Pretty sweet man. I think that is a little too much blur(I thought the video had dropped below 240p for a second) but the idea of the screen growing black is pretty good. It reminds me of the suppression from Red Orchestra 2, which is a good thing.
Its being tweaked constantly trying to find that perfect balance. Appreciate the view hopefully I can get more features implemented soon. By the way love the name. Cain is pretty badass, if an incredibly lucky character.
Loved the weapon shake on iron sights, Very realistic and seems to be pretty close to the real thing. Blur could be a little less intense and wear off a bit faster, but maybe have an option to tailor it to user needs? I might like it more arcade like BF3 or BF4 suppression but other groups might want it more realistic of a duration.
I may have future plans to make a userconfig to set how long the effects last but I can see this being exploited in certain groups if they have strict rules on mods. Ill see what I can do!
Sorry, But this seems not realistic. When you are under pressure, your senses sharpened, not obscured in order to survive. This is an instinct all people currently hold in the origin of humanity, from the days when we had to survive before civilization began
I disagree! While our sense of focus becomes stronger under stress, we also undergo severe tunnel vision. (Ideally, it shouldn't be a broader blur, but rather a radial blur and a switch in field of view, if possible within the engine.) Anecdotally (for whatever an anecdote is worth) I remember an instance where I was pursuing a pursesnatcher on foot at a moderate pace, and then broke into a sprint when it was clear he wasn't going to stop -- but when he realised I was faster than him and about to run him down, he ran out into traffic, and I pulled an "okay, not gonna happen" and stopped chasing (I'm not a cop, just a private citizen trying to help out, and I'm not going to put myself in mortal danger for someone else's wallet ;-)). But then I *completely* lost sight of him. I couldn't see him anywhere on the other side of the street whatsoever, and traffic was still moving so there was no way he could have stopped either. I scanned like mad but he was gone completely -- I remember the poor girl whose purse was snatched starting across the street at the crosswalk saying "Oh no, oh no, oh no", and had no idea where he had actually gone. Basically, the point is, once you commit to that instinctive "this is real" situation, your instincts go autopilot and your perception goes out the window. Tunnel vision. (Hearing is okay, at least!) Back to the mod, which I'm not affiliated with I might add, it's intended more to represent the *psychological*, non-physiological effects of suppression on those gamers who can't be genuinely suppressed psychologically. Very few people in real life have strong enough psychological adaptation to stressors to allow them to keep their heads out when in genuine mortal danger (those that do are borderline -- or actual -- catatonics or psychopaths). However, many experienced gamers lack this fear because the worst that will happen is a save/load -- while Arma helps replicate the real psychological experience a little better due to unforgiving wounding, especially within gaming groups where there is no respawn allowed in a mission, there's still the underlying knowledge that any danger you put yourself in is artificial. This instead represents that "average grunt" level by giving negative feedback for the "absent" players who try to defy what their "real" human in the game is undergoing psychologically. Trying to be a superman in the game will result in negative metagame consequences, driving you to play your character in a way that your character would realistically require. Naturally, for those gamer groups that have more rigid rules on respawning, especially gamer groups with roleplay orientation and therefore greater character attachment, the player's own psychological attachment becomes high enough that you don't need a mod like this. But those gaming groups aren't for everyone, so something that helps simulate the "oh shit!" factor that your poor robot/toon is undergoing is what I would consider to be a *great* idea. =)
jtgibson01 I acknowledge and respect your experience and would not claim that it was not what you experienced. I have experienced sharp situations and it is not my experience. I don´t get either tunnel or blur vision. But on the other hand are my senser very skarpe. Almost as if time passes a little stuck. But it is up to each player to determine whether it is something they will use. And this is not to criticize the creator of this mods, but point out that I do not feel there is a need for this non-existent effekt. I can see N_Icomach is a very talent guy and I also see what his goal. But I'm not sure, if it can be done to simulate a stressful situation like that. My experience is. If you get shot at in the game, you feel the stress. You have to make a quick decision. Get low, get in cower, fight back or retreat. And it happens so fast, that I believe it simulate it well as it is. But that is at least my opinion. Some must feel it different and have personal experience with it as well. Im not here to ruin the mod or mood at anyone. The creator have great talent and I hope he make a great mod will use. Cheers
KnudsenSK I appreciate you trying out the mod, if you have anyway thoughts on how to improve this mod id be happy to hear them. In the meantime happy gaming.
Can you somehow recompile this? Your voice is too low and your game effects are too loud, I can't hear a word you're trying to say. Could be cool if TacBF picks this up.
Next update ill boost my mic, sounded fine in testing but I suppose something went wrong. Basically this mod adds suppression effects and better recoil on static/vehicle weapons.
Sweet! I'd love to see some more mods from you, Nicomach. I believe I've actually played with you before back in Global Chaos? But for real, instead of making one mod you should make an entire pack with cool simple shit, like tear gas and shit. Also, I'm not fantastic with scripting but I do have a code for enhanced tank main-gun recoil, I wouldn't know how to implement it to all thanks though.
19TheHaymaker Thanks for the bit of code. While it may not work well in my suppression mod but there is some talk between me and the author of AISS of improving how AI use armor and engage infantry.
No problem. Killzone kid has a lot of good codes. I've been trying to work on the ability to drag fortifications around to make a base while near a supply-box in-game. Do you think you could help me?
19TheHaymaker While im a bit busy with my mod, check out this forum thread. It will point you in the right direction. forums.bistudio.com/showthread.php?137297-Drag-Carry-Ammobox
Hot
First
Start a server on reforger ino we need great gms
Appreciate the compliment, but we are an Arma 3 community. Reforger lacks an accessible mission editor.
Hey, nice gaming. What game is this? Also, I recommend uploading shorter videos in order to get more views and attention.
This is Arma 3 and intended for the community to look back on. No real intent for public consumption or channel growth
Wow! That was some epic gameplay Nico! I Can't wait for the next one! 👍
Should've included the part where everyone was trying to get out but was getting blocked 😂😂😂
Huge
Awesome you guys still do the ops.
Wow wondering what happened with this!
Get owned noob
I enjoy seeing your perspective.
gotta get vann's shit fixed lol -Hargy
I see you like scifi too my friend
So. I guess this Project is dead?
This was out of my scope to do alone. Currently yes its inactive but I may revive it at another time when I have more free time.
This looks fucking sweet.
Dope!
Keep and eye out, hopefully playable version soon.
Should go well with wanzerpanzer and the star trek mod haha
19TheHaymaker Id like to think more with WanzerPanzer then Star Trek. I dont plan on adding any pew pew phasers.
Haha understandably. Looking forward to it
Arma ODST
More like ArmA 2142 :)
Pretty sweet man. I think that is a little too much blur(I thought the video had dropped below 240p for a second) but the idea of the screen growing black is pretty good. It reminds me of the suppression from Red Orchestra 2, which is a good thing.
Its being tweaked constantly trying to find that perfect balance. Appreciate the view hopefully I can get more features implemented soon. By the way love the name. Cain is pretty badass, if an incredibly lucky character.
Loved the weapon shake on iron sights, Very realistic and seems to be pretty close to the real thing. Blur could be a little less intense and wear off a bit faster, but maybe have an option to tailor it to user needs? I might like it more arcade like BF3 or BF4 suppression but other groups might want it more realistic of a duration.
I may have future plans to make a userconfig to set how long the effects last but I can see this being exploited in certain groups if they have strict rules on mods. Ill see what I can do!
Sorry, But this seems not realistic. When you are under pressure, your senses sharpened, not obscured in order to survive. This is an instinct all people currently hold in the origin of humanity, from the days when we had to survive before civilization began
I disagree! While our sense of focus becomes stronger under stress, we also undergo severe tunnel vision. (Ideally, it shouldn't be a broader blur, but rather a radial blur and a switch in field of view, if possible within the engine.) Anecdotally (for whatever an anecdote is worth) I remember an instance where I was pursuing a pursesnatcher on foot at a moderate pace, and then broke into a sprint when it was clear he wasn't going to stop -- but when he realised I was faster than him and about to run him down, he ran out into traffic, and I pulled an "okay, not gonna happen" and stopped chasing (I'm not a cop, just a private citizen trying to help out, and I'm not going to put myself in mortal danger for someone else's wallet ;-)). But then I *completely* lost sight of him. I couldn't see him anywhere on the other side of the street whatsoever, and traffic was still moving so there was no way he could have stopped either. I scanned like mad but he was gone completely -- I remember the poor girl whose purse was snatched starting across the street at the crosswalk saying "Oh no, oh no, oh no", and had no idea where he had actually gone. Basically, the point is, once you commit to that instinctive "this is real" situation, your instincts go autopilot and your perception goes out the window. Tunnel vision. (Hearing is okay, at least!) Back to the mod, which I'm not affiliated with I might add, it's intended more to represent the *psychological*, non-physiological effects of suppression on those gamers who can't be genuinely suppressed psychologically. Very few people in real life have strong enough psychological adaptation to stressors to allow them to keep their heads out when in genuine mortal danger (those that do are borderline -- or actual -- catatonics or psychopaths). However, many experienced gamers lack this fear because the worst that will happen is a save/load -- while Arma helps replicate the real psychological experience a little better due to unforgiving wounding, especially within gaming groups where there is no respawn allowed in a mission, there's still the underlying knowledge that any danger you put yourself in is artificial. This instead represents that "average grunt" level by giving negative feedback for the "absent" players who try to defy what their "real" human in the game is undergoing psychologically. Trying to be a superman in the game will result in negative metagame consequences, driving you to play your character in a way that your character would realistically require. Naturally, for those gamer groups that have more rigid rules on respawning, especially gamer groups with roleplay orientation and therefore greater character attachment, the player's own psychological attachment becomes high enough that you don't need a mod like this. But those gaming groups aren't for everyone, so something that helps simulate the "oh shit!" factor that your poor robot/toon is undergoing is what I would consider to be a *great* idea. =)
jtgibson01 I acknowledge and respect your experience and would not claim that it was not what you experienced. I have experienced sharp situations and it is not my experience. I don´t get either tunnel or blur vision. But on the other hand are my senser very skarpe. Almost as if time passes a little stuck. But it is up to each player to determine whether it is something they will use. And this is not to criticize the creator of this mods, but point out that I do not feel there is a need for this non-existent effekt. I can see N_Icomach is a very talent guy and I also see what his goal. But I'm not sure, if it can be done to simulate a stressful situation like that. My experience is. If you get shot at in the game, you feel the stress. You have to make a quick decision. Get low, get in cower, fight back or retreat. And it happens so fast, that I believe it simulate it well as it is. But that is at least my opinion. Some must feel it different and have personal experience with it as well. Im not here to ruin the mod or mood at anyone. The creator have great talent and I hope he make a great mod will use. Cheers
KnudsenSK I appreciate you trying out the mod, if you have anyway thoughts on how to improve this mod id be happy to hear them. In the meantime happy gaming.
Nice! This will be a great addition to the realistic side of ArmA :)
Can you somehow recompile this? Your voice is too low and your game effects are too loud, I can't hear a word you're trying to say. Could be cool if TacBF picks this up.
Next update ill boost my mic, sounded fine in testing but I suppose something went wrong. Basically this mod adds suppression effects and better recoil on static/vehicle weapons.
Sweet! I'd love to see some more mods from you, Nicomach. I believe I've actually played with you before back in Global Chaos? But for real, instead of making one mod you should make an entire pack with cool simple shit, like tear gas and shit. Also, I'm not fantastic with scripting but I do have a code for enhanced tank main-gun recoil, I wouldn't know how to implement it to all thanks though.
If you have permission to share it id love to see it.
19TheHaymaker Thanks for the bit of code. While it may not work well in my suppression mod but there is some talk between me and the author of AISS of improving how AI use armor and engage infantry.
No problem. Killzone kid has a lot of good codes. I've been trying to work on the ability to drag fortifications around to make a base while near a supply-box in-game. Do you think you could help me?
19TheHaymaker While im a bit busy with my mod, check out this forum thread. It will point you in the right direction. forums.bistudio.com/showthread.php?137297-Drag-Carry-Ammobox
Ok thanks man, appreciate it.
nice man!