#reforger_feedback

1 messages · Page 7 of 1

tulip wind
#

I see. you prefer to believe otherwise, despite facts.
but ok, no problem for me

foggy wyvern
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I'm sure you mean well, thanks for trying to help!

tulip wind
#

have personally tested different gen Ryzens and Intels and newest and very powerful GPUs from nVidia and AMD vs. less powerful or older GPUs, specifically in Reforger, in multiplayer.
but guess it doesn't mean anything.
at least I've tried to help/enlighten you. don't know why...

foggy wyvern
#

I'm sure there are circumstances where your experience applies 100%

tulip wind
#

I also wouldn't look at GPU usage, since even if it says like it's only 50-70-80%, it doesn't mean at all that the GPU has some power left, just that the game is unable to use it.

my 1070 Ti also wasn't used completely, in %, yet a 3090 Ti gave me a huge FPS boost

turbid fractal
#

True and that's pretty much the reason why i think they pushed it to the very end of "Ground Support".

#

Right it is indeed very expensive.
A.I. need's quite a lot of trys/times to find a suitable cover position and like mentioned a lot of angle/direction calculating stuff for each individual cover object they take into consideration.

pliant hull
flint nova
#

What kind of toaster are you using?

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If they wanted to, then I do not doubt that they could implement a means for us to set zoom in for a toggle that can be activated by a double press. Hell, they have other controls mapped to require two presses. They want to impose holding for some controls and two presses for others, I just uninstall until they resolve this error.

sharp urchin
#

Not as expensive as infantry firefights -well at least if you want them to be quick like players constantly adjusting angles, stance and positions every couple tick cycles. Now imagine 100-200 soldiers at once

flint nova
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I will give credit where it is due: Vanilla Reforger having melee configured is nice. Red Orchestra 2 / Rising Storm has the best system of melee for FPS in my estimate where you can run while holding the button of melee and do a charge, up-powered attack, if Reforger implemented this, then it would be cool.

timber sparrow
#

RO2 is the inspiration there indeed 🙂

timber sparrow
bold laurel
#

AI is another potential performance hog, so we'll have to see how it develops. Cant really speak as to the impact of water functionality though. I must admit, for me the water has mostly been an aesthetic element only. Haven't really interacted with it in reforger (there's not really any reason to at this point anyway). I wonder if BIS will spend significant resources on developing water gameplay. They did with arma 3, but it felt underutilized by the community. That said, I almost exclusively play single player, so perhaps diving missions were extremely popular in MP

bold laurel
# flint nova What kind of toaster are you using?

Toaster would be flattering at this stage, but it's an rx570 with a ryzen 3 1200. It's... not great. Which makes the relative performance of reforger compared to arma 3 on it all the more impressive

stray frost
bold laurel
#

I often complete forget diving exists in arma 3. But I did have loads of fun with that shark addon (and the somewhat working shark cage).

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does beg the question how much of BIS' work on water gameplay carries over to enfusion

#

they could decide not to bother at all with it

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It would be a shame not to make use of that new wet clothing aesthetic. Even though it dries way too quickly. Hopefully that's something that will be fixed sometime in the future

pliant hull
#

Would be interested to see how “wildlife” react to different weather once added

rapid plinth
olive trail
#

I despise "hold key" to do any action. I prefer everything to be toggle.

rapid plinth
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DayZ is especially bad for that, some actions have you just holding your mouse for like a solid 30 seconds or 1 minute as a little circle fills up... why?? Just let it all be done automatic one you initiate the process.

sharp urchin
stray frost
misty lantern
flint nova
flint nova
misty lantern
olive trail
#

FPS still shit the bed when there is an explosion.

tulip wind
olive trail
#

7900xt

brisk brook
#

I only noticed that with modded weapons like maaws. Not with any vanila

foggy wyvern
#

it's your gpu

olive trail
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Can't be. tested it on my 4070 TI too, and old 3090. Same thing.

foggy wyvern
#

oh I know, particles in this game are simulated on the cpu

olive trail
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To be clear. By explosion I meant mines, not rockets and grenades.

foggy wyvern
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guess there's a mine-specific bug then, or you haven't exploded enough grenades!

zinc river
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Just for reference, It went from how many FPS to how many FPS during the explosion?

brisk brook
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For me (again modded explosions) freeze game for a second. So you could say 0 fps

fair dove
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speaking of modded explosions, sometimes i get a huge lag on the first one, but the following ones are much quicker. Not a lag in FPS just a time delay it seems.

olive trail
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No idea what the number are. The game turn into a slideshow for a couple of seconds.

limber warren
#

#screenshots_arma message i love the increased view distance in the experimental but it has a glitch so vehicles and people dont render passed 1200m so its kinda useless for now

brisk brook
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Some orientational tools in map feedback:
When you shift click protractor all distance measurements are off by 2, cause its enlarged twice, mayhaps use diffrent scale when enlarged?

On the other hand, when you enlarge compass, its bearing values are still unreadable, perhaps MOAR enlargement would help?

foggy wyvern
fair dove
#

hmm maybe? Ive seen the preloading config file but never added anything to it. Maybe if i add it, my exploding jerrycan wont lag on exploding? o.O

errant leaf
errant leaf
pure gyro
#

Can we perhaps get a server browser filter for 'Wrong game version' servers? 🤔

frigid yacht
#

New version changelog wen?

brisk brook
#

Most likely exp to stable + more fixes

olive trail
#

RPK bug while mounting is still present.

ornate marlin
noble beacon
olive trail
#

When I mount the RPK bipod on walls, the left hand instead of grabbing the weapon handguard, it go through the middle of the weapon, and block the ironsight.

ornate marlin
#

Ahh that one, ok, I know which one you mean now

marble kindle
#

Another great trailer video, thanks guys. meowheart

ocean moth
#

In a Game Master, apparently GM is screwed up, cant delete or spawn stuff

tough meteor
#

New medicine system is cool, but it's currently very dangerous without ability to drag injured soldiers to a safe place or in ambulance car.
Hope to see a feature of drag/carry of injured soldiers soon.

ocean moth
#

If we can open the back of the ambulance, a stretcher system would be nice

foggy wyvern
#

saved loadout displays a naked dude

#

you can't talk while you're in gm?

broken scaffold
#

You can't?

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From how I remember in experimental you couldn't see that you were talking but people could hear you

foggy wyvern
#

oh ok whew

#

interesting, the AI budget usage keeps going up when players spawn

rare pilot
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I think that's cause they changed respawning to where it spawns an AI and puts players in control of it

foggy wyvern
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no no, it goes up every time I spawn

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and does not go back down

rare pilot
#

Oh
That's an issue

foggy wyvern
#

I would post an mp4 but I can't

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yep, every player respawning permanently raises AI budget, any chance for a hotfix?

marble kindle
#

Ou, that sounds bad. meowsweats

noble beacon
torn spire
foggy wyvern
torn spire
#

okok, thanks for the info 🙂

ocean moth
#

Apparently in GM the radial wheel menu is also unuseable, meaning no spawning or deleting some stuff.

marble kindle
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If you click on a server in the server browser and move your cursor over another quickly enough, it will prompt you to join that server instead. Had me joining the wrong server a couple of times.

glossy tulip
foggy wyvern
marble kindle
versed citrus
#

New gamemaster UI has a few bugs

versed citrus
#

So i dont know exactly what causes them, however im going to pitch what i think the cause is (Xbox)

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  1. When the player character is unconscious, that player as game master can no longer access the radial menu. (I didn't test to see if it affected spawning or environment settings.)
  2. Editing an entity's properties may cause the game master radial menu to lose all of its functions
  3. If the player character is unconscious, the player cannot force themselves to respawn.
spare matrix
#

Binding any side mouse key ( mouse 4 / 5 ) to lean left breaks the action

pliant hull
#

Being able to freelook while holding items 🙌

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Hated having to drop my binoculars to look over my shoulders

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And has the flashlight looked this good during the day before? I remember it never working unless night time.

paper bronze
foggy wyvern
zenith goblet
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Possibly add a toggle option in the GM menu to turn on/off the function that limits what you can save depending on your team/arsenal? Not being able to save items from other arsenals can cause issues for players in my opinion. For example we can’t save any RHS BLUEFOR (usmc) items in our loadout if we are on the US team. And other mods that have created their own arsenals and are either American or allied forces, those items can’t be saved on the US faction. On another note, you currently can’t save the Bloused BDU top to your load out (doesn’t seem to be in the arsenal)

I’m a tad slow, been informed that the above function with loadout saving already exists💀😭🤣

brisk brook
foggy wyvern
#

do the filters in game master on bottom right not work?

brisk brook
#

Sometimes i get someones nickname imprinted on my screen and it doesnt go away. Need to reconnect.

slow cradle
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It would be nice if medics could drag or carry an injured person.

frigid yacht
hoary dragon
#

Where Soviets coming from provins?

frigid yacht
#

I think so, tbf I have no idea what server that was at. But soviets were doing some serious blyatkrieg, pushing on a road suicidaly

hoary dragon
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Yeah I was on there then

hoary dragon
vapid compass
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The update is dogshit

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Like genuinely horrible, the weapon system became super buggy

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This update needs medical evacuation to give ambulances a purpose, better wounds and gore, the gun system is broken, equipment looks dumb, the game is just genuinely dogshit right now

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With a vest you walk around looking like a fat gta 4 cop

frigid yacht
#

How did addition of bleeding make equipemnt look dumb?

vapid compass
#

Vests and whatnot, i don’t see why you’re pressed over feedback

stray frost
main tide
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M69 flak vest is cool, its nice to have older equipment in for variation. but its in M81 woodland camo scehme. but I dont see any evidence IRL of US army using it in that camo. Or any camo at all. they seem to be all olive green.

fluid elk
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Has anyone else experienced an issue where the experimental as well as now the stable 9.9 release make it unable to move left (A) and back (S)? Tried rebinding the keys and still didn't work. 😅 It worked perfectly fine on stable release prior to 9.9.

brisk brook
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When in doubt, delete profile folder.

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No, actually, im not kidding.

slow cradle
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You could have actually written more about what the problems were, but you chose to write all that

austere juniper
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night time isn’t dark enough anymore, it has a blue tint to it, i miss the pitch black without having to make it cloudy.

fluid elk
brisk brook
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So sometimes darker, sometimes brighter

austere juniper
brisk brook
#

Try no moon and winter time, with heavy overcast

slow cradle
brisk brook
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In arma3 that could be set. Some maps were brighter. Not sure about reforger

austere juniper
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it also seems that there’s a glow from a invisible moon when the weather is very cloudy and the only time i can make it pitch black is with rain 🤔

coarse portal
versed citrus
#

Cold

coarse portal
sacred quest
#

Would be great to have quick slots and radio channels save as part of your loadout, is very frustrating to fix every time you respawn, especially with the medic system

silk scroll
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having trouble with the weapon system... when pressing x2 CTRL to set my weapon at low/resting position, it will go back up after about 3-5 seconds. played with the m16 GL variant, i noticed after my first time switching to my GL and back to my regular fire modes, it would randomly make my GL pop up and ready to use, even when I didn't press the button to activate it. Another thing similar to the GL is it randomly switching my firemodes, from burst, to sinlge, not sure why this is happening. Also we're still facing many crashing issues, anywhere from 20-50 minutes. The Radio UI is a little confusing to use, and feels like you can't use private channels anymore (i haven't tested this fully) but messing around with it I wasn't able to switch between channels, because another squad was assigned to it. If i'm doing something wrong, let me know! otherwise, I'd look forward to seeing some of these improved/worked on in future updates. thanks.

olive trail
#

As usual, the animation teams is doing amazing work. It's beautiful seeing the animation getting better and smoother with every update.

vivid night
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the content is great and all, but any word on fixing the constant crashing ?

pliant hull
#

Settings saving on servers is the best addition in this update IMO

ionic vapor
slow cradle
#

Is there a developer consensus on what the big performance roadblock is? I run vanilla and from game master perspective (default settings, 2000m render distance) I get <50 fps with nothing on the map. My specifications are:

i7 12700k
64gb ddr4
3070ti
SSD (Samsung 2TB)
Windows 11
My render settings are 1440p

coarse portal
zinc river
silk scroll
zinc river
#

YEs

vivid night
#

how many thousands of send reports do u guys get per day ?

river dust
#

Performance feels awful. Other character animations are hitching if you run in a group.

slow cradle
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It is currently worse than A3 in terms of performance on my end but thats likely to change

misty lantern
pliant hull
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I’m not sure if it’s already planned or hasn’t been thought of yet. But I should be able to adjust my stance while mounting my gun.

slow cradle
#

Objects/AI squads not showing up on the map in game master is killing me. Please add this BI.

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Also, there should be stronger visual effects that show your state of bloodloss

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Also, 1000% dragging players is needed. Only medicine you can do right now is field medicine, little point for hospitals other than resupply

dawn pike
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When in Game Master on my private server, seemingly at random, I am unable to view the command wheel but still able to interact with it. For example, I use Start+Y (Xbox) to enter GM, move the camera and hold X to bring up the wheel, nothing will appear but if i use left stick to select where the teleport/lightning/etc option should be it will still result in that action occuring

foggy wyvern
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I like that I can rest my guns on other people

brisk brook
#

"Your head is my bipod"

foggy wyvern
#

sometimes my guns are tired

pliant hull
#

Everybody needs a shoulder to shoot on from time to time, we're all human.

zinc river
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Do we have scoreboard? I think we need scoreboard when the game ends...

sick plume
olive trail
timber sparrow
foggy wyvern
#

kinda jealous, most of what I witness is crashes

marble kindle
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I was in a sniper squad with slamsgt who rested his gun on my shoulder while I rested mine on a tree. Flawless. 😄

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Prepare for trouble! And make it double!

ornate marlin
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Yesterday, I was part of US firing squad who lined up on a stonewall all with mgs, and proceeded to lay down the thickest wall of suppressive fire I've ever seen. I would the sun was blocked by the bullets but it was night.

fair dove
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I love the ability to drag your resting weapon along a fence for example. But being able to rest it on a vertical street sign post.... LOL

brisk brook
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Irl you push it against something, so its not that unrealistic

marble kindle
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I do it all the time, it's super useful especially in forests

violet vale
gritty pawn
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In friendly fire, it should show both players who killed whom, now it only shows a message for the shooter. Which doesn't make much sense.

rare pilot
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It never showed who killed you in Vanilla Conflict
Unless a GM modified settings that match or a modder modified a game modes settings, you won't see who killed you

oak flare
#

Big ugly rain when it should be cloudy, is this a known issue?

gritty pawn
#

Or if it somehow depends on the graphics settings..

paper bronze
foggy wyvern
paper bronze
foggy wyvern
#

oh ok then thank you!

cyan forge
#

Greetings, In the last DEV REPORT #18 you comment about the formula for calculating the right FOV...
I think the formula is not quite correct, it should be something like this:
=2*ATAN2(eyeDistance;screenHeight*0,5)*100
Maybe I'm wrong, thanks anyway!
#announcements message

timber sparrow
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It depends on the software you use 🙂

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But yeah, the concept is the same, cheers

cyan forge
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well, both in Google docs and MS exel would be the right thing to do... I was thinking about it for a while because it didn't work. ❤️

timber sparrow
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I used Libre office calc myself, but the formula itself is probably just a pseudocode

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So it probably needs adaptation to your scripting language

cyan forge
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Yes, but because it is a comma instead of a semicolon, the result of the example is wrong.

For eyeDistance = 60 and screenHeight = 30, the result is 28.07°.
in reality it would be 49º.

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I only comment on this because it may be misleading to anyone reading Dev-report #18.

brisk brook
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Depends on language setting.
In my language , is used as decimal separator. (Instead of .).
So excell uses that

cyan forge
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No it is not the decimal of 0,5, the problem is between eyeDistance, screenHeight which should have a ;.

brisk brook
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Oh thats just pseudocode... if you use Math.atan2 in js it will work fine

timber sparrow
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Thanks, I will add the example so that it can be quickly verified in spreadsheet without having to interpret the pseudocode. Unfortunately that will be done probably next week.

lament gale
#

Floodlights light entity sometimes appears behind the mesh...? Could replicate easily but don't know why it sometimes is in front. Could probably just move the light entity forward a few units and never see it happen. https://imgur.com/a/an5H0k6

slow cradle
#

AI should stop moving or at least move a lot less when players are healing them.

brisk brook
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Just run behind them and stab them with syringe

slow cradle
brisk brook
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They prolly saw you not washing your hands...

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Suggestion for server browser, if there wont be queue for joining server, perhaps an auto retry?
Cause now that game is more stable, its really hard to get a slot on high pop servers

olive trail
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Queue would be great. Reserved slot too. Maybe automatic kick of random players when a player with a reserved slot join.

oak flare
olive trail
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It's just automate something that already happen. Every time I want to play, the admins have to kick people to make space, so why not automate it

oak flare
olive trail
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It's a solution for when reserved slots are full.

slow cradle
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but with reserve slots people might never fill them

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with no reserve slots you can fill the server slots

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on battle bits they give a few reserve slots at the cost of have it be 127 v 127 for a 256 server

foggy wyvern
#

if your admins are kicking people to make space for other people there's a different issue here than slot reservation

olive trail
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It's membership perks. In HLL, there is a system so members can join whenever they want. This game doesn't have such system, so those actions are necessary.

slow cradle
#

how does hll work? it probably just kicks someone anyway

frosty fiber
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Even in BF3 we had reserved member slots, which would prevent non-members from joining (insta-kick) when all regular slots were taken. And if all slots were full the admin would be asked to either manually kick a non-member, or auto-kick the last joined non-member (or different rules for automation).

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But since Reforger/Enfusion has no (official) server tools yet (or the means to do all these kind of actions from outside the game) it will take a while before that is possible.

oak flare
#

@olive trail Is membership free?

olive trail
#

basically yeah.

oak flare
#

what's the catch

olive trail
#

You have to convert to Islam

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I'm just messing with you. It's completely free. Not sting attached type of deal.

oak flare
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lol ok. Wear your tag and join Discord when you play plz ahahaa

brisk brook
fair dove
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and that existing tools "may" work

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Ive yet to test, im grabbin a burg first! XD

cunning quiver
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game is unplayable after the update for me 😦 i have crashed 10 times in 20 min now =S

west sparrow
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key binds on PC are messed up, some don't work at all.
what's the point of the experimental build if this is what the main branch gets?

slow cradle
west sparrow
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LOL.. wow.. so i'm testing vehicles to see if the binds are affecting driving...
so.. i can't strife to the left or move backwards on foot. in a vehicle, i can't turn right..

why was this green lit for release.. wtf.

marble kindle
#

This is on your side, probably have to delete your profile folder or something

west sparrow
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i have tried everything so far.
deleted my profile, reset binds to default.
unbound all binds, and set only the keys needed for movement (WASD)
did a freash re-install of the game..
it's STILL broken

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now, if i set D-hold as "steer right", it turns left...

slow cradle
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Additionally, AI follow after A3 and will look at you (lock on target) but take several seconds to fire, sometimes though they will fire instantly

silk scroll
#

im not sure my mod should be instaleld this much LOL

pliant hull
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If I pull my binoculars out with my primary uneqipped, he will equip the primary before the binoculars. For me to have a primary unequipped and equip my binoculars, I have been able to only pull out my binoculars while keeping the primary uneqipped a couple times, but I’m never paying enough attention to remember what I did prior. Can we disable this ridiculous feature? If I had my primary uneqipped and only want my binoculars in my hands theirs a reason.

marsh bough
#

When colliding with objects ingame while driving. The vehicle seems to jitter and jump around. Even vehicle to vehicle collisions delay or don't even budge. Just wondering on the state of Vehicle collisions for everyone else. Sometime you just fly through full objects while going high speeds.

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Also, some servers are having a hard time with this update. Catching up with all the players and things such as, desync while driving, and more full server crashes. Hope to be fixed soon !

verbal ermine
gusty dragon
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Is there anyway when in third person view, to actually aim properly at targets without going int the sight if that makes sense? Ive noticed in Jester814’s videos he has like a red dot when he is in third person view? Just wondering whether that would be a mod or if its something I am missing?

pliant hull
# verbal ermine key binding most certainly does not work currently for instance, if you rebind...

They said a longggg time ago prob around launch. Since reforger is the first title in decades on console, and w the large amount of key bindings used on k&m already. It will be a challenge making that work for game pad and to not take any key binding as a “final product”

The reason they are most likely turned off is bc BI hasn’t accounted for every possibility gamepad users can run into if they start altering controls (that barley work as is)

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Maybe somehow a gamepad user messes his key bindings up so bad the game becomes literally unplayable. Why add more issues to a already problem?

gray orbit
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I’m confused and honestly as I spend my money here to host the DarkGru server network and invest time into this community. How and I mean how can the game’s performance keep getting WORSE with the last major updates. I don’t know what is being changed in the backend but it is undoubtedly making the game worse stability wise since the 1 year update. Before that update it was decent actually. But ever since then, vanilla or not the game has been tanking. Is there anyone actively tracking this loss of performance or just us?

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And I know it’s in development, but usually as they develop they get better not worse

errant leaf
gray orbit
errant leaf
main tide
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Yeah I uses to be getting like 70 to 80 is fps with 0.98.73. With the latest patch I dip into the 50s.

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I was able to regain about 10 to 15 fps by lowering environment setting from ultra to high

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But yeah whilst the stability of the game has improved in terms of fixing disconnects or random crashes, but the performance is worse for me in terms of frames

main tide
zinc river
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hmm.... I got no performance change... just about the same. No crashes yet so far... and no DC also

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I only played on official server though... the community one seems always full now

gritty pawn
marsh bough
gray orbit
olive trail
#

The PKM is like a castle wall in from of the soldier, it stops a gazillion bullet.

marsh bough
#

The US 5-ton supply truck can only hold 4 mines while the Soviet Ural can hold up to 60 mines lol.
In short the ural can hold more equipment and weapons than the 5-ton

slow cradle
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Ural is a 5ton and if your using the supply truck it's gonna have a much smaller capacity

slow cradle
#

Over 3400 errors for wrong GUID/Name. Wonder what kind of havoc that is causing.

marsh bough
fair dove
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is it just me, or do you die when shot like 95% of the time? want to test out the new medic stuff but we keep dying mostly.

marble kindle
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You do go unconcious quite a lot. 25% of the time, from what I experience

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Getting shot in the leg helps though

fair dove
#

were fighting ai mostly, maybe they only aim for the head 🤷‍♂️

hoary dragon
fair dove
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no they dont have aim bots, they are bots themselves

echo citrus
#

Is it only me or there's some kind of jitter in movement. I have 55-60 FPS and it feels like 30 sometimes although there's no FPS drop.
I have an impression that it was not the issue before the last update.

silk scroll
#

Personally, and i'm conflicted with this, it feels like the current arma reforger is a lot more clunky than how it was from the previous version. i.e. radio channels were hard for me to figure out people are set to default 32.0 while platoon comms are 48 for americans. and you can't make a private channel (which really isnt a big issue for some) because when you try to switch to a different channel, most likely every channel is assigned to a unit. Vehicles are rubberbandy, im sure thats been made aware of. The weapon system is my biggest problem. lowering my weapon sometimes often triggers my weapon to back up immediately or after a few seconds. sometimes it doesn't do it. I've noticed that when changing firemodes from single shot to burst with the m16, it would switch really quick between burst and single and back to burst. sometimes if i press my keybind really fast (which is my seperate mouse buttons on the side of my mouse since i have a gaming on) it will switch it to the one i want. Idk if this was intended but I played a close quarters pvp large scale 64 player server. (it might've not been very fun because of the assets that were placed by the GM at the time, vehicles and dead ones were scattered all over the small town road.) the close quarters battles that I had, I would shoot the enemy and pretty much mag dump into them, and the shots that it took were about 20-25 before having to reload to kill them. Some, if not half of the encounters I had were people having a similar god mode bug we have in a previous version of reforger. And they could kill me. So I would mag dump them, they dont die, then kill me. I'm not sure if this was an armor buff system thing, or what but it was just super frustrating, i hope you guys see this and let me know if there's anything i can fix on my end, thanks!
ps: asking others in game about how they felt about the current state of the game, they seemed frustrated too, so that's what conflicts me. Idk if its been made aware of a ton on here and im just totally blind, i've tried finding similar feedback, but haven't been able to. this is also coming from a person who plays reforger on PC

errant leaf
errant leaf
marble kindle
#

The original radio UI was perfect. It didn't feel too console oriented and was easy to use, now it's console pure and annoying to use. Should just make a console and a PC UI you can swap between on both systems. 🥴

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If in Arma 4 the platforms will still be fighting over various UI designs for things, that is going to hurt.

errant leaf
ionic vapor
marble kindle
#

🤝

misty lantern
#

It makes me wonder if the previous radio control scheme is planned to be reused for something else

slow cradle
#

You see, the AI system needs to introduce some variation in their aiming. It should be a circular region towards center of mass (relative to what the enemy can see), where your more likely to be shot in the legs/arms/chest than the upper region

#

And I think it should adjust for skill to, but who knows what Enfusion does with that.

#

To reduce aimbot you have to both introduce other factors that effect aiming and a little RNG

#

If I was a developer? It would be that the higher your skill, the higher up the enemies body you would be more likely to shoot, e.g a 100% skill enemy is more likely to hit your helmet than a 25% skill enemy who aims more for center mass, should be customizable though

zinc river
#

AI is aimbot? Well, in my experience AI is a just a plinker. Humans are dangerous. Its a battle of who sees the other first. With AI, you can expect they will miss the first shot. Then its only a matter of locating them

slow cradle
zinc river
#

Yep agree. Right now I can confident enough to engage AI even outnumbered. I can expect them to miss, and they usually do. But still I die in the AI hands all the time also. Overconfident can be dangerous too 😅

#

If you think current AI is laser accurate, you haven't experience v1.0 Armed Assault AI. Those were brutal

pure gyro
#

AI used to be aimbot, now they only hit around 40% of their shots past 100m

#

I guess it also depends if you're just standing there too

slow cradle
#

You don't want the ai to be accurate unless you like seeing the respawn screen

slow cradle
#

Trust me you really don't it just makes firefights boring and fast...

slow cradle
#

Don't you play arma as rts game???

#

Effectively yes, but that still affects AI vs AI, I do play SP in first person occasionally

#

When you watch vanilla A3 ai try and fight eachother it's a mess of 2 soldiers 20m from eachother sitting in the open unable to process what to do, or vehicles going back and forth for no reason. Makes trying to play the game as high command hell

#

Like, if one AI happens to be in a clutch spot in a corner, it's almost guaranteed they can wipe another squad of AI as it takes them like 5 seconds to look behind them

zinc river
#

I finally got my first crash to desktop. It was on PBS server, 80 players. But at the time of the crash, probably around 75 pax -78 pax

#

No mod. no AI on that server

foggy wyvern
#

some items don't seem to clear with the clear entities button, I see some guns on the ground that don't clear

austere juniper
#

i think the graphics settings for console should be on low by default, there’s been way to many new players that have complained that the frames aren’t good and the game is choppy and a lot of them don’t know you can change your graphics settings unless told by others.

tribal edge
#

The game feels choppy even with high fps, camera movement specifically.

tame wraith
#

Low-key L update

slow cradle
#

I am a few hours away from publishing some scenario-specific AI test’s hopefully this will serve as good isolated gameplay footage

gritty pawn
#

It's like before 2 big updates, constant client crashing, constant server crashing, average game time ~30 min

#

Again it kicks 20 players in a row

slow cradle
broken scaffold
#

This is the most substantial update since Arland was added

slow cradle
misty lantern
heady ivy
#

Really like the new medical system. I'm an Army physician and one thing that is a bit off is that we almost never give saline now to patients with hemorraghe

#

We give whole blood

#

Storage can be an issue so there's a protocol for walking blood banks, and even pulling preidentified O neg Soldiers off the line to get a unit, administer it to the casualty and then letting the Soldier go back on the line

broken scaffold
#

You say now, did they at some point? Because if so that's likely why considering the game is set in 1989

heady ivy
#

we used plasma for a while

#

but then went to hextend which is like saline; turns out it probably worsens survival

#

plasma was being used since ww2

broken scaffold
#

They switched to something worse for survival?

heady ivy
#

didn't know any better

#

Wars in Iraq and AFG gave us the dataset to realize that

zinc river
#

The medical system is just giving it more depth to the experience without having to have a medical degree to use...

heady ivy
#

yep and that's great

broken scaffold
#

Man that's a costly mistake

main tide
#

I even clipped a sandbag in front a HQ last night and it made a portion of it crumble without taking down the entire thing. so thats a neat touch as well

main tide
#

10-15fps less maybe. but i regained that via reducing my environment from ultra to high

#

again i dunno what caused it but stability wise it feels like there is less crashes or random disconnects.

misty lantern
misty lantern
main tide
#

i havent been having constant crashing if anything for me this is the first patch that i can recall were i was ever able to play hours on end

#

hardware wise my pc: i have a 12700k paired with a 12gb 3080 , and 64 gb of DDR4 ram. reforgers installed on a 970 SSD

marble kindle
#

It depends really. The PBS and that german E-Sports server were really struggling when they had the 100 and 80 player limit. Especially the E-Sports one crashed every half an hour on the day I played.

main tide
#

ahh well to clarify i was talking about official non modded servers with 20-32 player count

#

im playing my first modded server today right now. ( since health update) But its a very lightly modded. " extended equipment mods" has a 80 player count max. no issues yet. tho only playing 40 min so far.

marble kindle
#

Those lower pop ones do work well. Although some of the official GM servers I played on crashed sometimes. I do also get the occasional timeout.

main tide
#

ahh so bi servers themselves crash? i assumed thye just restart them once in a while , and everyone getting disconnecting is a result of that

marble kindle
#

I mean it could be a restart or whatever, it's just a bit abrupt when it dies in the midst of gameplay.

gritty pawn
#

Most of those community servers probably turned off AI (PBS, E-Sport) and reduced the number of players.

#

So they are more stable.

#

PODVAL server keeps restarting even with Arland, 80 players + AI

rare pilot
#

Anything above 64 isn't officially supported

gritty pawn
#

The official servers are not even the 64 players

rare pilot
#

Nope
But they explicitly said to avoid anything above that for conflict

gritty pawn
#

"Server performance can be greatly reduced when replicating a high number of characters (players + AIs), and this issue becomes more prominent with increased limits, making it difficult to handle 128 players and 200+ AIs."
"Playing Everon Conflict with 128 players is not recommended, while Arland might be more feasible due to its smaller size and fewer AI spawns. Pure PvP without AIs could be a potential alternative for larger player counts."

#

Nothing explicit about 64 players in patch notes

brisk brook
ivory bloom
#

In the conflict game mode, the field hospital should be one of the buildings that we start the game with. So that people can get kitted up as medics from the get go. Having it locked behind the sgt rank makes it kinda dull to play at the start

brisk brook
#

Spawn an ambulance from light vic depot, take meds and save loadout 😉

foggy wyvern
#

I love how fast the ambulance minibus goes in reverse

slow cradle
brisk brook
#

Think the idea is 256 in the end

misty lantern
#

As I mentioned in #general_chat_arma that was actually pulled off on console over a decade ago, I believe without instancing... but that required much more static/non-sandbox design in both the terrains (maps) and in roles/objectives, even fewer vehicles, and the game (M.A.G.) was more arcade-y (sometimes explicitly sci-fi) than Arma in many ways

olive trail
#

It feels like each soldier is covered with steel plate sometimes. So many equipment stops bullets like the gun, and the flashlight. There is also the problem with the hitreg.

All that together create this inconsistency in the gun play that suck the fun out of it.

brisk brook
foggy wyvern
slow cradle
# misty lantern As I mentioned in <#105462288051380224> that was actually pulled off on console ...

PlanetSide 1, released in 2003, while using streaming and some instancing, still could maintain 300+ players in a single area. This is not a criticism of the dev team, since Arma has historically not been a MMOFPS, but the point is that Enfusion has and is going to have serious competition in the “large scale fps” genre. Yeah, the amount of stuff that Arma needs to keep track of (dynamic content) is much higher, but 20 years of computer hardware advancements I think would make up for that in the end. All a matter of game design

zenith goblet
#

Taking control of an AI messes up your actual character once you exit out of the AI. Only way to combat it is sitting in a vehicle and then take control of an AI

#

BTR front driver and passenger hatches don’t open

sharp urchin
brisk brook
#

So you are saying two years then? 😉

slow cradle
#

Now, ultimately, those games were narrower in scope, but the technology exists

olive trail
#

"17 years ago was 2006" sadge

#

I had to do the math and couldn't believe it.

naive widget
#

I just want to say how happy i am to see furniture... and especially beds... That dont look like something out of a horror movie... ITS A FANTASTIC IMPROVEMENT OVER OLDER MODELS.

foggy wyvern
#

I like the monstera plants, they were common in houses in that time period I think

#

maybe more popular in the 60s and 70s but still

vast condor
#

With the introduction of ambulances, I find it odd that just anyone can drive them. They're decorated with the Red Cross, a symbol that shouldn't be misused, but will and has been used to rush objectives with combatants inside. Additionally, even though the ambulance itself is seemingly protected by the Red Cross, the driver and his passengers are not, as they lack any insignia and are also legal combatants. Overall, this doesn't make a whole bunch of sense, so I'm going to suggest some things that will improve the sense of this.

Red Cross armbands

A piece of clothing that should either spawn at the HQ or 2 per ambulance, there should be red cross armbands. These should serve more purpose then just being cosmetic though. They make you official non-combatants, and will allow you to drive and be the passenger of the ambulances. While wearing a Red Cross armband, you can not carry weapons, and can not see enemy combatants from a distance further than 20 meters, to prevent abuse for scouting.

Punishment for breaching the laws of war

Arma is supposed to stand out as a more tactical, realistic shooter. Therefor, it should have punishments for breaking the laws of war. This would fit the theme of the game since it is inspired by real conflict... not to mention that the game has the Red Cross in it, which is supposed to be a protected symbol. Destroying or attacking Red Cross medics or ambulances should have punishments such as longer respawn time or an on screen message telling players to not fire at the Red Cross, so discourage players from committing war crimes. Of course this could be adjusted per server, but by default this mechanic should discourage war crimes.

slow cradle
#

Ai spawning is broken in game master

#

you can only spawn 4 npcs on official game master

hot harbor
#

I was playing last night with a modded lobby, haven't had any problems. I will say though, modded or not, I keep having GOU hangs.

marsh remnant
#

It’s so frustrating especially since I’m not armed 110% of the time

flint pewter
#

every time a player spawns in, it adds some percentage to the AI budget.

warm cypress
warm cypress
warm cypress
stray frost
heady ivy
#

We have the ability to cover up the Red Cross with a metal flap screen

#

Our medics will always be armed. Even as a doctor I will always be armed. For some reason I get a pistol but my nurses get rifles.

vast condor
#

After playing a bit more today with a medic styles loadout, I have to say it is absolutely criminal that we can not drag wounded players.

Not being able to drag leaves us and our patients vulnerable to gunfire, and still leaves us open to being blasted by continuous motar/artillery shells. If I even manage to get to a player who is wounded in the open, the absolute best I can do is cover the field in smoke. Smoke takes a few seconds to pop and spread, and during that time enemies will still be firing into the smoke. Usually this means I get incapacitated, I die, my patient is delayed treatment, or my patient dies.

Dragging wounded in a tactical, slow paced shooter with a more realistic health system should have been a no brainer. Very odd that it wasn't introduced with the update that also introduced ambulances, with spots in the back specifically for wounded. Next updates top priority should be bug fixes for sure, but also the ability to drag and stuff wounded into ambulances. It is so important and should not be delayed.

misty lantern
# vast condor After playing a bit more today with a medic styles loadout, I have to say it is ...

Thanks all for your feedback so far. I'm taking notes 🗒️
A number of the proposed features i'm aware of and looking into. Particularly dragging is a complicated one, but also one that is proving to be quite necessary in the contexts you've described. Better access to medical items, improved UI for healing others, improved reactions to body armor-hits, and a couple others are also high on the list. I'll keep you informed!
#1128323045912752208 message

slow cradle
# vast condor With the introduction of ambulances, I find it odd that just anyone can drive th...

can not see enemy combatants from a distance further than 20 meters, to prevent abuse for scouting. I dunno, that's kind of weird. Takes away a lot of the immersion that happens when medics are encountered in the field

Therefor, it should have punishments for breaking the laws of war - Trolls will just find ways to get around this by killing them indirectly or just not dying, + if your going to enforce that specific law then what about the other ones, like indiscriminate bombing, it's kind of complicated.

Maybe, for Reforger specifically ,these things would benefit players, but because of the differences in rules of engagement/laws of war between 1939-2023 I couldn't see the same logic in A4. Though thats foranother time

vast condor
#

further comments

foggy wyvern
#

what happened to the hangar btw

viral pecan
#

This new radio menu is absolute pain to use and looks really disgusting. Previously you could tune the radio while on moving but now you are stuck on this ugly screen and can't do nothing.

vernal vector
brisk brook
#

I would like to point out that "Service states" screen ping is all over the place on refresh, anywhere from 40ms to 160

main tide
#

been doing some test. so I guess 5.45x39 from ak is a bit weaker round. 1 shot to the chest incapacitates with heavy bleeding. 5.56x45 in M16 drops AI proper. Did some further ballistics testing at around 100m , but this time had AI with PASGT vests you can tank like 3 556 to the chest with pasgt before it kills you. ai with pasgt neede 5 shots to kill from 5.45

rare pilot
#

Well yeah
5.56 > 5.45
45 > 39

5.56x45 is a bigger bullet with more power and better ballistics, coming out of a full length rifle designed around it. Of course 5.56 does more damage than a bullet almost .2 mm smaller in width

#

And 6 mm shorter

main tide
#

in theory the 7n6 ammuntion on th AK should be more lethal agaisnt unarmored targets. a source says compared to m855 the round tumbles which produces a more nasty wound.

slow cradle
#

The armor and ammo values are completely broken, so its gonna get patched

main tide
#

that being said it should make no difference against soft armor like pasgt

slow cradle
#

AI can tank 2 7.62 to the forehead with the PASGT, even though its nowhere near rated for that

main tide
#

because even if you argue the vest slightly slows down a high velocity rifle round versus an unarmored target... it doesn't matter, its still a penetration. Its still a bullet wound to your body and its going cause bleeding,. Still a very lethal injury even if it doesnt result in outright death.

main tide
#

hell i even undershot the vest. cuse i had it zeroed for 500 ( target was maybe 550-570i estimate) and a gut wound resulted in a moderate bleeding

rare pilot
#

Aren't those the ranges specifically designed for long rifle calibers out of guns like the SVD?

main tide
#

ai banaded itself and it lived. EDit: yes i was using a m21 sniper. hence the 7.62 caliber.

brisk brook
#

Ai also helps downed units

main tide
#

i abandoned trying to do ballistics testing with AK or even 4x20 scoped M16 , because at such a distance combined with gun sway i struggled to hit straight into vest and kept getting leg or arm shots. and the AI just run off and heal.

main tide
rare pilot
#

They don't
Fire your M16 as fast as it can and try to dump the mag, then full auto the AK
Difference is night and day, AK is simply better with recoil

#

That's one of the complaints people have is that the M16 does not compare to the AK cause it's too good at recoil control and hitting things

#

AK also has open top sights making target acquisition much easier, etc

main tide
#

my only personal complaint about 16 is its not full auto. it has the stupid burst mechanism ( which is a feature not bug) which requires you to complete the first 3 round burst, if you let go of trigger in round 1 or 2. otherwise with full auto, the M16 would be a dream rifle.

rare pilot
#

It's realistic

main tide
#

yes i know i litterally said that

rare pilot
#

So you don't want the M16A2

#

You want the A1 or A3

#

Both of those were full auto, the 2 and 4 are burst automatic

main tide
#

yes correct.

#

but i think the "M16A2 carbine:" will probably scratch that itch, given its a roadmap item

rare pilot
#

That'll be an early M4
Colt 727, Burst auto

main tide
#

most likely

#

that would be the model cloest fitting that description

#

even if a 723 would be more accurate in 89 for a Army SOF weapon

#

but whatever lav25 is a usmc vehicle that is going to US army faction, so i guess throwing in a then new navy Seal adopted carbine for the us army isnt any different i guess

slow cradle
rare pilot
slow cradle
#

Wrong reply

rare pilot
#

Most obvious tell? Look at the GM thumbnails when placing down Soviet troops
What shirt are they wearing under their M88?

slow cradle
#

Also, AI need to stop reviving each other to death. Killing an enemy is effectively going to draw AI to beeline straight for the body to revive it, no regard for safety at all. It should be more of a gradient based on danger, suppression and the enemies perceived location.

rare pilot
#

And smoke coverage

main tide
# rare pilot That'll be an early M4 Colt 727, Burst auto

semi/auto. and actually i have to correct myself here. It would appear M16A2 Carbine isnt what i thought i assumed the name implied. "M16A2 carbine" is a label given to Colt model 723. colt 727 was aparently known as the " M16A2 government carbine". SO i guess maybe it might be a Colt 723 after all.

main tide
broken scaffold
rare pilot
#

The little icon with the picture of the men on it when you go to place them down
Take a look at it

broken scaffold
main tide
#

like i think its clear Both sides are just supposed to represent generic infantryman and equipment that was standard issued as such in 89. and specialized units and thier unique gear would only be somthing considered post roadmap IF not until A4?

#

and the older stuff they threw in can be argued for the sake of diversity, because it would of been around in service i guess, with maybe the exemption of the M1 steel helmet

broken scaffold
#

M1 was in use, by '89 most had switched to PASGT but groups like national guard still used them

broken scaffold
main tide
#

do you have any images? of M1's used by national guard in 89?

broken scaffold
#

I'm looking for one, I may actually be wrong, will keep looking

#

Ok seems as though national guard had switched over to PASGT by '89

rapid plinth
main tide
rapid plinth
#

"Fleet yaw", some of them pass through quite a distance without the early tumbling depending on the angle of impact.

But the same night be true for 7N6. The Russians don't seem to be bothered by this subject of "effectiveness" nearly as much as the Americans.

We do know that the 7N6 bullets do not fragment. The well-known Dr. Martin Fackler and colleagues tested the 7N6 bullet fired from the AK74 in ballistic gelatin, and fired several twst shots into a live, anesthetized 70 kg pig. They summarized its performance like so:

"We conclude the AK-74, despite its rather high velocity and marked tendency to yaw soon after penetration, causes relatively nondramatic wounds due to its nonfragmenting behavior."

So which is better? You would need a scientific study to know for sure. As far as this game is concerned it makes sense to judge the relative performance of these two calibres based on their muzzle energy.

#

@main tide

main tide
# rapid plinth "Fleet yaw", some of them pass through quite a distance without the early tumbli...

but exactly my point if both ammuntion arent doing so why should the 556 ( m855) be a 1 shot kill at a few feet against non body armor equipped human, but same circumstance the soviet 545 incapacitate with a " serious injury and heavy bleeding" in the end both still bring thier targets down in game.its just that with the latter example if you have a medic nearby you can still save them because they arent dead.

rapid plinth
# main tide but exactly my point if both ammuntion arent doing so why should the 556 ( m855)...

When I checked in the Tools (couple weeks ago, no armour), the 5.45 from the AK74 did about 85% as much damage as the 5.56 from the M16A2.

So I compare the real ballistics of each round:

AK74 5.45mm 7N6: 3.42 g, 900 m/s, 1385 J
M16A2 5.56mm M855: 4.02 g, 940 m/s, 1776 J

So the AK74 is only producing 78% of the muzzle energy. Less damage, yes, it should have less.
Now 3 shots vs 5, or unconsciousness vs death? That seems like a big gap. But it depends how far that effect extends also.

why should the 556 ( m855) be a 1 shot kill at a few feet against non body armor equipped human, but same circumstance the soviet 545 incapacitate with a " serious injury and heavy bleeding

Now someone could say "5.56 fragments at close range", but the game doesn't know that, so it's irrelevant.

main tide
#

so translate to carbine doing less damage to a target?

#

i have recording of ak and m16 tests. ( close range, no armor) but i am unableupload these clips into this channel

main minnow
#

Not trying to be rude but why didn’t BI test the update before doing it since it’s broke like everything on Xbox performance to mods to just community servers as all

#

I hope this stuff can get fixed tho Fr because I love this game but it’s like unplayable right now with all the bugs I pay like 50$ a month to run a server also so its annoying ash

austere juniper
main minnow
#

No I get the mods breaking. But like my server runs slower then it usually does, vehicles are way more laggy, game master wheel is broken. The new UI for the radio and spawn in is stupid I just don’t get why they even let that go through.

zinc river
#

Unfortunately that is the nature of software development. Sometimes internal testing shows everything fine. But when it goes live, problem crop up. It can be a lot of factor. Sometimes user setup/config, server setup, internet connection, VPN, firewall or what have you...

foggy wyvern
foggy wyvern
#

when I pick up an item from an arsenal it cuts everyone's voice

#

game freezes, game unfreezes, get kicked with flooded reason, all I want to do is gear up for a mission

foggy wyvern
#

also do the soviet vests stop LAWs?

#

eating food while sitting on the map screen, kicked for stalling

brisk brook
#

You are stalling the team by eating

errant leaf
misty lantern
misty lantern
tulip wind
#

will the possibility to repack mags introduced in Reforger?
since it's possible in DayZ and also avoids having several close to empty mags instead of 1 or 2 full mags and thus having the current mag as full as possible, instead of running out of bullets in most inconvenient moments

the emptier the mags are and/or the more of them to repack in fewer completely full mags, the longer it would take to do

brisk brook
#

Would be nice, nothing was mentioned in that regard tho

fair dove
#

That's a coming feature of inventory overhaul mod I believe

misty lantern
#

So far DayZ has loose ammo as its own thing and Arma Reforger doesn't

gritty quest
#

Sort out your awful servers. I've lost count the amount of hours I've lost being kicked out of games. Constantly rebooting the game etc.

main minnow
#

I kinda wish we could go back to the old update I really hate how the UI is and everything is buggy

#

Game is still good tho just hate the lag and bugs I get now

slow cradle
#

I have great news, AI and Bushes now finally work together. I can hide in them and ambush AI, they need to be within 2 meters to actually spot me

#

This is a great improvement from A3. Something I would suggest is that AI consider Bushes cover, as I see them almost ignoring it when in firefights

rapid plinth
# misty lantern So far *DayZ* has loose ammo as its own thing and *Arma Reforger* doesn't

It's overrated feature for this type of game... most things use box mag, belt or single shots (can be simulated as mag). And most characters go into battle with full loadout, not like DayZ scavenging ammo. But could be useful for mods I suppose, shotguns, etc. But they could simply add something done in the inventory, like dragging partial mag on top of another mag fills that mag.

oak flare
#

No need to copy Dayz when Arma can have its own more suitable implementation.

gritty pawn
#

The question is to what extent individual titles built on the same technology will cannibalize each other.

limber warren
warm cypress
main tide
rapid plinth
# gritty pawn It's not about inventory, it's about all the animations and handling of weapons....

It also adds dev time, you can't make everything. Tarkov doesn't even have this I think, you just reload mags in the inventory. I don't mind for ARMA, I wouldn't complain if they did add it, but it's hardly needed. For DayZ it is necessary because of the scavenging. DayZ also goes too far in some respects, gunplay and gameplay in general can be unnecessarily janky, and yet for all that, it is not particularly realistic!

misty lantern
rapid plinth
#

I wondered why some of the RHA penetration values were incorrect... for example, M80 at 11mm vs M855 at 7mm. I assumed it was balancing. Well, it seems I was wrong.

11 mm for M80 ball at 854 m/s, 7 mm for M855 at 920 m/s, 6 mm for 7N6 at 920 m/s, 10 mm for the 7.62x54R LPS... while Googling just now I figured out where these numbers came from. Several RHA penetrations and velocities are a match to the numbers on the Steel Beasts (serious tank combat simulator) Wiki.

I see you! 👀

Some of these should be checked as Steel Beasts is not so concerned with performance of small arms, more so 120mm tank rounds. Some are reasonably accurate and others are off.

One of these that clearly doesn't match the SB Wiki is the 7.62x39 PS ball, which has 9mm of penetration on the SB Wiki, but only has 3.74 mm in Reforger.

rapid plinth
#

I might add, penetration is now a big deal to get accurate, because unlike in ARMA 3, the penetration currently affects the base damage value of the round (but should it!?), and penetration value is also used when projectile hits new body armour. Whereas in A3 it was just for going through walls.

main tide
#

im not sure on the forumla one would use would translate Y amount soft armor as equivalent to X amount of mm of steel

rapid plinth
main tide
# rapid plinth Not sure how that one works.

not sure either but usefull just to mathematically demonstrate that even if Pasgt were steel any interim rifle cartride should be expected to easily penetrate it even at long distance and still cause a a sucking chest wound, and not just degrade the damage to a lesser non bleeding injury.

#

since its at beast only comperable to level 2 rated ballitic protection

#

i mean in theory a non penetrating shot could still cause "minor" injury since i guess getting shot in the chest still might result in a broken rib or something? depending on the distance you were shot at with a pistol calibre?

slow cradle
# oak flare Stripper clips would offer faster gameplay, whilst also being further grounded i...

For reference, the typical infantry M-16 rifleman loadout in the 1970s (not sure if this changed in 1983) was 7 30 round magazines (excluding the one already loaded into the rifle)

In the field, it is noted that companies will regularly create packs of loose rounds (although usually stored in balls or clips) for use by say an ammo bearer or by individuals such as a machine gunner. It is not protocol, but still happens

In vietnam, spare ammunition was stored in clips or magazines carried in bags or packs, rarely were they just piled into a bag without a metal container

Truth is, its complicatdd

rapid plinth
# main tide not sure either but usefull just to mathematically demonstrate that even if Pasg...

"The standard U.S. Military Personal Armor System, Ground Troops (PASGT) fragmentation vest is tested with a .22 caliber fragmentation simulator at approximately 1550 fps and is not tested with handgun, shotgun or rifle bullets. The PASGT vest is intended to protect troops against fragments from exploding ordnance and provides no protection against the standard center-fire rifle bullets used in conventional warfare."

main tide
rapid plinth
main tide
rapid plinth
main tide
rapid plinth
main tide
rapid plinth
#

And actually, how much RHA would it penetrate... regular steel 4.48 mm from M9, so
using conversion factor 0.6 we get estimate for RHA 2.69 mm. Correct? Who knows.
and using that and other characteristics to determine damage we get
36.2. Well, it's reasonable... unexpected
(current one is 30.1 dmg with no RHA pen number)

main tide
rapid plinth
main tide
#

in the sense like the analogy mentioned. still needing a higher rated vest to stop a larger caliber traveling at the same velocity

turbid fractal
# slow cradle This is a great improvement from A3. Something I would suggest is that AI consid...

A.I. is using pretty much everything solide which provides a specific amount of cover.
A.I. cover detection is not made by using specific objects like it was in RV it's now done by using RayTrace.
Depending on the result of the RayTrace A.I. will consider a position as cover or not.
So theoretically everything in the map/world that gives a positive RayTrace result can become a cover now.

rapid plinth
#

Problem with using steel penetration to calculate a round's damage:

7.62x25 85 gr ball: 38.1 dmg
9mm 124 gr ball: 36.2 dmg
.40 S&W 180 gr ball: 32.7 dmg
.45 ACP 230 gr ball: 29.7 dmg

Anyone see an issue here? 😹

main tide
#

so even assuming at say some stupid disntace where you can't hit anything with iron sights anyways. and assuming 556 is less then 1550 fps at say 500 yards. 556 should still basically drop someone wearing a vest like pasgt

#

So within the context of game mechanics. would a non penetrating hit from a larger caliber causing backform deformation therefore be what one would consider a non bleed injury?

rapid plinth
main tide
#

well no of course it is not present atm. if it was no current vest in reforger should make any noticeable difference vs someone who isnt wearing any form of body armor when shot in the chest with a rifle round.

slow cradle
#

I still don’t understand how a flak vest can stop a 5.56 from 200m at all, it should go straight through

#

Unless I am mistaken the vests worn by the americans are not designed at all to stop bullets directly impacting but from shrapnel travelling at slower velocities and with more surface area

slow cradle
slow cradle
main tide
slow cradle
#

The irony is that with leg and arm shots it already may be possible to have that happen lol

#

Its great that the armor will stop and or degrade when shot though, its nice being shot and not having it penetrate and being audibly different

true citrus
#

There should be a option to hide servers from the browser. Right now it’s flooded with ghost servers that are on the wrong version. Makes it hard to find a server especially after the newest update.

#

Specifically “Turd Fergusons fun house #8, 2, 9 and “Arma Reforger Server - Powered by AMP”

brisk brook
#

Yeah, i suggested that these wrong versions be moved to the bottom of the list regardless of sorting

olive trail
#

Servers are randomly getting "wrong game version" tag on the server browser. A second I can join them, a second later I can't.

true citrus
oak flare
glossy tulip
# true citrus There should be a option to hide servers from the browser. Right now it’s floode...

Thanks for your suggestions 🙂
I shared them with our team and we are aware of such servers which we want to address in some of future update.
I would also recommend to create Feedback Ticket with such suggestions so that they can be better tracked and possibly assigned for implementation.

Regarding those old servers which have players on them then those are mostly "Ghost Players" which is caused by not properly removing players from server when they disconnect.
To fix that we have special option for server to better synchronize players and it seems that it is disabled on these servers which is probably caused by one issue which was recently discovered with this param and was already fixed.

brisk brook
wide kindle
main tide
slow cradle
olive trail
#

I think vehicles are set on fire way too quick when shot. It's like gta vice city right now, few shots and the car is on fire.

#

It should takes 100s of bullets to make a car catch on fire, or even 1000s of bullets. Or maybe it shouldn't be possible at all.

slow cradle
#

Cars dont explode when they crash

#

You have to either detonate ammo or ignite fuel in a certain way for it to happen which is rare

slow cradle
brisk brook
#

Uhh, inc ammo + engine or fuel tank = fire

slow cradle
#

Incendiary ammo yes, but we don’t have that (unless tracers count but im not sure), and they surely don’t catch on fire in that way

brisk brook
#

They do

#

These fillament shiny things you see flying are burning extremely hot

slow cradle
#

Thats fair then, I guess what they should do is mark them as hot and if a projectile that is hot/incendiary hits a place that contains fuel it has a chance to burst fire

#

Personally, I get kind of tired of games where cars only damage state are “damaged” and then “explosion”

fair dove
#

I was just doing some testing for my vehicle repair mod and there are lots of sparks from bullet impacts when shooting a jeep. if they fueltank gets a hole and starts leaking its entirely possible one of those sparks could ingite the fuel/tank

#

takes me about 100 M249 rnds in the right spots to get it ablaze

timber sparrow
timber sparrow
brisk brook
#

Tho we found it significantly difficult to drain fuel tanks by bullets

olive trail
#

Before the last update, I did some testing and the fuel tank will only drain if someone is actively driving the vehicle.

#

And the drainage will stop if they leave the vehicles and get back in.

brisk brook
#

Yeah something along these lines. It only drains if you are inside and tank gets shot

fair dove
#

also drains if you leave it running, I came back to one about 15min or so later and 1/4 tank had been used out of the jeep.

olive trail
#

Jeeps especially, but also other vehicles destroying barbed wire like it is made of cookies is a change that I do not enjoy one bit.

unkempt fiber
#

Don't know why but on modded servers the comms are almost always choppy. Every modded server I've been in has had choppy comms and other experience it too. It never had happened before recent updates so this should be fixable.

austere juniper
unkempt fiber
tulip wind
slow cradle
#

Just copy squads

tulip wind
#

no need to copy Squad.
it was already present in Arma 2 in 2009, long before Squad.
but then wasn't implemented in A3.
hope it won't be like that in Reforger as well...

slow cradle
#

Funny how milsim games almost always come fro mmods

tulip wind
#

please, avoid cluttering feedback to devs section with unneeded stuff that makes it difficult for devs to visualise real feedback.
thx

narrow wraith
stray frost
#

Could carry them too. You may have needed to use one of the modules though. It was in the campaign (I think)

#

We also had grenade throw strength in OA but that never came back... wink wink nudge nudge devs

zinc river
#

If I remember correctly, the drag/carry feature in A2 is more of a scripting 'hack' rather than in-engine solution. So its rather inefficient... That's why they didn't comeback in A3, because in A3 BI wanted it to be most of the features are in-engine rather than done through scripting. With that said, I do believe we really need dragging feature. Hopefully this time it is done in-engine with enfusion

stray frost
#

Yeah pretty sure it was scripted too

pliant shard
#

YES BRING DRAGGING

misty lantern
broken scaffold
#

Honestly just tossing this out there, but it'd be cool if we could shoot from passenger seats

stray frost
misty lantern
stray frost
misty lantern
stray frost
misty lantern
#

Strictly cosmetic in vanilla, there's some ability to script it to do certain things, but others require the optional part of Contact DLC and some may not even work outside of First Contact campaign

stray frost
unkempt fiber
#

Been in private servers as well with atleast 40 other dudes who have the same issues causing us to use discord vc. It may have something to do with the assets placed within the server but that's a guess.

#

All I know is that it has never done this before 2 updates ago no matter how many mods were crunched into a server

pliant shard
#

people seemed to be disconnecting like crazy on xbox too but the only issue
I have when playing on PC is objects streaming in poorly

tulip wind
#

I remember dragging and carrying on A2 vanilla misson where you were starting from the carrier in a UH-1Y that flew you to the beach on Utes, where you had to reach the airfield fighting your way through AI

tulip wind
#

might be

slow cradle
#

when is the FIA update

silk scroll
zinc river
#

Sometimes when you're firing too close to a wall or a building, it will play indoor sounds instead of outdoor sounds. Does anyone notice this?

#

Or when you're in doorway, shooting outside

fair dove
#

yes, i have noticed that too

gritty pawn
#

This has appeared since 0.9.9.38

broken scaffold
#

Yeah it's very odd

olive trail
#

Most players tolerate the crashes because they are actively being discussed and worked on, and eventually they will be gone. At least this is the expectation.
However, the game FPS is terrible, and I don't see it being discussed often enough.
Every fight in a town turns into a slideshow, exactly like the old titles. I thought the franchise migrating to a new engine was so we won't have to deal with that anymore.
Will this game and future arma titles be able to achieve 60 FPS stable while doing what the game promise, which is massive combined arms operations?

gritty pawn
#

The last patch reduced the client performance quite a bit

brisk brook
#

My gamble is due to overcast/clouds

slow cradle
# olive trail Most players tolerate the crashes because they are actively being discussed and ...

Game FPS is indeed terrible.

My specs:

3070ti 8GB
64GB DDR4
i7 12700k 12 core (Come on BI! I want you to use 8!)
2TB SSD
1440p UWQHD monitor

I expected to at least get 120fps on the lowest settings (2500M render distance), but no, I usually get <60 if there's anything more than a few characters, especially if I am up high. This has me concerned that BI is going to yet again skimp out on optimization until much later

#

But in the end, I'm just waiting to see how performance heavy it is after they fill in the gaps

zinc river
#

I hope they will fix the sound bug... The soundscape generally great. I like it. But that small bug is really jarring when everything else is great...

real mason
#

Optimising later is the most sensible from a development success point of view, but obviously not in the case of player experience

slow cradle
real mason
#

Understandably - but I'm not worried/frustrated even as a player. Each feature added needs to first work. Then much later you can worry about how many server ticks a process takes, or if its process is all forced to happen in one frame because of un-optimised code. I think the point of reforger as I see it is we know it can be optimised later, as opposed to prior engines where there was/is no headroom. So my opinion is "ok, here's what we see now, this is going to be so good when optimised!"

#

I guess also I have majority of my gaming time spent in A3 still in a unit, and that will continue for years too.

#

I also see you expect 120fps, but I definitely do not because I don't understand needing that in a game like arma? If I were developing A4 my target would be for high load server experience to be 70-100fps and that would be amazing

lament gale
slow cradle
# real mason I also see you expect 120fps, but I definitely do not because I don't understand...

It’s a little nitpicky but, my monitor is 144hz, so rendering at almost half the frequency can cause problems. Either way, if A4 is being released in, say, 2 years, I expect that monitors with much higher hz will continue to become more popular. I also would like the FPS to be much higher as, and this is my primary reason for Arma, singleplayer experiences defer all the processing to the player

real mason
tulip wind
half radish
#

when mortars come around, trees and their leaves/branches should be affected by the shrapnel of them (or even explosions in general)

errant leaf
brave bobcat
#

Id like to see a whole revamp of any impact or explosions anyway... better hit effects is nice but it all could use work

naive widget
#

I was pretty concerned when the weapon deployment update hit that it would ruin the current game balance. But seeing the long deployment animation.. Im pretty happy about it.. Really feels nice with the animations and the overall style... I just want to say... DAMN GOOD JOB...

peak wharf
#

Hi, having been in the A3 community for awhile I feel I should add my opinion on reforger multiplayer. First, I love Reforger and so far it seems like a great platform for the future, once the bugs have been fixed. But I have to say, I'm extremely disappointed to se a lot of the EXACT same issues on BI public servers that we've had in Arma 3 for nearly 10 years. The 2 main game modes, Conflict and Game Master, are completely unoptimized for gameplay and frankly unfun to play. Main issue: Lack of direction and lone players spread across the map due to poor mission design. This is NOT a player issue, this is a mission design issue! These missions were designed for high player counts! With only 32 players on a gigantic map, it always devolves into lone wolf and 1v1 gameplay, even when the enemy spawns close by! A player spawns, talks to his teammates about what to do (nobody knows because Game Master didnt put an objective), and then they advance somewhere. Once he's spent 10 minutes walking or driving to the enemy, he dies, and has to start all over again by himself, away from his teammates.

#

Game master is out of control, as soon as game master leaves it is virtually impossible to vote another in. You are expecting 32 players, half of which do not speak the same language, on TWO teams, to all vote an admin at once? Whatever the percentage needed to elect, its not right! Game master is something that needs structure, and that structure goes out the window the second you get a bad Zeus or good zeus leaves. Players just want to experience the game in PVP and Coop and work as a team together to see the strengths of Arma. We NEED a basic, pvp and coop mode where at least 8 players can work closely together on a SINGLE, defined objective. Public servers are where the player decides whether he actually likes Reforger or not. I've talked with a lot of players who own/owned this game and do not want to play anymore. BI needs to fix public servers or you will bleed your player base before long. If you don't believe me you only need to compare the initial player count and the current player count.

#

In order to see what should be done, all you need to do is look at something that is successful in Arma. King of the Hill. Despite awful performance of this gamemode in Arma 3, there is consistantly high player counts. Why? Because players can work as a team and constantly feel like theyre a part of the mission. They can get to the action quickly, but if they want slow, realistic combat, they can form a squad and take the fight to the enemy's transport route. It is balanced, by not allowing players unlimited access to the most powerful weapons, vehicles need to spawn further back and take time to drive to objective, to encourage the player to be committed and use the vehicle seriously. This is completely different to Reforger public server missions, where you are almost always ending up by yourself walking or driving a long distance only to die and have to do it all over again. In Reforger, there are community servers with a basic PVP or operation modes. A single community server can have more players than all of the concurrent players on official servers!! I'm not criticizing BI servers to be rude, I'm saying BI servers need to run better missions so players will want to stick with the game! Official server is the first impression of for new players of Reforger. Missions need to be concise, encourage or REQUIRE teamwork, and get players to the action quickly!

strange badger
#

Game Master Wheel on ARMA Reforger (at least for Xbox Series X) tends to disappear and can be only fixed by relogging. Any plans to fix this?

austere juniper
strange badger
broken scaffold
#

As of now the maps, while smaller than say Altis or Chernarus, are still big enough to basically swallow the player whole leading to like you said basically one or two guys fighting for various objectives scattered all over the place

fair dove
#

For the upcoming RCON tools, could really use reserved slots. I'm pretty tired of waiting to join my own full server... ☠️

main minnow
#

I was so happy I thought redline mods got fixed b

#

But they still broken lol 🥲

gritty arch
#

We still need a fix for the grenade stuck in hand glitch, lost count of how many times i've been in a fight and suddenly end up running around stuck with my hand in the air holding a nade, theres also a peristent glitch when switching to grenade nothing happens, the slot selects but the grenade doesnt appear and you cant throw shit

frosty gulch
frosty gulch
#

First of all they need to fix the crashes and disconnects, but here are some of my suggestions... Imop they should make conflict more punishing. Limiting radio spawns (like you can respawn on the radio every third time or something), limiting ammo and weapons a bit and mby even raise the vehicle cost to really insinuate the team play a bit more. Penalty for respawning when in uncon state (lets say everytime you give up you get another 20sec to your respawn timer). Better gunplay, a bit more challenging, so that it makes firefights last longer, so that it's less run&gun. Squad did an amazing job with their new overhaul... Also adding some more animations for underbarrel grenade launchers, in this state is kinda broken, how quickly you can switch... I would also like to see fire extinguishers to prevent your vehicle from exploding and it would also enable you to then repair the vehicle with tools perhaps. But my most wished stuff is building destruction and I also love the idea of mortars destroying vegetation. And mby share an updated roadmap with us🤷🏻

fair dove
# frosty gulch First of all they need to fix the crashes and disconnects, but here are some of ...

A lot of that stuff can be done with mods, besides the standard "fix the crashes." That depends on a lot of things and varies between clients. With all the suggestions I doubt everyone will get their personal vision of conflict realized. And speaking of mods, I created a vehicle repair mod that indeed does extinguish fires on vehicles with other tools to fully repair/refuel the vehicle. But if you're one of those "official/vanilla only" guys, IDK what to tell you. 🤷‍♂️

frosty gulch
gritty pawn
#

Underbarell grenade switching is broken due to the fact that you can switch it with the key of the slot where the weapon is ("1", "2"..). This is practically instant than when you press "V" where the character move his hand (which is probably the intended way).

fair dove
stray frost
#

Not to mention that if I wanted modded solutions I would just keep playing A3.

fair dove
#

Fine dont use it, and keep wanting it in vanilla! 🤣 🤷‍♂️

stray frost
#

He might not even be able to use it if he wanted to because MP servers have to be using it or he can use it in the completely enthralling SP games that are boring as hell

fair dove
#

lol I give up dude lmfao you win! 🤣

main minnow
#

Any eta on the fix for the game master wheel

#

I’ve locked up everything about it and not one thing

slow cradle
#

By that logic they may as well just release Enfusion engine and tell the players to mod Reforger into existence

stray frost
main tide
#

I also don't see why vehicles can't he repaired at a vehicle depot. Since even irl nothing with serious combat damage is repaired in the field it gets taken to a repair depot.

stray frost
#

Same applies for fuel. Being able to carry fuel in a can would be nice

slow cradle
slow cradle
drifting stone
slow cradle
#

The whole reason why I support Enfusion initially is their promise that, vanilla Arma will have a much more refined and polished game loop content and systems wise, as they have a much better and separated engine to work with. If there is going to be less content and more reliance on modders, its a step backwards. But I am optimistic, I’ll see how it looks another year in

fair dove
slow cradle
# fair dove hahah This game is not complete tho... Welcome to Arma, where modders do more t...

“The game isnt complete” is an invitation to suggest what should be added.. that’s literally what BI said.

Yeah, if you are happy with dozens of mods to patch in what should be vanilla, that is okay. I rarely play Vanilla A3 out of necessity. But I have higher standards for the future Arma games as BI has said the possibilities are now endless, and competing milsim games have these features

fair dove
#

sheesh I just dont understand the anti-mod mindset here... I was just trying to tell the guy I made a mod that does exactly what hes looking for, and everyone's all NO MODS HERE GTFO! 🤣

lament gale
#

It's not anti mods, just pro consumer

rapid plinth
stray frost
drifting stone
#

Found a rifle, game crashed 😄

naive widget
#

Lol

weary delta
#

can there PLEASE BE A SECTION OR A mandatory button, to make creators or have a filter, to where we know which mods are CURRENTLY up to date, so we dont gotta delete all our mods then try one by one just to play the game??? it's too much . Such a simple fix, of making it have a button or something that tells the user "this mod is up to date with latest update" would be literally, game changing

stray frost
weary delta
# stray frost Can you arrange it by date modified?

I’m not sure I gotta recheck I’m not 100% sure. But either way let’s say that’s the case. It doesn’t 100% decipher current mods from outdated because they are all bunched up the same. There should be a mandatory section for mod crestors to mark if it’s up to date or not. Or simply a filter for “up to ddatw mods” and outdated . I sat for 30 mins..taking out and removing mods just to play .. I also think it’s discouraging mod creators every update their stuff doesn’t work.. I miss the steam workshop 😭

slow cradle
fair dove
#

.....? nice recap?

slow cradle
#

Yeah I mean this is a feedback channel for Reforger, not for mods

#

Literally everything in this channel could be answered by "use mods brah" but that would be useless

naive widget
#

I agree. This is to improve quality of the life of the game and engine. Which might I add is improving at a decent steady predictable pace. The amount of fixes and major updates is impressive compared to prior games before it.

fair dove
#

so much for trying to help a guy out, y'all are savage!

drifting stone
#

Magnified Optics - When aiming down a magnified optic, the landscape you’re looking at changes/disappears. Essentially if you’re looking at a hill from another hill, said hill disappears.

stray frost
stoic tide
brisk brook
#

You also have option to use 2d scopes

olive trail
#

Leaving the M2 on the Jeep has a 50% chance of getting my avatar killed.

warm cypress
olive trail
#

I does happen on plenty of vehicles, but not at this frequency. Every time I want to leave the M2, it is like flipping a coin.

hoary dragon
oak flare
olive trail
#

You can't do that anymore.

slow cradle
gentle python
#

Me waiting for the AI enemies to learn the FUCKING Laws Of War

#

mfs just open fire at every medical vehicle

gritty arch
#

Grenade teamkill loophole really needs closed, absolute fools are sitting at base at the start of a conflict round throwing hand grenades into the team then respawning prior to them detonating so the teamkill goes undetected and they can just repeat the process

#

couple this with the fact multiple xbox aliases are being used by griefers to avoid bans etc and the fact its nigh on impossible to get a successful kick vote against one of them it just creates a really toxic atmosphere

weary delta
weary delta
#

that's the issue you know what i mean?

fair dove
stray frost
whole estuary
stray frost
fair dove
#

if so, theres just no hope for you guys lol!

shell yoke
#

The in-game workshop browser isn't that intuitive. I would much rather have the option to have a browser that's not in-game so you have the ability to view mod pages via a website similar to the steam workshop

shell yoke
#

wow lmao

#

I didn't know that was a thing

fair dove
#

I just made it.... lol jk its been there since launch Im pretty sure

slow cradle
#

It's like telling someone who wants their battery with their phone to just get one from a corner store instead, why tf do you want it bundled in?

fair dove
#

thats not what i said at all, youre putting words in my mouth i did not say

slow cradle
#

Yeah I obviously paraphrased

fair dove
#

refueling is for sure coming to base game

#

I made somethign so people who want to use it, dont have to wait

slow cradle
#

And you can provide that without "so mods are not enough eh?" In a channel specifically for improvements to Reforger itself

fair dove
#

a simple "no" would suffice, but you guys have been going off aggressively for over 24hrs about it... Y'all are savage AF! Stop pinging me and Ill stop responding.

whole estuary
#

@stray frost @fair dove let me go into more details then. a product shouldn't require user interference to get functionality. all the important parts should be delivered by the company before reaching the consumers. in the example of buying a house, leaving the new owner to fix structural issues and prevent a collapse or leak is not appropriate.

all the functionality should be there in a final product. the aesthetics and other non-critical parts can be left to the user to tailor to their liking.

stray frost
whole estuary
# stray frost "Important parts" is really subjective and whereas I agree that the repair thing...

hence my point that having a mod to have important functionality is not good enough like some modders like to believe. important gameplay functionalities must be delivered by BI, not modders. i also want to take this moment to criticize linux. linux developers fail to recognize that one of the primary reasons linux has such a small market share is because important functionalities present in Windows and macOS are left to the users to achieve themselves. you don't want this in your product(s).

fair dove
whole estuary
# fair dove lol you can live without it then dude, jesus... I get it, in your eyes modders ...

i never said anything close to that. that's your own view you have of someone. i love modding in arma, but it must not be something relied on for important functionality. that's BI's job, not modders'. no-one should be claiming that having mods in place of BI's implementations for important elements is good enough, as you've claimed. what if the modder stops supporting their mod?

stray frost
fair dove
slow cradle
#

I explicitly turn them off

olive trail
#

How cool would it be if we didn't cluster the FEEDBACK channel with this? Won't it be great to not drown actual feedback with this?

fair dove
#

yeah they keep trying to argue, but i think it's block time!! 🙂

stray frost
#

"They"

Anyway, AI should use cover like in Arma 3

slow cradle
#

Doesn't have to be a short timescale

stray frost
#

I'll happily take the equivalent of A3 for Reforger but I doubt we'll get it

main tide
slow cradle
broken scaffold
#

Played some GM tonight and I gotta say, with the AI budget magically going to 98% so nothing can be spawned in and with the GM radial menu just breaking entirely I am a little shocked this came to stable like this

#

I try to be nice and I love this game but that is a massive mistake on Bohemia's end considering afaik these bugs had been reported in Experimental already

#

Also SA vehicles go crazy when they hit things, and vehicle on vehicle collision is just broken.

#

I believe this was somewhat talked about on the post about it but still it needs to be fixed because having your vehicle flip out all over the place and then snap back into place when you hit a rock or slamming into an enemy vehicle to stop it only to stop dead in your tracks while the other vehicle just keeps going is very bad

slow cradle
warm cypress
broken scaffold
#

Yeah the bug will get patched but it's still like a week or two one of the game's three modes is just unplayable to an extent

slow cradle
simple kindle
signal vector
gray orbit
#

Tbh I’m very surprised BI hasn’t released an update to fix some bugs this week. Not even the broken GM wheel for console players. It’s very strange that we have to wait for major updates to get stability fixes.

rare pilot
#

Less strange and more just disappointing

fallen bobcat
#

Is BI located in EU?

austere juniper
#

i miss when we would get weekly/biweekly updates with actual communication from the devs. what’s this the 2nd week now since they released the broken experimental patch?

olive trail
#

yes

fallen bobcat
#

Hey if you're making stuff in the EU I really can't blame you for updating a game super slowly with all the cyber terrorism going on.

weary delta
#

who i gotta suck off to tackle , an actual good quality Marine Corps mod from the early 2000's units to modern day? RHS did a good job, but they half assed it. They made woodland but no Desert Unit ☠️ I mean dang...it's just adding in another texture..

weary delta
#

^ where bro?

#

I only see woodland? also happy early birthday!!

rare pilot
#

Thanks

broken scaffold
weary delta
rare pilot
weary delta
#

^ I guess I could Learn...but i never even tried LOL! and you guys are referrig to arma 3 im strictly talking reforger in this specific case

broken scaffold
#

I was talking about Reforger wdym

austere juniper
#

honestly i think rhs offers plenty for marines

weary delta
austere juniper
broken scaffold
#

RHS is working on an arid MARPAT FROG uniform, it's on their dev branch and will come to stable eventually. It's not done yet hence why it isn't yet.

#

And I mean status quo on reforger

rare pilot
weary delta
broken scaffold
#

Yeah it's also not done yet or even close to being done

austere juniper
broken scaffold
#

Look at the RHS roadmap pinned on their thread, ECH covers are planned, they're going to add stuff like the M40A5, there's no mention of 8-pointed covers but I feel like we will eventually see them added

main tide
weary delta
pliant hull
weary delta
#

didnt know i msorry

pliant hull
#

Awww, that’s okay

weary delta
#

but feedback is feedback, it's all love ❤️

pliant hull
#

Feedback and a wishlist r two very different things my friend. But I’m sure the RHS devs very much appreciate that you enjoy their content 🙂

weary delta
#

oh heck yea used them since they came out XD back when it was just the army XD

peak wharf
#

I love reforger this game is nearly perfect. The only feedback I have is that they need is to add fortnite emotes and dancing for better immersion, then the game would be flawless

main tide
#

Nothing more memorable then charging a enemy position doing a Naruto run

peak wharf
#

Yeah, I wish the they would be a little more responsive to the playerbase and update the game to be better in that respect. We dont care about the server booting us off every 15 minutes or game breaking bugs, we care about being able to express ourselves through the art of tactical dance

calm hearth
#

As a dedicated modder and player of your game, I have a suggestion that could significantly enhance the modding experience for individuals like me and the playability and download time entire community.

I propose the implementation of an external mod downloader, similar to the convenience offered by tools like Playwith6 and Arma3Sync. This feature would provide lone modders, like myself, with a user-friendly platform to share and distribute our creations to the community.

Benefits for Players:

Simplified Mod Installation: Players would be able to download and install mods effortlessly, promoting a smoother and more enjoyable gameplay experience.

Version Flexibility: Players could easily access previous versions of mods, ensuring a more stable experience if a recent update causes issues.

Benefits for Lone Modders:

Ease of Sharing Creations: The external mod downloader would empower lone modders like me to share our work with the community more efficiently.

Increased Visibility: By integrating this feature into official modding tools, it would offer exposure to a broader audience, encouraging more players to try out our mods.

Enhanced Collaboration Possibilities: The downloader could promote collaboration among modders and players, creating a dynamic and supportive community.

oak flare
calm hearth
#

I did type out my own feed, I used GPT to make sure it comes off clear.

If used this method would help act for the time being as a stop gap for one of the major problems plagueing those who wish to play with mods.

fair dove
#

I play with mods with little problems using the official tools/workshop where most of those features already exist.

#

I'm also a lone modder 🙂

calm hearth
#

The problems I have ran into are:

I have had to download mods 7 times to have them fully download

I have had mods corrupt leading to me having to redownload them, and then dealing with the loop of redownloading them till they fully load.

My problems stem from the current workshop tool trying to do to much by itself. and in turn tripping over itself. Also an exsternal loader could download a mod faster. Or give people the ability to install a mod and then put it into the mods folder themselves as well!

fair dove
#

I think they'll just fix the workshop rather than start on an entirely different project for something they already have going. But thats just me, you're entitled to your opinion!

slow cradle
#

I hope A4 gets steam workshop integration. Console or not, having to use a in house mod system always seems to be a mess.

brave bobcat
livid nebula
#

I have had to download mods 7 times to have them fully download
I have had mods corrupt leading to me having to redownload them, and then dealing with the loop of redownloading them till they fully load.
Well that's just bugs that will be ironed out soon-ish-ish

slow cradle
brave bobcat
#

Well most people are impatient and unreasonable. They rather play a fully polished game and not deal with the drama of an open community alpha. Cant hold reforger to A3 standards, what we can do is support bohemia and focus on on finding a community that works for you.

tulip wind
main tide
brave bobcat
#

New engines?

main tide
#

Reforger shouldn't have been launched in the state it was day 1

brave bobcat
brisk brook
real dome
#

#screenshots_arma I have had this glitch happen while reloading and it doesnt reload so i change weapon or item and tadaa magazine in it.

limber warren
#

Anyone know if radios having unlimited range is a glitch or feature? it was cool it gave radio packs more use then just a spawn plz bring back limited range on the radios.

real dome
#

Its a glitch.

fair dove
#

really? I thought it was mod related 🤷‍♂️

tulip wind
#

feedback only here, please

fair dove
main tide
#

Because looking at the irl specs of an/prc 77 it says it supposed to have a maximum of 8km transmission range

#

Where's prc68 is going to have maybe a max of 2km

tulip wind
main tide
#

IS there minimum fuze distance implemented on the law? it should be 10 meters because i just had a infantryman walk up right up to a BTR and shoot a law that didnt explode but still light it on fire

main tide
rich fog
#

Any chance to add DLSS frame generation in the future? It will help significantly in CPU limited situations like in Arma

#

AMD will release their equivalent FSR Frame Interpolation in the future as well, so adding one will mean it’s much easier to add the other as well

frosty gulch
#

One idea... What if radio backpacks had health and could be destroyed? It would nerf them a bit and it would make Conflict a bit more interesting. So when you kill enemy radio guy camping near the flag and if his radio survived you could shot the radio to prevent future use. What do you guys think?

rapid plinth
#

I tested a bunch of weapons and I found the cyclic rates of fire are mostly wrong.

I fear that ARMA Reforger is using the system first shown in DayZ, where weapons can only fire at frequency of 30 Hz.

That means 99% of small arms must be represented by only THREE rates of fire: 450 rpm, 600 rpm, and 900 rpm.

The wiki on armedassault.fandom.com lists these weapons as having their correct rates of fire. That's not what is happening on my screen. This is what I found from testing the ACTUAL rate of fire for these game weapons, on my PC.

M60 450 rpm (should be 550 rpm)
M249 600 rpm (should be 725 rpm)
M16A2 600 rpm (should be 700-800 rpm)
PKM 600 rpm (good, 600-650)
AK74 600 rpm (good, 600-650)
SA-58V 600 rpm (should be 800 rpm)
PKT 600 rpm (should be 750 rpm)
KPVT 600 rpm (good, 550-600)

Added to tracker: https://feedback.bistudio.com/T174600

frosty gulch
misty lantern
#

Engine limitation?

rapid plinth
# misty lantern Engine limitation?

Maybe. If it is, I would hope they change the engine to fix this limitation by the time ARMA 4 comes out.

It's not really acceptable for an ARMA title, with all the detail in weapons and ballistics, to be limited in such a way.

Most online shooting games seem to be able to handle a weapon with, say, 750 rpm, so should ARMA.

At 450 rpm the M60 should be 22% faster, the vz.58 at its 600 rpm should be firing 33% faster...

Make an MG42, which is supposed to be 1200 rpm, and if this is correct, it would only be firing at 900 rpm, 25% slower. Not cool.

zinc river
#

Does other games able to have a consistent firing rate despite fps? I thought all games suffer the same thing?

brisk brook
#

Afaik rpm is tied to fps.

rapid plinth
# zinc river Does other games able to have a consistent firing rate despite fps? I thought al...

This is not tied to your FPS, it would be the player simulation rate.

I noticed this first in DayZ standalone when they changed engine. In the old DayZ, the MP5K was shooting at (IIRC) 896 rpm. When they updated the engine, the weapon config remained the same at 896 rpm, but the actual fire rate was suddenly way down to 600 rpm because that was the next interval of 1/30th of a second. Not to do with your PC's FPS.

rapid plinth
#

And about the consistent fire rate, there was ONE weapon I tested which did not have either 450 and 600 rpm on my screen, and it's the M2HB .50 cal. It had a rate of fire in the low 500s... but it was noticeably inconsistent, speeding up and slowing down, I assume it was a performance issue of some kind (all those links??)

zinc river
#

You mean other games outside Arma/DayZ were able to have a consistent fire rate, even with low fps? What game is that?

#

And how can I test this? Need to have some kind of script I would assume?

rapid plinth
# zinc river You mean other games outside Arma/DayZ were able to have a consistent fire rate,...

No? This issue has not to do with low FPS. In various other games including prior ARMA titles I'm able to fire weapons at 500, 700, 800, 1100 rpm, etc. In DayZ and it seems Reforger I can't do that no matter how many fps I have.

How did I test, easy, I just opened Audacity and recorded the audio, apply some filters and measure the peaks. All weapons averaged neatly 3/30 seconds between shots, except the M60 at 4/30 seconds, and M2HB which was inconsistent. Same apparent behaviour as DayZ.

frosty gulch
#

I really hope they upgrade their engine then or something

main tide
livid nebula
#

Because the newer engine doesn't account for low fps.
While the old engine did

#

I remember hearing about problems with that in A3 years ago and it was quickly fixed

#

For DayZ it's not a problem, because I think there aren't really any fast firing weapons. Or at least not so fast that it's noticable?
At least in base game?

#

But I don't know if in A3, it really plays sound for each shot. It will fire missing projectiles but I don't know if it also runs the effects.
So measuring sound is unreliable, better use some Fired eventhandler and count the projectiles.
Take every shot and log it with a millisecond timestamp, then you can nicely graph the fire rate and also see if it's inconsistent.

solemn fossil
#

keep in mind that weapons in reforger have slightlt variable ROF as well. For example a rifle with an ROF of 600RPM will fluctuate +/- 30ish RPM on full auto, i assume this is to simulate slight differences in the actual mechanical function/speed/etc of the bolt and receiver

rapid plinth
#

This is not an issue with FPS, I set to lowest graphics and draw distance to get max frames. You can have 300 frames/sec and if your weapon is configured to fire at 800 rpm, it will still fire at 600 rpm because 30 simulation steps per second, 60/(3/30) = 600 rpm.

In DayZ if you want to simulate a weapon with 750 rpm (M4A1) you are forced to choose between either 600 or 900.

The only available rates of fire:

60/(1/30) = 1800 rpm
60/(2/30) = 900 rpm
60/(3/30) = 600 rpm
60/(4/30) = 450 rpm
60/(5/30) = 360 rpm

and so on.

#

At the time I hoped this was just a DayZ thing and that a better solution would be found for the next ARMA titles...

slow cradle
#

I mean maybe on a local game where your game logic ticks are tied to your hardware but not for a server

olive trail
#

I've heard of mouse sensitivity being tied to fps in some games, but not rpm.

rapid plinth
#

I tested some weapons in ARMA 2 and ARMA 3 to see how close they are. The difference from the config settings is quite small, and is not an engine limitation. In these two titles the fire rates work correctly.

#
+---------------+-----------+--------+------+
| Weapon        | Game      | Config | Test |
+---------------+-----------+--------+------+
| FN FAL        | ARMA 2 OA | 771    | 745  |
+---------------+-----------+--------+------+
| XM8 Compact   | ARMA 2 OA | 760    | 731  |
+---------------+-----------+--------+------+
| AKM           | ARMA 2 OA | 600    | 583  |
+---------------+-----------+--------+------+
| Katiba        | ARMA 3    | 800    | 775  |
+---------------+-----------+--------+------+
| Navid (burst) | ARMA 3    | 1500   | 1519 |
+---------------+-----------+--------+------+
| Navid         | ARMA 3    | 705    | 690  |
+---------------+-----------+--------+------+
| AKM           | ARMA 3    | 600    | 588  |
+---------------+-----------+--------+------+
| Vermin        | ARMA 3    | 1200   | 1154 |
+---------------+-----------+--------+------+
errant leaf
main tide
#

The vz58 is arguably a better weapon now with its underperforming rof. Higher rate of fire means harder to control recoil. Remember that vz is using a larger caliber ( same ammo as the classic ak47) compared to the ak74. I would consider it a disadvantage to have such a high rof with such a caliber type.

rapid plinth
#

Yes, 800 rpm is too high for a 7.62x39. And if memory serves, vz.58 is also lighter than the AK, quite bad combination.

But as @errant leaf said it is correct stat for the weapon. And if you look in the vz.58's prefab, you'll see clearly stated, rate of fire: 800 rounds/min. So the game is not functioning correctly.

real dome
#

I think because of balancing, due to ai using the gun

slow cradle
fair dove
#

I think we need some basics fixed before they worry about polishing stuff like ROF. That should be post 1.0 IMHO.

rapid plinth
# real dome I think because of balancing, due to ai using the gun

Maybe... but the damage is auto-calculated by the engine based on:

-bullet diameter
-bullet velocity
-bullet penetration

The diameter and the velocity are correct to real life (👍) so that means we need to look at the penetration.

And if you look inside the prefab, it's 3.74 mm of RHA. The 5.45mm has 6mm of RHA and the 5.56mm has 7mm of RHA.

So then you need to ask, is this penetration correct to real life? It's not something which you can simply Google.

But the short answer is no, it is not. The 7mm for 5.56 is reasonable, but the 3.74mm for the 7.62x39 is much too low. It should be closer to 5-1/2mm. The estimate I came up with was 5.4 mm...

Changing the penetration from the 3.74mm to 5.4mm would increase its damage by 32% and make it 5% more damage than 5.56

main tide
#

Isn't penetration also dependant on ammo type? Like were the Czechs using the same 7.62x39 cartridges as the soviets? Or are they using domestic production bullets. If so, is said ammunition inferior or superior characteristics to soviet ammo of the time for thier ak47/akm?

rapid plinth
real dome
#

62.82 for base damage value on sa 58 and 76 base damage value for ak 74. on the armedassault fandom

marble kindle
#

The VZ does feel like it's firing faster though

real dome
#

I just tried it and i think it feels the same. I think the bolt moving on the top fucks up the brain or something

marble kindle
#

Maybe

real dome
#

3.18+-2 seconds for sa 58 and 3.18+-2 seconds for ak 74 To shoot one mag so 30 rounds

marble kindle
#

In workbench the AK is 650rpm and the VZ is 800rpm, but I suppose that may not be accurate looking at all the talk in here

rapid plinth
main tide
#

Ahh ok then we can assume there is no noticeable difference, since I was more alluding to cartridge design/ specifications rather then quality control

rapid plinth
# main tide Ahh ok then we can assume there is no noticeable difference, since I was more al...

It might actually be balancing as @real dome suggested, because most other penetration values and associated velocities in Reforger were taken from http://www.steelbeasts.com/sbwiki/index.php/Ammunition_Data

However, the 7.62x39 is on that page as well, and it says it has 9mm of penetration. But in Reforger it's got 3.74. 🤔 it's the only rifle ball cartridge that does not correspond to the penetration values on that page.

real dome
#

When the ai used the ak 74 i think they were more potent but not sure since that was a millenia ago.

rapid plinth
# main tide Ahh ok then we can assume there is no noticeable difference, since I was more al...

In any case, I think the 7.62x39 damage is clearly "wrong", because we can look at the current damages of these three rifles, looks something like this:

vz.58 = 42.0
AK74 = 45.6 (+9%)
M16A2 = 53.3 (+27%)

Now we can look at the kinetic energy of the same weapons:

AK74 = 1385 J
M16A2 = 1776 J (+28%)
vz.58 = 1963 J (+42%)

Now someone might point out the 7,62 PS projectile does not have the greatest wounding power. And that's true... but Reforger doesn't know that. The game has been told that the 7.62x39 has:

-a larger projectile mass
-a larger projectile diameter
-a velocity which equals significantly greater kinetic energy

And the game engine hears that, and decides to give it less damage... not a desirable result.

So yes, the damage formula could use adjusting, as it mentions on the BIKI, "Damage simulation is subject to change". Now to be fair, there is also the issue that the engine has been told the 7.62x39 has significantly lower penetration... but this is more relevant for an armoured target, as all of these still have more than enough penetration for unarmoured opponents.

main tide
#

If I had to speculate perhaps it's not just balancing per say, but a nessesity with current ballistics and armor protection systems to make m43 7.62x39 unable to penetrate the yet to be added 6b3 armor with 6.5mm titanium inserts. If you gave it a 9mm penetration value, it would be expected to pentrate that at ranges beyond 10 meters.

slow cradle
unkempt fiber
#

Hope the next update fixes the gm issue on Xbox, it's impossible to operate anything with the wheel Dissapearin

olive trail
#

Please for the love of everything, guns shouldn't stop bullets, if the gun doesn't have durability. Between this, bad hitreg, and GL/rpg spam, even the few gunfights we manage to get between crashes are degrading in quality.

rapid plinth
# main tide I haven't done testing yet but how many shots needed to kill someone wearing sof...

PASGT is WAAAAY too effective against rifles. It should provide effectively no protection against assault rifles!

Compared to unarmoured enemy, with M16A2 it blocks about 49% of damage (2 shots to kill), with AK74 it's blocking 61% of damage (3 shots to kill), with vz.58 it blocks 67% of damage (4 shots to kill, 3 shots to just knock out). [these numbers at point blank range]

With the M9 pistol it blocks 93% of the damage and would take something like 25 shots to kill. With the Makarov it blocks 98% of the damage and would take over 50 shots to kill! The vest could certainly stop 9mm and Makarov in real life.

main tide
rapid plinth
main tide
#

regarding pistols. id expect it to block most of the damage with how the current system works , considering IRL people have tested surplusPASGT and it has been demonstrated to stop 9mm when fired from a pistol length barrel at close range . WHatver non penetrative "damage" i would expect to only be from trauma sustained from absorbing blunt force impact

#

which can be considerd "minor" relative to an actuall penetrating shot going into your body

marble kindle
#

Losing to a guy because all your shots deflected off his rifle might honestly be worse than stubbing your toe. PainHarold
You had the upper hand, until you didn't.

rapid plinth
olive trail
#

It's made of vibranium.

worn bison
#

Thanks to the devs that implemented the function that puts you back where you were when you crash/lag out. Really helps with a lot of the problems ppl were having of basically having reequip at spawn every time.

real dome
brisk brook
#

Its disabled on most servers

#

On official you have 1 minute to get back in.

simple kindle
rare pilot
simple kindle
rare pilot
#

"Reconnect component"

#

Takes not even 5 minutes digging in the Conflict settings

modern wind
#

any patch notes of the update?

woeful mist
#

@mint marlin please fix coms or find a new way for us to communicate when in game

#

(Teamspeak was great for this type of thing, only problem now is the crossplay) not sure if that helps but man shitty coms really crushes the experience

gritty pawn
woeful mist
#

So when it works it’s good. However having to restart your game to actually have good coms for a short stent is relatively ridiculous. The AI affect player coms as well.

#

You almost can’t have much ai on the map for it to be manageable, even still at times it’s pretty broken transmissions, not being able to hear someone at all, or you can hear other but not able to communicate. Having people switch to discord chat while playing in game is kinda shit.

pliant hull
#

Will ruin your whole night

woeful mist
#

100% and being an RTO in a server is like welp guess I’m useless lol

#

Even though I will say I’ve been able to piggyback for others I could hear and they couldn’t communicate with command. Been trying to figure out other ways to work around that issue.

zinc river
#

is there a ticket on the tracker?

woeful mist
#

For coms?

zinc river
#

Yes...

woeful mist
#

I’ll throw one up just point me in the right direction

zinc river
pliant hull
#

No way there hasn’t been one this entire time…

It’s been around so long I just guessed it was known already and being addressed…

woeful mist
#

I’ll have to do that here in a few. Not seeing anything about coms in the initial page of the tracker

woeful mist
#

100% should be addressed on a consistent basis

austere juniper
#

i think delta patching might have broke updating mods, unless it’s just me but when i try to update a mod it gets stuck at 0% or downloads at like 1% per minute.

astral valley
#

I get the following error when updating a mod: Referenced contributor 'REDACTED@gmail.com' doesn't exist or doesn't have their account linked
How does adding contributors work in the workshop? What determines that an account is linked?

astral valley
austere juniper
astral valley
weary delta
#

the reecent update jacked up a few mods, espically the belt section......every belt now sits so hiogh its like a waist trainer, ratehr than a battle belt

#

oo disregarg it was a bug, but maybe not

naive widget
#

M60 while bipod deployed.. is the recoil really that bad in real life???

rare pilot
#

Ive seen clips of people shooting MG-3s and getting thrown around by them

#

Still better than shooting it standing

brisk brook
#

M60 is a heavy gun. While prone it should be quite controllable

naive widget
#

I guess your right.

main tide
weary delta
rare pilot
vapid compass
#

I really think the medical system is lacking. You can’t carry patients, wounds heal incredibly fast, it’s like a gunshot wound doesn’t mean anything.

pliant hull
#

This was the most underwhelming update I have seen since launch

gritty arch
#

Grenade stuck in hand bug is still a thing

#

Along with server instability unfortunately

gritty pawn
misty lantern
gritty pawn
misty lantern
#

At least it's not a dev saying unable to reproduce

gritty arch
# gritty pawn The second grenade you want to throw?

No happens randomly, start throwing grenades and one just sticks in your hand up in the air, cant pull pin or throw it nor switch back to any other weapon so you just end up dying rather shortly in a firefight

gritty pawn
#

It's basically the same thing, it doesn't happen with the first grenade after joining the game

#

But during the next throws, I'll try to revive the feedback

woeful mist
#

My bad meant to place that somewhere BI would take notice and put to the top of yalls list

gritty pawn
pliant hull
# gritty pawn I made feedback ticket https://feedback.bistudio.com/T174093 - but classically, ...

The problem is nobody uses the feedback tracker. It’s so unappealing and outdated looking I didn’t even know if it was still active when I first stumbled upon it

Either they need to do a massive overhaul to the feedback tracker from 2001

Or use discord (where people already think there supposed to provide feedback) as a alternative. Maybe there’s a way they could set up a channel for feedback or bug reports and a similar system will let Bi make notes and provide status updates.

But the current solution of “feedback tracker” is comparable to a fossil

oak flare
#

It's good for looking up the best brand of penis pills.

gritty pawn
pliant hull
weary delta
misty lantern
pliant hull
#

Im sitting here complaining all day doing jack so let me be clear and say I get that everything they are already dealing with is complex beyond industry standards and I won’t pretend to understand everything.

And yes absolutely this would be a monumental task to take on while working on getting 1.0 ready.

But how does Bohemia let such a obvious issue (a site the direct literally all feedback towards) go on for so long without realizing it’s crippling them in terms of feedback and bug reports

vapid compass
#

Mind you, I bought myself the game and 2 of my friends the game only for the devs to completely ignore feedback and stick religiously to the roadmap

olive trail
#

Calling people pieces of shit is sure to get your point across to the developers, and start a productive conversation with them regarding the issue at hand. Good job.

livid nebula
#

@vapid compass If you insult, I have to delete it. Please consider doing it without insulting

vapid compass
#

I understand

short ingot
#

Fuck this game WHY ARE ENEMIES INVISIBLE WHEN THERE IN MHQ

olive trail
#

Windshield on vehicles seems to be, either made of paper, or level 4 bullet proof glass.

vapid compass
#

Okay, here’s my criticism. I see an overall lack of concern by the dev team for the opinion of those who fund their paychecks, so naturally I’m irritated. I spent close to 80$ on the game buying it for friends and still yet no suggestions from the community have ever been given a thought. Maybe they’re waiting for the game to be complete but my understanding was feedback would be considered.

short ingot
#

Fuck sake fix your game BI

rare pilot
vapid compass
#

They don’t care anymore they just want our profits, so who cares anymore let them see me buy Arma 4

olive trail
#

Conflict had multiple changes effected directly by players feedback. Just saying.

vapid compass
#

Name one

#

In discussions

rare pilot
#

Domination capture of bases

#

128 player options for lobbies
Easier to mod it

olive trail
#

They made the hold mode thingy 1st person only after feedback too.

rare pilot
#

Random base spawns is a big one

olive trail
#

Added the 50 cal jeep after I cried about it none stop

rare pilot
#

Added in the different HMMWV variants
Better Building feature

olive trail
#

More clothing , which I cried about that none stop too

rare pilot
#

Save loadouts in Conflict
And a whole bunch of behind the scenes modding stuff

slow cradle
#

Gunplay rework must come with engine RPM fix for guns

vapid compass
#

They literally haven’t given any extra clothing than from the roadmap

olive trail
#

Did you start playing yesterday dude? They added tons of new clothings and hats to conflict

vapid compass
#

That was on the road map fym

rare pilot
#

This last major update they even added rolled sleeve versions of clothing

#

And the M1 helmet wasn't in the roadmap iirc

olive trail
#

The idea that they don't care, or don't read the discord is complete bogus.

At the end of the day, it is their game and their vision. The only thing you should expect from them regarding feedback, is for them to only ****consider it which we know for a fact, that they do.

broken scaffold
#

M1 was, the rolled sleeves and patrol cap weren't

#

Also the red beanie

rare pilot
#

Most of the suggestions are shit, impossible in the games state, completely nonsensical, or in general too ambitious

slow cradle
#

too ambitious lol

rare pilot
#

That's why when it's something simple like toggling the M2 sights down, which I've been waiting for for a year and even made a mod to do myself, I get pissed off

vapid compass
#

I understand that some of them are too ambitious but damn, a lot of these suggestions are good

rare pilot
#

Gimme a good one

olive trail
slow cradle
#

I see the armchair game dev talk continues

vapid compass
#

I’m not an armchair game dev, I’m a consumer that’s pissed with the supplier

rare pilot
#

^

#

Every update is a step forward and a step back

slow cradle
gritty arch
#

The roadmap as it is written would keep me more than happy, i love the game play of conflict when a good round is on the go with plenty of players, literally just need the server stability and crashes sorting and about 3 annoying persistent bugs fixed and i'm happy until 4

slow cradle
#

Yeah if they could meet their targets for roadmap that would be great however I would like to see more work done on the AI and 3DEN editor alternative

rare pilot
#

Exactly, modders will take care of the rest

#

They also implemented small movement reworks
As well as they're changing Supplies to an actual Item you can hold and carry

#

All stuff I suggested since day one, or near enough

vapid compass
#

That’s lazy development

#

Modders are not devs, a simple carry mechanic should’ve been released with the medical update

rare pilot
#

Indeed it is
You're free to make your own company and make a competitor to Arma, I'd love to see some competition light a fire under BIs ass so they actually finish their damn products

rare pilot
vapid compass
#

That’s the thing, bruh I don’t have to develop my own game if they would develop themselves

rare pilot
#

If you develop one good enough to take money away from them, they'll be more inclined to do just that

main tide
rare pilot
#

Where at?

main tide
rare pilot
#

I see

#

The patrol cap and the rolled sleeve variants aren't on there