#reforger_feedback
1 messages · Page 4 of 1
i haven't seen an "adult" on an arma server for a decent few years now, not saying that's bad though, always have a great time with the lads 🙂
Anyone else have the issue where the radio backpacks have so many options in the G radio menu that it goes off screen ? There's like a million radio backpacks to choose from.
yes this has happened a few times to me before, very rare to come across but it is very annoying, game thinks you have infinite radios
Been in a few
Here is the controller I mapped out with many more additions. https://www.reddit.com/r/ArmaReforger/comments/zyaho2/here_is_a_controller_layout_i_play_with_on_arma_3/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
Has Grenade Launcher rounds floating in mid air upon firing been mentioned yet? 😐
yes it's been reported
ever since crossplay was added the amount of trolls and griefers is ridiculous and the massive majority seem to be console players. nothing you can really do about it but damn
It’s honestly put me off the game, the first few months it wasn’t too bad even on console but then out of the blue everyone was killing each other even team mates!
you can ban them
For PvE, we need modes that can be played with both a small group and a large group.
Something like combat OPs would be great if it were made into a longer mission for smaller groups. And maybe it could then be scaled or adapted for larger groups as a more ambitious PvE mode.
For combat OPs, for small groups, apart from revives I'd say we need
- Enemies in more appreciable groups.
- Enemy groups and group numbers to scale with player counts, or can at least be set by the players.
- Changing the respawn points into actual bases that players can use to save and respawn off of. This also allows for people to host listen servers for small groups of friends and play the same match over multiple sessions.
- Putting arsenals within the respawn bases, so players can change their loadouts.
- Making respawn points into an objective that players secure in order; like safehouses in an open world game.
- Allowing players/server hosts to set the number of objectives.
These same thing could also work for a larger scale PvE mode IMO, with things like respawn points offering emergent objectives for the players to cap and defend, and saves allowing for server hosts/players to organise long matches.
Since PvE is not the focus of Reforger I doubt there will be changes for that (unless someone creates a mod for it), although I do think BI will prepare the road for modders to implement a lot of features which can be used in PvE scenarios.
PS. this Discord is great to discuss things, but actual feedback (like your list) will have a bigger effect when posted on the feedback tracker (see link in the channel description). Otherwise your post will be buried within days and no one will ever see it again 😉
I think we should be able to add specific mods of our choosing to a game master server even if it's an official server because trying to find a server with a specific mod is a nightmare
Feel like conflict main base should be pre-built on Arland as there is really only one optimum configuration with the alloted supplies. Building the heavy vehicle depot without the radio antenna is pretty effective way to sabotage the match.
i hope that reforger has a towing mechanic for artillery or supplies i have seen one towing mod so far that looks like its making progress but i hope it is in the base game, arma 3 had no towing so you couldnt move the SAM Launchers around, RHS had a towing mechanic that was very janky because all they had to work off was the sling load system, if reforger vanilla had towing that would be awesome for moving around anti aircraft cannons or other forms of artillery
yes, towed mortars and the like would be great. Or extra ammo limbers for them
wouldn't it be cool if when vehicles where destroyed small pieces of the vehicle fly off and litter the surrounding area with small bits of fire like in arma 3 but a bit more advanced, i hope this is another feature that comes with the destruction system
so pretty much everything from warthunder :3
yep but with a sprinkle of arma
Here is another video showing the " lower weapon" animation that is not tracked by Other players including GM
https://youtu.be/32oul8AuTSc
For some reason when you pick up binoculars they visually attach to the players rootbone
This may be something messed up with binoculars trying to show on your chest
rootbone?
The bone situated at the base of the character. The main bone of the skeleton essentially
Ah interesting and from someone who knows nothing about tech in Arma’s that would be feet right?
I believe I’ve seen the same issue with the binoculars resting on the ground between the bipeds feet and following where they walk.
That's the exact issue yep
I believe I’ve also seen this happen with watches in some cases
Been a thing since A3; pull out binos, seemingly attached at weird angle.
Anyone else getting glitch with AK GL model? Sometimes in Conflict mode i select back full auto mode with a previoulsy full mag but it displays a grenade in place of the mag, fires one roound then i need to reload like its on launcher mode
Also lockups and crashing have been really bad last few days for some reason, loads of us freezing up
A Community Dedicated Server I run has Content Verification issues with a Certain mod that requires the User to Uninstall all Mods and Reinstall due to lack of information on the error report. Every once in a while to fix the issue.
Can anyone help me I'm hosting a server on nitrado, just have a few questions
Can we please have an option for the old Gamepad Controls please? It’s just so cumbersome to do anything now. It’s very hard to enjoy the game.
Whenever a car is fully blown up sometimes it launches into the air and stays there. Overall it’s funny but I’ll see if I can get images of it
When you do, submit details here: https://feedback.bistudio.com/project/view/66/
I have three pictures of two UAZs and a Mobile Command Unit becoming planes
When I get home from work I'll see if I can send those
Add an option to hold breath when ADS, sniping is difficult when your guy is moving all over the place when trying to line up a headshot
Make sure your character isn't out of breath, then it's not really an issue. Or lie down / deploy bipod when available
The more you sprint and run, the less stamina you will have when you stop, and weapon away will increase
Play patiently when using snipers, find a good position, crouch/prone, and wait to line up a shot. Flick aiming sniping like you see in battlefield is pretty much non-existent with the Inertia and momentum based ADS movements
Also, never ain for the head. That's stupid in Reforger. Aim for the stomach, or you'll just shoot over people's heads
The dude asks for standard hold breath mechanic and you lads start snipersplaining on him

i think its needed. its nice to have some form of stabilization, heck even MG is more stable now than dmr when prone 😐
Not something too OP but like Arma 3 has it or, just you know inhale, put crosshair above target, exhale slowly and fire when crosshair comes down on desired spot.
why you going for headshots? this no css, cod or battlefailed. just aim for the chest
you can hold breath? am I wrong
hold left mb
Who says i am. And no you cant. Unless there is secret keybind
Doesn't "Focus" function as hold breath?
That's what I thought.
If by focus you mean zoom then no, it does not.
I just went for the chest instead of the head to try it out. 4 rounds into his chest, 1 into me and I died. Not doing that again. 
My tip is aim for lower neck
Need to work on your bench press
Ah true, clearly a skill issue
He would have died from those 4 if I were better
Anyway, away from feedback for my skill issue and over to actual game feedback. 😛
I second this,, im a modder and i want some interaction with my community. It feels like im in a chamber where people can only communicate with thumbs up or down
There's the Enfusion Feedback chanel
there is no workbench feedback just a workbench channel to discuss mods
Yes, there is
Use it, that's where people will ping you about your mods
ye but im talking about the workbench experince, you think everybody who downloads my mods will be on this discord server, and will then navigate the absolute mess of channles to find the ENF_mods_feedback to let me know that my terrian has some clipping issues
That's what the people who run this server have declared, yes
They're very, VERY stingy on what goes where, and half this server is bloated
Yup, id agree if nothing else, one could immediately know if mod is broken or something, or leave a comment about it.
Another usefull thing would be "Last updated", so if you see "Last updated 28th of May 2022" you can already know that it wont work Nvm thats already in.
Since as of now there is a lot of mods with ~95% rating but they dont work.
are there going to be any improvements to gear and weapon despawning? when you go to arsenal or box and end up dropping it it should go back into the box but instead they just get scattered around the ground, weapons never despawn, i cant see how this would be good for performance i hope it is worked on soon.
I don't know about putting things into the arsenal box but items do despawn after a few minutes depending on the interval defined in the garbage manager
oh i see, so they do despawn, is it the same with weapons? i feel like they never disappear also it is a little weird going to your local arsenal and the tin roof is scattered with dropped mags and guns 😂
yes, weapons, items, bodies, destroyed vehicles
Gotta say the heightmap on the flat grass texture really makes a huge difference. Sometimes you can't tell where the physical grass ends and the flat texture begins. 
i do agree even arma3's terrain texture displacement looked quite nice, goes to show how much the arma series has evolved from basic low res colormaps in OFP to normal maps and pixel displacement in arma 3 and now proper PBR materials in refrogger.
I think the Internal Mod Menu for the game seems like it is FUBAR, I would suggest just going back to Steam Workshop for the time being as the In game workshop is causing constant problems and even preventing people from downloading mods,
It almost seems like it Makes 72% of mods corrupt when being downloaded aswell. I would heavily think about going back to steam on this one.
I third this
There is only one wee problem... xbox, they cant steam workshop
Which is why you need both.
The in game workshop is a necessity for console, but steam workshop is just plain better for PC.
A good idea would be to duplicate mods across the 2 workshops.
Well there are 4 choices:
Abandon it for console
Somehow find a way to allow PC to get mods from Workshop while keeping this system we currently have for Consol
Fix the current system properly
Or make it were the game has a launcher just like Arma 3 had were a player can enable the mods before the launch of the game allowing for a more stable launch with the mods, And this could be done for just Pc and the current system kept in Consol, Allowing for PC to be able to have a easyer to access Modding setup, while also allowing consoles to have such a set up without forgoing modabilty
So basically making it even harder for BI to work with mods, for mod developers to handle multiple versions of the same thing, and making it impossible to make it cross-platforms since an ID on workshop A would never match an ID on workshop B.
so the only solution is to make the current system work, because there are no alternatives without breaking the game for a large amount of players (aka no mods for consoles)
Can you make the game fun again please? Before in conflict you had auto spawning jeeps. But then with your update, you made supplies required for jeeps. Well, I don’t mind running a supply truck to build a vehicle depot in order to get a Jeep. But I really do mind when I run 1000 supplies from base halfway across the map to a location and drop it off and then my team waste of supplies and I can’t get a freaking Jeep! Please, I beg you re-add auto spawning jeeps even if it’s one jeep every minute or two instead of running all over the giant map.
Otherwise, can you please make jeeps cost zero resources so players on conflict with the giant map can at least get around without running 3 miles. Conflict was so much more fun before with auto spawning jeeps and easy ability to drive around the map. Also, players are crashing cheeps all the time, so if I do take a half hour of my precious life to run supplies, which I think is horribly boring, and actually get the 1000 supplies to the vehicle depot, it’s not rare to see three of those jeeps made from my supplies flipped over around the base by other players. It is a waste of my time, and I will not play the game near as much because of this.
Radio operator backpacks should make a sound when players respawn, to help tip off to the enemy where they are
Same thing with the mobile command units engine should always be running when its deployed, to make it balanced
IMO the current system is okay for a limited game like Reforger where the mods aren't expected to be as ambitious as the big ones that we'll likely see for ARMA 4, and what people will mostly play is the core game modes that are already present in the game.
However, for ARMA 4, I think that Steam Workshop would be a necessity; the current system just isn't good enough to handle large mods in a painless manner.
IMO for ARMA 4, they should have 2 workshops, with the console Workshop offering some way for creators to effectively clone their work from the Steam Workshop. So if a creator marks their mod as available for console, that mod then gets cloned to the in game Workshop and becomes available to console players through that.
I think that radio backpacks should lose their respawn functionality completely once revives are in game. With revives becoming the main focus rather than respawns.
IMO a better functionality for radio backpacks would be as location markers to aid people in sticking with their group and directing other things like reinserts. So a person will always see the location of radio backpack carried by their SL/Radioman and will therefore always know where to go in order to link up with their squad.
Radio trucks should require to be deployed in some way, with something like a large aerial being deployed alongside them so that they don't turn into hidden bases.
Any way to remove the mouse smoothing when playing infantry? The mouse movements aren’t predictable and feels weird
@frosty fiber
Have you forgotten how arma modding has worked in the past?
In arma 2 you could donwload a custom launcher, Add the mod files yourself or use a archaic system Arma 2 had.
In arma 3, You could download a custom launcher, Add the files yourself, or Use Steam Workshop, So the last one I suggested would work fine, and would reduce the work load on the games creators, and the way it could work as well is have a feature in the modding tool that uploads it to both the Xbox Mod launcher and the Steam workshop.
Arma modding souly on Ids, and for years people with conflicting mod data. And this gave dose prove to be the same I found out with the experimental branch, I was able to join Life servers with outdated mods and a different game version, All that matters is the Server state and settings.
I am no modder in any right, but I do understand the basics of how mods conflicting and such works with the arma engine and have now started testing it out on the enfusion engine.
With the modding tools at hand this wouldent be to far of a strench and a better work around, Due to the fact that an internal modding launcher of the likes we have now dosent work well for downloads of mods
Currently I have been able to isolate mods from reforger, delete them and then readd the files manuly
But you're forgetting that Enfusion is not PC-only anymore, so maintaining 2 (or more) platforms to handle mod uploads and downloads will cause more issues than using a single one.
Not to mention that support for modders will be pain because they need to check and test several different platforms (which is why Steam was used for A3, instead of 3-4 different websites and tools)
Currently its only 1 tool for modding as it would be impossible to Mod using the Console if I am correct.
And what you state means little, It dosent matter how the files get to the engine, SO haveing 2 ways to do so wont cause any more problems then there currently are, your defending something like this off the notion that things have chnaged in how the game is modded, but the modding structer still works the same
The reason for the launcher was just to allow for a simple go between for PC and console, But it isint working for PC, It works for console fine becuase its coding is heavily set up in said area, and the console is able to have a stable download, In all truth the PC version of the Modding system and the console system of modding is already diffrent
They just have the same structers with tweaks for each version of the game
I'm not talking about the way modding has changed (which is not the case), I'm talking about the technical issues for BI to maintain multiple API to upload/download mods.
And for modders to keep track of the different locations a mod may or may not be downloaded from.
What I am saying is with the Modding tools they have it could be made simple, Have the Workshop and the Console Workshop both be auto matic upload points, and update points when a modder presses the button, Upload.
you can already add "offline" mods via -addons param, but you cant use workshop then.
So i guess 3rd party launcher would be possible...
Regarding joining servers with different versions of mods and game, its possible if server has some of following params enabled (they are for development purposes only tho)
-rpl-validation-scr-disable -rpl-validation-version-disable -rpl-validation-rdb-disable
Exactly
See Playwith6, or Armasync would be conidates for this, and they may even become prominant again, But the problem then would be what Grez states, Unless the Dev team made it were a Publisher uploaded to all of those seperate platforms
So now BI needs to build, maintain and connect to their own workshop (for consoles), and also to Steam for just PC users...
Would be a lot easier to just have everyone use the same workshop 
Nope
TBH steam workshop is promised for PC players in reforger FAQ
Promises been broken before
true
See you just wont understand, What needs to be done is simple,
Steam workshop = PC
Console Workshop = Console
Modding Tool = Uploade to Both
Wala, Its not that hard, and it would be easy to manage, Becuase the BI team wont really have to change much
It's planned, not promised
true, its planned
See all modding is, Putting Files in a folder, and then haveing the game choose to reconize them or not
Except it is, welcome to the real world of development...
Jesus, I know the real world Of Dev, You dont, You dont understand what I am trying to suggest, and the fact you came to a feedback channel and started a argument shows you dont understand what this channel is for in the first place....
I can mod the game currently, Just by asking each modder to give me there files and then uplading them to Armholic
Then you can add them in manuly liek the old arma
isnt Armaholic dead?
It is
But the point stands, the way modding works in this game is the same as older arma titles, Its a new engine but the same Dev team, they structered it to be familiar with older players
thats is why I love this game even with its flaws, It is so simple to mod but we are currently stuck with the poorly "Ported" Console workshop
I'm not saying having a separate launcher, or being able to have local mods is a bad idea.
Especially for testing different versions (although everyone should have the latest one anyway).
Just saying that having multiple API's to handle the same thing doesn't make sense from a development standpoint.
What is an API
And yes, the Workshop needs to be improved, a lot
I know the real world Of Dev
You should know
I do, I want yo know if you do
Becuase you keep stating it like they would need a set of 4 - 8 APIs
When they currently have 1 made, and all they have to do is finish the other, Hell the workshop would only be the downloader, they would still have this workshop in game aswell, but it would allow for a better and more stable download
They wouldent need a special new launcher for it, If the steam workshop downloads the mod to the right place, useing steam:
It would Be faster,
More Stable
and Easyer to download many mods
All the while allowing for the current setupds to stand without damage to the intergirty of the game
Or p2p workshop! Where mod maker would have to actively seed his mod in the begining xD
that sounds like a terrible idea 🤣
leeches, peers or seeders?
Also in the base game version i have found a glitch:
Report: When loading a mission with mods on the Zues can not give the AI commands, I have found this out using the following mods.
GMC CCKW
Mg 42 Mod
Pak Gun Mod
Description of testing: What I first did was load up the GM mission for Arland With each mod selected by themselves, I repeated this test on the Everon map and even some modded maps, No matter what it appear the mod wont allow me to give orders to the troops to move.
Now With the M1A1 Mod, M1 Carbine, And Flaregun it appears to work fine. And to note some of these mods are out of date so it must not be that affecting it.
It appears the truck mod for some reason along with the Mg 42 mod and Pak gun mod all prevent orders from being given out
This feedback should be sent to the mod authors I think, not to the developers
Well if a Mod is able to hurt systems of the game that it has nothing to do with, then its worth sending to them to see why it is able to harm base functions of the game
In other words this could be used in a mallisoce mod to damage a players game
🙄 simple fix dont play it, I think all mods have some kind of base game alteration
I think he means
By researching mods
Bohemia can see how outside code can affect the game in unintended ways
If an M4 sight can cause a player to fly 30 feet forwards when they press Alt + Scroll Up, for example, then that can be used by wrongdoers to troll, or at worst tamper with players clients
He says Bohemia should look at some mods that this happens on, and work with mod creators to see how exactly that can be prevented, if a mod can damage or alter core systems that it shouldnt be able to
there has been talks about malicious mods during the 1st week of the games release. the vulnerability has been patched soon after. but mods can and sometimes do alter the BI content at times
long story short you kinda can't, but the good news is if such a mod is made server owners can just not add it to their servers and the issue goes away
Well this mod proves thats not true, And my worry is due to the fact you have to jump through hoops at times to delete a mod, This could lead to the mod being made to be hard to delete in teh first place while also haveing code that leeches on the game
If a Mod is able to break Corp Mechanics of the game it has nothing to do with, then a mod can be made to do the same thing while also being made impossable to get rid of.
For game master, a ARMA3 style would be nice :)
Would be nice if we could have a corner / T-Junction asset for the trenches
switching reforger to windowed is cursed because switching it back to borderless doesnt persist
One thing that bothers me is switching between fullscreen and windowed (Alt + Enter). I like to switch between first person and third person while freelooking, this results in windowed mode. Id like to be able to unbind that if possible. Since for me personally i cant see a viable scenario where i would want to switch to windowed during gameplay.
hope the next update makes the workshop download/update experience less cursed
Alt + Enter is a standard Windows shortcut for applications, not part of the game itself. The reason why it doesn't happen on some games is because Windows can't "figure out" how to switch those games into windowed or fullscreen (not an entirely accurate statement but it works).
Annoying nonetheless when it collides with ingame binds 😐
Hmm its getting common that i start witnessing vehicles loosing their attraction to ground and simply float away - other people dont
https://steamuserimages-a.akamaihd.net/ugc/2001320678535798185/57E85B9AC5E7DEB169A7809B3B83B1C1FECD03EA/
Can we get more animations like sitting other than just pointing
like a full blown radial menu for emotes also
That would be badass
They did add support for radial menus, didn't they ?
there is a radial menu with a fixed amount of slots for selecting items I believe yea, so something similar for dabbing and flossing
Aaand game ruined
Aaaaand now hope has turned to dread
I'd also like to see ammo and health pickups fall out of enemies when they are killed, and some kind of currency system to buy ingame cosmetics
oh yea also a crafting system
Maybe an axe and a pickaxe go chop trees and go mining
Build a shelter to survive the night
Well scenario speira already has some of these features. Currency are broken watches
got our pickaxe swinging from side to side 😂
Game broke, installing mods crashes my game as well as all my friends
Delete mods, game fixed
But I need my mods for my server smh, such a dilemma
delete mods, or server not go
And you not go either, dilemma resolved
Is there any plan of us getting player profiles like in Arma 3? I want to play as a certain character model or customize it on my own with my settings saved and not have to set my game up ever my time I join a server,along with customizable controls.
Please BIS can you look at fixing this bug, i keep getting this situation where i switch from AK GL back to full auto rifle mode, it will show the full auto display on the hud but instead of a mag it shows the GL round, weapon only fires one bullet even with a full mag then it's as if the mag is empty, been caught out by this so many times in the heat of battle and murdered
Watch from 0:28, I've figured out that i'm partially to blame, what happens is if you switch back to rifle mode whilst reloading a GL round the weapon glitches and basically stays in GL mode but fires a single bullet instead of an HE round, you can fix it by simply reloading again but usually by that point i'm dead anyway, so not sure if its actually a bug/glitch but worth noting for the Grenadiers among us
Are you playing with mods ? I'm trying to reproduce your issue, and can't change between UGL and magazine while reloading
it looks like the UGL reload animation was interrupted and it switched to bullets
or something
Yeah tried to reproduce but had no luck yet 😦
Hi, nah no mods active at all mate
Only difference is i have weapon slot one rebound to my middle mouse push which has been working great for me as i can press it to switch back to AK and then repress it to switch between Rifle and GL mode
Can you reproduce what you achieved in the video every time? Or has it been only sometimes?
every time
player profiles would be nice i agree, it was always a feature i liked about all of the prior arma games
When linking your BI account, I'd love to have been able to press tab to switch between the text fields :3
Also, a link to a forgot password would've been nice as I did forget my password haha
mods are not working properly for downloading.
The recent update has basically broken mod downloading for single clients and servers, please put a hot fix or atleast address this issue instead of letting it dwell and infuriate the player base for 4 weeks without a patch/notice
Eh so/so worst for some better for others, but i hear its really bad for xboxers right now, having to constantly clear their addons and re download them fully.
it’s not too bad as long as you know the quick fix
Or you play on server with large mods
(Console Xbox S) Reforger's last update made the game almost completely unplayable for most people. Causing Dedicated servers to all but shut down, causing the game to crash ANY time you try to install a single mod; where the only fix is to either quit and re-open the game (for me 15+ times) each time the issue occurs. Additionally Making it almost impossible to play either Vanilla Game Modes or, especially Modded Game modes without having the game crash, freeze, or just timing out every single time you load into a Multiplayer Dedicated Server. But all in all, every single one of the fixes that came in 0.9.7.61 are COMPLETELY unnoticeable because the game cannot run. So, Bohemia, Please fix this.
not their fault your using mods
Not just mods, if you'd read, It is Vanilla Servers too, for pretty much every-single person that tries to play. 🤷
Downloading mods are very broken as of right now, I run on xbox and I've tried every technique recommended, and it has done little and my mods still freeze and crash my game, there shouldn't even be "workarounds" or "techniques" to get things working as it should get fixed the week of reporting especially if it has a big effect on the player base, I will be patient and hope for an upcoming patch in the future update but this isn't the only bug this game has, I personally only want bug fixes and quality of life improvements as of right now, the new features can come later as mods are a great substitute for the lack of content, I love this game and I don't mean to hate on it but there's alot of work needed into making the gameplay more enjoyable and stable
Why shooting sometimes doesn't work if you are very close to enemy like 2-5m. You can't shoot, only move. I noticed it especially in buildings. It's some engine lag or interiors are bugged?
It's called barrel stuffing, it's an intended feature
Irl, can you stick your gun straight out if you're standing 4 CM away from a wall? Or if there's a man in front of you, wouldn't the barrel if you stick it fully out go over his shoulder or some shit since sticking it through his body isn't very kosher? (Bayonet aside)
Go in third person and walk up against a wall. Your dude will at first pull his arm back almost like a hipfire motion to give a little extra wiggle room, before clutching his rifle to his chest because it's too long and literally doesn't fit where you're standing and looking.
Don't clear rooms with SVDs or PKMs. Stand a meter and a half away from walls if you can help it, even if you're behind cover and peaking an enemy on a road or something. Don't stand buddy buddy with your buddy, cause you're either gonna shoot through him or get barrel stuffed with his back when he backs up to avoid bullets
The weapon does not collide with anything, if I'm in the middle of the room and the enemy is in the same room, I don't really go with my gun against the wall
That's nonsense, I will make video next time
In addition, soldiers routinely clean interiors with automatic rifles such as AKs with normal barrels.
That's why I didn't mention AK in my list of weapons that aren't very suited for room clearing
If you're running PKM or SVD, bring an AK or a Pistol
I play only with AK, so I guess there is some issue. I will try make video next time.
Btw. in singleplayer there is first shot bugged, either the weapon does not fire at all or no shot is heard
That's a known issue
Not the most game breaking so they put it as one of the last priorities on their list to fix
the sound stuff is a bug yeah
No pre cache 🙂
The secret technique HMG gunners don't want you to know ^
@brisk brook that how t80u commander be with that useless machinegun mount ^^
So servers with mods have a problem since the last update on Thursday. Its a known issue in the change log: "Servers fail to update addons during initiation. It is necessary to delete the addon and do a fresh install of the newer version." Its a possible workaround to delete mods and have them been downloaded again, right? But what happens when you have a game host that doesn't give you access to these files. My community was looking forward to playing Reforger this evening with our scenarios/mods and spent unhappy time to figure out that it was due to the update. When will this be fixed? 😦
i have a problem where my game just keeps going out of fullscreen and back to window mode its so baddd
i purchased squad a little while ago and have found it very enjoyable, they are doing a lot of things right that are keeping teamwork happening, groups are a lot more relevant, you can name groups and make them private and if you aren't in a group then you are kicked from the game, at first i didn't think much of it but as i played more and more matches i noticed that specific groups were being made for vehicle crews so i joined one, there was so much team cohesion and it was a blast, another game i played our commander kicked anyone who either went off doing their own thing or didn't have a mic, as mean as it sounds it ensured that people played their selected classes properly and the teamwork was what won the game, i can see this being very useful on reforger especially with vehicle crews and once helicopters come to the game so we don't have players pulling a rambo flying a helicopter over and jumping out assuming the role of a machine gunner.
Yeah the amount of players playing this game like it's battlefield is crazy, even then battlefield players have more cohesion atleast they bother to fill up a vehicle with their squad before going to an objective, 70% of the players grab a jeep and ditch it 10 feet down the road or get ambushed by an coordinated team of Ambushers and the group mechanic is useless unless you manage to find and group together a coordinated posse. Also a chunk of people who play act like they are in their own game. Too many times have I been team killed because 2 friends decide they only need themselves and proceed to get mowed down by enemies shortly after. Hopefully the current player base will adapt actual Team work and decent cohesion by release. But as of right now players are still adapting to the game so the uncoordinated are most likely new players. And do antennas even work? 80% of the time the frequencies are either out range or completely quite.
Radios: now dont take my word 100%, its been a while since i last checked.
In a nutshell personal/inventory radio has range between 1-2km.
Longrange/backpack radio has range of ~5km.
Note these are ideal ranges under ideal conditions which in game term would be having line of sight between the two.
Terrain and structures will degrade radio reception significantly.
For best reception standard procedures (even irl) are:
Seek high ground, and as little obstructions between stations as possible. Avoid broadcasting from indoors/vallies etc. This applies to both broadcaster and receiver.
I will go on top of the map with a radio backpack and see if people hear me
Oh also... set your frequency correctly ofc...
Yeah
And the receiver too...
So what hosting do you use, so that other people don't purchase from them? Or maybe they should be told to allow access to those files? Because I assume you also don't get access to the log file, but then it's very hard to debug what's going on.
The squad system IMO needs SLs and things to allow SLs to actually control their squads (things like being able to easily kick players from the squad and the ability to somehow keep the squad together).
One way to do this IMO would be to allow the SL to show up as a marker to their squadmates and other SLs; this, paired with the general lack of markers would push squads to move around and with their SL as they're the most easy to locate point on the map for them.
radio backpacks get a cooldown and only squad leaders can carry radio backpacks
Theres a good solution right there
Limiting command comms to SLs would be an improvement well worth pursuing IMO. The idea should be that tasks are handled as a squad, with the SL directing the squad instead of having everyone in the group just going their separate ways.
Effectively, the functional unit on the field should be the squad led by the SL, as opposed to individual players or ad hoc small groups of players.
What I've now seen in many games (including ARMA 3 and Reforger) is that the global (or side) chat/comms ends up actually killing communication and cohesion of any sort as people all go into the widest available channel and all talk there while ignoring their local comms and squad comms. It's not uncommon to see people making local callouts in what's effectively a comms channel going out to their entire team.
The radios are a good start to eliminating this; but longer ranged frequencies (especially the ones used for command/long range comms) need to be hard locked away from these radios to avoid the all too common situation of a ton of people just using that one frequency as their main/personal comms while not even bothering with the frequency for their group.
Hot take: Disable rank gaining unless your squad has two or more people
That way solo play is completely discouraged and you NEED to be in a group to make ground towards better vehicles and shit
I think that would be a good idea, combined with turning backpacks into markers rather than spawn points.
So now you have this one marker that squad members (and other SLs) can see. This would immediately push them towards following that one point that they can see, both lessening their own need to constantly navigate (since they'd have an easy way to find and stick to their SL) and driving up cohesion (since that would be the one and only marker they'd be seeing).
Such a marker would also allow for navigating reinserts and transport; which would have a slightly easier time finding the rough location of SLs around which their squad mates would be dropped.
Yep, add a system for renaming players to squads, and although only people in that squad can spawn on a radio backpack, every squad leaders backpack is visible on the map - would allow a single player to guide frequencies and communications while accurately knowing the location of squads at a glance
in some ways I like the vanilla comms in that regard. Feels more gamey to know exactly where most players are. While its more immersive to jump on their squad/com comms and ask them what theyre doing, where they are, and how things are going
One of Arma's biggest strengths has always been about being able to do what you want, not being forced to follow someone else around
Ruins the game when every single man is doing a different thing
Instead of people playing the objective of the gamemode
I agree with that statement
Adding easier ways to group up isnt a bad thing
I feel like a simple marker, visible to fellow SLs and people within the same squad, would be best.
Remove spawning on backpacks altogether and focus on spawns that are both larger scale and more conspicuous.
This both drives transport gameplay (reinserts primarily), while also pushing the fights towards being larger and more brought together in scale.
You overestimate the intelligence of the common arma player
Doing dedicated reinserts? Scoff! Just respawn, grab a jeep, and get there twice as fast as waiting for a BTR!
I mean there's a difference between making it easier to group up and restricting how people play
Joking aside though thats still the meta strategy
Another big issue is being able to spawn on bases being captured
And they can still do that within the scenarios and by making their own squad.
A single squad works as a group; want something different, join a different squad or make your own.
It's also worth mentioning that Reforger is of a narrower scope and the public modes as a free for all just makes everything that isn't a free for all fail. This can be seen in A3, where everything except Altis life and KoTH (the 2 main free for all modes) is pretty much dead.
Then there's absolutely no reason to restrict how people play
Want to run logi, make a squad.
Want to fight as infantry, make a squad for that.
Want to man a vehicle; well, you're best off in a squad dedicated to that.
Those that want to play as part of the team, they're going to do that regardless. Those that dont want to, they wont. No matter how much you try to force it
Taking away the freedom to choose how you want to play at any given time only hurts the game
That awkward moment when players are either really really braindead or super geurilla gods that can wipe a server with just the four of them
And yeah, I feel everon has too many objectives. Incentivizes people spreading out too much and not as much cohesion between the team. When the final update comes around, itll add being able to place your own FOBs and stuff, and clearing locations and towns to build them will be more dynamic and immersive (AI in Montignac will still be there but the base wont - unless you build one yourself - for example)
And with objectives being hidden alongside that, itll mean less objectives and therefore more people on those objectives
Everon could definitely stand to have fewer objectives, it could also be a good idea to randomise the critical objectives
Yes
Something as simple as randomizing the locations of objectives, alongside hiding all but the ones you have radio access to (instead of yellow shapes), would DRASTICALLY change the feel and strategy of the game
Apart from having good public gameplay?
Seriously; that's a fine statement for something like Altis Life, but is just a way to kill off modes that aren't free for alls.
When people play Conflict, there's an expectation of participating in large scale combat and fighting. As for doing things within that; that's where working as squads comes in and drives the gameplay organically towards a more realistic and fun experience for the maximum number of players.
My main playstyle when I'm on reforger is to beeline straight for enemy territory and do as much I can to slow them down. Trying to force me to play the objective wont work, because the majority of the time I simply dont want to
That's not true at all
You guys should really get together and make new gamemode 🙂
Go look at warlords
Then that's your objective.
Make a squad for that and do that. People who want to do the same thing will join you and you'll all be working as a group.
Instead of 35 objectives, do 25, randomly placed at the start of each session, and hide all but the ones that are directly within your radio range. I know its possible to hide objectives, cause certain gamemodes like Conflict of Nations already do it
if Bacon werent as busy as he is he would be 300$ richer and I would have a better Conflict gamemode
Or, now hear me out here, we can keep the freedom of choice we already have
I enjoy the freedom of choice, thats why I dont play squad and LOVE Reforger
I just find it stupid that I have to 1v12 Americans because the rest of my team is slowly walking along a road since they were too dumb to walk back to their vics
While the other 4 Americans are simultaneously capturing 4 different objectives
Arma isn't a game for everyone, that's just the simple reality of it. The only people who want to restrict our freedom in the game are those that aren't good at Arma
There's a reason there isn't an Arma killer
Which doesn't actually work in terms of gameplay.
That's always been an issue; everyone's pretty much on the same comms, half zoned out and the game gets determined by maybe 4-5 people while everyone else is figuring out what to do.
Ultimately the idea of there being no structure is both ruinous to gameplay AND not what Arma has been under the hood at any given time.
There hasn't been an ARMA killer because people mostly don't even bother with ARMA PvP. People play PvE in organised groups, where the have the exact same structures I'm talking about.
Im better than most players PvP and strategy wise in Reforger and still wanna see better teamwork and cohesion
Alone, im deadly. With my unit, were near unstoppable in PvP. With the help of an entire team that actually works and plays together for the common goal of the gamemode, that would be the best experience ever.
Closest I got was my first match in 0.9.6 conflict
It actually does though, this has already been proven
And I agree with Cool: Thats why we have gamemodes
Not everyone wants to play the objective, so dont play a gamemode with objectives and expect not to be talked down to for sabotaging the team when a good player could have your spot in the server
The people that want their structured pve have all the tools they need to make it happen
There's absolutely no reason to take away the freedom of how we play just because you dont like it
Not everyone is a tech god
And theres almost no modders for reforger who make gamemodes who have the time and will to rewrite an entirely new, completely ambitious gamemode
I have a whole list of ideas in a notebook that I feel would make the PERFECT gamemode, its just that noone has the time or desire to take the money im throwing at them and make it
That's kind of the point though.
ARMA has been a disaster in PvP, and it shines when the squad/group/leadership structure under the hood gets more explcit and enforced within game modes.
For people who want free for alls; that's always possible by creating modes with 1 man groups.
But for the main PvP modes; structure and cohesion are absolutely necessary.
pvp is cringe anyway
Arguably so is pve
bohemia is thinking alone the same lines as Cool
A commander is, after all, on the roadmap
You wont listen to the commander? So why play conflict?
yes, thats why I exclusively play car racing gamemodes
Why should I listen to the commander? I bought the game so I can play how I want to, not how some random kid on the other side of the world wants me to
that's technically pvp though so I guess I am cringe also 
I choose conflict because I enjoy the game mode, and I have the freedom to play it how I please
You can leave that server and let someone who wants to have fun in that match without some troll ruining their teams chances of winning have your spot instead
If I want to sit on the side of the road with an RPG blowing up US supply trucks, why shouldn't i?
ARMA has always had a chain of command (anyone who's looked in editor can tell you that).
The point is that this chain needs to now become a more explicit thing in actual gameplay for actual players; the issue has IMO always been that there'd always been groups, but those groups were barely ever felt thanks to how comms and leadership for players worked.
How is ambushing the other team and slowing their progress trolling my team?
cause after the first time they usually go a different way
On paper, yes. In reality, that very rarely happens
So all youre doing is sitting there waiting when you could be PvE clearing objectives
I've spent hours along the same road ambushing people because they just keep coming
Much less if you die to AI trying to get there
PKMs are the bane of my existence when I try that
And it impacts their progress, making it easier for my team to take ground
I think that really needed to be said.
Games that allow trolls and cheese to prosper in PvP (even for the vaunted excuse of permitting all styles of play) have just crashed and burned thanks to that.
if people play a game they should follow the rules of the game
What are the rules of conflict?
Where does it say that if I join a conflict server, I HAVE to play the objective?
Capture bases, Reconfigure relay towers, resupply bases, and join a group
Says it in the Conflict page literally when you load into a server
Those are objectives
Theyre game rules
Potato potato
No they're not lmao
If they were rules then where's the punishment for not following them?
police will show up
I'm still trying to work out how slowing the enemies progress is trolling my team
look if your team doesnt like you they can vote you out, or do you still need votes from the enemy team?
Nah enemy team can't influence votes now
yeah so they can just vote you out, though they need to learn how to vote first as it seems like majority of players don't know how to
It's not really worthwhile though because you can just rejoin straight away anyway
They still gotta change that
vote ban 
But you do raise a good point, if I'm trolling my team by slowing the enemies progress, why aren't people trying to vote kick me when I do it?
I get more praise than anything
based logistics boogeyman
The reality is, you don't need the entire team to play the objectives. Sure it helps, but having a few people running around harassing the enemy also helps
It's also more entertaining to shoot rockets at jeeps full of americans as they drive past singing fireflies than it is to headshot stationary AI that look at you crosseyed
Lessening the amount of objectives will naturally and subconsciously push towards more team based gameplay
I have similar experience with players being galaxy brains when they encounter minefields, they just keep walking into mines
Gotta clear the field somehow
Itll still allow people to play solo if they desire, but the people who play for the team will naturally gravitate towards the same place
they can just shoot them but yea I guess you have a point, since technically you have infinite men if you have respawn
Respawn tickets moment
Also a good reason to increase peoples incentive to do logi runs
"We need more supplies at this base because I'm defusing landmines with my face"
Coming back to the point.
That's still not taken away from you.
You have a squad, you do what you want with that squad.
But the team as a whole having the tools to have their chains of command makes it so that they're not all dependent on playing solo and have a natural and easy way to form cohesive groups that they can then use to do what they want.
That's always been how ARMA has been under the hood; the only difference is that this makes it so that players can easily sort into that and get rolling instead of all needing to figure things out every single time.
Thats another point of contention for me
I love the logistics based gameplay but noone wants to play logi because to do it, you need 4 trucks to max out an objective, and in the time it takes to resupply a single base your team already captured another 4
You can already easily sort yourself into these groups. All you need to do is talk to the people around you
And yeah
i dont like solo players but im not gonna outright stop them
I just wanna see more people naturally gravitate towards being in a squad, instead of people having to come and yell at them to follow them
By making it easier to coordinate while also making it easier to find and stick with your team
Logi definitely needs to be overhauled a little. I don't mind doing it if it needs to be done, but generally speaking its not enjoyable
majority of people just want to shoot stuff tho
I didn't buy a milsim game to play trucking simulator
Which forms smaller, less cohesive and easily disrupted groups as opposed to actual squads that can naturally work as functional unit.
But thats the most immersive parts
Sitting in a FOB for 17 days only to hear a whistle and get eviscerated by an airstrike
Talk to the people around you, find those that want to do the same thing, choose a radio freq, get a jeep, profit
Or driving trucks around/sitting in a shed and repairing them all day
17 days is about as long as it takes players to pick their loadouts so you have a point
And squads make things easier for them.
Instead of spending 15 minutes every time they spawn playing "where TF am I and what do I need to do?", they just slot into an appropriate squad and follow their leader.
Exactly
Allow people to do as they please, but make it easier to play as a group, and add features that encourage group play over solo play
I still dont understand how it takes people so long tbh. Longest I've ever spent getting a loadout is about 60 seconds
Depending on the server and mods list it takes me 30 seconds to 3 minutes
it might be helpful to do some kind of system that rewards squads working together with xp or some cooler vehicles or whatever idk
If someone doesn't know where they are or what they're doing, thats their own fault, not the games
on modded servers with shit like RHS I dont take more than 3 minutes
On vanilla servers I grab backpack>PKM>4 boxes> Start running
one of the battlefield games had squad leader points you could use for things like airstrikes I think
and points were earned much faster when you had a squad working together
most of them did
I know BF5 had it
I dont think a gamey mechanic like that is the right way to do it, but working as a squad should be easier and more encouraged
doesnt have to be airstrikes, just an example
i get ya
Working as a squad is already easy
You just have to talk to the people around you. Want to make it even easier? Use the already existing squad mechanic to make a group
That's honestly an interesting idea for progression TbH.
works on paper not in practice
Losing 4 people in your squad without having a radio op makes trying to regroup either WAY too time consuming or not worth while to bother with large groups to begin with
Unless logi is on point, all the players are on point and grouped as effecient groups, no useless solos (the ones that die, not the useful ones like Logi hunters) and no new players stuck at spawn without a clue how to play because of the rather shitty tutorial and dont know what theyre doing, where to go, or who to go with, and end up team killing and blowing shit up to have fun, then group play cant truly be effective
the current ingame group system is a joke because nobody uses it
It only takes a few minutes to return to your squad
If i could actually stick with everyone on my group it would be amazing
Instead three are in Durras, one is at main base spending 8 years in the arsenal, two are swimming in the pier having the time of their lives, and me and 4 randoms from three other squads are in a UAZ -
I get your point now and realize how that thinking is ridiculous along those sidelines
new Players dont know the map or how to navigate
They need players to hold their hand right now or else they dont have fun
on this:
The answer is so simple
Grab those five dudes who talk and make a new group
Those players should do the tutorial then because it teaches you how to navigate the map, it teaches you how to play the objectives
The tutorial is dogshit, and if you miss a part because you arent paying attention, then you lose vital information
It needs to be made better, and easier to understand for the average person. All my friends who got the game to play with me took way longer on the tutorial, most notably the land navigation section
Thats a huge benefit as well as the absolute worst thing for Arma Reforger - the land nav isnt explained well in the tutorial, and I swear to god most players dont know how to read a map
If you weren't paying attention and missed part of the tutorial, again, thats your own fault
When I did the tutorial, I just listened to what I was told, and that was it
It took me mere minutes to learn the navigation section, because I paid attention
If its hard to pay attention to it it should be made better
Game design is a thing
I mean if you cant pay attention to a 10 minute tutorial then its not really the games fault
Squad does pretty much the exact same tutorial but its easier to understand and generally well made
A new player would know how to play squad before a new player would know how to play reforger
Since Squad seems to be a big inspiration for Conflict (Final Strikes roadmap entry as my source), thats one of the very first things they can take
And tutorial takes a little longer than ten minutes to most players
This game wasnt designed for super hardcore veterans, it was designed to tap into the console markets and make wayyyy more money than A3 ever could (A4 is gonna be one hell of a cash cow)
So think of all the new and clueless players. Instead of blaming them for never playing good games before, blame bohemia for scaring alot of them away because its not easy to understand how to play
I'm not a "super hardcore veteran", I just paid attention
Something thats not easy to do in that tutorial
The tutorial taught me everything I needed to know because I just listened
Especially since if you wait too long, you can misread or miss something
And thats good and all, but noone cares
Aint about you and mental capacity in a niche videogame, its about making it better for new players than it currently is
The ability to play the objective aint hard either but some people seem to have issues managing it
making Arma easier to get into isnt a bad thing, as much as you seem to want it to be
And if its easier to get into, it should be made easier to learn without extensive help from a grown up
hell, just doing a simple cutscene and voice over for the tutorial would alone make it better
Make it make sense at least. I'm not saying it shouldn't be easier to get into, Im saying its already easy
And im saying that you completely overestimate the mental capacity of fully grown children, and cant see how dumb it is
Hell, one dude I watched do the tutorial missed two popups because he couldnt adjust his compass in time, or his radio in time, and missed two entire boxes of tutorial dialogue because of how clunky the controls are
Its not perfect, people are stupid, people need to be taught to not be stupid, and people cant be taught if learning is text boxes too large spouting things the average person wouldnt possibly know how to read, such as grid squares, without being explained it
For example
Tutorial currently says This Grid, That Grid
Instead it should say
This is how you read Grid Coordinates
Read this one and go there
Streamline it, make it easier to understand, less convoluted for people who dont know the systems of the game
You cant fix stupid
No, but you can accomodate it without jeopradizing stupids chances of playing with all the other, slightly less stupids
^ Sums up my thesis
Its already accommodated
I've spent the entirety of this conversation both talking to you guys and completing Stalker Clear Sky (now on to Shadow of Chernobyl) so I really dont see why spending 10 minutes to pay attention to the tutorial is deemed hard
Because the sheer amount of clueless players proves it isnt the best it can be
Much less the shitty gamemode Conflict and how it encourages solo play, where new players dont get a good experience
Thats the fault of the player
Its the fault of Bohemia for not explaining shit properly
Half the people who go through the tutorial need something explained, even if just once
If its not explained well enough for the average person to understand then there is a problem
Again, im thinking of NEW players
People that have never heard of a grid coordinate or know how to read a map
Or are used to model based movement, and janky feeling systems/weapons
Thats like saying DayZ is easy to understand because theres a map you can find and pick up somewhere
You have like the worst takes possible
And have since Reforger first came out lmao
Its like youre out only to be a contrarian and waste time trolling and arguing the worst takes possible
You guys wrote more words in this one hour than i did in my thesis
Lmao ok
Tutorial is easy if you pay attention = worst possible take
Tutorial is easy = bullshit for 80% of players
Tutorial isnt straight forward enough, takes too long to get to the point, and still doesnt manage to explain things clearly for people who arent used to it
Sorry you had a hard time
Its easy for me and you, not for most players
I've already apologised, I dont know what more you want from me
bruh
I can apologise again if you think it'll help
Apologizing for stupid shit
Cause you cant handle the fact that Reforger is a shit game that doesnt know how to treat new players well
Mind you reforger is not only conflict.
Its the main selling point and its what the tutorial covers extensively
Well thats your opinion. And it seems its our differing opinions that have led us to this point. We're clearly not going to agree with each other so I guess there's no point in continuing the conversation unless you're just trolling
Seems like pretty much everything is going into conflict to draw out the Conquest players from Xbox
Theres lots of things in GM that arent even touched in the tutorial from playing in a Gm server to being a GM - Gm has its own tutorial, which is a step in the right direction
no thats me

I can check during peak hours which gamemode is more popular
Game Master is played more
Conflict is the marketed gamemode and the one that the tutorial covers
Combat Ops gets no love cause Game Master does it better
I like it, but would love bigger pool of more unique objectives... mayhaps once explosives and ai driving is in, ambush would be a nice addition...
The tutorial of Reforger is very basic, but does explain how the game works.
Similar to any game which explains how to walk with WASD (which should be common sense by now, unless you're not old enough to play the game).
And even as an Arma veteran I learned a thing or two, because it's different from previous games (like the interaction menu).
What it doesn't teach you is how to play as a team, which is the biggest issue for most (new) players. And this is something you will never be able to teach with a SP tutorial. Even games like Squad have this issue.
that's because the problem is between keyboard and chair
players willing to play as a squad have no problem doing it
Or too old and still play with arrow keys.
Something like bootcamp scenario in a3, see how that failed.
Damn I'll trade you thesises.
i don't know if that was proposed previously but i thought that mod pages could use changelog pages alongside description, could unclutter description page in some mods and would provide changes history so it would be easier to track what's new in each mod (could include what's planned to avoid million questions that i see here on discord)
i found the tutorial fine, anything i didn't learn from it i either knew from real world experience or by holding the T button and asking my fellow comrades!
I feel like revives should be pushed up and brought in as soon as possible.
Right now, an outsized portion of any player's time is occupied with the respawn-get to fight loop where people have to figure out where they are and where they need to be after dying.
Revives would IMO cut down on that and keep players in fights longer, while also helping keep groups together by avoiding them getting broken up every time some people go down.
On note about revives, it shouldn't be endless or at the very least, wounded soldiers shouldn't go back to full health without going to an ambulance or a medical tent.
I don't want to run into the same problem we have with spawning on the radio. It makes long range engagement and landing long shots useless.
Is there any chance of getting the base conflict mode to have the save loadout components so it can be added for for our own servers?
Mods not downloading when the game is out of focus is hella annoying
I think that per se, full medivacs aren't really in keeping with the pace of a public PvP match. And that the value of having revives outweighs any small annoyance that may be caused by repreated revives by enemies. Certainly, they won't be as bad as radio spawns since you'd need another player to carry and interact with the downed player in order to revive (thus bypassing the hidden spawn issue that radios bring).
That said, I can think of 2 ways we can avoid infinite revive loops, and make it so that players don't just rush in with the expectation of being brought back to full quickly after being downed.
One is Squad's method where you become dead dead if shot again without having been healed up by a medic.
The other is to have "wounds" that accumulate on the body as you get downed and revived. So a medic's treatment can make their effect really small (to the point that they don't have very little impact unless you're covered in multiple wounds) but they can only really be completely removed when interacting with an ambulance or a medic tent.
Ambulances should steadily respawn medical supplies, meaning you can run back and forth from the ambulance to the fighting 75 meters ahead of it
Promote things like proper convoys. Mobile HQ for respawning, Ambulance for medical benefits, a recon jeep ahead of it to scout for ambushes, and a transport vehicle
Theres also already a Max Health system as far as ive been able to find
If you get shot, you lose health per bullet and body part, and slowly lose more health from blood loss
If you bandage, you stop the bleeding, but dont regain health in that body part (hence wounded status) which lowers your max health until dead
So a man with full health might be able to take 3 5.56 rounds, but a man who has been shot five times and bandaged can only take maybe 1 or 2
Better than the backpack radios IMO.
Radio truck to respawn and ambulance to clear wounds.
One thing that IMO needs to be there for at least the radio truck though is that it ought to need to be deployed and conspicuous (maybe having a tall and conspicuous antenna when deployed) in order to be usable in order to prevent them from being hidden and cheesed.
I think that medics should be able to restore the player to max health or close to it, but wounds accumulated should have a small negative impact based on where they're located (so 1 wound in the arm increases sway a little; 10 wounds in the arm increase sway a lot).
Being in the vicinity of an ambulance and using one of the new medical items thats coming with ground support should clear all negative effects
Arma 3 had a modded feature similar to it, the PAK
personal aid kits that can only be used by doctors in the field/people in a Casualty Collection Point or CCP
My idea for the MHQ is to treat it like the garrisons in hell let loose if you ever played that game
Yeah.
But have it be conspicuous AF so they can't be stealth deployed.
Deploying one could add a tent cover and some sand bags around it
^
I feel like using one of the medical items would be the role of the medic; so we sort of have a similar idea (at least as far as I can see).
Maybe after 10 minutes it becomes revealed to the enemy team
meaning you either move it or lose it, and waste 1,000 supplies
Add a big ass antenna to the top or side and I'm sold.
IMO it should be more like; move to point, set up, defend the spawn.
So it can't be turned into an unattended jungle base and instead acts more as a visible staging area that needs to be reinforced and defended to keep the fight going.
Too much work and will be replaced with the squad style FOB system coming up in Final Strike
Wouldnt be worth the time necessary to do that. But to have an MHQ summon some sandbags around it and deploy an antenna in and of itself would be awesome, even if the spawns on it are limited - mix that with it becoming visible to the enemies after a time frame governable by the server owners, and you have yourself a solid mechanic to break up the monatony of taking the same 20 roads to and from the same 15 bases every conflict match
About that.
One idea might be to have the radio trucks act as the radios that form the core of FOBs.
So a FOB is active so long as it is connected to the comms system, and it is connected so long as there is a super long range radio (ie the comms truck) present within it.
And if the comms truck is redeployed, you end up with buildings that are "powered down" so to speak (ie can't do any of the fancy stuff and are instead just left as is).
pretty much how Final Strike is doing it, thats a system id love to see
It's Nitrado and a reinstall probably would do the trick but anyhow I see this known issue as a severe bug that should be solved and not been answered with "reinstall game, use no mods, use another game hosting" :-(.
wait can't you access your nitrado server via FTP? 🤔
They have no means of manually deleting addons from filesystem except "reinstall"
Which leads to new mod download update issue.
Your are supposed to see all files in the web backend but there is no addons folder accessible ... I assume that a reinstall would solve the problem because then its not a mod update and rather a new install of a mod. Still very bad timing that the CAH from bohemia was updated with this and since all my scenarios are using it ... and every time I want to test a new version I would need to do a server reinstall ... so bad 😦
mod updating/downloading has been a thorn in the butt since release, one way or another
does reforger alllso have 30 fps problems where u have a beast pc and yet u still get 30fps?
No
how about test it in peertool before publishing?
you can, but the addons/mod folder is not exposed to you
it gets worse, your console.log file is actually from the previous server run, and to get the "current" one, you need to stop or restart the server 
Yes, game is hard locked to 30 FPS
wtf? it isnt?
I have an RTX 3060 and a Ryzen 7 5700G, and it only runs 30 frames, no more no less
It's hard locked somehow
id check your settings if i were you
Medium graphical settings
What setting would possibly lock the frames like that
dunno mate, but its defo not a global thing
It's locked to 30 on Xbox afaik
I'm on PC
Like, it's not unplayable
But it's still annoying that the game runs so incredibly poorly on an RTX card
I have better frames in Arma 3, and that's sad
Then something is up with your game.
What could be the issue
Game optimization do need more work. I get more fps on my old gpu than I do on my new one
Same
I dont see how that would help anything
If I put the same settings back in itll still be shitty frames
help other people with "stuck" settings
Ill give it a shot
just rename folder, restart game. see if its better. If not, just remove new profile folder, and rename back the original
still the same frames, with every graphic setting on low
Maybe some auxillary software like geforce experience or smthing
It’s not locked to 30 anymore on xbox, you can change your graphics settings to low which will give you around 60 or 30fps on high settings
Aint no way the game is using up 40% of my GPU and only giving me 30 frames
Dogshit game
Dunno my yee yee ass old gpu is giving me more fps
They should add FPS counter into the game, it's like 5 lines of code.
Steam already does that. Not sure if xbox has any simlar features
there’s a mod for it on xbox
Check your monitor lol my friend had his 144hz limited to 60hz until I mentioned it. Also found out he could limit it to 30 fps on the same menu
No clue how to do that
Probably the buttons on your monitor/tv w/e would be a good start
Also its a TV, not a monitor
no clue why my TV would ONLY do that for a single game and literally none of the others I play
No idea, just dropping suggestions. You're not running over steam link or anything either?
Nope
The only other thing I could think of off the top of my head is you're running some sort of upscaling maybe? I thought nvidia was supposed to have better drivers than amd, or so I've been preached 🤣
I dont have any upscaling turned on
I think its just that the game is dogshit, cause my computer sure as hell is not
Something with the games code is locking it to 30 fps
Because it ONLY affects Reforger, nothing else
I would have to suggest you try use a video driver removal tool, and reinstall your drivers fresh after a restart if a game reinstall doesn't do anything. Or you not try, your call.
Ill try that for the second time then
🤷♂️
Drivers wont iinstall again
Its the third time ive installed them this month, and its giving me a windows error
Sounds like it might be a windows+driver issue after all
Ive had the problem before this issue occurred
I'm not saying it is for sure but something is broke now lol
Because I listened to some idiot on discord telling me to try the same things I have tried over and over
Well it sounds like you have a lot of people who want to help you, and I don't entirely know what you have done so far.
also #reforger_troubleshooting is better suited
there is an FPS limiter option in the video settings, fyi
had it set to disabled
Unless the toggle doesnt work I dont see that affecting anything
(ok - worth checking)
as long as your monitor's refresh rate is above 30, then it's another issue 😄
Its 64hz
Worth noting my game stopped showing up in systems like GeForce experience, Razor Cortex, and all that stuff
I seem to be have this weird issue when taking over AI units in GM.
First Person view seems to be located slightly behind their faces, so I end up seeing bits of their face and helmet over the first person view.
Yes, bug, restart game
Game needs a queue system for joining servers
that indeed would be nice however i would have it as a low priority for now
Are some servers running so poor that you can't even start motor? 🙂
vehicle engine start in reforger is not guaranteed
And has little to do with servers
At least there is a glitch I guess, when the car won't start and you interrupt and quickly select an action, the engine will start instantly
Just hold R and it turns on normally
It doesn't
Don't hold Drive to start the engine in vehicles
Does for me, seems to be a skill issue
🙂 I tried full manual control and then full auto.
I'm still able to hold the R button for now
It works completely differently in singleplayer than it does on some servers where I played
and of course you can see a bunch of players there trying to start the car 🙂
There was a bug where destroyed vehicles will looks like they are not destroyed. You can enter tham normally but they won't start
They were cars right in the base, even newly spawned
Which server?
"! GER/EU" 64 slots, the one of played
For starting car, what works for me 90% of the time:
(If no drive assist, put it in gear)
Then hold R
When u hear starter press and hold W
Ok, I will try
gotta give props to the new map. some really nice new features that add a lot to the feel of a realistic environment. the eroded areas especially
Would there be any chance of a variation of grenade throwing? At the moment its a full whack launch everytime would be nice if the RMB would initiate a slightly less powerful toss or if you could walk up to a fence and drop one over it
tbh I'd appreciate the grenade object hitting people causing damage
im seeing alot of grenade in there and exactly one mention of shell 😛
https://en.wikipedia.org/wiki/40_mm_grenade
I was talking about reforger, not the real world
Well they are still grenades ...?
Unless you refering to how they are called in configs or w/e is used in there
no, in reforger the ugl grenade is a shell like bullets
the thrown grenade doesn't deal damage on collision
I wouldnt know... but if someone mentioned 40 mm shell id assume bofors.
But at least nades break windows now.
it also makes it impossible for me to make a ugl grenade bounce, since it just detonates
Trying to make HET rounds? Or rubber rounds?
smoke and stun
Oh
Anyways it would defo be nice to be able to take a nade and literally throw it just beyond cover you are behind like a rock or something
The girly throw?
Something like 1:22 in this vid
Yeah, girly throws and underhanded throws would be nice for clearing rooms and defensive grenading
also i suggest you remove that video before mod spots it
Honestly, I really like the enhanced throwing (i think it's from ACE).
You get a variety of throws you can switch between using a button; the path of the object is shown using a line, with the force of the throw being changed using the scroll wheel.
after the wheels turn
Solution: don't play there 
How people run their server has nothing to do with the game
Lets not bring anyones personal drama over to this server.
The bugs still amazing me, you can load grenade into SVD? There is no single mechanic which works in this game 🙂 Bugged inventory is bit annoying and it's too often.
usually when you open and close inventory it goes back to normal
yes, in rare cases..
when you can't switch weapons its done
You can disable almost anything, just repeat the actions and it will go wrong after while.
oof
When I spammed F to get inside a vehicle I was disconnected.
It's been some weeks now
ig it was fixed :)
This funcion still has various bugs, for example when someone took your slot in the car when you're entering, you get stuck and you can't do anything. But your running speed is like Usain Bolt 🙂
Why can't we have proper documentation? Like, wiki with classes, functions. Short description, actual examples for the most used. Instead of waiting when middle reverse engineers deign to visit our community, why don't we rise our own programmers?
We've had it in Dayz for a short while: dayz/dta/scripts.pbo->/docs/enfusionscript.chm and other files
Where did it go?
Xbox workshop won’t work/ I tried updating and downloading stuff one at a time and won’t work, I logged off the game and logged back in and everything
Small guide what all bugs your inventory in multiplayer:
- switching weapons/items
- changing fire modes on weapon
- changing to underbarrel grenade mode
- reloading weapon
- using bandages (very funny :))
- dropping the item
- picking up the item
- interaction with vehicle (get in, get out)
I hope I haven't forgotten anything 🙂
Yes and it is very sad.
It's even a skill issue, you forgot to mention that
Devs skill issue..
if you have lots of mods you might not be able to download anymore, and if you’re having the problem of the game freezing when you try to update something instead of updating just delete the mod and redownload it
jump & switch gun rain dance still works
You can dance and jump all around like The Alexandrov Ensemble, but what helps is respawn in the best case. This is of course very pleasant, because it happens in the most interesting situation you got into after half an hour of playing 🙂
It is probably not worth mentioning that half an hour of playing means that there were about 5 desyncs on the server, which threw out a total of 30 players. So you are actually the chosen one. And you didn't run into any other bugs either.
The devs are too busy writing the code before they can write documentation for it.
Not to mention the BIKI is primarily community driven, and not maintained by the devs, so feel free to help out in #community_wiki
Looking at the documentation for the RV engine, it's still being worked on at this day. And that's almost 20 years old!
That said; I fully agree that more documentation should be available, even when it's inline (aka in the scripts themselves), because what's available right now is very limited. Just keep in mind that Enfusion is completely different from what you're used to compared to the RV Engine, so a lot harder to write good documentation for.
Despite the lack of documentation, is the creation on Arma reforger currently quite advanced or do we have to wait a bit more to develop big projects on it?
It depends on what you want to create.
Some things are still in development by BI, like the medical system, so it would be a waste of your time to create a mod for that.
However there are a lot of interesting projects in the works around gear, vehicles, terrains which are good preparation for Arma 4 (and good fun for Reforger)
Okey i got it thank you 🙂
Its worth mentioning that BI's idea of a feature might not be the same as someone else's idea. Sometimes its best to make something purpose built for what you want or need.
100% true, although it would be foolish to fully implement a feature manually which will be included in time (even when only partial).
It's the exact reason why the teams of CBA and ACE have not started development on Enfusion yet, since too much will change till Arma 4.
What is Reforger for, exactly? On the mainside it's said when the development of Arma4 reaches it's final stages, Reforgers will have to buy it as a standalone. Then what is Reforger - a bunch of modding tools for Enfusion? How would they expect us to mod without proper instructions? Enfusion goes as a new scripting language - okay, I get it, look at other languages' documentations - PHP, JS, Python. Heck, look at Gmod's wiki! If devs are too busy writing arma4, may be it's time to hire someone new to work on this product
How old are languages as PHP, JS and Python? And how old is Enscript?
I still remember the documentation of the first Unreal Engine, which was none... And it was the community which figured out how it worked, without the help of the developers...
BI devs are active on this Discord to help people out and implement good ideas when they arise (even when out of scope). Documentation will follow when the Enfusion engine itself is also out of early access.
Just think about the alternative; we get a game without modding capabilities and only after the engine is feature complete and the documentation is finished up, we get access to the Workbench 
its like c# with bi's custom libraries components etc. and many modders arent having to much trouble with it, they even use some code examples in the VFX tutorial, so there are a few resources that could help you or you could just look at the games scripts yourself and see how they tick
I don't think the enforce script docs are lacking right now, they cover most of the language
they didn't 6 months ago, now they do
ima go check it out now
https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Guidelines/Scripting theres a bit in there
How old are languages as PHP, JS and Python? And how old is Enscript?
It's been there for DayZ, and DayZ is in release stage already, and there's no docs, no list of functions with descriptions, relation between the classes, etc. It's been, what, 5 years? But DayZ is it's own game, I guess it's understandable modding tools there are lacking. Reforger, on the other hand, doesn't make sense without modding
yeah it's better than in DayZ that's for sure, but it needs to be much more, if it's a matter of time to add, that's OK
yes however reforger is on its eighth month now so relatively new, devs are focused on fixing the game and might update the scripting reference after development
Well - some folders are allowed but some are not ... I cannot access the mod-folder. I already talked to their support and their confirmed that only a reinstall will fix the problem until bohemia fixes this server issue.
It will still leave the problem that I need to reinstall the server as soon as I upload a new version of the scenario / mod.
yes, you need to do this until the bug introduced 3 weeks ago is fixed
I am frustrated that such a serious bug has not been fixed yet 😦
we've had the same bug for a few weeks before xmas but it was fixed, now the bug is back
I'm guessing testing if workshop works in the game is not high priority for now which is a bummer
Right? I just wish the Devs or CM would actually communicate to us what's going on. We all committed to the Preview, and I understand Early access games don't have great quality but c'mon. Atleast they could tell us SOMETHING IS BEING DONE.
They communicate through images, left or right
yeah its just like normal game dev cycle just with small previews not much opinion based Q n A...
here's the thing, a hotfix could be made that will automatically re-download a mod when an update fails
or better yet, have the update function just delete the mod and download it again, until all of this is fixed
Stuck in eternal download cycle
lol the devs have been releasing maybe a little less on the upcoming features promised from ground support but they are trying as hard as they can, i do agree though if they release a dev report with some sneak peak screenshots of say vehicles, BIRDS and medical system that would be nice they have done it before in one of the dev reports before ground support and it got a lot of people hyped for it
Something is being done.
We’re spending a lot of time on polishing new and a lot of existing features. Focusing on fixes and stability of them mostly. We’ll have more news coming, but silence is just us keeping our nose to the grindstone.
I'm bummed out that releasing a hotfix with a workaround for not being able to update mods is not being considered, people are reinstalling their servers and games (I know they technically don't have to) to update a single mod for 3 weeks now. And modders are taking heat for it, because "your mod makes my server not start" and "your mod doesnt update please fix". Same thing as before xmas.
Appreciate any comment. Def hoping for at least a dev report. I think we are all doing our best to keep being patience and trust the process. Def not easy. Can’t wait to see what’s to come.
Agreed with bacon. Would be nice to see quick hot fixes for major issues like this instead of long waits. This is a critical issue in my eyes. But maybe I see it differently
To my knowledge, a fix is upcoming. Can’t say more at the moment.
I understand it will be worked on, I don't understand why not hotfix this for three weeks, it would take a developer minutes to add a workaround (speaking only of this particular issue). I can't mod a workaround in because mods don't start in main menu/before loading into the world (this is a good thing).
Yeah, It's nothing against you guys but with the current issues, the game is hard to play. I have to delete all my saved Data multiple times a day due to whatever bug is plaguing the Workshop right now. Just hoping we hear more in the official capacity.
Yeah, that's been my issue. Mods refusing to update or the mod becomes un-deleteable and I have to clear my saved Data and begin the downloads all over again.
Sucks yall are catching the heat when it's BI, not the Modders.
You're getting upset unnecessarily, the game is broken and unfinished and will most likely never be fixed.
If you're having fun and you just catch a one-hour session where the client doesn't crash 5 times, the server doesn't restart every 10 minutes or the server doesn't kick you. It's like a small miracle.
For me, there is no point in solving any mods at all.
Btw. workshop works much better under Wine on Linux. The overview of mods loads almost instantly, mods download normally and download to the end without waiting 10 minutes for the line to move 1 millimeter.
But maybe it was just a coincidence 🙂
^Most positive Reforger player^
The bug is with mod updates not downloads
Er not with "downloads from scratch" (since updates technically also download)
I didn't have a problem with updates either
I wish that was the case for everyone
But I haven't tested it in any way, I just think it worked much better on Linux, which is kind of funny
It’s the way she goes bud, sometimes you gotta suck it up and deal with it 🤷🏽♂️🤷🏽♂️ cuz real shit they is probably having a rough time themselves fixing these problems
only on Wine then, since all my linux servers can't update mods
btw I'm upset because we've been dealing with this already and it was fixed, only to be reintroduced again
That's how BI works
For example, I don't understand how they could make those maps into the game, because the world editor crashes quite randomly when you press a button with some more complex function
In DayZ, that's probably the only game I know from them, the problems come back in cycles.
All developers deal with crashes and unstable tools. It comes with the job. Especiialy if tools are being made at same time as the game.
Arma Reforger Server Test
server.bat - Acceso directo
INVENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
Received
Received
Received
Received
Received
Received
Received
invalid
invalid
invalid
invalid
invalid
invalid
invalid
RPL
RPL
. Serverlmpl event: authenticating
(identity=ox00000007,
: Serverlmpl event: connected (identity=0x00000007)
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems Received invalid
NETWORK (E): Rp1Connection: :Va1idationError remote script source code checksum
e=0xd4edcd28
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
rp11D 4294967295
does not match! local=0x299cee30 remot
DEFAULT
BACKEND
NETWORK
NETWORK
. Disconnecting identity=0x00000007: reason=2
(W): REMOVE PLAYER - was not authenticated !!! [-15]
Player disconnected: connectionID=7
Total number of players: 6
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
rpl: : Pip: : FixedStep
IWENTORY (E): CharacterVicinityComponent: :Rpc_RequestH01dItems
Received
Received
Received
invalid
invalid
invalid
rp11D
rp11D
rp11D
4294967295
4294967295
4294967295 ``` Why? 😭
IWENTORY (E) Iwentory? UwU?



What do you think about Arma Reforger if these items was apart of the game
•Charging your weapon(eject or clambering a round)
•Check magazine for a weight status like Tarkov or ready or not
•More swimming animation- being able to dive underwater and submerge.(slow submerge would reduce noise to the enemy.
•Gestures, including shoulder tap
• C clamp/mag well/High ready and combat low animations (Would have pros of being precise sacrificing mobility)
In DayZ, you can manage your weapons like empty the chamber and so on or reload magazines manually. Maybe they will implement it. In Arma 4..
i feel like charging is irrelevant and is only added to games bc it looks cool, i cant see it having much of an effect UNLESS BI adds a dynamic magazine and bullet system so we can swap out ammunition types like tracers etc.
You didn't like that in Day Z?
Here is a controller scheme i made for Reforger from my Arma 3 controller on steam. https://www.reddit.com/r/ArmaReforger/comments/zyaho2/here_is_a_controller_layout_i_play_with_on_arma_3/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
i have never played DayZ sadly i will give it a go one day, but from what i have hear i will stay away from the vehicles
Hm, Reforger vehicles do same bullshits as in DayZ, it's BI trademark. There is only difference that impacts vs objects don't deal dmg to crew sitting inside.
As far as I know DayZ vehicles are server side, Reforger's are client side. As soon as Reforger vehicles go serverside, I'm guessing we'll have the same level of jankiness as the DayZ vehicles have (even after the 1.19 wheeled simulation).
They are fairly equally unpredictable in both games. When you spawn a vehicle in Reforger, it behaves pretty well while driving, but if you hit something (including terrain), someone shoots at the vehicle, or people get in/out, it starts doing crazy things.
For example, I saw a player trying to start the car, then he got out and the car did a pirouette and ran over him. Instant logout followed 🙂
And he didn't even have to spend 5 hours looking for parts for that car.
they are server-side - but you are responsible for their movement when you are a driver
ie. when I drive and my game crashes the vehicle freezes in its position until my player disconnects
Huh, alright. I thought a dev said some time ago they are planning to go serverside
Won't that pose an issue down the line if they're going to use this as a base for ARMA 4 and its SP content?
You can simulate the server locally (some multiplayer titles work that way), anyway, it depends on the overall architecture of the game.
It doesn't matter because sp is just a server with 1 player
Yes, you are correct, client is authority when he is driving. Server side vehicles are being worked on, but with different approach than DayZ.
Finally somebody gets my frustration ...
What's the advantage offered server-side vehicles, what problem is it solving with the current implementation?
What's the advantage offered by server-side vehicles? what's the problem with the current implementation?
good question
only the movement ownership is transferred to the user I think? everything else still server (like damage, which you definitely want to be server-side)
Reminds me of the time that guy showed up with the flying car hack. I would rather people make flying car hacks than aimbots lol.
why doesnt anyone ever make submarine hack (in any arma)?
takes me back to the days of OFP when people joined servers with cheat mod and spawned general guba paratroopers that shot vulcans out of their heads
It's called "milsim game" 😉
Normally ArmA players are looking for exactly this
lol yeah the wannabe marines, funny bunch, just play along and let them feel cool 👍
Agreed! It's arma though
The advantage of server side vehicles is the fact that it follows one source of truth principle.
Right now vehicles are client sided, meaning server simply trusts what the client says is its position and teleports it there.
This is a problem in many ways (cheating, abuse via lag switch etc.).
Say we wanted to implement vehicle damage upon impact, the source of truth for position is the client, but the source of truth for damage is the server; so client says he is inside a wall (he destroyed it on his client), server says okay, teleports him there and instantly causes huge collision, exploding the vehicle.
Same thing can happen with other vehicles: https://www.youtube.com/watch?v=7W27b3CU8OE&t=224s
Basically its a blocker for many different features, and a source of many issues.
I love this thing with vehicles because I can use strykers to do bowling
However downsides are that you, the driver send movement info to server and it sends you back position information. Which can lead to server constantly correcting clientside prediction on slower connections or busy servers, which is seen like jitter and makes driving unpleasant. Or vic not responding to command cause of packet loss, it puts more stress on server as it has to handle all movement processing and physics etc.
It has to be done well in order to not suck. Atm i like driving vics a lot, hope it stays that way.
Well at least you wont get the "vehicle trap" when driver crashes, and nobody can enter/leave/use vic until their connection times out. And no more funny physics when "two truths" suddenly gently touch.
But i will say, i did manage to pull off a PIT maneuver in reforger and it worked rather well (truck on car action)
do the smol spruce trees not block AI vision at all?
I like there are people acting like that enforcing the milsim style, and not letting the game become a call of duty
This is up to each ones opinion, for me it is a better impression than the lone wolvers just randomly looking for kills and doing nothing for the team.
Physics doesn't work properly even in single player where are no latencies which would cause problems. 1) Simulation is just weird, it doesn't respect the laws of physics at all. 2) The collision system (vehicle vs vehicle) also doesn't work well, something happens, but not what you'd expect.
In my opinion, it doesn't matter if the vehicles are client side or server side. They haven't worked in DayZ for 10 years and no one has been able to fix it.
Possible.
You remember the "Cornfields"?
A.I. can perfectly aim and shoot while beeing prone in the middle of it.
So i guess they also do not block A.I. vision.
trees are supposed to have colliders that block vision, grass doesn't
Sad i was hoping at least the corn would do...
Maybe the tree's are too smol to block the whole character.
You could create a wall of them placing multiple close to each other and check if this blocks it.
k ill do science later
Yeah in DayZ the vehicles like to correct the position the server wants them to be in sometimes which can lead to you driving down a road peacefully and suddenly it corrects you 20° to the right straight into a tree. You are dead. 
In Reforger I feel very confident in my driving, whereas in DayZ I am constantly stressed it corrects my position to driving into a tree all of a sudden. Although to be fair in Reforger you cannot die from impact so that does a lot too likely.
well refrogies will have deaf from duh impact soon one day
yeah small spruce trees are a tad weird, they disappear after less than 50 meters and on a wet day they are white for some reason?
It is meant to be played this way by default lol... You can have fun playing randomly in your private server... But it's good to have decent players who actually FORCE you to simulate war.
At least that's what a player expects when buying Arma. It was like this on arma 3 and got pretty popular fast because of the amount of detail that can be applied to the immersion.
1-1 this is 1-2 we have a nerd larper in the vicinity... how copy
Honestly I'm cool with people playing however they want as long as it either on their own server, or it's not affecting anyone negatively on a public one.
I don't think anyone is forced to play a certain way... You can always switch squad and keep playing, but if the majority in a server is OK to play like that I don't see it being a problem
Worthy island's is a brilliant map but I'm wondering why none of the street lights come on at nite?
I tripped on the power cord
Had to be you 😂
pick ure feet up when u walk
I'm not sure if he's poss put the wrong street lights down
Worse, he forgot to put the light switch in
If only that was a thing
it will be
Can't wait thats gonna bring life to the towns
finally I will be able to blow up the power grid instead of shooting out individual streetlights in stealth ops
Following the grid line, there is only one source, underwater cable at st pierre. Blow the substation there, whole island has no power
I didnt do power inspection on arland yet
Makes sense as I didn't see any power stations.
there are two substations on arland I think - airport and the northeast town
both on the same grid
Also everons uw cable ends abruptly after some 30 meters with open line. So there shouldnt be any power to begin with, if we are anal.
Perhaps airfield on arland has some backup generator facility, maybe "basement building" from ground support screenshot, but this looks to be pump/boiler room of sorts
there's a generator next to the substation
but it looks like one you'd use in an emergency/backup, I don't know
Hmm inside tall substation on airfield? I only saw transformers inside... and what could pass for high voltage thyristor
More than meets the eye
generator is next to the substation
Like in the outhouse?
Ive been to that substation countless times, but i cant remember a generator... tho i wasnt paying attention to it, cause most of the times i was getting shot at.
**Inertia **for movement. Being able to s-d spam is not cool.
I noticed when someone is running fast it seems like they are floating and not moving on two legs. I don't know if that makes sense to you but we can't post videos here to show case it.
yeah, movement feels too floaty for arma. Should feel slower and more deliberate, instead feels like battlefield movement
One feature we need in reforger or at least ARMA 4 is better idle AI. That is probably the one thing that ruins immersion and could be fixed with a few animations, or with the ai naturally forming groups to talk in, or acting more naturally (kind of like dismissed in ARMA 3 but with less robotic ai)
agreed rn movement is very arcady and floaty, feels like you run around weightlessly
inertia = sliding on ice and it doesn't solve WSAD or zig zag anyway
you get the point, all we want is movement smoothing when players do sudden movements like the old A and D trick for dodging but less sluggish than arma 3
DayZ has better movement than reforger or rather had before they added intertia in 1.19 patch
But characters there are too fast, they run like 25km/h
yeah, honestly i feel like reforgers movement is to fast when moving at top speed and doesn't par with the animation so great also not enough noise from kit is made when moving, if we could hear bac clips clicking around or law tubes banging into each other it would make the immersion
Is there something on Xbox that lets mods roll back to older versions that doesn't allow PC?
I believe technically yes, but I doubt it's currently possible.
And even if it would be a thing, it would be the server which needs to set the version and can't be changed by the client (PC or console).
But what do you mean with "that doesn't allow PC?"
Bohemia Interactive, please drop a patch to fix some of the problems we're all experiencing on gamemaster delay 🙏 lots of people are starting to get annoyed and starting to drop the game... We need a patch asap
I was getting a mod that seemed to be saying I had the later version and the server I was on was using an older version, and I was the only PC player not able to log into the server, but it might be an issue on their end, but I ended up working around it by just deleting the addons foldiers and was able to get the mod working.
was just thinking, imagine if music radio connection depended on if nearby towers are destroyed or not, teams would fight over fobs placed on radio towers to take control of the islands radios, then they can transmit propaganda through it, top tier realism
M2 turret control:
I played with the M2 turret gun all day and I must say The M2 controls looks great and real but you must take into consideration that we don't have two hands on the weapon to control it properly like how a real soldier would do, we are using a mouse or a controller to control it on a flat screen.
**In my experience ** the attempt to make it look and feel more real end up making it feel more game-y and clunky.
haven't tried those mods but i mean the civilian radios with music, also vanilla would be nice
could you elaborate? i'm not quite catching what the issue is.
is it the controls? the animations? else?
M2 on Jeep and M2 un Humvee have different controls
One thing I noticed on M2 is you can't zero the sight. Also the sight is a bit annoying because its obstructing and not offering a good picture... but maybe the real weapon is doing that too.
A combination of the two. For example when I play Squad, if I have a Humvee death squad going around the map, it's fairly easy to acquire targets and I always have a good idea of where my muzzle is pointing (Where my bullets will go).
Comparing that to the current state of the M2 controls in Reforger, I never know where my bullets will go until I actually shoot and use tracers to adjust, it is almost impossible to hit anything while the vehicles is on the move. Terrible sight too.
ok, now I see what you mean.
thanks for taking the time to to clarify for me 🙂
Why weapon optics causes a 30% performance drop while binoculars do not
weapons are picture in picture and binoculars are a 2d overlay
An issue which I believe was present in Arma 3 as well
In any game
Picture in Picture is more taxing all around
Thats why RHS's scopes are so fluid feeling in Reforger
Theyre the same 2d and zoom overlay
Compared to say, 90 something % of US modded scopes, which are almost all picture in picture
US modded?
Rivers better scopes, bacons M4, the M14 EBR, the Z10, all the modded US weapons and scopes and shit, as well as the vanilla scopes
Theyre all picture in picture, whereas RHS adds some 2d scopes for their weapons, which dont have the same performance issue
yes but 3d scopes (PiP) it's much more realistic and cool to use for the sense of depth.Sadly the frame rate drop factor is true but hopefully will be resolved when BI optimize the performance of the graphics engine especially on consoles
SVD 3d scope is terrible, there is some distortion. You can't hit anything on cca >150m distance, with 2D scope you have clear image and much higher accuracy
It's really weird when I compare it to SVD in DayZ (not sure if it's same scope type)
The optics take up basically the entire screen, but it's not polished
all RHS scopes with zoom have both 2d and pip modes. Unless you mean collimator sights
AK clips through the Russian vest when held down.
Almost all weapons clip through the big vouch of the US vest when the weapons are placed on the back.
Oh u want clipping? take law, ads, and aim straight up
Shadows are so well done. Long shadows poking thru a camo-net is a wow moment every time.
The objectives list showing up every time I open the map is kind of annoying.
Can we get an option to remove the notification off the screen and move the match status to only show when I open the map.
I agree, should be minimized
https://feedback.bistudio.com/T170288
Spam account
Damn those guy's are everywhere... Even bug tracker??? 😁
I wonder if the purpose of this is like a backlink spam or something, even though search engines dont care about backlinks much nowadays
The vehicles are in a terrible state right now. They more often than not sink under the terrain, float or jitter.
@timber sparrow I do think that U.S. team should be able to place a 50-cal machine gun down on the ground as a placement. Also, the soviet team does require a utility vehicle as well, maybe adding a heavy utility vehicle to store weapons, ammo, explosives, vests, backpacks, etc it would be good for conflict mode.
also optimize 64 player servers for xbox
Is there a way to have mods automatically update? Every time me and my unit try to do an op, we have to either update half our mod list, or just reinstall all of it because they glitched out
We spend 30-60min every time getting everyone updated
You can play on 64 slot server as PC players. what's the issue?
PC’s are significantly more expensive…
And?
Some people can’t afford to get a good gaming PC…
Also: I’m pretty sure at least 70% of the reforger player base is console. If you have a PC, just go play A3
It (usually) works the way it should
The price difference is myth, you can have mid tier PC for 500-600 USD. In addition, unlike XBox, you don't have to pay any additional fees. $60 a year to play multiplayer? That's pretty funny.
But that was not question, it is "optimize 64 player servers for xbox"
I have no idea what that should mean
This…
I have no idea what you're trying to say with that
The game runs horribly on PC as well
I can fix that sentence to: "On xbox you can play on a 64 slot server just like PC players, there is no restriction"
@slow cradle with 15 fps
Having the M16 hang on the chest after pulling a pistol will make it clip through the stomach area. having the pistol in high ready will cause the biceps to clip through the M16 stock.
AK has the same clipping problem with pistols
The hand grabbing the handguard get bent in unnatural ways after vaulting a wall and it stay like that until I press shift or change the weapon.
Changing from N to R sometimes doesn't works and takes a lot of times in vehicles.
Adding to that, I think in general we should be able to change between the gear more rapidly.
On the X version?
Fix the fucking issues with downloading mods. This is the fifth time in a row that I’ve spent half an hour downloading mods for a server just for me to have to uninstall and re-download a mod and have it not work so I have to clear cache and download every mod again. Fucking fix it man
@mortal deltalanguage. also fix your donner
i remember that a while ago when you went to free look when aiming down scope it would move your head away from the scope making the scope look more detailed without it taking up the whole screen
No not atall mate I get good fps on my xbox like Paul said not everyone can afford a decent pc
Maybe in America u can pick one up dirt cheap but not in the UK
add loot boxes
👆this☝️
I mean I don’t see why not loot boxes are a good long term way to monetize a game. Imagine if we got cool emotes or skin in Arma.
If you really want to see 80% of the community walk away, than be my guest and add loot boxes...
Arma doesn’t really have any competition so I highly doubt they would lose 80%
Id walk away the same day, if they added microtransactions to arma
Gee.... And what would you put in theese lootboxes?
bug fixes
I prefer Dad Jokes 
Marko is just scared someone with an anime skin will kill him then dap on him.
Updates
I unironically want catboys and catgirls.
What next 1 month swimming pass for 27.99 or "pilots license pass" for 92.99 and free 100 BI credits?
Only 100? But you need 150 for the toilet sitting emote!
Arma Premium™️ , buy now and receive 50 Reforged Coins and the Neon Freedom fighter skin. 
Ohhh I'll just buy that too then
I'd put a claymore, I think it should just explode because it's obviously a trap
I think it's a good mod idea 🤔
I once saw some video, where they theorize the reason DayZ was so popular was because it's basically a loot crate opening game, you go to a buildings and loot them to survive 😄
It's not far from a gambling machine if you think of it
To be fair the looting is very relaxing and satisfying. I could do it for hours lol
I liked it more for its free roam zombie survival aspect, like sneaking past them or killing hordes. But then with friends it became all about a same ol cycle which soon became stale:
1 gear up north
2 return to coast
3 kill freshies
4 die
5 back to step 1
My best moment was repairing a red Golf 2 and then cruising around with friends. Mind you red Golf 2 holds almost religious following with all balkan boys.
If you are geared and deliberately run back to the coast to kill fresh spawns there’s something wrong with you
More or less. We travelled back south to coast picking any and all fights we could get, untill at least half of us died. I dont find much enyojment in pvp anyways, so it soon became boring as ive said. But there was really nothing else to do.
Apropos red Golf 2, even though I highly doubt they would ever do so, I'd love if they imported the Golf and the Wolga into Reforger. The models (especially the Wolga considering how old the model is) hold up really well to Reforger cars and would just be more civilian cars in the future. Or the Praga, also a really good model. I can dream atleast. 🥲
hey guys, getting killed while spawning (before the map loads in fully) results in a loop where you cant spawn anymore
on PC
One of the most common causes of this bug is that the spawn point no longer exists, either the player with radio was killed or the base switched sides.
I think even when I was teamkilled at spawn it happened... Not 💯 on that one though
Haooens when the game is rendering stuff then gets told to stop rendering
Happens 100% of the time
If you are killed before you fully load in, it sends you to a glitched respawn screen, and the only fix is to leave and rejoin the server
When is the next update scheduled?
Fully load or fully synced? It probably won't spawn you before you're synchronized. But who knows how it works.
If your screen is black when you die, you're not respawning
It is as simple as that
Hey, so my mods just won't download anymore as everytime I try to download mods to enter a server, the download just completely freezes after a couple of minutes
It keeps doing that no matter how many times I try; I've deleted the saved data, the game itself and done everything overall but it still won't work
you using some kinda VPN or something?
Nope
are they mod updates or clean downloads?
Clean downloads
Pc?
Xbox
Eh.. cant help with that
so when are you guys going to fix the typo on the m16 texture
elaborate
on the left side of the receiver body, above the mag
there is no typo qwq
sorry, above the trigger
hey when birds come can we also get fish???
Btw how much is the fish?
Thats an old one. I have a CD with that song.
Prolly was made before I was born.
Even after all those years, question still remains unanswered.
We should answer it in Arma.
Near some port a stand with fishes, prices and one scooter next to it.
But prices are washed out and unreadable
Actually, the fish costs 3.80 DM (1.94 €)
Answered by H.P. Baxter himself 🤣
Oh he did?
I never listen to scooter unless im drunk and its past 3 am, so tbh i never researched topic further
I somehow vibe with this.
9 months later and still disconnecting hard
are they gonna fix servers or what
glory victis got their shit together in three days
The flash light on the chest of the US soldier can stop a bullet. At some cases, it can block three bullets.
Weapons still block an ungodly amount of bullets too.
just stuff your PASGT vest full of em and your indestructible!
Geez.
Ok.
Quite realistic then... Like those scenes of bullets stopped by a book or the flask of alcohol kept in your pocket! 👍
I provide official feedback for gameplay feature…I was discussing this in other threads, would love to get an official answer from the devs...
Front occupants BTR has Periscopes ... Why was not a "gun turret style" view also provided for them?
Those who like to play in first person can only drive by opening the front window.Can't driver have locked turret view 120° front?Commander seat can't have rotating turret view too?
I think it is absolutely not difficult to implement in the game, it should have been created like this from the beginning and it would also make it easy to develop and use other mod vehicles (strikers etc)
Would be nice to be able to use those prisms as a sort of auxiliary viewport.
Hopefully something they'll enable with updates.
556 can go through 10 bible thick books.
We had technical issues with commander's station. Likely to be improved when BRDM is out.
Armored vehicles also need an intercom
Make the commanders periscope a gun with no ammo
A turret like the other one
And you can use the 1 to X keys to switch between the periscopes
That way instead of coding something new you just reuse currently implemented features in a different way
1 to x to should switch seats, for example you can't go gunner when the BTR is tilted
That's one way to handle it. It could also be tied to freelook, reducing amount of controls needed. Shortcuts for specific periscopes or optics could be tied to numpad keys. I assume most stations do not have more than 8 periscopes.
This is just random idea, not a dev plan.
having it as different weapons wouldnt be bad cause you can use current implemented code as a stopgap until a better system is created
And you can use it as means to give modders inspiration, so they develop their own alongside a more practical vanilla system
As a temporary fix it sounds like its more than feasible, and as simple as adding three or four points on a rig and adding turret code to them, adding variable zoom, and limiting the ability to move
Games spot on just has problems with downloading mods 😖
Yeah .. it's an absolute nightmare to try to play on a Community server full of mods rn.
found a minor bug that isn't too bad but it's when you are trying to control an ai in gamemaster and you cannot control them in the radial menu until you get out of the radial menu and try again
I can’t use flashlights in the day which in turn means I can’t use a flashlight in dark buildings please fix
are you certain? they should work just not be hinted at during day
I can confirm flashlights don't work very well in bunkers, it's extremely noticeable during the day if you walk into the Arland bunkers
Yes, that could be a valid issue
I need to set light LV to something like +8 for it to be (barely) visible during the day
Yes happens for me every time I play. It happens to me with every radial menu. I’m on Xbox. It’s been an issue since 9.7 update last year.
It should be fixed in experimental branch
Can confirm, flashlights don't provide light source during the day
Daytime overrides all light source entirely
Same with rooms in houses that should be completely shut off from light outside, they somehow still have light in them
No I just checked and the flashlight is still about 5-15% of the brightness compared to night. Go turn you light on, walk into a bunker, observe, change time to night, switch back to your character it will be blinding af
Hm, they should add feedback links to changelog when "Fixed: Wrong lighting on bunkers" did not fix the lighting on bunkers at all
On bunker doesnt mean in bunker
Is Xbox going to be allowed to stream in game audio of other players voices for Arma Reforger?
No, privacy setting block other players voice you can only if you stream with Twitch going from obs and audio mixer
I don't have any data to back this up other than the ancedote of playing a round or two of Conflict every day for months, but trust me; I played a lot.
Conflict is unbalanced because PC players consistently choose the Soviet team more frequently, and XBox players consistently choose the US team more frequently.
I believe your team should assigned randomly.
well one issue here is pvp with crossplay enabled, people on controllers are likely to lose (even though a chunk of xbox people plays with kb+m)
Also eggzample i wanna play with my friend, but we each get sorted into diffrent teams, and no way to change.
Mods take 4 hours to install sometimes as it glitches your game because you need to keep resetting it
Tfw you set up an op for gm on a private server only for it to have major desync issues.
we cant reloadd the machine gun positions
Conflict doesnt work
No objectives, assets, or bases spawn except AI
It is LITERALLY unplayable
Works fine for me
Can't open the inventory for the US mg and lmg positions to rearm it.
Having ammo box in the backpack will make the MG start the reload but it doesn't finish.
conflict works
"Exception: GPU hangs!" here we go..
I outlasted the server for the first time today
Because it didnt start?
no, it worked for a few hours and crashed before I did, I was there the whole time 
my FPS went down to like 20 but at least no crash
Hm, the feel of the game is quite better, seems like enemies die instantly
less latency
Been playing in the same server since the update wen live and didn't get kicked a single time.
"Exception: Access violation. Illegal write by ..." also not changed
I just played a game on official that lasted ~5 hours 🤷♂️
we even had a griefer for 3 hours on our side and still won
What is the point of experimental branch if you ingore our feedback and push it to main broken? So many oportunities for trolls and idiots to mess with the building features... but you were warned.
It can really play like Fortnite; flipped my supply truck on its side, saw an enemy approaching and built a military base around it to defend in seconds.
At the supply Depot you can build unlimited; just keep filling up the truck and building off it again.
That sounds cool tbh
Cool, maybe, but nonetheless fundamentally broken. FIA still spawn in your fort.
Someone has definitely said it but the building needs to be fixed to where you get all resources back because otherwise you just get sabotaged by some idiot who decided to screw over your team.
Additionally, you can no longer take supplies from enemy supply trucks which overall just makes halting enemy logistics vehicles a matter of denial of assets as opposed to possibly aiding your team too.
After the new update I’m still having issues downloading mods. Even the small mods it just stops before it even gets started. I quit out the game multiple times and cleared my save data. Idk what’s going on but just throwing it out there.
This game still sucks man, I was doing supply and building defences halfway across the map then out of nowhere my whole truck(possibly even just me) gets teleported back to main with me and some teammate is now the driver while my body is inside of his, and I am no longer able to control my truck. ( OFFICIAL server Conflict Eden )
See you all in another month or two
But at least you managed to disprove someone's criticisms by playing for 5 hours straight 👍
Hey he said conflict had no objectives, assets or bases except ai. I just said I was playing conflict just fine and I didn't share that experience. The whole teleport me into someone elses vehicle from 10-4000m away is a whole different issue that I actually experienced, and is the main reason I'm giving up this patch cycle 🤷♂️
Ive crashed more times tonight than I have in almost 3 months
Hey do any of you guys know how to find the scenario iD for a map?
Teleporting was there even before the patch and it's a rare bug.
And it doesn't actually exist because I've played about 70 hours and it's never happened to my character 🙂
I have had it happen exactly once in 500 hours
I got teleported into an enemies BTR at random
Yes, this happens a lot
STILL having disconnection issues FFS
yep
The building is actually alright, I like how we can build anywhere cause we can build up fortifications and stuff, but HQ should have the thing where it’s preset, otherwise people place the most random stuff and delete important stuff…. It ruins it. Once you get away from the main spawn you’re alright cause there are less trolls but still.
i have only tried a few hours ago and i was kicked quite frequently, not sure if it was my internet though
still having disconnection issues FFS
I feel like it should be fleshed out a lot more. Like Squad uses. Where it's not just a simple click and deploy/delete. But place, then build. And build requires time and players actively building.
I agree, so it isn’t as easy to build up a huge base
if they add roles then squad leader or engineer should be the only one able to modify camps, the idea is great and fun but some people arent
yep this is good idea, also means we can have entrenching tools as inventory item!
I dislike the prospect of roles because it limits the sandbox
Should be on the players to naturally slot into their roles rather than roles being hard locked restrictions
True I guess. Maybe make a tool to use it that takes up a weapon slot then
Not just building, but also easy to see/hear the idiot trying to disassemble everything and kick them.
For example, the one man with the mix and the radio backpack will naturally become the leader of a group of mindless cats
A much more fair Idea
Split supplies into Building Supplies and Ammunition supplies
You need a truck with building supplies and a tool to build things
That way, the role of an engineer is locked behind an item grabbed from an armory or supply depot
yes true, maybe the accessible gear is limited by rank? so higher ranks can get tools, better weapons/ optics while starters get standard kit with a few extras
also i wish when dropping weapons they would go in the boxes and not sit on the ground or on the arsenal roof
Thats what I was suggesting when they released the roadmap
Lock attachments like the suppressor and things like mines behind rank
I think they should also add medical supplies for you to be able to spawn in. Dying has no consequences expect 30 second spawn and a 5 minute drive. I think adding a system where spawning takes medical supplies will be nice and if you die and there are no medical supplies, you wait.
yes and limited numbers of supplies
yeah that sounds like a realistic penalty, also once the revive system is in place less player will just respawn and will hold on for help, this will also force players to group up more and stick with a medic
Make use of the ambulance
Yes, with the medical supplies too, people won’t want to just die cause they know it’s not easy. Also for you to spawn on a point, you need to take medical supplies there. You could maybe use an ambulance to take unconscious people to a base with medical supplies or something. Just add more penalty cause with how it is now, you kill someone and you know they will be back in 5 minutes
yeah, longer spawn times, more ambulance use, also if we could put down map markers for medevac or support that would be cool, of course i see this feature being exploited as well but still would be nice and encourage a lot more large scale coordination
Yes, that actually sounds really good. Another thing I feel they should do is update the squads. Don’t make it battlefield like but maybe make it so squad leaders can see other squad leaders drawings and marks on the map. Only squad leaders can have spawn backpacks and you can only spawn on your own squad leads. This would make things like calling for a medevac from another squad important, as dying would cause too much of a penalty. I feel that dragging bodies (as seen in arms 3) should also be a feature, so you can drag people into cover. I want a medic system as seen in arms 3 where you need morphine and people can be unconscious for a long time.
It depends on how the restrictions are made. Just like in real life, there will probably never be an army where everyone does what they want.
Players tend to naturally gravitate towards a strict role anyway, the restrictions just help to keep other players from ruining the effort. Roles have more play options or other play options that would be a disaster in everyone's hands.
Ah yes, the strict role of MG-Sniper...
You can make skills tied to weapons, so someone with sniper training won't be as good at mg as someone with mg training.
But of course for game it's better if you're logi-sniper-panzergrenadier-fortnite-bob-builder-heavy-artillery-guy who can fly a helicopter.. 🙂
Like in Battlefield, they could add a katana..
I mean, when I was in the service I was an expert marksman, qualified with both M203 and Mk19, excellent at land nav, an accomplished artillery spotter with a few CAS missions under my belt, licensed to drive HMMWVs, LMTVs, and HEMTTs, and I like to think I'm pretty damned handy with a hammer and wrench.
That's still basically one specialization based on you being some sort of recon? They won't put you in a fighter jet and you won't build the pontoon bridge yourself?
Did you carry mk 19 on your back, tripod and 200 shells, plus your m4 with m203 with another 50 grenades and 20 stanags?
Being specialized is one thing, but being a mobile arsenal mule is another 😉
I actually qualified on the Mk19 when I was attached to battalion HQ because their LMTV had one on it. But my combat loadout in Afghanistan was an M4/M203 with & stanag mags, a dozen 40mm grenades (mix of smoke and HE), an ANPRC119 with 2 extra lithium batteries, broken down MRE's for a couple days, and usually a 60mm mortar round or two because why not make the FO's carry more stuff.
Im surprised you didnt have to carry a spare belt for mg or two
That was the AG's sole purpose. hump ammo and spare barrel
It's kind of funny. If you were all so effective, full of specializations, experts, backpacks full of stuff, why did you lose in Afghanistan after 20 years? Against flip-flop fighters with AKs and RPGs who can't even read.
It's odd you think they can't read but made very complex chemical agents to use to attack people. Even soldiers called them "pro fighters" cause they used guerilla warfare to astonishing levels. Fighting a terror-war isn't easy bruh
The taliban held off the crusades, the british, the french, the russians, and the americans
Theyre not just flip flop fighters
Theyre multiple century old professionals
Hell, the term Mujahadin
The Romans called them the hesheshin
Thats the modern root of the word Assassins, and thats where the traditional idea of Assassins came from were the Mujahadin/Taliban
The US literally lost to an Assassins creed cause they fought, their fathers fought, and nearly 3000 years generations of them have been fighting foreigners
Moved the conversation to #offtopic_history as this is not longer Reforger Feedback related.
What does this have to do with balancing reforger?
This goes against the entire concept of a sandbox.
It sounds like most of this could be solved by making the penalties for being overweight a lot harsher. Right now it’s only sprint duration. Slowing down overall movement speed, stance switching, and weapon switching would be a good start. Maybe implement a more tamed down version of A3’s weapon sway whenever bipods and mounting weapons make it into the game
First time playing again in a while and rockets and underslung grenades not being saved through arsenal is still not fixed. 
Games good honestly no complaints
Is any one working on a civilian ai mod? That would be awesome
Yeah, an AI mod that causes FIA counter attacks against players that target civilians team would be nice
Kill too many innocent people and face partisan S&D parties
Rly funny idea you guy's have there. 😉
Wouldn't even require an A.I. mod would be more kind of a player mod.
Set a max. cap of civilians to be killed by a player let's say 5.
Now it need's a check each time a player killed someone if it was a civilian increase a counter by +1.
Once the counter reached the max. cap of 5 set the player side/faction enemy to FIA.
In theory it should be pretty easy. 🤓
I had this idea for a game mode when AI driving is implemented. Would have civilians driving around filling the functions of society; collecting trash, making deliveries etc. The players join either Terrorist or Counter Terrorist and have to either blow up civilian vehicles and buildings to impede the functioning of society, or protect the civilian infrastructure as CT.
Sound's like a pretty tuff/complex task.
But once done it will definitely add some good immersion to civilian A.I. faction.
Wish you all the best for this project! 👍
sounds cool, if there was traffic and civilian movement that would be really immersive, imagine a convoy and getting ambushed with civ pop right in the middle, definitely some ROE considerations
I'm really just thinking like make a separate faction called civilians and make the members of it like "mom, Dad, grandma, boy, girl,baby, etc. And maybe even add some voice effects to them like a woman screaming or a baby crying
Grandma with molotov is still enemy.
Yeah, seeing an indepth overhaul of a civilian/insurgent faction that exists alongside the main three would be nice
yeah reforger will never be complete without everonians!
Conflict construction feedback: Medical Area is far too large to be placed down within the perimeter of practically any base.
Yeah, increase the build size of bases
If thats possible to do without increasing the capture zone as well
Too often my character will get stuck on rocks while passing beside them or trying to walk over a short rock.
Jumping or holding S will free the character.
Ban messages no longer show how long person has been banned for
It been like that before the update too. It shows UNKOWN.
It shows no times however
Also objectives now have a bunch of %1 formatting tags. Eg "build supply depot at %1"
Also getting out of a barely moving vehicle (< 1kmh) kills driver, others seemed fine.
Hey is anyone working on parachutes currently?
spawn loading times are fucked, its not very fun to be in a black screen for over 3 minutes only to be sent back to the spawn menu
its even worse when you just don't load in at all
It's synchronizing with server. If the players are doing something, it is constantly interrupted
But 3 minutes is too much
Can be longer than 3 minutes... Spawning into a moving vehicle full of guys talking shit on Microphone can take 5+ minutes. Feels stupid because your game is gettting the data, you can hear everything going on around you, just the game has decided it isn't going to show you any of it until it recieves some magic bit a few minutes later.
That has never happened to me, max is about 30 sec even if there are a lot of players around. Doesn't internet stability play a role?
I don't know. Only ever played on a poor connection (4G or 5G). However other games can handle it just fine.
That will be the problem, if you have packet loss it might take a long time I guess. Reforger seems handled quite differently than other games.
Maybe it's some kind of deterministic simulation where you have to wait for the right moment.
Pls for the love of god make gearing up easier. Spending so long getting everything back together after dying or when first spawning in is so annyoing there has to be a better way of handling it
It would make it quicker If you could select the amount you want to move into the selected area
I think we talked about it in the conflict channel. But doing the old BECTI and Squad way were if you die you lose some ammo each respawn but retain your gear works good. Lets you keep a momentum of a attack, but eventually makes you need to go back for ammo
All methods could be implemented by a mod, im sure we'll see one day
Cheat or lag? In the past couple of weeks I've come across two players whos characters jitters constantly and they can't be killed.
They don't need to aim at me to kill me too.
Id say desync i did notice too sometimes players and ai face completely wrong direction, yet still fire at you. Ask for jittering idk...
teleporting movement usually means that their FPS is so low it doesnt transmit position often enough for interpolation to work correctly, or they have bad internets, or both
