Tillee

Member
  • Content count

    141
  • Joined

  • Last visited

About Tillee

  • Rank
    Squad Leader
  • Birthday 04/10/1996

Profile Information

  • Gender
    Male
  • Location
    Northern Germany
  • Interests
    Bouldering / Skateboarding / Jogging / Swimming
    Milsim

Contact Methods

  • Website URL
    http://www.fallschirmjgbtl-323.de/

Recent Profile Visitors

395 profile views
  1. Looks great so far, i've got some major need for some Wake action again!
  2. Very neat work! Love me some open maps!
  3. The problem with current optics isn't only the way they're working itself,but also the proportions of the Aimpoint and RCO being off as the picatinny rails are scaled incorrectly. I believe @FishMan figured it out first, with some very nice pictures comparing IRL M4's with the ingame versions. Link to the post i mean. :) It's not a huge issue, but it definitly is noticable.
  4. Will play the helpfull XO/ Medic, as always. It will grind my nerves to absolute stress-limit, but elsewhise the newbs are not gonna learn. Gotta do what you gotta do...
  5. Whats the perfomance impact with those, if any, regarding a map full of carpets in the wind, like sumari?
  6. Just being the awfully nosy guy I am... did you contact the devs on wether they'd be interested on including your EoTech, or are you waiting for them to ask you`? Greetings
  7. I know i'm late to the party, but i really love your work! Even tho you can be a miserable bastard, your work on scopes in general and this '552 is outstandingly detailed. Now someone sneak this in v10. Greetings, Tillee €: Also, thanks to you I'll never forget that the Aimpoint is just slightly too big... dammit.
  8. Well i can definitly tell you it's a good idea joining the Modding one. Not too many people arround. I'd say it's as said , a thing of priority. Why create a possible dangerous because unsafe and regulated way to compile your mods, when that feature is on it's way anyways. So I rather see the current implementation as a bonus, as a headstart til Modding really starts with the release of Steam WS support. Greetings, Tillee
  9. Wouldn't have thought you to think like this, especially as your tinkering with Scopes and such got a big and wide amount of attention of both modders and dev's on the Discord. Of course the devs are prioritizing the game, and doing the SDK additions and tweaks as a secondoray project, but if you'd be active on Discord you'd see how much of their time the guys dedicate to us. Greetings, Tillee PS: I cant wait for Basrah... urban areas are so much fun to fight in.
  10. Looks amazing! Nice to see what dedicated community members come up with in their free time!
  11. Chaos. Definitly Chaos.
  12. More of a proverb or saying i guess. Don't take it so literally. If i were to accuse the OP for something, I'd write it straight away. Also, patience is a virtue. Or maybe it's me being impatient, and I need to confirm it to myself over and over again? Be more patient. :P
  13. With the localized damage states for vehicles, i believe we will probably see something like this. Have patience.
  14. Well, than that's were we have to get the playerbase. Adapt,or run.
  15. I'd love to see inter-crew com's for assets as the Stryker, MTLB, basically everthing heavier than the Techie's. Maybe you don't even need a new Keybinding, do it the ACE³ way and make the Driver, Gunner and Commander positions automatically "radio". The rest of the Squad would hear them normally speaking, whilst the positions named would hear their mates louder and with a slight radio-filter. Doesnt clutter controls, allows the Infantry to continue chatting and the Crew to be able to maintain comms at any point.