#reforger_feedback
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LEAVING THe gunner seat on the Humvee while on an incline is killing my guy.
A tree stump made a humvee going 5kmh flip.
Please a way to unflip vehicles. At least until vehicles are working properly.
Rain not rendering when using scope: https://steamuserimages-a.akamaihd.net/ugc/1858324326877596128/82962C328C1427AEEDC46E502FB68E60421A5EEF/
@olive trail gamemaster can unflip it. last time i played conflict one did that for us
right on but it doesn't feel right to ask someone to drop what they are doing to unflip a vehicle for me.
thats kind of the role of a game master to aid players
What's it called?
W game
Directional audio is a no go my pratele. I was hearing a sniper to my left then saw him to my right.
Bro fix the mod downloads
Odd question but were your headphones in backwards
#reforger_xbox I like the new controller mappings for the xbox. I think the stance adjustments should be toogled on and off and the free look should be a hold.
-If I could remap the binds I would put the toggle for the stance adjustments on the [Right Stick] as a double click to enable. Then switch the free look to [Right bumper] hold to enable. Lastly the mic [Left bumper] I would switch with the [Y].
They’re mainly focused on fixing and adding to the main content not trying to fix modders stuff
Since vanilla single-shot launchers is a thing in the Reforger, does BI consider making soldiers throwing tube away after it's usage, just like it happens in RHS?
It looks cool and reduces tediousness of removing used launcher from inventory manually
could be the sonic crack, or a silly one might be the way your wearing your headphones 🤣 i have done this multiple times wear them the wrong way and i went to run away from shootings but instead was running straight for it! make sure the allocated right speaker is on the right ear
It was none of that. The sound of shots where coming from a completely different location.
Echo-o-o-o?
there has been a few weird bugs related to sounds since the update, explosion sounds are quite delayed
That what I thought at first but I was within 50 meters of the sniper and I was still hearing the shots coming from somewhere else.
Now I wish I recorded it.
Another topic on the sounds, sometimes mine or enemy gun does not make a sound, you just hear bullet crack. Its only on first shot
I see, used to be same issue with first round from rpg7 not exploding, back then... maybe explosion.rdx not loading into memory fast enough :D?
The black screen for spawning is taking forever. Before the update it won't takes less than a second.
Honestly I think a good mechanic would be having your character “turn out” of armored vehicles when you enter third person camera. I think it would add an interesting dynamic where gaining the added visibility of the third person camera is balanced by being more vulnerable.
Removing the separate actions in favor of a single one?
yeah, context based stuff
Would balance being in third person in the BTR too
With the caveat that it'd only be for the BTR right now because it seems like you can't turn out of any other vehicle
no turd person wtf... keep everything 1st person like god intended, if you wanna play in handicap accessibility mode go ahead but a automatic 3rd person view while turned out is a horrible idea
When I turn around, I see the building which was behind me load in.
Been having similar issue with plenty of objects poping up even though I have the game on an ssd
#meToo
By removing one mod
ima send a phopt oof my mods and tel me witch one it is
That is not for me to answer.
remove all of them. And enable one by one until you find which that cause that message
it's going to be a mod that does something with consumables like food or bandages idk
You can't override a function which doesn't exist, so it looks like an error in your script.
I fixed it also thank u
One thing I'm hoping for is forthe helo control scheme work better with controllers' analog inputs. Al already words decently, but IMO the cross platform aspect of Reforger is a good reason to improve it
In ARMA 3 you can have the ability to either hold on hover, or have analog input for the collective; I'm hoping this time we get both. In general, I'm hoping we get to use the full range of analog inputs on the controller for flight control.
As long as it doesn't end up being anything like squads flight mechanics and feel arcadie on mouse and keyboard I'd be all for that
I just hope they improve on the Arma 3 flight model for reforger
ARMA's public server gameplay structure could learn a lot from Squad.
The flight mechanics aren't one of those things.
Squad is very strict about the team gameplay. It's basically impossible to play solo and just do whatever you want.
A squad-like for console would be incredible
I kind of like the freedom of gameplay and loadout afforded to players in reforger so I would prefer to not be limited in that regard.
if I wanted to not work as a team then I’d play free for all on call of duty but I understand what you mean and get what I’m saying isn’t the same as what you’re saying and hope it doesn’t come across that I’m putting words into your mouth I’m just basically repeating what I said and responded to what you said, incredibly poorly lol
my game keeps freezing and crashing on PC. When I restarted the game, I got this error!
I have screenshot of the error message which I can't paste here
It says check this log file for more information \console.log
add 64 player limit to conflict servers
If they're possible; I want those truly large player count conflict servers back.
200 player conflict please
Yeah an ETA on those servers would be great.
with 10 fps, no thanks
Arma 3 Singleplayer I was getting 90 fps on ultra settings, multiplayer 12 fps XD, on arma reforger i cant even start multiplayer XD
Would love it if bandages would auto refill their designated hot bar slot. Grenades/smokes already do, so why not bandages. Ita a ball ache having to re-slot them during a firefight. Inevitably ends in death.
arma reforger runs great... better than arma 3 especially mulitplayer
Can confirm. As a long time Arma player, this is likely the most performant Arma game.
you need a non potato computer with dx 12 compatible gpu
And A3 does run on genuine potatoes; ran it on a laptop from 2012 once
Bodes well for Arma 4 doesn't it
Sure does. So long as they can iron out these current connection issues.
Of course. I think they're on the ball with the connection issues though. I know it's still patchy but since the last update, at least for me on series x, it's become way way more stable and I have far less session errors and disconnects than before it. I'm on a 4g connection using my phone as a hotspot and I don't get great signal in my flat either, the fact I can get an hour and a half of gameplay before I get booted is awesome. Can't wait to see how much h better it becomes in the next year
Oh they're usually on issues. There's been a tonne of game breaking shit over the years that just. Kind of gets patched. It's definitely a waiting game, but no other experience comes close to Arma. So wait I shall.
It truley is unlike any game.
Yo it’s been kinda, a long time are we gonna se a update soon?
Dude what?! It been two weeks since the last update
That's two lifetimes for a gnat
very true 🤣
The helo control scheme is easy to understand imo. It uses a flight control layout that is quite easy to understand and fun to handle. Reforger can completely redo the flight controls but i hope they dont make it more arcade like for easier accessibility. I like the way the blackhawk flies currently. I too hope we get a more interactive flight assistance tools snd equipment to help with the overall experience. An onboard radio device would be nice w/ expanded coverage
hey guys, I'm in east coast Australia and continually get errors about the backend services being down. Anyone else experiencing this?
also mod downloads just stop half way through. I have to cancel and download over and over again until I get lucky and it goes all the way to the end.
I seem to have the same issue at the moment. I'll pass it on to the team.
Has this only just started?
nope, been a thing since the start of early access release
happens to 3 of my friends as well
all east coast Aus
Oh, I can't say it's been an issue for that long, but I have just reported some backend error issues I'm experiencing with the server browser currently (US)
Seems the issue has stopped now on my end.
yeah issue comes and goes, but it comes back frequently
Interesting. I'm on the west coast and the few times I've experienced it, it's been because I've repeatedly refreshed the server browser and restarting the game has always fixed it
is there any public way to report and track bugs?
feedback for Arma Reforger , feedback tracker https://feedback.bistudio.com/project/view/66/
Yeah.
Arma 3s control scheme is really nice.
All I'm hoping they do is leverage the analog inputs on the controller so we can have finer control over things like collective, while setting the 0 for that analog control to whatever the hovering collective is for that helo instead of the usual 50%, or even retain it at 50% and just change auto hover to also factor in the collective so that players have a way to actually hover the helo while using analog inputs on their controller without needing to actually hold their joystick in place to avoid going into a fall.
Thanks for the feedback tracker. The Backend services error happened again. I'll post it there
alright guys I made a bug report for it: https://feedback.bistudio.com/T168731
can hardly play because of it. I also noticed that if there are two gamemasters, if one of them uses the lightning strike it crashes the whole server. Not sure if that still happens with latest update. If I see it again I'll report it too
Cant reproduce the lightning strike thing, are you sure its not a mod?
it was official server, and mostly everyone was xbox
could of been spamming lightning
happened twice in one day for me
Yeah I'm Also on the east coast of Aus and am experiencing the same thing been that way since the release of reforger
Are developers aware that there's a problem with controller input while aiming down sight and trying to bend sideways at the same time? Basically you cannot hold LT and press RT at the same time since RT does 2 things (enter movement systems for bending and toggles firemode).
When we press LT + RB it instantly kicks you out of aiming down your sights and if any modded sight is applied it'll bug the aiming for that specific weapon (or sight). Something must have changed from past version because this has started to happen after 0.9.6
Crap I come to the game start play and I am new on here asking guys for some information and ignoring me the Russian stalking between and no help I’m very disappointed
Huh?
No one want to explain me nothing just ignoring
What do you want to know?
I have been looking forward to an auto hover feature for a while so teams can exit/enter with relative ease, although i imagine it must be a pain tom get a function liken that to work
The sound bullets makes when they hit someone is not great. It sounds like half life 2 audio.
Better voice lines or better injury effects
The squishy sound or the scream?
The scream one kinda okay, but a bit more variety would be nice... The squishy sound, not great but not bad either. IMHO
Given that Mr. Freeman never says a word, and that you dont have HEV mk V suit in reforger, id say he means squishy one.
Squishy when a bullet hit someone
- do not crosspost - read #rules
- make a ticket using the link pinned here
It would be a fun easter egg tho, if lets say there was a 1:1000 chance that when you suffer a heavy wound like .50 or kpvt shot HEV message would play: "Major lacerations detected. Automatic medical system engaged. Morphine administered."
Yes, they changed a ton of game pad controls with 0.9.6. Most of them are worse imo.
Also for the love of god BI add the rolled up shirts and other headgear to the arsenal
Nametags of friendlies has been disappearing and I can't see them sometimes. This bug has been happening a lot in the last couple of days.
Can confirm. Especially when you leave a vehicle like helicopter or ground vehicles. Not exactly sure what causes it
Hi. I just noticed something in Game Master. When I first put a "Small Fighting Position" composition in the world, usually on an incline, it will placed normally. But after I exit the game, and continue the Game Master mode, the fighting position suddenly raised up... not like when freshly put in placed
https://feedback.bistudio.com/T168750 just created a ticket
I like the new project, but a detail my bother, the guns don't have posibility for use te bipod
Check roadmap.
yes they do. bipod functionality has been in the game for almost a month now
Add a way to check ping in game so I can see how garbage my 25 mbps internet is when there's 10 mods loaded on a 5 player server with my family home.
new controller scheme sucks overall
It's clunky AF and not exactly the easiest to figure out then.
Needs to be a lot more flexible; and of course, capable of being used by the AI.
Yes and no the hold right to have a tonne of different things to do is much better than the old system but I just wish we had that from the beginning, the new lean system sucks tho always accidentally leaning
The stance adjustment/lean system was already there, and getting to the compass and map was easier than it is now. It’s only good for binoculars. You never use the watch.
I know the lean and stance adjustment was there I have been playing since launch I’m saying the change in how you lean is worse
the watch can be pretty helpful if you know how to use its many features
A.I. with MG is already using them.
I meant the bipods; on things like windowsills and walls when that becomes a thing that we can do easily.
The average reforger player is less intelligent than the ai tho
@blissful sage Oh okay. Yes they only use them while prone so far.
Plus, the bipod haven't exactly been particularly well done.
The system needs serious refinement to make it more obvious, flexible and easy to use
I think the bipods dont have any functionality
They do. While prone.
dc is 📉 but crashes to desktop are 📈 . It's becoming a serious issue.
Yes! I thought I was the only one. It seems to happen most often when doing logistics, i.e. getting in and out of trucks a lot. Maybe that's related
we need to start reporting more bugs and attaching game logs. Feedback tracker in the channels topic
The character lean needs to go back to the right analog
100% agree with the right stick on controller leaning felt deliberate now I keep doing it accidentally
In addition to being able to resize protractor and rotate it,
Could some sort of 90° snap rotation be added? i found it very tricky to rotate it back to original direction....
Is there a reason to rotate the protractor? The map already oriented north, and the protractor already pointed north... so may I ask what other usage that I don't know of?
measuring distance at an angle?
Ah... Thank you. Never cared about distance before 👍
Hot take: Add an on screen crosshair
you can use pythagorean theorem with the map toolz
or you can rotate the damn thing like the good god intended.
I think a small and faint on screen dot (not a crosshair) to see what you're pointing at would be good.
Tons of things work right now based on what exactly you're pointing at; may as well make it easier to point at exactly what you want to point at instead of fiddling around.
A little feedback on my gaming experience:
I have a lot of problems with multiplayer.
Indeed, when I try to join a server, whether modded or not, the game crashes or tells me that I cannot join the server.
Apart from these small connection problems which I know will be corrected in the future, the game remains magnificent and has great potential. 
The audio level is adjusted to how much close or far you are from the sound source but the time the sound needs to travel to get to you is unchanged.
**
This is what I mean in video format:** https://www.youtube.com/watch?v=tGDMZr_OQ9g
Seems like the delay is calculated the moment the sound is "generated". So if you move extremely fast i guess that would happen. Seems like game is missing doppler effect.
But does it also apply to things like explosions or gunfire?
Explosions are the same as lighting. I couldn't reliably test gun fire.
It may come into game later when faster vehicles are introduced, cause atm you would only ever notice this as game master
Feedback: Not sure if its in Reforger but it was bad in ArmA3: please allow for players and Ai in the same faction to attack each but without other restrictions like we have in ArmA3, example of restriction is that players marked as Renegades cant enter each other vehicles. All the low level functions/scripts like "_unit doFire _target;" should work without any doubts or other restrictions
The only way youre gonna get marked as a renegade is if you team kill. Sorry bud but not happening
Which should be allowed in private servers or SP if those playing it want it. There are several valid reasons to team kill in certain missions. Not everything revolves around competitive play and Conflict
That or shooting civies.
But in vast scenarios you could enact in arma 3 (outside PvP), sometimes attacking civilians or teammates was desired.
Imagine you are playing some terrorist faction, trying to cause as much damage as possible to civies.
But all of the sudden your AI teammates say "Wait! We are not doing the moral thing!" and they shoot you.
But you could disable it in Arma 3 via simple one line script.
And atm AI teammates in Regorger dont care if you become renegade. They will never shoot you.
Prefer the former
I wanted to have a choice, logistics are handled by bots or players.
bots doing logistic already confirmed
Really? Where does BI said that? On the roadmap, all they said is AI will be able to drive all vehicles. Probably only on-road only, not cross-country. One might infer that AI will do logistics with that, but they did not explicitly said that
The developer and author of Conflict confirmed it twice when asked about it on this discord.
Yeahh its confirmed but no where near release at the moment
It's in the final strike milestone
All ground vehicles
But will they drive or drive like "my people need me... in the nearest ditch... upside down..."?
cant wait until I can order a BTR battlegroup full of soldiers with an attached logi truck to attack and resupply captured American bases
BTR hits mine because it only knows how to drive down a road and all the soldiers die
Player hits a mine cause theyre dumb and will fall for the same tricks
Itll be harder to lay mines than it will be to run over them tbh
Having to fill your backpack with them, maybe the trunk of a jeep, and get past both the FIA and enemy players/AI on frequently enough used roads to warrant mining, and you have an option but mostly a niche gimmick
except if a player sees the mine they can go offroad to avoid it... AI can't (according to the roadmap)
Arma3 ai avoided them if it detected explosives
Given that these AI only know how to drive on the road I would imagine that their only way to avoid them is to stop. I also imagine that they won't know to avoid them given that they don't seem to know how to do much else
If conflict manages to become a full self contained fight; EOD might be an interesting game loop to have in there
@rare pilot @stray frost we're all bots apparently. All part of a simulation called life
I'm hoping troops would improvise to buy time for mine laying.
Theyd definitely friendly fire too
So laying them would have to be pretty on the spot, and reactionary to something approaching
Laying them at the beginning of a match doesnt seem like a viable strategy, and the only real way I can think of for them to be used like, 100% effectively, is taking a Jeep full of them deep behind enemy lines and planting them along major supply routes
That would also work really well. Ambushing stuff with them seems like a good strategy, and putting them around the sides of roadblocks - forcing them to funnel through the roadblock - seems like a good thing too
That way they dont disrupt friendly logi but they can disrupt enemies
Definitely middle/endgame tactic.
for sure
I wanna see FIA attacking positions in vehicles
Or fully crewed BTRs and HMMWVs and shit driving around shooting things
Would add to the already ongoing chaos. I wonder if they would automatically create a mechanized armour group for attack/defense purposes
That way it would definitely come across more of a military threat than a random attack attempt
AI will join squads automatically, and I assume you can pluck them from main base/bases with barricks
But lets say youre attacking Provins, and put a BTR on the road above it with FIA gunning and shit
All the players can flank, push, and attack while the AI sit there as fire support
And in doing so, how many squad are we capable of leading into the fray? And does that include armored units amongst infantry
I know that in the final release there will be a commander role, which will allow a player to control most of the AI on the map, as well as guide clueless players who are given too much free agency and lose sense of urgency or strategy
I would say it may get frustrating when a random plucks an AI team from under you
One man gonna be playing an RTS while everyone else playing an FPS
Basically 😂
Theyll be in the group. Like Atlas-White 1, Atlas-Blue 4, etc etc
If youre squad leader, you control the AI in your squad
nods in respect
So you either have a squad of half shitted people
Or a squad of half people shitters
what I wanna see is troop transports being used to carry infantry and launch mass invasions against bases
Two squads in a truck, two trucks, and maybe a third with players
With that many infantry there will be a use for the useless troop transports
Yes! But i imagine it has to be player controlled or "Commander" controlled
AI can drive themselves here before 2023
Can see AI at first assaulting unimportant bases using mass logi supplies
So maybe not
Maybe you can be in a jeep ahead and set mounted troops to follow
Yes! That
thats what I was thinking
I know in Final Strike, theyre adding full Ai logi, meaning players never have to
But they should if they feel it'd be a decisive win
Idk some may see it as cumbersome
Some just want to pull the trigger and rack kills unaffected by other game mechanics
There is a modded conflict server that has like
15 minimum points to capture, and half the objectives on the map are purple
I wanna see something like that, with more power points to hold
Mainly held by FIA type thing? Or something like Forward Command Base (Special) that links other bases to either other in terms of strategic value?
I don’t understand why the developers left NATO without armor. The strange thing is that the M113 appeared in the form of a prop faster than the current and necessary transport. At the soviets, you can capture the entire map on one armored personnel carrier.
Perhaps luck of the draw
Americans should get better vehicles to even the playing field, and they will
Can we talk about how the humvee and m249 didn’t actually see as widespread use as Reforger would make you believe?
And there is no M113 in the roadmap, very strange.
From my understanding devs are avoiding tracked vehicles
there is an LAV 25 though, which is bigger and better than the BTR-70
Do you think its because you can use the bipod as to why they dont use it as much?
If I play America I usually run the M249. And the only reason I dont use HMMWVs is cause theyre bugged/people are fucking retarted
Ill use the HMMWV as a defensive turret whenever I wanna hold down a road. It shreds literally anything in the game right now so thats good
But i hate the over exposure
Yeah turrets on vehicles break whenever someone disconnects or dies while using them
And with no armour and bleeding effect, makes it too risky tov be caught in it
Use it as ambush vic
If they can bandage safely in vic, it would help greatly
HMMWVs dont work alone, BTRs do
As a convoy with at least 8 players and three vics though, with it coming up rear as fire support, it can still be effective cause enemies will shoot at the infantry first
How great is an ambush vs. 1-2 rpgs? Lol worse if they hear you coming
Sitting on a road with the engine off, hidden by a bush, HMMWVs are fucking DEADLY
If they hear you coming, you failed already. Otherwise that .50 rips thru btr like a cluster bomb on oreoakastro
Granted yes. Very destructive
thats what I use them for
Silent + deadly @brisk brook
Might be a dead tactic if the future no?
Is that a fart reference?
Lol no! I wouldnt dream of making such a joke😉
Anyways, usa is in a bit of a disadvantage with no armor, but btr honestly isnt that much of a hassle unless its sitting far off with loads of infantry
Once helicopters and tanks become more readily available id imagine using humvees would be merely defensive transport
BTR would still be a more viable option based on armament + troop capacity
Especially with the variations already out for the btr mod
Imagine an AA BTR with 16 troop capacity
While humvee has little in the way of capable defensive/offensive armament or troop protection/capacity
Idk if it had a TOW, it would become very destructive
Imagine that
Imagine dragons
The Humvee is extremely mobile and can run circles around the BTR, and the .50 is arguably one of the strongest weapons in the game, I think it’s in an okay spot.
The big gunner protection kits weren’t around at the time and they make the humvee way too strong IMO
I think it would be perfect if it had just one armor plate on the gun that somewhat shields the gunner from incoming fire directly to the front
That might help cut down on the bullshit headshots that hit you if you’re engaging targets and it would also reward a gunner who can spot targets and engage them before they get spotted
Only when on drugs (don't do drugs kids)
T72 has faster reverse speed than the US trucks
^
It's also amphibious, or at least capable of fording rivers.
It's an...odd duck of a tank.
On of the most important fixes that might not be obvious is for the server to not restart and kick everyone after the end of the match. Everyone jumps tp other servers because it takes the server few seconds to come back on.
Weapon deployment/stabilisation hasnt been implemented yet. Xcept bipod on 3 guns, but its only in effect when prone, regardless of terrain.
Oh. Even so, the bipod does work so I thought it might be good to report the keybind issue since it's confused players I've played with in missions
Yeah its been like this for a while now
If you have issues with Battleye and mods, delete everything in your Documents >My Games >Reforger folder, delete it from the SteamApps manually, and reinstall the game with a new game profile. That should fix like 90% of issues relating to battleye and mods, it's what fixed it for me
wow you finally sorted that out nice
Is there any plan to make more additions to the map marking? Have only 3 lines to make triangulation its a very poor feature. Maybe adding more lines (O no limit) or specific marks for specific use like arma 3 is the best one possibility to have this feature full.
Or drawing, and being able to show it to people.
Rotation of compass in map does not always match rotation of compass in hand. Eg in hand was showing 50, on map 30. They do match up within a minute
I'm wondering if it'll ever be possible to spawn in AI with custom/modded clothing items without playing dress up with them?, I know very few mods do that but I wanna spawn AI in with a specific Kit made by the GM
Probs possible by creating custom faction
Yes, custom characters with editable character component
Hmmm I don't really know how to do that, I'm an xbox player so I don't understand very technical stuff
Given you are on xbox, you cant. Best bet is dress up one and copy paste, if you can do that.
Yeah I can't do anything on xbox regarding custom AI kits, the only way is spawning in an arsenal, controlling an AI and dressing them up myself, that takes alot of time overall
Just hoping they add some sort of copy and save feature, adding custom AI kits to the GM's spawn menu
well i stink you can already copy paste stuff. Lemme try
Yeah I've tried, you can copy and paste entities but they will spawn in their default kit instead of the custom one given
NVM you cant. Then its best to ask someone to create custom mod for you, that will add said characters with kits.
Why hold F, instead of press F? Makes sense for radio tower but definitely not to for 90% of actions that really should be instant?
Like which actions?
Anything, from flushing a toilet to getting in a vehicle. Although mostly vehicles I don't care so much about toilets. Oh, well I just checked and getting in vehicles is isntant lol, So I guess you can ignore that complaint/
Flushing toilets could be quicker though
And I've seen some actions bring artificially lengthy for no reason so eventually we'll do a tweaking pass over those
You can sometimes get stuck aimining down the sight. And nothing will make it go away unless you restart game.
I got it to go away by dropping my gun, equipping a grenade, opening the map, then picking the gun up again
I found it usually happens after respawning on a radio backpacks
How did you solve that one?
Also when using PKT mg nest, PKT gets assigned to number 1 quick slot. It remains assigned even after you leave the nest.
It seems like whenever there's a big, some wizard figures out a fucking spell to fix it
Some kind of hoodoo voodoo ritual of button combos that fixes shit in the weirdest way
Gun emplacement in general (BTR, Humvee and helicopters)
The Hitreg is horrendous for a multiplayer game. I find myself never able to tell how many bullets I should hit a player to kill them because of it.
If it moves, shoot it until it stops. If it doesn't move, shoot it until it does, then shoot it until it stops
Dont stop shooting until it stops shooting
Dont worry about how many bullets it takes, worry about making it dead
shooting someone in the arm or leg wont stop him from killing you, and the damage numbers reflect that compared to like a headshot
What in the actual heck are you guys talking about?
Dont count bullets, count bodies
Dont worry about how many bullets it takes to kill them, put bullets in them until they are dead
So ignore the network and hitreg issues? This is a weird thing to say dude.
In a way yeah, ignore it until BI gets their heads out of their asses and fixes it
Since confronting them about it just seems to make them work twice as slow as they have been shown to
Nobody is saying ignore the issue
I never had issues with headshots. Or upper body shots. 1 bullet out of 7.62x51 kills.
But hitting an arm? it can absorb more lead than vacuum cleaner in teletubbies can absorb cocaine. And thats at least 5.
Also it happend to me at least twice, that i just died, with no obvious cause. No ai/enemy players in vicinity
I had it too
I played yesterday, a 7.62x51 bullet does not kill in the torso the first time, a splash of blood was visible.
Oh? Ive never had that issue, neither with SVD or M14... when i see a hit in chest, enemy is dead. I did however enocounter delayed death with AI. I shoot them, 1 second later they shoot me back, but when i look again they are dead. And no its not some extreme range where bullet would travel for 1 second.
One thing thats been bothering me is third person speedometer in UAZ and Jeep. UAZ goes up to 120, but it can almost never reach 100, unless under extreme downhill. While jeep only goes up to 100 and is constantly maxed out, even on slight downhill slope.
Nvm i kinda see they match lies and deceptions on dashboard...
odometer is to measure distance traveled
also many vehicles in real life where the speedometers far exceed a vehicles top speed
I know, i am an idiot sometimes.
Tried coming back to Reforger in the last few days. Been likely since June since I've touched it. Love the changes, cross play is excellent. I keep crashing though, which I was aware may happen.
It's unfortunate that it's just enough time for me to get squadded up with folks who I like and it just dies on me.
Such is life though. It'll get ironed out.
A system that can benefit the entire of the Arma series going forward and not Reforger only.
Render soldiers and vehicles only when the character it self can see them. Scum uses a similar system to stop 3rd person peaking.
Currently, this is how Arma the most famous "milsim" on the market is played :
https://media.discordapp.net/attachments/329978448938532868/1042077654683242516/Arma_Reforger_Screenshot_2022.11.15_-_05.43.05.61.png?width=1202&height=676
Even just some first person only servers would be a nice addition
Nobody will play them.
I would
Sure but given current player numbers we are looking at max 10
And around 10 is that magic number that would make public server populated
K
Who plays public servers anyway
especially for milsim.
And calling Reforger the "most famous milsim" means you have no idea what the Arma series is or what milsim means in a gaming context 
My feedback main goal is to not split the community. Keeping the good of both worlds because looking at A3, players like to play 3rd person more or maybe it's more popular because it's the default.
By removing what 1st person players hate about 3rd person we get to keep the community together which is good for everyone.
This system coming to Reforger is near impossible because of the scope and time restriction but my goal is to put it in the developers mind to consider for the future.
Think he was refering to arma seriescin general.
In the scope of reforger majority of players play public atm.
3rd person was always for casual/public servers and 1p was ussualy for private/ more serious milsim. With some exceptions ofc
public milsim is definitely probably the most realistic possibility ever since reforger came out just needs another year in the oven
HI Dev team, got couple of things that you're probably aware of. Anyway here's what I found so far that would require looking into at some point:
- UAZ and Jeep can easily smash through road cones, fences, walls etc. However trying to do the same thing in a Truck objects make it stop. - Should be the other way round if anything - Trucks are of course heavier so I guess you've got physics mapping wrong way round regarding vehicles.
- Cannot change gears manually - also I think that vehicle power output isn't accurate.
- Recently bots have been given amazing aimbot - they can spot and shoot through bushes from a very long distance.
- Third person perspective is a joke and should only be used on newbie servers - that's not realistic at all.
- Spawning is sometimes random - let's say you chose to spawn on a player and you end up in a main base or the previous spawn point.
Other than that you're doing an amazing job and keep it up. I am a huge original OF fan and been playing all of your installments. Arma 4 is gonna be great.
@gilded garnet if you check the description of this channel you'll find a link to the feedback tracker where you can leave behind issues and feedback (duh) about Reforger. Just keep in mind that a lot of stuff is already reported, so doing a quick search before writing a ticket (per issue/feedback) will help the devs a lot.
This channel is being scanned once in a while by the devs, but things will get lost quickly.
I think it would be nice if we could disable 1st person while infantry but still enable 3rd person while in vehicle on the json config. Without functioning mirrors/sight slots/periscopes on vehicles it can be a pain in the ass to drive anywhere but straight on 1st person only, especially on vehicles like the BTR
Nametag should only show when you aim directly at someone.
This doesn't look good : https://cdn.discordapp.com/attachments/329978448938532868/1042216997380952174/image.png
Heh, that's done with 8 lines in initPlayerLocal.sqf in ARMA 3 and 3 of the lines are };
I would like to be able to adjust the 3rd person camera view at some point and maybe even aim in 3rd. Also as a solo player, I would like to see some friendly AI also moving to objectives along with me in modes like conflict
How much I play already, if I don’t come in, NATO loses. Problems:
- The M16 has little to do with shooting three rounds, and the recoil is also greater than that of the AK-74, which just shoots at the point. Solution: increase the recoil of the AK-74.
- The Soviet side has an BTR in which the shooter is protected from bullets. The Humvee is not armored and the shooter is not protected from bullets. Solution: add some fully armored transport to NATO, if you can't add it yet, remove it from the Soviet BTR in Conflict mode until such a transport appears in NATO.
☝️ your suggestion finds what you consider game balance problems and then "fixes" the game balance by adjusting the properties of weapons and vehicles. But ARMA is supposed to be a realistic game, so properties like "recoil" or "armour" should be based on real life, and not adjusted this way or that for balancing purposes. Instead it would be better to adjust available equipment, available vehicles and match setup and rules...
Even if we consider that.
A 5.56 is a lighter bullet; pair that with the nicer ergonomics on a M16 and you do have a decent case being made for the M16 offering better accuracy and recoil management.
Exactly. I want to see much, much more Asymmetrical balancing, where the sides are roughly equal but have their own unique Niches that they play into
Well this is a 5.45x39 AK we are talking about, the 5.45 7N6 is a lighter bullet by about 15%. In fact the recoil on paper is higher for the M16A2, 4.3 J recoil energy for the M16A2 (4 g bullet, 1.69 g powder, 945 m/s), versus only 3.2 J recoil energy for the AK74 (3.4 g bullet, 1.44 g powder, 900 m/s). The AK74 also has a large and quite effective muzzle brake. The M16A2's birdcage is more of a flash hider. But then on the other hand the AK has a larger reciprocating mass...
The AK74 at the time of the game had the best muzzle break/compensator available so the recoil being better than the then M16A2 is realistic
I'm saying that the AK-74 should become realistic and in life it has a much greater return than the M-16, this is a fact.
The fact that in theory the compensator should work, in reality, due to the design of the automation, the AK-74 has a greater return than the M-16.
You also need to understand that the M-16 has a longer and better barrel. Barrel length also reduces recoil.
Here's the reality, the AK-74 has a much higher return than the M-16. https://www.youtube.com/watch?v=C9zSIC08PI4
Ok
So actually looking at this video you linked.
You can see the guy shooting the M16 actually starts leaning back (using the top of his ear pro as a marker) from the full auto recoil. Whereas he doesn't move with the AK74 at all.
The 74 shakes more, I'll give you that though.
To add on, I think the AK74 shakes enough in game. I don't think it needs to be changed.
but M16 shakes even more. This means that the M16 needs to be given to make the return less than that of the AK-74.
the guy is not even pulling the stock against his shoulder with the ak. also what ammo are they using? that's gonna make a big difference. ak-74 is known for its controllable shooting on fullautomagic.
Re: #2: By 1.0 your solution will be implemented with the addition of the LAV-25... however, from what I understand it's currently only infantry rifles that are defeated by the BTR's armor, while both the armed Humvee and BTR's guns (main gun in the BTR's case) can defeat each other's armor, to say nothing of the .50-caliber machine gun emplacements (currently US only, but the Soviet faction is getting the NSV later) and the player-carried launchers
The author uses 7N6 as in the game. https://www.laipublications.com/en/assault-rifles-how-they-behave/ Better take a closer look, the AK-74 is more difficult to control in shooting, as its heavy bolt creates a corresponding recoil momentum.
this guy can shoot the ak-74 better than the other guy with one hand... so its rather moot point your making https://youtu.be/DSHWpB6Olnk?t=17
You showed a video where you can see the tangible recoil even better, you can see how the barrel lifts up even when shooting from a strong grip. And shooting with one hand or standing on one leg, I think this is window dressing for children, the same can be done and with the M16 the result will be even better.
Please add a brightness slider for the xbox port when possible, not everyone has a monitor that can glow brighter then the sun
Is it just me that the character holding their rifle kind of weird? Like he is spreading a wing or something... (armpit open instead of closed)
Agreed 100% should have his right arm tucked in more, no?
I think both arm should be tucked in...
Fast track a fix to being unable to permanently ban players. Both Xbox and pc. The infrastructure should have been in place wayyy before you even thought of implementing servers .
Probably the biggest joke about the game right now
Private servers yes, public servers? That’s gonna get abused so quickly
I’m talking private severs
I see habibi my bad
just really frustrating. Got people who just come in the server repeatedly and grief/ teamkill. Like children…
It is indeed. Luckily low player counts keep it... managable. Annoying nonetheless

This is a good video and corresponding article, thanks for sharing. Some interesting notes on the M16A1 and AK-74 from that article:
The M16A1 offers excellent automatic stability. It climbs slightly at the beginning of the burst, then stabilizes. It is noted the recoil / climbing produced by the M16A1 is light and constant.
The distribution of moving masses (BCG), objectively better achieved in the AR-15 family (of which the M16A1 is part of) than in the Kalashnikov's, because they are well in line with the axis of the barrel and shoulder.
What is not visible on the video: as stated previously, and as strange as it may seem, the climbing of the M16A1 indeed requires more "grip" than that of the AKM.
What is visible on the video: if both weapons are very stable, the AK-74 is more restless than the M16A1 ...
```... at the end of the shot, the barrel of the AK-74 remains almost in line, whereas the M16A1's dives slightly: the muzzle device of the AK-74 has done its job.``````
What is not visible on the video: as suggested by the end of the firing sequence, AK-74 requires less effort than the M16A1. As mentioned earlier, the AK-74 really excuses a wrong positioning (without exaggeration, of course...) and does not produce excessive climbing or lowering. The M16A1 requires a more "manly" grip ...```
In the end, the AK-74 requires few "corrective" actions. By exaggerating the line, one could say that it is possible to "let it live".
"... the AK-74 remains the easiest assault rifle tested for this exercise."
So it seems he's saying AK-74 is easier to control. The M16A1 had a better result, but achieving it required a bit more effort and skill. "AK-74 for noobs, M16A1 for pros."
One thing important to note: M16A1 is very stable in those 30-round bursts, but the M16A2 in the game has only 3-round burst.
And shooting full auto, as you can see in this video or any other, the worst climb is right at the start, then it "stabilizes" as he said.
ie, the worst muzzle climb is right during your three-round burst...
How would M16A2 do with ten three-shot bursts, vs one long mag dump of AK-74?
Nope. I don't see any major problem with it.
I see that with the LMGs sometimes, and when theyre pulling the charging handle on the M26s
Today you should be seeing something like this: https://i.imgur.com/xtQ3CrG.png
But the game takes place in 1989 and that wasn't a thing. Instead it was still this:
Ooo I knew bohemia interactive went out and did there research but damn! Also would that not cause your arms to burn out much faster?
Road to Vostok have a stamina mechanic for arm, separate from overall stamina. So if you ADS constantly, your arm will fatigued and your weapon sway will increase. Don't know if enfusion can implement such a mechanic. But would be nice I would think...
An erroneous judgment, both types are made for a beginner and are so.
Increased stability has been implemented in 3-shot mode. So in the game you need to reduce the recoil when firing at 3 rounds.
That is only in between these 3 shots.... but then again fire rate is still low. In game i tend to add artificial climb to m16 burst, i start at lower torso and climb towards head, to increase kill chance. It doesnt feel unstable to me at all.
M16 isnt G11 burst, where fire rate was so high recoil hit the shooter when last round left the barrel.
In more Soviet reference books on shooting with the AK-74, approximately the same stance is indicated, only the soldier holds the AK-74 by the magazine https://plankonspekt.ru/wp-content/uploads/ogn/image028.jpg and this is how he throws up the barrel https://youtu.be/wK26BTe-ZqM?t=1417
I think holding by mag was introduced in their doctrine due to magazines falling off on some early automatic guns, i think it was pps. And on svd to let barrel resonate?
The game has a different stance https://i.ibb.co/sb9cgJF/111.png
Yes, because that bladed target stance is not practical. Or suitable to gameplay and animations. A holdover from ancient times, https://i.imgur.com/ahwE8WY.png Reforger version looks... normal enough. It would be weird for the 1980s infantry to look like they are appearing in a Magpul Dynamics DVD.
Is Road To Vostok well optimised that is my issue with a lot of indie games and games that try to look realistic, they are incredibly poorly optimised
Last I check it was just a demo some sort. Not much to see. I don't play much because the mouse cannot invert Y-axis in the settings. Technicals aside, I just want to mention about arm stamina that I believe would be nice to have for Arma series.
Ground branch also has arm stamia so you need to low ready to regain muscle stamina but remember controller users have a limited amount of buttons
And a bunch of them are already in use for what Reforger developers decided were 'more core' than arm stamina as a distinct thing
We already have everything needed for arm strength TbH
We have a low ready stance.
And we have the weapon safe stance as well.
Just tie arm strength drain to being ADS or in the point shooting position.
From latest dev report: "When choosing servers where you want to play, we realized the ping information was not always reliable... To remedy this situation, we've also decided to rename servers to include the location". Is this not obviously the wrong approach? Why not just fix the issue so that the ping column actually shows your ping to the server instead of some irrelevant number?
Arm stam would be an awful mechanic for this.
Firefights aren't as fast and visceral as they are in games that utilize.
Yeah it's realistic, but Arma is a bit slower. It'd be garbage in the middle of a firefight to have to hang out behind cover because your arms are a little tired and you now can't shoot at all.
Because its likely not as simple as just making it work/happen. As it usually is with Gamedev.
So it's a bandage fix.
A good middle ground that I tried to implement in my A3 mod (Free World Armoury) but ran out of time to finish was having a limited time to aim-down-sights based on stamina and weapon weight
so you could hip fire from standing a GPMG or battle rifle with heavy NV sight as long as you wanted, but if you wanted to aim you'd only get like 5 or 10 seconds before your character had to drop out of it.
The thinking being: If you want sustained accurate fire or to observe, go prone or find somewhere to deploy
Yea, that can't be the case here; it's a ping. Open up a text file write "ping 142.250.191.46", save as .bat and you just wrote the code to ping a server. i.e. Any bandage fix or even the original implementation must be more work than doing it properly.
Actually I thought about it, and since this is a big issue in dayz,rust,gmod,csgo, etc(game server providers/owners have anycast and/or caching implemented to lower ping on the browser while still offering "competitive ddos protection") and it often ends up showing a dramatically lower ping on browser vs in game; I think I would rather just know exactly where each server is actually located, rather than the possibility of some clan/group buying 1 big server and collocating it in UK or wherever and half the instances running on the box server serving up US players with a low ping in the browser despite the server being half the world away. (happens a lot in rust and gmod with popular communities)
TLDR; I don't believe there is an easy fix to get a real ping these days other than joining a server and checking ping yourself... and reforger has no ping on the in-game player list sooo..... modding?
Probably a temporary thing till they do.
Though the issue is a somewhat common one for large scale games, and one that's not been fixed in any game so far.
Does anyone else agree we should return to the old base system? having one major base and forming other bases felt far better than what we have now
I did like the idea of factions being centered around ports.
It really made sense as a game mechanic AND made it so that the final base was actually a main base rather than the main base being a tent in the middle of nowhere.
IMO the mode has variability plenty without having randomized main bases.
The only issue really, as I see it, is that the we need enough defenses on these bases to make them resistant to attacks by individuals or small groups of 2-3 players; they really should require at least a full squad to assault and capture.
I guess both could be an option
I can't post screenshot here sadly, but a couple weeks ago i complained about users raising their gamma at night
i tested on dayz because i remember it having a work around
and it does, if you max out your gamma in game it just turns white and using my screen option does the same
it needs to be in reforger
Yeah I love some of the new features added with the update that made hq base location completely randomized, I’m not asking for a complete revert just the hq being at the edges of the island perhaps make the main hqs those military bases, that would randomize it while still keeping it logical
Who calls ~ (tilde) "GRAVE"?
Grave accent is the other character on the key
Tilde is tilde grave is grave, but imo it should show the button instead of this text
I just call it the wiggly line because I didn’t know what it was called 💀
Its not the first time I ever heard this, but I was as suprised when I first heard it. Apparently its "normal"...
` is grave, ~ is tilde
eh key next to 1 that isnt 2 will always be tilde to me
even if it holds the face of jesus himself
Yep, when you said it ive checked. But still thats tilde and i refuse to call it grave
what? they are different characters
i call ctrl shift
but the keybind should show the actual character / key of ` instead of describing the character, its a bit weird
When i press it, without modifier i get tild, so its tild
wow what keyboard layout is that, I have to press shift for tilde ~ 
Modified english also <> are not where they are supposed to be if i press shift i get ¨
So it's a thing for euro keyboards?
I've never even heard of the symbol
Ever played things like half life or counter strike? Its the key that opened console.
I know the key.
I just never knew it as grave.
Oh you mean grave...
Add to the settings the ability to enable blurring of the body of the sight and weapons when aiming. https://www.africahunting.com/media/view-from-scope.102033/full?d=1596162014
One thing that keeps on hitting me is how good the music is. Idk why, it just hits right
Big update when
when ready
Would be great to have a feature to filter by mod on the server browser.
I delete my own mods to find servers hosting them, such that when I click to join it I will see it ask to download again. I guess fans of all mods would appreciate an easy way to find where to play them.
With potential metric shitload of mods that can be installed, that would have to be one big filter.
Or do you mean just finding server that has one specific mod?
yeah find servers using a mod, like you can do with a scenario
Vehicles frequently fall through the ground, potential fix?
Oh no! Sounds like dayz vehicles nightmare! Riiiip! 😭
Check after the next update and if you find that it still happens submit here: https://reforger.armaplatform.com/feedback
A little to far the flashlight
https://prnt.sc/BcRO9E2nDoeq
Looking through the colt scope drops the fps to half
I say keep it that way until the AK scopes are added
It doesn't really matter since you can only get it via armory, at the point you might aswell get the m14
Now you need to connect two cards together
https://media.discordapp.net/attachments/329978448938532868/1047891085676003338/image.png?width=1202&height=676 This is how the colt looks like in 2d
Adjust stance, adjust leaning and adjust speed are broken
Adjust stance is acting as adjust speed, when unbinded adjust stance, adjust speed stops working, adjust leaning does't adjust at all
Trowing frags and smokes is also broken
The hitreg is still atrocious. Hearing that hit sound and seeing someone take no damage in a multiplayer fps game is infuriating.
Validate your files, reset control settings, restart game
Try what @north portal suggests. I tried now and it works.
Atm this is intentional, due to the field of view of the scope.
We are looking at how to improve 2d sights in general
Was it official content?
yea on the pbs server so no mods.
Then it must have been lag.
I'm not saying hitreg is always perfect but with normal network state, it should be pretty spot on.
It's not noticeable when auto firing but very noticeable when you shoot a bullet, hear the fug sound few times on bullet impact and nothing happens
Validating the files did the trick, quite weird considering that i dowloaded the game today
I'm not contributing to the hitreg convo, but fug is a great onomotapeia for the sound tbh.
This is a big reason why I hate the m16, the US might aswell fight with swords instead
Swords would be pretty cool
might I note that hit reg on ai seems okay to me, it's just other players sometimes
And by the way, any chance that sliders relating to Contrast, saturation, brightness and bloom be added ?
If you press w+d or w+a to try and turn a vehicle on, it doesn't work. You have to press w only or use r
Engine startup issues are known, fix is WIP.
Had a crash on combat ops twice now always ends in this (server):
18:40:54:040 UpdateEntities
18:40:54:040 WORLD : Physics simulation
18:40:54:040 PHYSICS (W): Overflow in AABB, object removed from simulation
There seems to be an issue with switching between perspective. Sometimes it stops working and you have to go to game master shortly to fix it
Any plans to add a Manual gearbox limitation on server config?
Trying to remove an item from quick slot on console resulted in this: https://www.xbox.com/play/media/MEXEBBRH6T
Thank you so much for the 60 fps on console. It’s not perfect just yet, but i’m glad it’s finally there! 🙀
It can be modded on gamemode basis, as this feature has the simple script API. But yes, this could become similar to 3rd person view in that manner.
The new vehicle changes broke the Rolf sample car on the workshop. A small fix would be nice. 
It now plays the UAZ animation for getting in which looks pretty messed up
The harbor on South-East side of Arleville doesn't make any sense in terms of design, placement, function. The rest of the map is great, but this little harbor is nonsense.
bro its a 4 x 4 km island and it has two runway airport, relax
is the island based on a real place?
I live at sea on a boat dude, a wierd harbor drives me crazzzy
oh yea that makes sense
there's also two birch trees growing inside a cave crevice that make no sense, literally unplayable
On a positive note, love the bunkers, really great assets.
Most definitely
I love the ability for underground stuff in this game, that's something that was missing heavily in A3 that'll help make this game amazing
You mean the smol harbor next to the hills? Like literally just a pier?
I'm getting major Iwo Jima vibes from Arland
It isn't exactly 'true' underground is it
no, not until you can poke holes in the terrain grid
The illusion in this game looks a lot better than the off color fake, hollow grass hills that are used in A3 as a substitute for caves and stuff
although if you want to get technical, underground areas still have ground on the bottom
Stone breakwaters on beach directly South-East from Arleville town
Yesu. That's what I tought. Will push it to the correct guy :3
Unsurprising... I wonder if 'subsurface' is the appropriate term for what Reforger has
only if you go out of bounds and swim under
Reforger is a realistic game right?
Does that mean Hollow Earth theory and a huge ocean under the Earth's crust exists?
Added: Facilities for per-sight zero generator
I love u 
Both the small harbors under Arleville are based on Bornholm/Gotland harbors. Would you mind sharing more info?
Not a real place, but inspired by Baltic islands.
how come so many of the conflict assets are floating?
Oh no 
What is floating? Where? 
Cars sinking into the ground is still an issue. It just happened twice within 15 minutes
Have one documented on video.
many of the roadblocks and emplacements you can build, I'll take some screenshots
I fixed that and checked multiple times 
Damn...
Back to the lab I guess. Time to fix stuff.
DM.me the screens pls. (Only if you got the time and want to, don't want you doing my work for free :D).
I'll check tomorrow at work and fix asap.
This error when i try creating a session for me and my friend to play, any fix for it ?
https://imgur.com/a/hMzjxek
It's in the middle of the beach away from any natural protection, which is not somewhere one would build a harbor.
It looks like a commercial harbor. so small it might be built by someone on their personal property or by a tourism company to give tourist boat rides around the Island
This guy harbors
The right way will be to dig few meters inland then build the harbor but really it's not that big of a deal
Oh man,
Wish to have possibility to dig up some trenches or at least be able to fill sandbags with entrenching tool. That could be mad idea to fortificate whole airfield to defend it.
For some reason Grenade Launcher ammo Dissappears when selecting saved loadout
On console it seems that your options for choosing FOV, performance mode, or whether you want manual driving or not don’t save if you exit and re enter the game
Hm is it normal that the M14 becomes front iron sight only at 1000m setting ? It just snaps all the way back down and you use the front irons only. I feel this is a bug, even if nobody would ever use a scopeless M14 at 1000m. 😅
After 6 hours play subjectively disconnects and server resets are just as common as with the last patch 😦
Yeah it's a known thing, I doubt it's high on their list of priorities though considering nobody with a functional brain would use it like that for anything other than a joke
Older rifles were designed with long range sights like that cause alot of them were designed in the days of
"Stand in a line here, range that far, and volley fire on my mark"
Which was the strategy in the opening battles of the first world war, until they realized that 16 million casualties in like a month wasnt good
"Get in Teleport" and "Get out Teleport" options are broken on compartments; it doesn't work plays some animation instead
what are you talking about, i get 360 noscopes at that range 😂
Having m16 with an optic and russian without will make a big unbalance. I played a server where US had an optic and not Russian. It lead to US soldiers being in mountain or 300m away shooting everyone without being able to return fire
I just hope russian optic will follow soon to keep the balance
Should be fixed now
The fire still does not burn or scorch
Are the headlights too bright for daytime? https://ibb.co/pzDD8Xb
Tail lamps* and yeah a bit
I've been trying to say this since it was first announced
Now everything is as it should be, since the AK-74 has accurate automatic fire. I was convinced here that there is no balance, and everything is done under realism.
Click on the magnifying glass on top right
Brings you to https://feedback.bistudio.com/search/query/advanced/
Now add reforger to tags, and enter your search query into the "Query" box at the top
I don't know how you got to the page you found in your screenshot.
The 4x20 scope has its downsides too. Its blocking most of your pheripheral and backup sights are extremely limited. If put on m16 with m203 you cant use gl sight whatsoever.
Plus soviets win almost every time, so give US some boost 🙂
I completely agree. I already said it.
The 4x20 is Niche and rewards prior positioning
Sure you can use the iron sights under it, but those suck and block your vision way too much to be effective. It's only effective in so as much as you're defending a large field, and the enemies are across it
In other words it's amazing on Arland and Midwestern Everon, but it's absolutely horrible for nearly everything else, and only two men out of the squad should have one - or they should just carry an M21 and be done with it, for better stopping power and a farther zoom
When Final Strike drops and we get both the LAV-25 and the BRDM-2, the game will be perfectly balanced
They need 2 bullet with their scope while we need to full auto the approximative direction from where we get shot. Its not fair. + they should increase the recoil of AK in full auto
War, war never changes...
I think a good balancing option would be to make the LAW drop automatically
That way you don't have to worry about opening your inventory for it
Skill issue.
Realistically, the AK platforms had way lower recoil than the M16
Hold TAB and tap X, and you will drop it.
On that aspect it's realistic, same with the RPK mags
Then lets be realistic. But still add scope for USSR cause they can still can snipe us
Air assault should add 1P29
Russians are better close quarters and have an APC
US are better long range and have lighter gear
Use your factions advantage against them. Don't run across fields or up roads, take back roads and run through tree lines to bases. Instead of going straight to a base, circle around it using the treeline.
Use your stuff properly, and play into each factions niche
Speaking of RPK mags, had a guy today say that they patched out the ability to use the 45 round mags in the standard AK, and then tried to say they patched it back in with the update yesterday when I put one in my gun
As far as i know you always could
Where's my 30 round STANAG in the SAW at? I wanna turn my SAW into a lever action with a STANAG
Yeah it was never removed, I do it every time I play
Yes but for just a scope they could add it now. It will balance game and its not a big deal for them
They wanna test the bugs for one scope at a time
And the performance issues they can cause with rendering and PIP
Eh so what if its unbalanced? Not everything has to have Thanos level of balance. You can always work around it.
System is the same. Only texture of the reticle is different. So its noy THAT hard to make 2 scope at the same time
Well if it aint that hard, you can do it yourself via modding.
There's already a mod for the 1P29 as well
I guarantee you you cant play. I played a server they had it. We we're just getting rekt by US in moutain. Its not even a question of balance now. Its just unplayable
I'm a fan of Asymmetrical balancing
Where each side has its own unique Niches, instead of 1 to 1 comparisons between the two
Similar to Squad, how the Insurgents are good with defense cause of things like their ZSU truck and IEDs
😑 while they have it vanilla
Cause Bohemia is Bohemia
But both team have scopes. They just have unique vehicle or things they can use
Servers i play on soviet force will win 80% of the time. Try going around them next time, i bet you full auto AK will rekt them close range.
Wrong
Insurgents have Iron Sights in most of their weapons
USMC, Canadians, Britain, Russia etc, all have scopes
The insurgents are strong in different ways
You'll see. There will be feedback about it. Well i cant play the game yet so i cant try it
Yeah but they still have various vehicles to compensatz
Insurgents get more Vics than the US
For every Bradley there's one and a half BMPs or some shit
Forces the more civilized factions to rely on their AT more, whereas the insurgents get more vehicles and vehicle options to work with
But its balanced. Its not scope for scope. But maybe enemy have scope so you have something else instead. And dont tell me BTR we have one every 2 hours cause randoms put them in water
BTRs are amphibious my guy
They're literally designed to be in water
Yes so there is a balance
You got me. They waste them.. bruh
That is a skill issue tbf, also btr can easily deal with pesky snipers.
Biggest issue with BTRs is third person
It should be disabled in a BTR, so only competent crews can make a difference in them
Thats Asymmetrical balancing that changes an entire teams playstyle - HMMWVs are maneuverable and have higher visibility, BTRs are blind and need Infantry to call out targets and to keep them safe
Sniper is a thing. I dealt with snipers many times. But when the sniper is whole enemy team is not the same
I 100% agree. For this they have to make the viewport useable
Btr can deal with whole squads in proper hands. Ask for FPS only btr, not until we have working periscopes
FPS only game would be better. But well some people like 3rd idk why
If you wanna see at the window you actually have to peek
As set-up the FIA is limited to the Sa-58P (I'm told that the Sa-58V's folding stock doesn't actually work so it's a visual difference only), the PKM (I presume to later be replaced with the UK-59L which has been announced), the RPG-7V1, and the SVD-63... it's unknown to me whether or not the PGO-7V3 will be added to the FIA's RPGs when said optic is released
Fps only can be forced by server admin.
Yeah, open up all the side hatches
The front view shields work fine, they're just narrow and limited, and you can only see right in front of you
I play on the JTF server and they disable third person for that reason
Forces the BTR to look out of the two small view ports in the front of it, which are also it's biggest weakness
Means that whole in combat, the driver and commander are literally blind, and have to rely on infantry and their gunner to move properly
Otherwise a player or AI will kill you through the bigass holes like they're poking your eyes out
Yes but without viewport its impossible yo play FPS in the BTR its just not fair cause you have to open tje big hatche or be totally blind
So you are saying you didnt play the game yet, and you havent driven btr yet, but you still complain about it :/
You should nab Reforger and play it so you can get some hands on experience and more context
Unfortunately the side ports don't work, not do the commanders periscope or stuff like that
Only three ways to see in a BTR are the two windows on the front or through the gunners sigjts
The new update i meant
Of course i played game bro. I tell you i played on a modded server with scope for US etc
Balanced
That balances the big bad "Tank", as Xbox players call it
HMMEVs are faster, smaller, more maneuverable, and can see more
BTR seats more, is impervious to everything but .50, Grenades, and Rocket Propelled Grenades, but is blind as a bat
If Russians don't work as a team their BTR is useless, cause it can be out maneuvered and destroyed with ease
Exactly. I would gladly play fps only but if there is viewport. Otherwise its just impossible
You can
And there is a viewport
There are servers that literally disable third person as I've explained three times now
Play the JTF Conflict of Nations and Conflict Arland servers
They disable third person on those, and the BTR is balanced there with how blind it is
It's only decent against AI
We're not talking about the front hatch lol we're talking about the periscopes and actual view ports we can't look out yet
same with firing ports for passangers
Oh those
Iirc the animations are in the game, they're just unused
Like building and object destruction, and advanced vehicle destruction
I know but it's just a horrible time having those in your face and not being able to use them and being forced to use the front hatch like it's the way it was meant to be
I feel like 1pp would pick up more traction if we had viewports and at the very least pip mirrors for vehicles that have them when you're in the cabin
Before this update, I have never seen the American side win, and the reason is that the M16a2 and AK-74 are not balanced with each other. The M16a2 has a great return both with a single shot and when firing 3 rounds. And the AK-74 hits everything in automatic mode, plus the Soviet side has an BTR-70, on which they will arrive at the main American base, stand on three BTR-70s and hold back until theirs captures the entire map. But the developer said that we are not focusing on balance, but on realism. So the topic of justice is out of place here. In one update, there will be a sight for the AK-74 in the game. Can you imagine what kind of sniper rifle it is in automatic mode, which will shoot at the point?
I prefer realism over balance. But in real russian had scope too. Why waiting 6 month for a scope
That sight is very bad in my opinion, same i can say for susat.
Here is how it looks. Upside down post makes it feel very unnatural:
https://russianarmyshop.eu/7030-thickbox_default/npz-upo-1-1p29-4x-scope.jpg
Better than nothing. I aslo prefer american one
On other hand nothing beats pso
I really dont like soviet scopes
This sight is even better than now on the M16a2, as it will be clearly visible where the bullets fall and how much lead to do.
Dunno mate, i understand logic behind it, but should you need to adjust windage, or need reference for a drop you are fudged
Their 40 mile convoy hasn't arrived yet
Automatic shooting without recoil to the point with the AK-74 and the lack of a sight mark at the bottom, which makes it possible to see where the rain with lead is coming, compensates for any wind corrections.
Could've just put a link to the search page into there, than explaining how to get to one that doesn't work
Exfil in the Combat Ops should require only half the team at the exfil point to succeed. We were all there except 1 guy who didn't respond.
Yes, it's an issue on public servers. There should be rather a countdown for this case.
Or that. 👍
Eh, in such case, i know its a dick move, votekick
it'd be very nice to be able to turn off the voice + nearby name ui elements
Concertina wire such as that found at signal hill, is climb-over-able (i think that shouldn't be the case):
https://steamuserimages-a.akamaihd.net/ugc/1974295387096649989/F03379EBBA88363150D2BEE015368CA66868F158/
Check ya ping an your accuracy
ah try you’re accuracy, 762 has more stopping power than 556 also I’m pretty sure it depends where you hit.
I know that
I'm not typing here just because, I've tested on Public GM and private ones.
Someone providing feedback about damage values shouldn't have his accuracy and stuff called into question.
Just making sure, usually it’s best to rule out ping, accuracy then think about if it’s a bug or damage values needing tweaking
There is some serious issues with ladders. I can spam F for a full minute and he wont climb, other times I press F once and I climb no problem
When I throw my first grenade my second is stuck on my hand and I can't do anything but kill myself, also grenade damage affects people outside bunkers even tho it's inside
damage is known supposed to be fixed in experimental
anyone else getting constant crashes in MP after this new update?
yes
epic thanks bi
did they mention changing muzzle smoke? I find smoke coming from M16 is too much from before.. Or was I mistaken?
The crashing is getting really old.
do you want new crashes :D?
Top right corner, you should see this ... you can search for keywords there, and on the resulting page you can refine it (be project, author, status etc)
(And I see dedmen alreadey answered)
Oh no... The fulllbright bug just appeared again in stable... time was 2:45 AM
https://steamuserimages-a.akamaihd.net/ugc/1974295387100215528/24FC17B0934E4998648C88D9746D7DC25772E928/
Also with Drive assist: None, when you first get into the vic, it refuses to switch into reverse gear from neutral.
You have to go into 1st first and then it works.
Potential issue for combat ops: If someone wants to troll, they can recover intel and pack it into vic and run it off the dock, making intel non-recoverable (same if you just suicide if you swim in deep enough water). Its not game braking since only 2/3 objectives need to complete, but could be annoying nonetheless.
Something wrong with broken windows on this type of shed example at 021035
https://steamuserimages-a.akamaihd.net/ugc/1974295387101317092/5C32AD013837EDED96B011BD09793A83ED6AEF60/
For some positive feedback: I think the animation for vaulting with an LMG in hand looks really nice. 
Am I just imagining it, or is there a new bug with the 3rd person view re:Game Master? Exited a guy I was controlling into Game Master while in 3rd person view, and now I seem to be stuck into 3rd person with every man I try to control.
pressing kpad enter doesn't work except for getting out of aim-down-sights.
huh, now it starts working again just when I'm done complaining 😂
Is it just me or do mods make the game unplayable now? Server crashes within every 10 mins
There should be a in-game GM tool that allows copy and pasting, saving specifically kitted AI entities so one could spawn in Era specific soldiers or unique loadouts for AI instead of the standard russian - FIA -US
blue fences, when destroyed instantly get turned into yellow fences
One thing that would be useful on console would be the ability to see the keybinds when using M&K in the settings
Had a game today where the southern peninsula of Everon was completely devoid of AI. Every point from goat bay, across to quarry and then down to Saint Phillipe was occupied by the FIA but there wasn't a single soldier at any of them
they crashed
Lost connection to the server
There is a bug in combat ops, we were playing on PBS 64 player combat ops server and when we deliver the intel to the last move objective nothing happens
Were you all at the extraction?
Not everyone was there
Everyone has to be there
I think they should change it so that one person is enough
This might work better on normal 6 player server though but on a higher slot one it is hard to have everyone there
Used to be like that, but was changed that all have to be at it.
I guess there is a reason its originally 6 player xD
Its meant to be a Special Forces mission, with a small group instead of a large battlegroup
since exfil activates after 2 out of 3 objectives, one guy can just end mission for all while others are still at 3rd objective.
But it does get annoying if you have to wait for people for long time at the exfil
When you get killed while in the respawn loading screen you can no longer spawn anywhere
How can you get killed while you’re respawning?
On conflict at least you're stuck in a black screen for a few seconds, but you can already take damage
Oh? It happend to me a bunch, but could always respawn
Oh that's weird, it happened to me 4 times now and I always had to reconnect
maybe it has something to do with time, when you get killed
Polo
Can't climb a ladder again no matter how hard I mash F. The ladder in the smaller church it is in particular. 
The trick is to walk up to them really close, keep walking into them, then look up and press F at the upper spot. It's just very finnicky
on the hill? on arland? yeah interaction is way on the bottom, you have to be right next to it
One thing I'd like to recommend is that only people carrying (or near to, to allow players to RP as separate radio operators) the long range radio should be able to tune into and speak on the frequencies available to it (ie the command frequencies).
In general, people should be on the short frequencies that are used within squads.
The radio acting as a mobile spawn is also not a great idea IMO as it just makes for cheesy and unsatisfying gameplay all round IMO. Maybe a Squad/PS like system might be better, where the SL/radio bearer can interact with the radio to drop a spawn point of some sort.
As a general principle IMO the forward spawns should focus more on the more steady team spawns (things like command vics and bases) while deempasising the smaller scale, more numerous and easily hidden spawns (the backpack radios) in order to avoid spawn whack a mole.
Dying before you properly respawned/can see the vicinity bugs you out, making you unable to respawn unless you relog. 
Never asked here but does anyone else get this issue with sprinting, i made a ticket for this Nov27th https://feedback.bistudio.com/T169113 no matter what keybind you use for sprinting? I use right shift for sprinting but when i do i dont sprint and i end up aiming down the sights.
An issue I had before is that an action was bound to an key internally, but visually in the controls menu it was not. I deleted my profile files in the documents Reforger folder to fix that.
I had talk/radio bound to mouse button 1. 
hmm sounds promising but if you delete the profile folder then you would need to redo all your controls again, unless i copy the profiles, delete the original and leave the sprint to default and then change it ingame, idk
I did redo all my controls, I only have minor changes however.
ok so this folder then ---> C:\Users\Gunter Severloh\Documents\My Games\ArmaReforger delete profiles folder, correct?
What I would delete is:
C:\Users----\Documents\My Games\ArmaReforger\profile.save/ReforgerGameSettings
I believe that is what I deleted
I also deleted the enginesettings, but I am not sure if that is necessary. It restores them either way though
hmm the reforgergamesettings is here for me C:\Users\Gunter Severloh\Documents\My Games\ArmaReforger\profile.save
I messed up the file structure sorry, thats gonna be it
ok, well ill try it out thanks
No guarantees, but it's something. 
Feeding back: ive been having some issues navigating the radial menus in gamemaster. When opening up the radial that allows for teleporting the GM player i have to open it, release the x button to let it close, then open it again before it registers im trying to use the menu. Teleporting the actual character im using "teleport player" while im in gm interface, to get better radio reception, teleports me to where I want, just puts me in the air high enough i fall and die. With the menu selection kinda the same thing happens with the quick slot menu. Have to open it, no items shows up in the menu, i let it close and open again everything is right where it should be. The AI themselves are terminators and can shoot through walls. I was unable to catch a clip of this yet but ran a small op with my guys and watched it happen. We were 5 dudes against 6 ai they got absolutely wrecked 😂 one of my guys got the ban hammer for tossing a bad frag turned our 5 man team to a 4 man team made the blood bath even worse 😬 overall the map is sick, the game is sick, we absolutely love it. 🤙🤘
I think the AI now can see too well in the dark... before they cannot see anything even in a clear full moon environment. Now they see too good even in a cloudy moonless nights
How about making things like radios more limited in their spawn functionality.
I feel like a shift in emphasis from spawns to revives would be an overall improvement to the game.
One idea I could think of was to have the radios act as nav markers (which would work with vehicles and helos by effectively acting as "deploy reinserts here" beacons.
Having backpack radios act as nav markers in an otherwise unmarked map (at least making them visible to other SLs) could open up a number of gameplay possibilities IMO; from allowing reinserts for dead-dead squadmates (especially once helos come in), to allowing recon squads to act as pathfinders for other squads.
Its cause they made them see through smoke for some weird reason
this weird rock placement known about yet? (Arland)
I am also having a much more frequent CTD while gamemastering in Arland... usually there is a "Send Report" window popup whenever the game crashes. Not it just went straight to desktop. No error popup or anything like that. Problem is there is no reproducible steps
The old version of game in https://reforger.armaplatform.com/dev-hub in right corner
MSPs would have to be available sooner than later then on Conflict (maybe for Cpl)
Honestly, the whole rank system works better for long term persistent matches of things like antistatsi IMO.
It isn't a good fit for something like Conflict unless they figure out a way to allow ranks to transfer across groups of servers.
It wouldn’t be nearly as bad if you didn’t lose your rank from disconnecting 24/7 tbf. But I do agree.
I would recommend changing it to instead it’s based on what strategic points on the map you have but that would cause its own issues
How about based off the number of people under you, with a permission system to allow subordinates to summon vics/equipment with their leader's permission.
I think it’s partly based on a rank because they want to avoid having vics like BTRs from the get-go
You have to accomplish a few things before you can use the big tools
You can easily do that by controlling resource incomes IMO.
Grind ranks are just a bad idea even there.
True. I personally don’t mind the rank system but I think it could use more work. Or maybe they could add more to it even. Because right now, it’s just a matter of whoever has done the most work gets to use the cool stuff.
Maybe they could change it once they add the HQ feature later on.
Going back to my first suggestion, I would say that capturing certain areas (like the current FIA supply depots, for example) could allow you to get more supplies in order to get the better vehicles sooner. I do remember that part of the roadmap was making those targets the primary source of supplies for both sides. So maybe it could play into those. They could hypothetically add a separate supply for vehicles (similar to Hell Let Loose), although, I think it’ll likely end up being build or ammo supplies to spawn them, which is fine too, as long as they’re expensive. There could also potentially be a timer that prevents a team from using certain vehicles until a specific time has passed (I.e. 20 minutes in until BTRs can be spawned). This is a little gamey but a reasonable balancing method if need-be.
Also, a small suggestion: Seeing as how game masters will be able to spawn in artillery barrages, I think it would be fair to allow squad leads in Conflict to request artillery barrages on certain areas with confirmation from command (after the HQ update) which will cost a lot of supply points.
This is very similar to other games such as Squad, HLL, etc. but it’s just an idea.
My 2 cents is that a grind system doesn't work well if you want to keep teams together in a combat scenario.
Leadership systems (paired with delegation through permissions) are IMO a better idea, where people get access to resources based on the responsibility they take on in terms of the people they lead.
Something real bad must have happened there, will fix, thanks!
Teleportation, I got into the driver seat in a vehicle at the airport and was immediately teleported to the back seat of a vehicle in the main operation base.
I'll maintain that the main base should always be a heavily defended port and never some camp in the middle of nowhere.
Agreed. Was playing US on Arland the other day and there was about 4 Russians spawn camping us with snipers and GLs from the hills and there wasn’t too much we could do.
That happened to me last patch as well though not quite as far, I hopped into my supply truck and got into the back seat of someones jeep 100m away with 3 buildings and 3 fences between me and them. I honestly thought it was an admin dragging me over but after reviewing the footage it was EXACTLY the same moment I sat down that I tele'd
They either added little people soldiers or gore is in https://cdn.discordapp.com/attachments/329978448938532868/1049693173489881179/image.png
You are most definitely right https://cdn.discordapp.com/attachments/329978448938532868/1049695724381687880/image.png
It was just cold ok!
The M2 on vehicles should have the option to flip down the sight to use the basic ring rear sight. The current sight is atrocious and blocks large parts of vision. 
You cannot even adjust the range on it, so there isnt much sense in using it above the basic ring
the new weapon inspection screen is fun but the gun is incredibly small in the center
I didn't get it, which one you mean?
the one that's inside the inventory, as opposed to the one outside the inventory
I'm not sure how new it is but I only found out about it 25 minutes ago
Using -addonDownloadDir will also change directory where serverConfigs will save.
If you're on PC you can just use the scroll wheel to zoom it in and out. But I am not sure there is a solution for this on console. Are there any other positives / negatives that you noticed when interacting with it?
Just testing it right now, you can use the triggers to zoom in and out with a controller but you can't rotate the gun like you can with the mouse
Ahh good to know
well one positive thing about it is that it's really cool
it works well, I'd like the gun to occupy more screen space because there are weapons (modded) that have like 4 attachment slots in the front
While not at all important, it would be nice if we could also turn the gun upside down as well, and maybe the ability to interact with the bipods
oh yeah there's only attachment functionality there, but perhaps that menu can be used for attachments while the inspection outside of inventory for deployment and other attachment interactions?
a system similar to this would be dope for selecting a weapon out of an arsenal, some kind of weapon builder, since in modded servers we now have a ton of mags with different bullet layout, a ton of scopes and other attachments like lasers and flashlights, suppressors
2 commands I'd really like to see for the bots are a garrison and clear command; something to allow the player to easily make their bots (especially in larger groups) painlessly interact with buildings.
The A3 system of fixed points is way too micro heavy, and just plain not even worth using IMO in most cases.
does the m249 bipod in 0.9.7 reduce recoil when prone? I think it doesn't
but it might just be me idk
I remember reading one of the developers saying the bipods no longer working because they want to introduce them later when the entire system of resting weapon is complete
One thing I'd like to see added into the game is a proper leadership system for access to things like vehicles, equipment etc.
So a squad would get access to vehicles and resources based on the overall resources available and in proportion to the number of people playing within it.
The actual spawning of things like vehicles should be directed through the SL and based on just how many people are within the squad through permissions; so a SL would be able to summon APCs and IFVs based on resources, while your basic grunts would be able to maybe summon personal transport with SLs permission.
This would really help ensure that squads have the resources that they need, and prevent those resources from being hogged by any one player. This would also help maintain cohesion within squads by effectively ensuring that the main entity through which things happen are squads rather than individual players.
Until you get a commander who declines all the requests for supplies and has no idea what theyre doing
That's where a vote kick comes in.
SLs vote kick commander, squad members vote kick SL.
"Voting for new commander!"
More often than not, a bad commander can be vote kicked. Even if he can't remove the SL, a player can always make their own squad and prove their leadership.
But a dozen different people running off with team assets like APCs and radios can't be dealt with realistically. Nor can losing out on assets because you don't have people in your team who have the requisite grind ranks to unlock vital assets.
It's the latter that really derails games IMO.
If we look @ roadmap in final strike such thing is planned... but ofc no telling when it arrives
early access games are fustrating, I need to focus on money and job not keep checking to see if stuff on the roadmap I like is added yet… I just hope this early access means less stress for developers and less ceo breathing down neck.
Yeah... worst case you just jump in every 2 months and check changes and play smthing else in the meanwhile
Funny thing is, this isn't even the first time this has happened under this CEO... if you look at Operation Flashpoint: Elite and the would-be Game 2 development
I know it is not the first time wasn’t arma 4 like an early access game?
And Maruk's own autopsy thereof as told to Eurogamer's Robert Purchese has... unfortunate parallels to Reforger.
Arma 3 was formally in early access for six months and a week, but in practice the CEO decided that it was better for it to launch without a SP campaign and fewer assets than wait the almost six months more for the completion thereof, and even before the game came out the project lead admitted that the game had become the series' first Steamworks title because the CEO wanted it out before the end of 2013 and that wouldn't happen without relying on Valve's infrastructure for the backend/under-the-hood stuff
And considering how much asset reuse (e.g. the infamous shared weapons and vehicles) Arma 3 had and how much was carried over from Arma 2 and even further back, versus DayZ and Arma Reforger having to start from scratch...
May I DM?
Arma 3 I dunno why I said arma 4 and yes, go crazy
BI has had a serious issue with not carrying their projects through and pulling the trigger too early on them.
There's the A3 debacle, sure; but we rarely talk of ARGO, which could have been a nice game if given enough time and effort.
Hopefully they'll fully develop Reforger into a solid public gameplay focused game that can stand up in its own right and really demonstrate the enfusion engine.
I don't think it was meant to develop into a game. It was just a testbed
Doesn't excuse it being marketed as one
Ive noticed since the new update that any AI that has some form of AT will not fire at any vehicles and will just keep walking at the target. Same thing happened to any AI using sniper rifles a couple updates back. Has anyone else had this happened?
it isnt just recent update, they will fire eventually but takes them looong time to aim.
The version I read was 'BI got an EU grant to train up some devs with, and had to release something to show their work'
That might also be true but thought I remembered them saying it was meant to be a test bed for them to get a better understanding of MP designs
But maybe I'm wrong. It's been a while
I feel like ocean water needs to be improved. It really doesn't look natural to me. Not only does it move too fast but it seems very random and there is no foam effect or anything else I would expect. https://www.youtube.com/watch?v=MYCd7ejwq2I
Huh that's true. I think it doesn't look bad, but DayZ had that white foam at the coast which is indeed missing here
longer video of an area that feels even worse to me: https://youtu.be/fvcg7eJzl04
Hm yeah I think it's missing that point the water hasn't gone past yet. There's no difference between ocean-claimed and dry land. Atleast I think so.
Can't join servers first try "Replication, connection failure". I have to press join multiple times before I join
Same here
did you update the game?
He wouldnt be able to join at all if he didnt.
I think when I read the message the second sentence wasn't there 😛
What in the name of flying fiddle is getting reflected here?!
https://steamuserimages-a.akamaihd.net/ugc/1975421824203118623/9A9346A50DDCFCC73F96D0F2F8D591E297AA295E/
Also fullbright bug strikes again
Figured I'd respond here so others know as well. 😅
Ocean simulation is on our todo list, but we are currently dealing with other priorities. We will definitely get back to this feature, but we can't promise when this happen and even if in Reforger. We may do some tweaking, but there is much more to do in order for ocean to look natural.
I cant join to the server. Kick cause code: group=1 "REPLICATION", reason=3 "CONNECTION_FAILURE"
Did I hear naval battles?
Yo, ho, ho and cruise missile to go?
I think it's both.
It's a testbed, but it's also a game in it's own right; providing a more closed game that may be better suited for console players looking for public PvP/PvE gameplay.
Though figuring out large scale MP is a huge part of that (and future development) IMO, and one which many games have failed at. Honestly the 2 big successes that I can name are Squad and PR, whose structures seem to hit the sweet spot in making public gameplay "work".
Once you focus on the water side of things do you think it’ll be possible to stop the first person btr view to look as if water is inside the btr
I think thats added realism. These things are notorious for leaking... its not that unheard of that they sunk with all hands on deck. But that statement holds more water with t72s while fording.
lmao I dont know enough about soviet equiptment but if its military grade I’m surprised thr wheels dont come off when you take a corner
Its not just soviet equipment, the recon vic made in turkey, that our army uses, sunk during demonstration of river crossing xD. Talking about instant bad rep
no no you dont understand, it’s a submarine too
does the BTR still sink?
Only half way
sink, no… Fill with water, yes.
Because we all know water floats on water and therefore vehicle filled with water would also float on water.
aight bet it works now
humans are full of water and we float
Some better than the others
So it seems the "persistent aiming down sights" option in the settings doesn't do anything. Enabled or disabled you have persistent aiming either way.
Make oceans look natural. Naval combat takes place on scales of like 100km I doubt Arma is ever going to be set up for that
Id still go with age of sail. With a bottle of rum and yo ho ho. No OTH engagement type stuff.
Age of sail still involved pretty significant distances unless your map is going to force two ships to always be within visible range of each other but true
Ideally you'd have the map be 5-10x larger than the maximum visible distance (horizon from the perspective of the lookout nest, in this case) to allow for interesting strategic gameplay
Same as you want an infantry combat map to be at least 5-10km across so that the map has room for maneuvering rather than just being one static firefight
In the future. I would love to see arland be an actual island off the coast of Everton. That could be traveled to by air or boat. Even if it is 14k (can’t remember how far). No load screen or anything. Think it wouldn’t be that much lot interesting. Especially with smaller islands speckled between
OR make people and ships 10x smaller!
Yo how’s Reforger been treating you guys?
The crashes came back with the update. Servers reset every 15 minutes to an hour and I haven't been able to finish a match of conflict on Arland. I don't know what the Airfield feels like to play on cause we never get that far before it shuts off
You just need to start from other side 😄
Everytime I played as Soviets we didn't even leave soawn before it crashed
I think I'm just bad luck for whoever gets me on their team XD
Dunno, ive had crashes but 've seen plenty of them to the end
Like I said, I've been having bad luck
WISH THE FUCKING GAME WAS STABLE OMFG
Dont be rude, watch what you type man.
I wish people could read the #rules and product descriptions before buying it...
I wish the tech team didn't divert from the real roadmap. Which would allow to have a the basics working/tested properly.
I’m assuming this is game side because vanilla or modded servers won’t allow me to save any 203 rounds to my kit
Not sure what the real roadmap is supposed to mean here... but what went wrong as per your second sentence, according to Dev Report #15, was the leadership having "underestimated the complexity and all the dependencies necessary. Especially considering we are developing the game concurrently with a game engine on multiple platforms. It is frequently causing a lot of technical issues we are continually solving. No matter how large the team's effort is, fixing thousands of problems leads us into situations when it is more and more challenging to keep the game stable with well-performing, growing complexity."
Before anyone thinks.... yes I know this is an early release and I do appreciate their work. But -> I wondered if the Bohemia team are a bunch of coders who thought "Lets make a new Arma cuz why not" but actually they never ever played or have seen the previous versions... Makes no sense to me to release new maps and other fabulous things when the basics are rally t1tts up.... The game would be nice if the Bohemia team wasn't completely out of touch of reality... In real life, you don't have to empty a full pistol mag into someone to die. Especially not from 5 meters..... Items are sticking to me like I had a good coat of glue. Enemy can still kill you whilst you are emptying that full mag in them.... And for the sake of God, please put some real animations on when AI. Like in real life, if you've been shot then it will pull your body away. (especially if the bullet hit your bone)... Its really annoying to see that we have had loads of updates since the beginning but eventually Bohemia team is diverting from making Reforger realistic.
I meant that there have been changes on what is going to be in the last update. Since the majority of people voted for other things to be done.
I thought the above quote meant 'we mistakenly thought we had the basics down', and the change of release schedule is them admitting otherwise
yes, the multiple platforms.... 😄 that is what we need. Why not develop on all platforms at the same time......
Why not develop on all platforms at the same time -- part of the answer here is that Sony allegedly doesn't allow formally-Early Access games unlike Microsoft
So BI's admitting in Dev Report #15 that the game no longer has a public estimate for 'going 1.0'/'leaving Early Access' is tantamount to also admitting 'we no longer have an ETA for when this will come to PlayStation 5'
there has to be a difference between Early Access and Early Access. This Arma is like a " Hello World" project in JS 😄
If you're thinking of Arma 3's Early Access period... I remember a bunch of people being vocally upset at how short it was and how visibly incomplete the game still was by the time Bohemia Interactive declared that the game would become '1.0'
Sure, maybe, but that is the past.
I rather waited another year to see something meaningful but this Reforger.
If you mean that you'd rather Bohemia Interactive have kept Reforger unannounced for another year... I'm not sure that that would have been financially viable (there's been speculation about BI's finances ever since the Tencent investment), and BI announced Arma 4 development alongside Reforger's release, along with Reforger being a testbed game for Arma 4
We've had almost no other news about Arma 4 development since, other than Reforger's Web site FAQ stating that The environment, historical context, and all of the assets, as well as our modding tools and features, will all be redeployed for the next Arma instalment, alongside a slew of extra content. Arma 4 however, will release as an independent title and will build on all the lessons learned from Arma Reforger.
To say nothing of how BI has openly intended for people's work/learning of Arma Reforger modding to carry over into Arma 4
One of the problems there of course being how few modders there are for Arma Reforger...
As far as said testing goes:We understandably know that many players were disappointed by the decision not to include certain features. During a reevaluation of the development process, we concluded that the game scale is sufficient to change our development strategy. Based on that, we decided to remove or disable many of the Ground Support features for the first release and start delivering them in batches within upcoming Major updates. This allows us to focus more on ensuring the quality of features, leaving us fewer problems to resolve later on, establishing a better foundation for expanding systems and technologies in the future. Our previous method simply didn't allow us to test everything in every combination. We would like to deliver new content only after thorough testing to minimize the danger of introducing any new bugs, as much as possible. With that said, only after we've fulfilled our promises with the Ground Support milestone will we move on to the next anticipated set of content - the Air Assault milestone update.This includes an intent to focus on fewer features at once and release them more often, well-tested
So the public goal is now to focus on critical issues (forthcoming minor updates may consist of fewer changes than usual, but those will be fixes of major blocking issues) and on fixing/improving existing features
And hopefully better fleshed out.
Game's got a ways to go, but can be bleeding amazing when it's there.
Currently there are some contexts where pressing F for all interactions feels a little clunky. Thinking about situations like driving or in the future piloting.
Did you consider using LMB click as the default keybind for interaction?
If I change my controls to LMB for interaction, it feels much more intuitive and natural - but when inspecting my weapon, LMB click instantly snaps out of the inspection view
The cases where I am looking at something interactive and need to shoot at the same time are.. limited at best, but in the case of vehicles, weapon inspection and other contexts, being able to use the right hand on the mouse to interact with actions whilst controlling the vehicle or movement with the left hand feels right.
At the very least, in the case where players have set their interaction key to LMB click, can there be some affordance to stop it from instantly leaving weapon inspection?
Thinking about situations like driving or in the future piloting. I can imagine it could be very dangerous, especially if you miss by accident context action and instead of releasing parking brakes, a short GAU-19 burst is initiated
not if the button you're missing is the MASTER ARM switch 😄
still, I think it would be as risky as having in A3 action menu ejection or detonate satchel option 😉
the times I've accidentally clicked Eject...
Dunno where the F key comes. I guess it's somewhat common on other type of games?
I prefer the MMB for actions.
"How do you go third person?" "Double press V" jumps out of the heli
yes, it's quite common in other games. There is also quite famous meme related to CoD & F key https://en.wikipedia.org/wiki/Press_F_to_pay_respects
"Press F to pay respects" or "Press to pay respects" is an Internet meme that originated from Call of Duty: Advanced Warfare, a 2014 first-person shooter in Activision's Call of Duty franchise. It originated as a set of instructions conveyed during an in-game quick time event at a funeral service. Widely mocked by critics and players due to its...
But i agree mouse 1 is a wee bit odd selection for interaction. Unless you have fire button on something else.
E and F are most common interaction buttons on most games, sometimes space
All I'm saying is.. give it a try, and to not have it leave weapon inspect mode if it's set to LMB
I remember the times when the use/action key was E in games 
Id defo shoot someone by accident if i had it on m1.
Back when leaning wasnt so common 😉
in half life it was beep beep beep beep beep beep beep beep beep beep beep beep
the beep key
Yep. In hl2 you had more annoying beep if you put turret in sideways position, panicked beep beep beep... friend in synergy always did that and followed us around with beeping turret.
Small bug but when you equip the American scouting goggles it appears under your soldier between your legs on the ground like it was misplaced instead of it being attached to the soldiers vest
You mean binoculars?
I guess the binoculars are useful from the ground up
I feel like F is a better default, and an interesting addition might be to set mouse button 5 or something
sorry, couldn't come up with a better one
how do you lean if you cant use the q and e keys 😦
Project igi had hold x and then use mouse to "peek", you couldnt shoot while doing it
What a game.
I believe MOH airborne had a "hold a key to free lean" which worked really well too.
speaking about igi they are making a new one and the multiplayer will be a standalone RO game called 83 using the same assets. anyway Q and E should be standard for lean or purple stuff... and MMB for melee
yeah i cant wait for that, i just hope they dont screw it up... Cause whenever they add "Origins" to something its usually bad
Well they're the same guys that did Rising Storm 2 which was a blast. At least the gunplay will be good. But I agree whenever someone goes back to try and redo something or make an Origin story it ends up being icky.
Welp time to replay 1 and 2
I'm going to make what might be a bit of a controversial point.
IMO once a revive system is in, virtually all downs should be revivable, including headshots. Dead-dead should be reserved for if a player dies repeatedly without seeing a medic, or if they get a massive amount of ordinance thrown at them.
Barring that, revives rather than deaths should be the norm. This IMO would really encourage squads and groups to stick together, while reducing the impact of lucky hits and bush wookies in favour of coordinated groups and sustained firefights.
Being revived from a headshot makes no sense
I mean if we are going to talk about what make sense then revive as a concept in games makes no sense. Although, I think headshots should be instakill.
100% agree, if I had any say in it there wouldn't be a revive mechanic at all
Need report button
I definitely would like a revive style system. Personally I think they should look at games like squad or HLL with the revive system. Like in HLL how, headshot equals dead dead. While body shots mean you are down and can be revived.
But also look at games like squad where any player can revive a downed teammate. But you are going to need a medic to get back to full health.
Also incorporate a dragging system for downed teammates. Or a fireman carry stance.
Now however that unconscious state/revive still remain on the roadmap
If there is "revive" system, it should be a mission-specific thing, not a general game feature like Squad etc. Default should be dead = dead.
Dw, youll be able to enable/disable it with server config most likely.
i think revive is a shitty name for it, i would name it something like First aid, or medical attention, headshots insta kill, and loss of blood and injuries can be "revived" so that the player can move around and shoot again just to keep it realistic, also making it only accessible by a medic would make the role more relevant, carrying and dragging downed soldiers would look dope in reforger as well, i can just imagine the cinematics that could be made with those animations.
Perhaps go with "Moral boost" like "Yo dude, get up, you have plenty of things to live for!"
"name 12 of them"
"We lost one"
Something tells me they don't actually mean revive and instead it refers to the future unconcious state you'll be saved from. But maybe I'm wrong ?
OF COURSE missions/scenarios will be able to turn those features on/off
Ye, its refered to as uncon.
Since of course you won't be able to be saved from a headshot then. Either you're unconcious, or you're dead. Probably is gonna work like in DayZ with health damage and shock damage. 
But what if you are in coma and maybe even a vegetable due to severd spine?
they just ship in new spines from china and bam your good to go!
Makes sense
Can't be treated on the field in some old soviet ambulance of course. 
Anyways, back to feedback tracking! 
Neither does respawning, but we need the game to actually work somewhat consistently in public gameplay.
And the fact is that dead-dead, despite being realistic, brings little gameplay utility unless placed within a broader gameplay loop.
So you either focus on revives or add in a ton of respawn options, especially in a game like this where navigation is a big aspect of gameplay (especially with the lack of GPS).
The problem with respawns is that they're always a problem if you want to keep people in cohesive groups instead of wandering around in groups of 2s or 3s (if that). The second problem with respawns, especially with the backpack radio spawns, is that any rando can run off with a radio and anyone actually playing to the role has their effective gameplay limited to hiding in a bush to act as a "safe" spawn.
The other option, which is a squad style revive focused system where everyone can revive (but only medics can heal) at least ensures that the actual loss of people isn't something that has to be dealt with constantly. Plus, the radio respawns can be ditched in favour of reinserts for the (far more occasional) KIA. And since a squad that survives can usually get back up with revives, the reinserts might even tend towards larger groups instead of individuals.
I don't get it cool_lad. Just because you like to hide in a bush doesn't make that effective gameplay or even a good tactic. Just hop on Powerbits and see the most effective radio operators are leading assaults of large groups of players, not "wandering around in groups of 2 or 3".
All those words and neither of you said anything
See there's the problem.
This has to work in public with complete randos, not just in organised clan servers where at least some of the people sort of know each other.
The radio being a spawn point unfortunately creates a dynamic where it's way more useful to just have it hidden somewhere. You can see this in PS, where the meta play with MSPs is to hide them to avoid the loss of a spawn point.
It's all fine and well to say that some players do things differently, but that's nit really changing the fact that the balance of incentives here is clearly in favour of the radio/spawn staying safe so that they can keep being spawned on.
Or just use common sense and pick up the radio if they die
Common sense... In a public lobby? Heresy, BLASPHEMY.
Actually though
Jokes aside; there's 2 issues.
-
That you effectively have wandering team spawns, which can easily get very annoying to fight (having an overall detrimental impact on the gameplay as a result).
-
That your incentives remain the same; that person who picks up the radio is also now incentivised to find a hide hole and sit there.
The end result is a system that doesn't help much when it comes to bringing together fights, and may actually hurt team/squad cohesion and the overall gameplay experience of the radio carrier/SL.
Maybe spawning on radio backpacks requires a considerable amount of resources, which limits the spawns and acts as battery life of the backpack. You'd regain resources for it by getting resources from an antenna plot, or being in the proximity of bases as a simpler solution. The further you are away from a nearby antenna, the worse the connection is going to be and therefore the resource cost will be higher for each spawn. Once the battery/resources are exhausted that radioman's little operation is done and he has to return to a base to resupply.
I think the concept of spawning on the radios is neat because I've never seen someone using it for anything else really and it gives the radiomen a purpose, but there have been moments where one just hid in the Arland cave and hordes of soldiers came crawling out of there like ants. 
Just sounds like removing backpack spawns is a good idea again
honestly yeah removing radio spawns would be nice i think it is optional in GM which is good, and the people who still use the LR radios can be used as signal repeaters, stronger transmission and have wider frequency access that could be used primarily by helicopter pilots and higher command.
It just makes no sense to be able to spawn on a device used for communication. What's the point of having bases if you can just spawn on someone's backpack or a fancy little truck?
I mean it is a more arcade style of Arma to be fair
Radio i cant explain, but mhq could be a rally point for reinforcements, and you happen to gain control over them...
Since Conflict is a faster gamemode than what we're used to in Arma, I do understand the decision to implement it. And I'm sure future game modes (in Reforger or Arma 4) might make use of it more efficiently as well.
For the guys who are more Milsim focused it's indeed too arcady, and building/capturing FOB's/bases for people to respawn at would be better.
Although I guess a system like Squad has with the respawn points that can be placed by squad leaders would be a good in between solution for smaller/faster game modes like Conflict.
That's part of what I said.
Once helos and revives are in; make the backpacks act as beacons instead.
So squads use them as markers for reinserts, still making them useful for cohesion, but actually getting to them requires a proper reinsert by transport.
keep the fancy truck spawning!
Maybe an opinion to set truck/radio spawns with no equipment
Wouldnt that just make them rush back to where they died to recover their gear? And more or less get killed by same enemy that killed them before?
Maybe if they are brain dead
Well... im not gonna imply anything
I feel like direct SL/radio spawns is too fast for something like Conflict, especially considering how it tries to build and maintain cohesion through the general lack of map markers and the consequent need for orienteering.
Squad's system works pretty well, and is perhaps one of the few that have managed to successfully create working public game modes.
That said, I feel like ARMA could perhaps create its own meta, one with a focus on transports and keeping logistics up and running. That's why I suggested beacons; instead of becoming spawns, the radios guide reinserts; there's a need maintained for general orienteering, but getting back together becomes a relatively easier affair, and this also sidesteps the issue of losing kits when actually going down (since a reinsert would be able to just get a fresh kit from their spawn).
This isn't to say that there shouldn't be spawn points; but I feel like they'd be better off as actual bases which can become points of defense rather than being just a radio somewhere out in the field with nothing else around it. An actual FOB that brings the gameplay together.
I hate how the feedback tracker has to display every single change you make. The entire Reforger page is full of some edits I made to a ticket. 
It feels like I just unintentionally spammed it due to some tiny edits
Sorry. 😅
i think player squads should become dynamic rather then set, able to join squads without having to choose in a menu but just by interacting with a cpl or stg ingame
im not holding my breath for helicopters, people just desolve into "gottem get in close and rappel down"
U can dynamically switch squads ingame via player menu (p key) and then going to groups, you can swap squad, create new one, rename it, add description and lock/unlock it (by invite only), also invite ppl to your squad.
Feature thats missing is promoting leader imo.
Also bout longrange radios in conflict, as it was said before here id consider limiting them to squad leaders and only allow squad leaders access to 42/48. So you dont get a random guy screamining nonsense or someone spamming music on it constantly. Cause i personally just turn off the radio the moment that starts happening and never turn it back on again.
This may also help to establish some chain of command, since players will be unable to communicate with other squads unless it goes thru SL
i mean more of a you can lose your whole squad, come across a diffrent squad and join that one on the spot
no max limits, and some form of ranks that are visible on the uniform
Well you can join them as ive written. Max limit is something else.
I feel like moving between squads should be easy.
But once inside, SLs should have tools to make it easy to control and direct their squads, with resources and asset allocations based on the number of people they're leading.
Answer if a person doesn't like their SL; they can always make their own squad.
That how hll does it and I quite like it
HLL is still problematic IMO since SL has to die to do anything to their squad comp.
I prefer Squad where the SL has a proper interface that allows them to take action at will.
Fix stability I can't even get into my server I have re installed the game and mods and still happens this didn't happen yesterday at all
Did you consider updating mods on server?
That was already done
Restart server also Try reinstall serve rif using Nitrado
Does anyone was affected by floating Grenade Launcher rounds after shooting a GL?
It's happening to me every game. // Okay like every second 😄
Yes
Can I ask you to contribute to this ticket?
https://feedback.bistudio.com/T169294
Best patch ever! Conflict has never been so stable; didn't see a crash or disconnect in 3 hours of playing PBS.
Please fix the car sinking into the void glitch, it is nearly at releaseand is still happening after multiple fixes
I've given feedback on this week's ago yet it never got patched
Its nowhere near release tf do you mean?
As now some of th we net coding has been fix to the point that I can play for alil bit
I realised the the suspension on trucks looks god damn amazing
But as feed back can with have suspension damage model added
So damage from gunfire or just hitting too many bumps to fast would reduce handling/control
Infantry movement is also highly unrealistic
How so?
the movement inertia is very minimal allowing you to play like cod just without the jedi jump
Will there be a "Charge Weapon" feature like Day z?
instead of automatically charging your weapon once the mag is loaded
Anyone getting many crashes on their servers?
In a sense, yes.
There's a ton of things that need to be polished up for infantry movement IMO; from adding proper inertia to hopefully having separate arm stamina so that holding up heavy weapons can have an effect that doesn't translate into being able to run less.
The way the x3 scope looks when looking through it is lacking when compared to other titles releasing today.
Hmm, looks pretty much like its real life counterpart...
https://www.gunmarket.co.za/wp-content/uploads/classified-listing/2020/10/Colt-3x20_7-552x493.jpg
I am curious what you think is lacking in the scope.
I had images from the new mw2 and bf42 to showcase how nice they look in comparison but taking the images, posting the images in another channel and then linking them here is too much work so I gave up.
Basically, if you play mw2, you can check how they treat the scopes and **especially ** how the sway of the scope looks.
Can you just make an imgur album?
So I've been wondering; Is the feedback tracker exclusively for bugs ? Or can inaccuracies and things that should be improved also be reported ?
Good point actually, never thought of it that way.
it dont matter
Speedometer on HQ ural dashboard is showing incorrect speed, very noticeable at lower speeds 0-30 km/h. While third person speedometer shows correct values.
its not a bug it feature because the wheels are oversized :3
it aint a monster truck xD
Sometimes vehicle brake lights are on, when you enter a vehicle, and remain on until you use brake for the first time. (Brakes are not applied tho)
I think they get stuck on when you hop out with the brake lights applied
i was trying to get them to stick on, but it wasnt always reproducible
Can you at least send a link to a video or something demonstrating what you're talking about?
I'm rather skeptical of looking at MW2 or BF2142 as examples; the sway in them is more for show than anything else, and (rather deliberately) not an actual gameplay mechanic.
Also. If older titles in these franchises are any indicator; the sway is also pretty unrealistic.
They could be talking purely about the scope shadow graphics, which may indeed be better than Reforger's in some way
Those games are also made by billion-dollar companies with whole teams of tech artists and graphics programmers free to be tasked on things like that, so expecting Reforger to have the exact same treatment may not be realistic
Take away the ability to communicate on both ally and Russian radios, its completely useless if the Russians or Americans are just playing stupid music and not actually communicating
Combat OPs is a really great addition to the game at this stage; a mode that allows smaller groups of players to have a dedicated PvE scenario.
IMO this can be improved in the following ways.
- Add in scaling, so a server with 32 or 64 players can run a dramatically more ambitious scenario compared to the usual 5 players.
- Allowing servers to set just how permissive spawn points get; with the option to have the usual extensive or limited spawn points.
- The ability to have areas/camps which the player can capture to act as spawn points, and having arsenals spawn on these areas.
- Some randomness is the objectives assigned and their AOs.
- Some patrols wandering the island to make traversal a little more risky for players.
- More Combat OPs scenarios set in larger areas for servers with more players.
The animation when you lower your weapon slightly from hip is not reflected when looking at other players. On xbox if you are aimming with with LT and then release it, your weapon will be at hip. If you move the joystick slightly forward without actually moving you can press the left stick in to sprint. This will drop the gun slightly instead of making you sprint. That animation is not reflected when looking at other player and vice versa.
Did anyone experience this: when you have low fps, adjusting zeroing on svd causes reticle to spazz out and jitter up and down at increasing magnitude until it goes out of the screen? Pip not 2d. I was playing with mods tho, so thats why im asking.
"Flatbed Truck" in the roadmap is frustratingly nondescript. Could be anything from HEMTT to MAZ-537 or even Ford Escort; I want to avoid accidentally implementing the same vehicle.
I think you are looking at flatbed variant of existing trucks
I personally think it will be a Praga V3S
no the M53/59 Praga :3
Can you guys invest in some sort of server stability, we had a great game on NY server where the first engagement of 15+ people with a btr ended up crashing the server and booting it offline
psychological warfare my friend, all you gotta do is turn off your radio but then you dont have comms, guess you need to utilize visual signals more like using smokes, when flares come it is going to be even better.
except that you receive psychological warfare from your friendlies mostly
can confirm 😂
Starting to sprint when reload of RPG7 is started from arsenal or inventory will result in RPG 7 rocket getting permanently attached to your arm, it will always be in your "vicinity" when opening inventory. Also it looks funny
https://steamuserimages-a.akamaihd.net/ugc/1973170881584738102/B7139F7DEF8B0A29D1DEEA571EE1DEE94B92B13C/
Just a realization that the sun rises from the south end of Arland. Gets a bit confusing from a land nav perspective
Arland is an island in the Baltic sea and the sun can rise closer to the south in winter. That might be it.
Thanks for the clarification!
Please fix the friendly fire thing so that you don't get kicked for killing a troll
Or like… dont kill them? they get banned if they team kill and so do you
They were spamming smoke at spawn
Sounds like you just want to teamkill without punishment
vote to ban
Anyone notice the weird issue where the icons of items get scrambled and you end up with BDU Trousers with a Soviet Helmet icon and a Kobolok Backpack with a US belt icon etc. ?
i don't think it is related but i had a problem with weapons being invisible in the inventory, also, the scope only being able to attach via throwing it to the ground and using the contextual interaction
The aim sensitivity is very high, the slightest movement can put me off and it kind of lacks weapon sway
What's the word on controller vibration?
If an admin is on, and if you're in a community server, they can admin kick/ban.
Or did 0.9.6. Disable that?
No, admins can kick/ban just fine. Users cant vote ban tho
Excellent.
https://ibb.co/5j3mzMF In the OF, the steering wheel is round, and in the Reforger it is angular. This should be corrected, since the details that are closer should be more rounded and of high quality. The same goes for the sight in the BTR-70.
Even in the Conflict mode, it would be nice to add roles (shooter, sniper, machine gunner ...) before respawning.
You can also add customization for military equipment. For example, so that you can remove doors and a windshield, mask with flora and a camouflage net, and convert it into weapons https://www.youtube.com/watch?v=fTCGqew6zig And also so that the weapon does not disappear when you are sitting in the car and you can shoot from it on the go like in Arma 3.
Disagree, then everyone is going to run around with specialist roles. The additional effort required to gear up incentivizes trying to stay alive.
The armory need a new model though. It's a death trap now.
@brisk brook
Thanks,
Wanted to point out strange AI names...
But discord had other plans
Create a map save so anything you build doesn't get wiped
Well, what's wrong with that if the player wants to run with the role of a specialist, and not sort it out in every respawn? Why reinvent the wheel every time?
As I said, the current system incentivizes trying to stay alive to keep your gear. That often makes the gameplay more slow and strategic instead of just running and gunning mindlessly. There is a consequence to dying.
Also balancing. When you're defending a point you probably don't want to fight off wave after wave of enemies with machine guns, UGLs and AT launchers, just because someone is sitting in a bush somewhere and people can just respawn with that gear.
Moreover, the armory in combination with logistics is an interesting gameplay element. In Morton & St.Pierre conflict, for instance, it pays to fortify and hold Regina to have an armory close to Pennants Pass (either to assault it, or to defend it when the armory at PP is inaccessible due to the fighting).
Maybe a neat idea would be mobile arsenal? Like ammo truck that has to be brought to front lines?
I wonder what happens when you add an arsenal component to a vehicle
could make it so that it only has ammo in it I guess
I'll look into this when T165829 is fixed
The current system will not stimulate anything when artillery appears. Even now, in almost infantry gameplay, you can correctly tighten the respawn so that the risk cannot run to the warehouse and take the necessary weapons. The system of warehouses for weapons is very inflexible and obvious to the enemy, since he knows where these warehouses are located. Warehouse logistics should be more realistic and flexible than it is now.
We are working on significant improvements of supplies. This is related to arsenal, repairing, spawning, refueling and building. Using these supplies for moving them wherever, even to a battlefield will be possible. This should also balance spawning in MHQ, radio operators and so on. Personally I'm very excited about it 😉
Repairing ? Maybe vehicle repairing 👀
That's neat. I just load up a humvee with supplies.
For conflict that would be nice. If I were to do game master-ing though I'd probably tell my players to load up a truck at the start and there'll be no randomly spawned arsenals from there on. Even if the truck is blown up. Their fault. 😛
I swear so many people take the game master spawning them an arsenal as a given. Just gotta load up vehicles, especially the 50 cal humvees. Every single op I play the humvees are out of ammo and not used. Occasionally there's a guy who will kindly load them up.
Are there any future plans for non verbal communication like shoulder taps and hand signs for Arma Reforger? I think this would be a great addition to the game; extending past just a finger point in a direction but going into more tactical means of communication and noise discipline. When I mapped this on my controller in Arma 3, It was linked to the freelook as a modifier button (R1) then I used the tap,double tap and hold for the square, Triangle and circle buttons to map 9 tactical hand signs. This gave me the freedom maintain situational awareness while being able to see all my team members
you found captain Scott Miller
I would love to see that, but I doubt it will be part of Reforger.
Arma 4 maybe(?), because console users already have issues mapping all the keybinds to their controllers...
But I'm 100% sure we'll see it as a part of a mod, just no idea when.
hand signals in a wheel menu would be awesome, next level stealth. also if units radios let off noise so other units without radio can hear transmission, meaning you need to turn off radio when attacking with stealth or those pesky russians might hear you coming!
Wheel menus are the underrated heroes of console ports IMO
I really like doing logistic runs with truck, but what I noticed is that trucks are "uncontrollable" after a certain speed, but they are very stable.
I'd advise making the trucks a bit better at turning at speeds, and as a constraint, making them less stable, easier to roll over.
Also, making the third person camera a bit more independent of the vehicle, I mean its not so cash money to see the terrain wobble constantly because the road is shit, its okay in the driver seat, but from the outside it can be a little bit annoying
Maybe it could be a bit like in Mudrunner.
lol another mudrunner reference in the past day 😂 i think you are right, if they could just add a little more logic behind the third person cameras for vehicles making them a tad smoother that would be nice, also it would be cool if we had gradual turning like in mudrunner, so after pressing A for example the wheels stay turned instead of snapping back to the original rotation
It does stay turned if you're stationary. Allows you to make some really nice turns since if you give it some gas it will slowly move straight again
yep
I mentioned this and here is what it looks like https://youtu.be/0qtQvdDhCmU
Lookslike someone already made mobile gypsy wagon "arsenal":
https://steamuserimages-a.akamaihd.net/ugc/5067144135215657837/26E576A6A9319B5FF2F60C7FD52790302F8C2F44/
IMO making the sound of people from other factions sound like gibberish makes a lot of sense.
Soviet citizens in the cold war couldn't usually speak English and Americans don't all speak Russian.
So enemy voices sounding like gibberish conveys that well IMO.
Add a vote to ban button, if the server is full of actual adults then they will not abuse it, I was literally just in a server with Carsomedan1 and he was helping the Russians spawn camp us, like come the f on dev's, I come back from playing hell let loose and that game is more playable then this
I literally sent someone proof of his crap and got no response
