#3799985 - 06/21/13 03:59 PM
Beta today with development build!
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Joined: May 2007
Posts: 297
BadKarma1001
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Landau, Germany
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Since i switched the alpha to development build a while ago i got the beta today! I have to say that the new build has severely hurt my framerate so that i had to tone down the graphics to compensate!
Last edited by BadKarma1001; 06/21/13 05:26 PM.
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#3800022 - 06/21/13 05:26 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Mace71
Dread pirate Mace
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Dread pirate Mace
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Thanks for the heads up, will have a look.
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#3800061 - 06/21/13 06:31 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Mace71
Dread pirate Mace
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Just had a look and very nice! Like the 2 attack helos, nice and fast and the amphibious APC are great too. 3D scopes are in now and make a big difference to aiming and look far better.
Great update!
Antec 902 | Intel i7 920 2.66Ghz OC'd to 3.40GHz | MSI GeForce GTX 660 Black Knight 2048MB GDDR5 | Corsair 6GB DDR3 | Coolermaster V8 CPU Cooler | W7 64
"There is only one way to avoid criticism: do nothing, say nothing and be nothing." Aristotle
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#3800108 - 06/21/13 07:48 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Jul 2006
Posts: 862
mugwump
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I gave it a whirl. I didn't really notice any drop in frame-rates on my machine. It did suck that they deleted my key bindings though. I had to spend another 15-20 minutes or so re-mapping everything.
S = k ln W
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#3800110 - 06/21/13 07:52 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Oct 1999
Posts: 1,271
specialksl
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I paid for the alpha so how do I get the beta?
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#3800178 - 06/21/13 11:34 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Apr 2005
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Zorg12
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Beta is great, lot's of new cool stuff!
I will ignore all ideas for new works and engines of war, the invention of which has reached its limits and for whose improvement I see no further hope.
Julius Frontinus, chief military engineer to the Emperor Vespasian, cica AD 70.
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#3800226 - 06/22/13 02:14 AM
Re: Beta today with development build!
[Re: Meatsheild]
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Joined: Dec 2009
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AggressorBLUE
Check out my
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Check out my
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Jerz
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if your on the dev it'll update to the beta content now ... if your on the "stable" build .. wait till tuesday and it'll auto update to the beta To be clear, meatshield is referring to opting into the "dev branch" option in the alpha. Right click the game in your steam library> Properties> Click the 'Betas" tab> Chose the "development build" option from the drop down.
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#3800239 - 06/22/13 03:40 AM
Re: Beta today with development build!
[Re: AggressorBLUE]
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Meatsheild
Arma3 guy!
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Arma3 guy!
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To be clear, meatshield is referring to opting into the "dev branch" option in the alpha.
yea thats what i ment and so far ... if the dev build has the full beta which their gonna release on the 25th .. theres still a lot thats pretty dodgy ... and the massive recoil and excessive gun sway is still there. Also am i the only one who thinks the Mi-48 just looks stupid?? it doesn't even have doors (yet?)
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#3800260 - 06/22/13 05:50 AM
Re: Beta today with development build!
[Re: Meatsheild]
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Joined: Oct 1999
Posts: 613
Laniakea_aka_Jeff
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HI
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Also am i the only one who thinks the Mi-48 just looks stupid?? it doesn't even have doors (yet?)
If you're talking about the cargo door on the lower half, they're actually open. If you get in troop transport seats, you can actually close them.
Last edited by Laniakea_aka_Jeff; 06/22/13 05:51 AM.
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#3800543 - 06/23/13 03:58 AM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Apr 2007
Posts: 763
Punisher5555
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Cleveland, Ohio
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Setting to disable all MOTION BLUR and still crank up the rest are now in the menu!!!!! FINALLY !!!!!!!!!!!!!!
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#3800566 - 06/23/13 06:23 AM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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Got the beta in a rush to fix Tao Folding Maps, which turns out to only be broken because of a bug in CBA.
My impression: the Alpha content felt new, but these additional units feel like Arma 2, right down to the ugly gunsights for attack helicopters and the lack of 3D interiors for the IFV driver/gunner (expected, they said so at E3). No backup cam for the IFVs is nearly unacceptable when the tech is demonstrably available in the engine. But I like Arma 2, so it's alright. I'm not blown away though, like I was when I first moved around as infantry in A3 Alpha.
They needed to add more futuristic stuff to the vehicles, and forget the 'haters.' Some space-IFV I've never heard of shouldn't feel and be controlled exactly like an '80s-vintage BMP. But, whatever.
I thought I would like the 3D gunsights better than I do, but I'll adapt. It certainly looks more 'modern.'
Weapon recoil hasn't been changed in CfgRecoils but feels different somehow -- an engine change? Or just my imagination. The MX seems to be easier to control in full-auto, and the new GREEN 5.56 rifles are flat as can be, though they have a monster left-right shake in the recoil. I still don't like the way the recoil feels, and I don't like virtually 'muscling' my gun back on target after firing. Sway when standing with magnified optics at total rest with no fatigue/stress is preposterously exaggerated, though perhaps it assumes some combat stress at all times.
I understand why these gun mechanics have been implemented the way they are. They'll improve firefights and also TvT gameplay markedly, I expect, by encouraging suppressing and area fire versus 'fast-paced clicking on heads action.' They're going to have to grow on me though, that's for sure.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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#3800827 - 06/24/13 02:47 AM
Re: Beta today with development build!
[Re: Taosenai]
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Joined: Jan 2013
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near_blind
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I'm not a fan of the extent they've upped the weapon sway. I can understand the sway if one is shooting from a standing or even crouched position, but I feel like it's overdone for the prone and high prone stances. We're already paying a price in mobility for a lower profile and more stable shooting stance, the pay off should be a (near) rock steady aiming cross-hair.
As it is, While I feel they are a move in the proper direction, the combination of weapon sway and uber-recoil make the new sights far more difficult to use than they should be.
Off to greener pastures
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#3800935 - 06/24/13 12:49 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Nov 2004
Posts: 19,794
adlabs6
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Tracy Island
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If you've got A3 already, you might as well give multiplayer a try. All players face that same recoil, so it evens out.
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
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#3800998 - 06/24/13 03:53 PM
Re: Beta today with development build!
[Re: adlabs6]
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Joined: Apr 2007
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Punisher5555
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Cleveland, Ohio
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The question is do the AI get the same recoil?
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#3801012 - 06/24/13 04:19 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Nov 2004
Posts: 19,794
adlabs6
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I cannot say for certain at this point.
Up through the Alpha, AI tended to be a very mixed bag. Default settings, they tended to have a decently steady aim, but deadly spotting skill. They'd see players at considerable range if just a bit of them was peeking out. Adjusting their accuracy skill pretty quickly went from the hilarious (AI unable to hit me with multiple full clips at 30 feet), to laser sniper.
Carefully weaking their settings allowed increases in enjoyable play. But it is/was still not ideal. Once they were tuned well for longer range engagements, they were completely laughable in urban areas. Taosenai put together a script with variable aspects which could be applied based on where the AI were intended to be encountered (unlike my own early attempts at global settings).
I have not played the beta yet, so I don't know what improvements may be included.
WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
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#3801030 - 06/24/13 04:58 PM
Re: Beta today with development build!
[Re: BadKarma1001]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
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U.S.A.
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I think my variable script is the best solution to the AI. AI meant to be encountered in the open are set to one profile, AI meant to be fought in town are set to another. It allows the mission maker much finer control over the AI behavior. Of course, the result is some more work, but the default profile works alright. I'm still adjusting it. AI detection remains preposterous. My teammates put accurate map marks for enemy mortars firing 500m away after two shells landed, heh.
The recoil needs fixed, and BI needs to say something about it soon, frankly. It's absurd, even if only in appearance. From third-person I can watch my character's shoulder buckle back like he's firing an M82 from standing when I fire one shot from the MX. They'd might as well model the stock resting half up over my shoulder and a big chicken wing, lean-back stance while they're at it. I can easily mod the guns to handle like Arma 2's recoil, but that never felt great, either. It was too little.
Last edited by Taosenai; 06/24/13 06:14 PM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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