View Poll Results: Do you want SLX in the mod pack as it is now?
- Voters
- 43. You may not vote on this poll
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Yes
9 20.93% -
No
34 79.07%
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11-28-2009, 02:18 PM #16
Re: Vote for Current SLX mod
This is what i posted in the feedback thread but since you wanted me to Ill put it here.
Back blast hits the person firing the AT launcher about 50% of the time when I was playing around with it yesterday. The only things I would like to see from SLX is wounds and firing AT from prone and faster grenade throw.
Bugs:
-AT backblast can kill the person firing
-AI shooting at ground when no one has been there for 15mins
-AI shooting injured bad guys after you have healed them when they are supposed to be captives.
-Get damage when bullets land anywhere near you(~2m radius)
Bad Stuff:
-Sounds
-Effects
-All the movment seems to have been sped up.
-AI is inferior to Zeus(IMO) It seemed to me that they were far to aggressive and mindlessly charging at me across a field even when I specifically chose a place I would get flanked to see if they would flank me or not, they didnt.
-He changed all the numbers to alpha, bravo and so on its a mess.
-Deceased performance in single player testing on Utes(would assume it applies to all other maps as well.). (~7fps)
-Safety Weapon is in the action menu now, but double tapping the key is WAY easier and your less likely to do it on accident.
Good Stuff:
-Firing AT from prone
-Faster Grenade throw
-Wounds are OK not the best but i don't really see any other option until ACE comes out and I want wounds.
-you don't have to always be looking through binocs.
Thats all I can think of now may post more later.




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11-28-2009, 02:19 PM #17
Re: Vote for Current SLX mod
Well, isn't that what the feedback thread is for, Browna? I've been posting both stuff that I like and stuff that I don't, and I bet more will come ^^





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11-28-2009, 03:15 PM #18
Re: Vote for Current SLX mod
Nope, some parts are good temp solutions until ace2 comes out, but faster crawling? Excessive small arms shrapnel damage? Yet Another sound mod (YASM)? Those aren't needed or wanted.
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11-28-2009, 03:30 PM #19
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11-28-2009, 03:38 PM #20
Re: Vote for Current SLX mod
Voted No.
Pretty much agree with Ink and Tralic.Nihility
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11-28-2009, 04:19 PM #21
- Join Date
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Re: Vote for Current SLX mod
since most people are using the yoma launcher the updates and fixes for everything will be easy to release and easy to get into the community. this said there are some notable bugs and they should leave the sounds to a sound mod. i think a future version might be a better choice
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11-28-2009, 04:20 PM #22
Re: Vote for Current SLX mod
Pretty easy to choose an option: NO SLX as is.
Don't get me wrong, a few of the features are nice, but other either detract from gameplay, need to be investigated further or make no sense at all.
The good:
-Explosions and relative after-effects (fire, smoke, etc.)
-Faster weapon switch
-Using RPGs while prone
-Character shouting that he is reloading
-Possibility to drag ammo crates around (when it works)
-Slightly improved grenade throwing
-If a character catches fire and has any ammo/explosives on him, they will eventually go off
-Longer LMG and AR reload animations
-Bleeding and blood trails
-Better NVGs: while strong lights still interfere with them, you no longer experience blackouts randomly while walking around
-Gun smoke effects
-Removed audio when giving orders while inside a vehicle (liked it in ACE, like it in this)
The Bad:
-Weapon safety: works the same as 2xCtrl, only that if you press the trigger the weapon WILL fire while lowered (instead of rising the gun), wounding you and anyone standing next to you; it occupies Action Menu space and the label is misleading
-Apparent "splash damage" from regular bullets: while it makes suppressive fire more useful, it's still stupid and ArmA simulates ricochets anyway
-No VON icon telling you who is speaking and on what channel: having both TS and VON it became very hard for me to guess who was talking to me using what and I ended up replying twice on both VON and TS just to be on the safe side
-Can't get up directly from prone: you have to first switch to crouch and then stand up, wasting time and not allowing you to sprint up from a crawl
-Changing stance, crawling and jumping: those animations are simply too fast to be taken seriously
-Gun sounds
-Being unable to move while reloading an LMG: even though IRL it makes it harder, you can still reload one of these weapons while moving and it was an improvement ArmA2 had on its predecessors
-Stiff movement: vanilla ArmA character movement feels more "fluid" and easy to control
-Combat knife: animation is too fast. IMO it should also occupy the "miscellaneous" inventory slot (radio, map, GPS, etc.) instead of the Binocs/NVGs slots
Needs further testing:
-AT weapons backblast
-AT weapons effect on tanks and their armor values: during a live-fire testing we hit a T72 with 5 PG-7VR rockets achieving top-side and top-rear hits. While the engine did catch on fire, the tank was still fully operational (crew was alive, weapons worked correctly, full mobility retained) and said fire looked as if it was only an aestetic effect
-Throwing back grenades: not witnessed
-Wounding system: besides the occasional bleeding, I did not witness any other modified effects caused by being wounded
-Smoke Grenades bug-fix: bug was already fixed in patch 1.04 making this modification redundant
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11-28-2009, 04:28 PM #23
Re: Vote for Current SLX mod
AI throwing back grenades works. However only when they are within maybe a 1 meter radius of them. They won't move to pick up grenades, just when they are within arm's reach.
And I don't think that the knife CAN be put into an item-slot, simply because it is a weapon one has to be able to hold in the hands. Thus it needs to put into some slot classified as a weapon one.




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11-28-2009, 04:34 PM #24
Re: Vote for Current SLX mod
Good to know that AIs can throw back grenades only if they land VERY close:while extremely dangerous, it should still be possible to do it.
Regarding the knife, that means that it's an engine limitation? If it is, I can live with that, although I would still prefer to have binocs/nvgs/lasers in that slot. If we can get a working backpack system (probably not until ACE2 comes out) it could be more useful than it is at the moment. The animation is still too fast, though
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11-28-2009, 04:44 PM #25
Re: Vote for Current SLX mod
Yeah, I'm afraid it is an engine limitation. At least as far as I know. On the other hand one could maybe mod NVGs to go into the item-slots instead, since their presence on the soldier could maybe be modified correctly with scripts. Most likely it'd need entirely new models rigged for that kind of use though





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11-28-2009, 04:51 PM #26
Re: SLX testing feedback thread
I would appreciate good feed back from the testers so I can make a good decision and vote on this addon.
Hard Core. Old School. Deal With It.
Armed Assault Spartan7
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11-28-2009, 04:54 PM #27
- Join Date
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- Location
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Re: SLX testing feedback thread
I know you guys are trying to better the game but this slx stuff is just fail. The only thing I think worth keeping are wounding and AI.
I can rock the Mk 48 Mod 0 like no one else. But something in this pack has made it all but useless.
The biggest problem I have can best be shown in Pictures.
This is Vanilla. Take note of everything, buildings, target, etc.

This is SLX. The FOV is fubar. It's like I am 30m away from where I really am. I cant play the game like this, I tried.

Edit: I'm sure there is more but
SLX_Anim_HoldSprint.pbo: Should be user choice. I prefer the vanilla.
SLX_Anim_MoveTransitions.pbo: This actually felt slower
SLX_Cartriges.pbo: Not needed. Adds unnecessary items for the gpu to draw
SLX_GunSmoke.pbo:Should be user choice
SLX_Impacts.pbo: Should be user choice
SLX_ModWeapons_c.pbo: Undecided, but since I think this is what is affecting ballistics, im gona say no.
SLX_ModWeapons_MGReload.pbo: No
SLX_ModWeapons_Sounds.pbo: Dear God no
SLX_ReloadShout.pbo: Yes, this is a welcome additionLast edited by Marvin; 11-28-2009 at 05:25 PM.
The greater the power, the more dangerous the abuse. EDMUND BURKE 1771



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11-28-2009, 05:02 PM #28
Re: SLX testing feedback thread
Yeah, I agree that the FOV is messed. Impossible to shoot at range. we need zoom on weapons to make up for the screen having infinitely worse resolution than real life. Luckily that's just a single file, SLX_FOV.pbo, that can be removed.
I also want to compliment the AI! Even though the scripts seems to have some bugs (got script-errors when running -showScriptErrors as shortcut parameter), the AI really kicks ass.
It utilizes cover and concealment quite well, and puts down LOTS of suppressive fire. We played a mission where we got completely annihilated by BMP-3s blazing away with their 30mm cannons, hundred times more than they would in vanilla.
The suppressive fire is a bit excessive though on occasion, with lots of fire on places where people are dead since long, so I think it'll need a bit of tweaking to make the AI react properly to that its target hasn't showed itself for 4 minutes, but overall it's a blast.
Can also vouch for that the SLX_ModWeapons_MGReload.pbo should be gone with. I'm all for a slower reloading of machine guns (stupidly fast in vanilla) but not at the cost of not being able to move while reloading. Especially not when it comes to LMGs. for MMGs I guess it's okay though. Need to check with Solus if he can fix that for LMGs.




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11-28-2009, 07:42 PM #29
Re: Vote for Current SLX mod
I dont want anything to do with SLX, and to be honest I think TG had enough addons now, no need to go changing the whole game with a Mod that is known to cause problems for servers. Wait for ACE

My name: Adept a skilled or proficient person Abyss a deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D

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11-28-2009, 08:20 PM #30
Re: Vote for Current SLX mod
no slx for me ..thank you very much and yes we have enough until ace 2 arrives.
Hard Core. Old School. Deal With It.
Armed Assault Spartan7
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