons stock or maybe even field spades/batons or even fisticuffs for extra gimmickyness.

    Soldiers are trained in some melee fighting skills so why not include, even just a very basic framework, for them, just for the sake of completeness of the simulation and the possible fun to be had.

    These would also enhance police like scenarios where you have to deal with hostile but unarmed civilians.

    I'm sure some people will say that the color of the third pixel to the right on the authentic US army emblems or the exact authentic lenght of the radio antenna on a vehicle is more important than features such as this, but this is just my opinion.

  4. #94
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    I happens to have Travis Haley Adaptive Kalash with me, and that is a very old school Russian way to use the old style 2 point sling, in which there is many problem that comes with it. I am not going to talk deeply into it but lets just say that this is just not a very efficient way to transition

    Now back on topic, besides animation, ARMA got most of its chunkyness from weapon collision detection with surrounding buildings Unless BI fix that we will still have lots of problem during indoor combat.
    Last edited by 4 IN 1; Aug 21 2012 at 02:14.
    I don't use a pump to scare somebody. I use a pump to shoot somebody.
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  5. #95
    The entire seventeenth page of the "Flagship?" thread is CQB relevant.

  6. #96
    Quote Originally Posted by Chortles View Post
    The entire seventeenth page of the "Flagship?" thread is CQB relevant.
    Oh? I thought we were still on page 5.

  7. #97
    Well, maybe not Rye's High Threat-Limited Entry video if ARMA 3's doors aren't wide enough for two characters to simultaneously enter or exit.

  8. #98
    Quote Originally Posted by Chortles View Post
    Well, maybe not Rye's High Threat-Limited Entry video if ARMA 3's doors aren't wide enough for two characters to simultaneously enter or exit.
    Doesn't have to be simultaneously in such an exacting fashion if the guy behind can stay close and go over a shoulder of the lead.

    ---------- Post added at 21:17 ---------- Previous post was at 20:57 ----------

    Quote Originally Posted by Helari View Post
    Soldiers are trained in some melee fighting skills so why not include, even just a very basic framework, for them, just for the sake of completeness of the simulation and the possible fun to be had.
    These would also enhance police like scenarios where you have to deal with hostile but unarmed civilians.
    I agree melee stuff can be fun, but in a sim I can't help but feel it may muddy the waters a bit (funny how it still feels OK in DayZ). Basically because its so hard to actualy simulate with any sense of fidelity. I know I'd be a bit frustrated by it becuase my own melee training and experience is now measured in terms of decades, yet I understand that games as a medium have their limitations....grrr... in the unlikely event it was included its a function that I think needs to have an on/off setting. Because sometimes it would be pointless and sometimes just for fun.
    Last edited by Pathetic_Berserker; Aug 23 2012 at 11:21.
    Spoiler:


  9. #99
    I wonder if shooting while going from "Last Stand" to standing is possible in ARMA 3...? (Around 1:10 in you've also got indoors/door entry training, albeit NOT using low ready.)

  10. #100
    Quote Originally Posted by Chortles View Post
    I wonder if shooting while going from "Last Stand" to standing is possible in ARMA 3...? (Around 1:10 in you've also got indoors/door entry training, albeit NOT using low ready.)
    I don't think it will be possible, I think it will be similar to the prone to stand transition where one hand is used to push the upper body off the ground.

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