Update, Nov 2015:
My decisions about crosshairs in Arma were formed in Arma 2 and prior games, and after quite a bit of Arma 3 time and developmental efforts, I wanted to take another look at the viability of no-crosshair for our sessions. After weighing the pros & cons of Arma 3’s rather significant changes in this area, I’ve switched crosshairs off on our server. The basic technical reasons are as follows:
- Arma 3’s weapons handling and general mechanics are much better than A2’s ever were. Better mouse control, smoother sights, faster zooming, better mechanics such as sway, sight misalignment, recoil, proper collimated optics, resting/deployment, etc. Having swappable sights also makes it less likely to end up with a ‘broken’ optic as could happen in A2’s mod set.
- The scripting requests that were made in the past about things that could be used to make a less-precise/gamey crosshair were not implemented, taking that away as an option for toning down their usefulness or introducing more interesting mechanics.
While this isn’t a perfect situation, the only significant feature we’re currently lacking is that of both-eyes-open translucent weapon visualization. I made a mock-up of this here – I hope that some day we see this appear in Arma as an option, as it’s about as close as you can get to representing real-world capabilities without needing to use something like a VR setup.
So, TLDR: A3 weapon handling and mechanics are good enough that we can disable the crosshair and live with opaque weapons for now.
The prior post about my A2-era crosshair stance from Aug 6th of 2012 can be found below.