Category: ShackTac

September 2012 DEP Update

At this time I have not yet sent out any DEP e-mails for the month of September. I need to spend some time in thought on how to proceed with DEP in the future, and I don’t want to prematurely send out information to the selected people until I have clarified my stance on how this will work.

Sorry for the inconvenience. I’ll post more when I have something more solid to tell you.

ShackTac BunnyHop

ShackTac BunnyHop, created by Macolik, allows you to do a running jump over obstacles. While jogging, simply press the key combination you already use for “Step Over” and you’ll activate the jump. This can be used to jump over fences, fallen trees, and various other impediments to movement.

If you want to see what it looks like and listen to me say the above text, check out this video!

Download from our DevHeaven page.

September 2012 Cycle

My intent is to send out the September applicant acceptance e-mails Friday, August 31st, by midnight. I will update this post to reflect the actual status of that once I know more. I will likely do the DEP e-mails a week after.

The September class of applicants will begin on September 2nd – those who are accepted should aim at being in contact with me per the directions no later than September 3rd. Please be ready to go through the directions very carefully if you do end up making the initial selection.

Edit: I narrowed it down to 35 people for this month’s batch (including several people already in DEP). There are ~30 others that I am potentially looking at adding to DEP, but that will be decided another day. I’m planning to do an article on my site in the near future about the ST join process going forward. We may slow down even further from where we are, based on retention/demand/community cohesion/future prospects. It’s one hell of a challenge to try to figure out. I also plan to have an article discussing alternatives to ShackTac that I can recommend, and various other thoughts of mine in that direction.

ShackTac Interact mod

ShackTac Interact is a small addon I created awhile back for our in-house use, which has been asked for by other communities and is now being made public.

ShackTac Interact requires ACE2 and CBA. Note that a server (or mission) must allow this addon for it to function. ShackTac Interact introduces two new features, as follows:

Join Player Group


This option becomes available when you walk up to a player and press your interact key. You will see a ST-orange ‘ShackTac’ menu item – click on this, and you will have a ‘Join their group’ option. When you select this, you immediately join that player’s group. Note that this only works on players, not AI.

Take command of current group

Press your self interact key and you will see ‘ShackTac Self’ as an option – click it and you will have an option to take command of your current group. This can be used if you were wounded as an FTL or otherwise lost command for some reason. This can also be used in the event that the order of seniority gets out of whack and somebody out-of-order needs to assume group leadership.

I’ve put together a short video demonstrating how to use the features:

More, including download, after the jump.

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ShackTac’s usage of ironsights/unmagnified optics

I’m sure a lot of folk have noticed that ShackTac avoids optics beyond red-dot / reflex sights. I’m sure an equal number of folk are wondering what the reasoning is behind this choice. Is it poor modeling of optics in the game engine? (no back-up irons, no shooting with both eyes open, no immersion due to the way it just zooms the FOV and slaps a black filter over the screen) Is it that ranged engagements get too easy? Is it that a scope beat you up and stole your lunch money?

There are a number of reasons why I prefer to avoid magnified optics as infantry in ArmA.

The main ones are as follows:

  1. ArmA does a poor job of showing concealment at a distance. The ‘grass layer’ is supposed to achieve this but generally is unsuccessful. It’s pretty easy to spot people without a magnified optic, and adding one just makes it that much easier. Finding a person in camo in a forest from a distance is not a trivial thing in reality – whereas in ArmA, it’s cake.
  2. ArmA does not render shadows past 80m. Same general idea as the above point – you can too easily see people to start with, so adding magnification just makes it worse.
  3. Magnified weapons increase the ranges of combat and tend to result in less interesting engagements. The increased accuracy and spotting abilities they bring removes a lot of the fun that otherwise exists in the infantry combat of the game. Too much sitting at a distance plinking, too little closing with and destroying the enemy by fire and maneuver.
  4. Magnified optics are far too stable and easy to use. ArmA does not have a simulation-level depiction of the real-world issues that come with weapon accuracy in general. Breathing cycle, aerobic/anaerobic fatigue, weapon support, recoil and the myriad things that come into play there, stance influence – the list goes on and on, and ArmA doesn’t do much of it, and when it does, it does it kind of awkwardly. People can throw themselves prone and blast away accurately without pause, or stand unsupported and plink off targets with relative ease. It’s just not how it works in reality, and when you combine that with the above points, it cheapens the experience.

Aside from the technical and gameplay reasons, there is a mentality I see throughout The Internet’s Gamers where people over-glorify “long range” shooting, snipers, and similar. In the case of ArmA at least, too often the people who are doing this overglorification are using these weapons and their overpowered nature as a gameplay crutch that allows them to take advantage of imperfect aspects of ArmA’s simulation to be more successful with less risk. I can’t count the number of people who think they’re Billy Badass because they can sit on a hill in Domi/Insurgency/similar missions and plink off AI with impunity thanks to their awesome-o sniper rifle/scope. I find that to be a cheap, empty thrill, and it’s part of why you’ll see me ribbing these types of players with videos of me shanking my own group’s snipers from time to time.

Those who love their magnified optics, hey, whatever – to each his own. Personally, I’m on the other end of the spectrum, where I find myself wishing I had a ka-bar/bayonet at times. The closer the fight, the greater the tension, the higher the thrill. Plinking people from extreme ranges doesn’t float my boat. Easymode optics don’t, either.

ShackTac’s usage of crosshairs

 

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.

 

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