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Spoiler:
I wonder what's happening with regards to 'ambient/almost unavoidable' player-made noise such as footsteps, I'm not sure if/how much this has been discussed but watching this:
reminded me about the really loud and awkward footsteps noise made in arma and how they're sometimes hard to avoid when in real life it shouldn't be that hard to not make so much noise! Sometimes it kinda ruins what could be awesome stealthy cqb moments, imo there should be an alternative 'sneak' to walking/crouch-walking, with Smookie working on animations I'm sure there'll be some sneak animation but hopefully it will make reduced sound!
I would be fine with that sort of thing as long as it wasn't retardedly implemented, you know as some kind of off-hand insta-kill weapon up close, like -some- games we know.
Honestly, I don't think its likely, but CQC implementation in this series would have to be accurately modeled as a "last resort" option, meaning that you're likely to die in the process.
Additionally, hand to hand CQC would only be handled reasonably if it was accompanied with a bi-lateral QTE type system for reversals, etc.
But I highly doubt they will try to implement any of that into the series.
Correct
Hold on there guys... This isn't a hollywood movie
Knocking unconscious and then capturing him - lol dude you should seriously stop watching hollywood movies. Knocking someone unconscious means a head trauma and a month in a hospital. And I'm not sure your command will be happy with HVT not being able to tell them anything useful for a long time.
As for knives - this has been discussed so many times - they are anything but silent and insta-lethal. They are there to give you 0.001% chance of survival once you are out of ammo for your rifle and a handgun or can't otherwise engage with them.
Last edited by metalcraze; Jul 27 2012 at 17:37.
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
Metalcraze, you surely can't be serious!
Knocking someone unconscious is possible without causing them serious head trauma, and the they would be able to answer questions for that one week they are in a hospital without any problems(maybe not the first day though!). People do this is war, when they are out of ammo, can't reach or find ther knife, or when they don't want to kill someone. So this would be a great feature for arma 3! lets move on!
Now this is very I get cranky!
As with firearms, targeting the central nervous system—the brain and spinal cord—with a knife is an effective and virtually instantaneous method of incapacitating an attacker or target. The problem is that hitting such targets in the midst of a stand-up fight is very difficult. This means that this would be a perfect way to disable someone, and not only is it dangerous but also very silent! Do you think there is this loud sound effect when you stab someone? Well there isn't, and do you think the target would be able to make much sound when you stab them in the spinal cord, well someone guessed it, NO! This feature would be great for arma 3 since it is in fact used in war, it's silent and its lethal. End of story.
1. regarding knocking someone out, i sort of agree with you. You can know someone's lights out without provoking serious head injury, and gives you enough time to tie him up and gag him. Silent, yes, if you compare it to a gunshot. Safe and precise? Hardly. Not everyone go to sleep in the same manner.
2. regarding stabbing: it all depends on where you stab someone. It is kind of hard to stab someone in the spinal cord when the said someone has his armor on. What you fail to understand is that, not matter how you put it, the chances you actually get close enough to the lad and then perfectly and silently kill the poor sod is close to nil. No one in his right mind would actually risk an operation (be it SF or not) with such a stunt.
case of point:
a) the igame use would be fairly limited
b) the devs already LOL-ed on a previous topic on this very subject.
i do agree there should be some hidden config in allowing modders to get this in though.
Last edited by PuFu; Jul 27 2012 at 18:47.
Spoiler:
Wasn't rifle butt stroke (lol) in OFP? In any case, it's hard to get that type of melee right in a game built for mid-range firefights. Knocking someone out certainly doesn't always involve hospitlization or major head trauma -theres one every night in MMA and chokes (rear naked and guillotine) are known by just about every serviceman taking basic HTH these days - will incapacitate anyone not trained to defend in mere seconds.
That said, lets get more realistic CQB firefights before attempting melee.
~The bearly literate pugilist~
Stop discrimination! Fight for bot rights for them to thrive indoors! http://feedback.arma3.com/view.php?id=8671 -Please revote this! Previous one was mistakenly directed to DevHeaven only!
Add Distance to Target/Gear Menus: http://feedback.arma3.com/view.php?id=8666
Spoiler:
inflicting a mortal wound on a person is hard enough when they are not fighting back.. add armor and their actions to avoid getting stabbed, and getting an insta-kill is near impossible. no knife wound is insta-kill with the exception being the spine at the back of the neck. knocking someone out with your rifle stock is possible, but thats if they don't block the strike with their arms/weapon. being able to knock someone to the ground is more common, and would give you a window of opportunity to finish them off or disarm them(which opens the way to possibly capturing them). save the knifes for opening your MREs and scraping caked mud off your boots.