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Ham_Sandwich27

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Everything posted by Ham_Sandwich27

  1. Ham_Sandwich27

    Gun attachments? What kind would you like to see?

    Slings that create a new slot across the front of the character that can only be occupied by that weapon. This way you can just let the gun hang when you want to use a melee weapon rather than having to "pack" it into your bag.
  2. Well, to be fair, it's "engine parts" you're carrying around, not the engines themselves. main rotors on the other hand, yeah, that's a bit silly, but point is to make you put some effort into acquiring a potent capability, which is why I like the zeroing idea. As it stand now with the SA, if you find a scope, you're automatically a sniper. I think that's a little too easy.
  3. That's just it though. As Gews points out, you could do this quickly by shooting, seeing your strike is off, clicking a few times to bring it on to you point of aim and be good to go after 3 or 4 rounds. I think most people would wouldn't have too ahrd a time with that. Ten seconds and 3-4 rounds. But for those who want extreme precision because they want to snipe at long distances, or be able to get first round hits on small targets, they're going to have to put in the effort.
  4. This is why I feel the AZ/EL zeroing function should be a separate dialogue from the current ArmA2 100m increment range adjustments dials. As you said, some scoped have dials that specifically adjust for range. Those should remain as they are (for scopes that actually have them that is). To actually zero it for accuracy, you should have to go into a completely different process.
  5. ...it would also add another level of skill required for players who consider themselves snipers. The good sniper would actually have to have put some effort into his craft, and be skilled at zeroing to be a good sniper rather than every KoS kiddie picking up a rifle and automatically becoming Vasily Zaytsev. It might even put a dent in the overall KoS attitude, being that not everyone will magically become a sniper the second they pick up a scope. and with the AZ/EL zeroing function, you could even implement windage and other factors to make sniping more realistic and harder.
  6. A laser boresight would work, but they should only get you so far (as in RL). Any laser borsight should be better than rought/hasty zeroing, but not as good as precision manual zeroing. Even a laser isn't completely accurate for zeroing because it doesn't account for the minute imperfections in the barrel. As for the single button zeroing option, I really think it would be cooler if players had to exercise some skill and precision when zeroing manually. I just really like the idea of the player who has the skill and invests the time/ammo to zero precisely ending up with a more accurate weapon than the guy who doesn't, just as in real life. It would be a real pay-off for putting in the extra effort. Just imagine getting into a sniper shootout, winning, and thinking to yourself "That sucker should have taken the time to zero his rifle properly before getting into a shootout with me.". And imagine being the loser, and thinking "next time I'm going to zero my scope more accurately than the other guy".
  7. You could do it hastily in a few seconds by just shooting at something in the distance, seeing your splash, and dialing it in and get reasonable accuracy out of it. Or, if you really wanted to get long distance sniper accuracy, you'd have to go the extra mile. I think that would be reasonable. It would also make the scope into something you really don't want to lose, and adds some personalization to the kit. Maybe if that's too much, make the scope reasonably accurate by default, but make the player work for the precision accuracy if they want it? [Edit] Oh, as for picking up a gun that already has a scope on it, that's a different story. You can reasonably expect that a gun with a scope on it would already have been zeroed by it's original owner. In most cases they would be, so that's how it should be in the game for guns with scopes already attached. I'm talking strictly about scopes found on the ground not attached to weapons.
  8. Having said that, when I say "ACOGs have no zeroing", what I really mean is they have no range adjustment dial. That's not really "Zeroing" (even though it seems ot be in ArmA vernacular). Zeroing is actually the process of merging your point of impact with your point of aim using the azimuth and elevation dials (these aren't to be confused with range dials). IRL, if you picked a found ACOG up off the ground and attached it to your weapon, your bullets would go to a different point than your where your reticule is pointing, and you'd have to use the dials to bring those two points together. I think it would be cool if this were implemented in the SA.
  9. ...except there's no zeroing on ACOGs. The have bullet drop compensators. I hope someone tells rocket.
  10. Jeusus. Cherno is HUGE!
  11. wow, those new apartment highrises are nice.
  12. What happens when the stream ends? Alpha release?
  13. Ham_Sandwich27

    Another Quick Update 5 December 2013

    Floating heads should be considered a feature. Advantage: small target. Disadvantage: you can't do anything except bite.
  14. Maybe "Media Capture" is just a very poorly thought through player name.
  15. Ham_Sandwich27

    November Round-up

    Ok, I'm with you. It's definitley coming out on the 4th. That's what I heard anyway.
  16. Ham_Sandwich27

    November Round-up

    Just out of curiosity, where do you get the 4th?
  17. Ham_Sandwich27

    November Round-up

    "AAA" - ass-anti-aliasing.
  18. Ham_Sandwich27

    November Round-up

    I've got one (dev kit). And DayZ will be terrifying with a Rift. I'm looking forward to it. I've played a few of the horror demos that are out for the Rift, and you wouldn't believe how scary it us when you feel like you're surrounded by the environment. It's uncanny. When you play these scenarios on the monitor, they're nothing. Then put on the Rift, and the same scenario is absolutely terrifying. DayZ will be a completely different experience using a Rift. The Oculus Rift website says the ArmA2 has already been optimized or the rift, but I Haven't tried it yet with the Dev Kit. Reason being, the resolution on the dev kit version is two low to be able to play games like ArmA/DayZ. I'll Still probably give it a whirl though, just to get a sense. Thankfully, the production version of the Rift will have a much higher resolution than the Dev kits do.
  19. Ham_Sandwich27

    November Round-up

    a military spade would technically be the same thing a civilian an off the shelf spade. An E-Tool on the other hand, would be less usefuls both as a diggin implement and as a weapon given the shorter stem (singed - a guy who's had to dig holes with both a spade and an e-tool).
  20. How about undead soldiers who still have thier weapons slung to them? Most soldiers these days tend to have thier weapons attached to them via a sling 100% of the time (not just when stowed). Whenever I see soldier zombies in the mod, I'm always asking myself "well where is this guy's weapon? Did he take the time to detach his rifle from himself when he woke up as a zombie?" A soldier turned zombie would likely re-animate and stand up with his weapon still hanging from him. And he would certainly still have items in the pouches of whatever kit he was wearing.
  21. Ham_Sandwich27

    Automatik walk button

    I'd support this too. Not for the sake of alt-tabbing so you can go do something else while your character runs across the map (the folly of this having been sufficiently pointed out above), but rather so that you can take your left hand off the keyboard while traveling long distances. That way you can drink your coffee, pick your nose or what not. Think of it more as a cruise control rather than an autopilot. Continuously holding the W key down for a half hour at a time or more gets a little tiresome IMO. What I've done is I've bound the run forward assignment to a toggle switch on my throttle. When in the forward position, my character runs forward, hands free. It woks great, but I realize not everyone has controllers with toggle switches so a "cruise control" toggle button would be a great addition for folks who want to run cross country but don't have hardware with toggle switches.
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