#reforger_feedback
1 messages · Page 7 of 1
I'm sure you mean well, thanks for trying to help!
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...
I'm sure there are circumstances where your experience applies 100%
since a 3080 is not that old and relatively powerful, you can try lowering graphics settings and if FPS will indeed be higher in situations you encounter, then you have the answer thwt confirms what I said.
doesn't cost you anything
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
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.
Always interesting learning how smart the ai can be in this game to me, all the little things ai from other games lack.
What kind of toaster are you using?
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.
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
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.
RO2 is the inspiration there indeed 🙂
Not impossible, we'll see what can be done.
Ed: To be specific I refer to the toggling of continuous actions
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
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
I complained about the waves not really making any sense several months ago and they said it wasn't done yet. They also mentioned something about it not being done in the SAV thread as well I think. I don't think diving missions are generally very popular. I mostly do SP/coop and I think there was only 1 or 2 missions where I really used it
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).
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
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
Would be interested to see how “wildlife” react to different weather once added
Toggling the eye fov is quite important in all sorts of scenarios, flying while observing ground for example, watching for movement over long period or on static mounted weapon, scanning horizon while moving. Either finger fatigue or freeing up fingers to use other controls also.
I despise "hold key" to do any action. I prefer everything to be toggle.
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.
Including holding up sights? Im the opposite there, anything that takes RL concentration and effort should correlate to a sustained effort of a simple button clicked in
I feel like some things are good to have to hold down because it makes it easier to control. Liking filling a mag with bullets. Don't remember what lese requires holding down now
I think it's a legacy of Dean Hall's ideas of 'immersion, along the line of what froggysFrog said
Copy, it is good fortune that Reforger is operating more effectively with your system. Being as BI wants to court consoles, which are like low-spec PCs, you benefited from this perhaps.
Copy
Indeed
I remember in Warlords when I destroyed a diver with my SDV, driving into him. 😄 A very uncommon kill this was.
I've tended to believe for years that this (BI's console ambition) was part of the motivation behind 'engine optimization' for Enfusion...
FPS still shit the bed when there is an explosion.
what's your GPU?
7900xt
I only noticed that with modded weapons like maaws. Not with any vanila
it's your gpu
Can't be. tested it on my 4070 TI too, and old 3090. Same thing.
oh I know, particles in this game are simulated on the cpu
To be clear. By explosion I meant mines, not rockets and grenades.
guess there's a mine-specific bug then, or you haven't exploded enough grenades!
Just for reference, It went from how many FPS to how many FPS during the explosion?
For me (again modded explosions) freeze game for a second. So you could say 0 fps
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.
No idea what the number are. The game turn into a slideshow for a couple of seconds.
#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
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?
something with preloading? same reason first two shots of a gun dont play sound for me sometimes
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
does wind have an effect on particles yet particularly smoke? i havent noticed smoke moving wu=ith the wind at all which is a bit upsetting
yes
ok good! thankyou
Can we perhaps get a server browser filter for 'Wrong game version' servers? 🤔
New version changelog wen?
Most likely exp to stable + more fixes
RPK bug while mounting is still present.
Can you specify?
YouTube videos doesn't show full at
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.
Ahh that one, ok, I know which one you mean now
Another great trailer video, thanks guys. 
In a Game Master, apparently GM is screwed up, cant delete or spawn stuff
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.
If we can open the back of the ambulance, a stretcher system would be nice
You can't?
From how I remember in experimental you couldn't see that you were talking but people could hear you
I think that's cause they changed respawning to where it spawns an AI and puts players in control of it
Oh
That's an issue
I would post an mp4 but I can't
yep, every player respawning permanently raises AI budget, any chance for a hotfix?
Ou, that sounds bad. 
Please increase version at
https://reforger.armaplatform.com/dev-hub
0.9.9
Is this about the budget in game master?
yep
okok, thanks for the info 🙂
Apparently in GM the radial wheel menu is also unuseable, meaning no spawning or deleting some stuff.
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.
forwarded to server browser guy
kinda feelin like this happens because I possess the character after it is spawned, not fast enough for the budget player Id detector to consider it to be a player? I've released a mod to work around this for now https://reforger.armaplatform.com/workshop/5DE8FBED48C68EB1-PlayerSpawnAIBudgetFix

New gamemaster UI has a few bugs
So i dont know exactly what causes them, however im going to pitch what i think the cause is (Xbox)
- 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.)
- Editing an entity's properties may cause the game master radial menu to lose all of its functions
- If the player character is unconscious, the player cannot force themselves to respawn.
Binding any side mouse key ( mouse 4 / 5 ) to lean left breaks the action
Being able to freelook while holding items 🙌
Hated having to drop my binoculars to look over my shoulders
And has the flashlight looked this good during the day before? I remember it never working unless night time.
Hello,
Thank you for the report. This is quite high prio for me so it will be taken care of ASAP 
roger, I hacked around this issue in mod 5DE8FBED48C68EB1
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💀😭🤣
Some official servers are marked as outdated, even tho they are not, notice red triangle, They appear if you sort servers by players couple of times:
https://steamuserimages-a.akamaihd.net/ugc/2004715410113205842/3C737F570A314422F877C067C85945EDDD74BFF9/
do the filters in game master on bottom right not work?
Sometimes i get someones nickname imprinted on my screen and it doesnt go away. Need to reconnect.
It would be nice if medics could drag or carry an injured person.
There's something funky going on with the driver position in those new medical vehicles https://youtu.be/LQIIb8_a0Zc
You guys were the guys at monti at saw server?
Where Soviets coming from provins?
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
Yeah I was on there then
We broke through in the end and captured monti
The update is dogshit
Like genuinely horrible, the weapon system became super buggy
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
With a vest you walk around looking like a fat gta 4 cop
Vests and whatnot, i don’t see why you’re pressed over feedback
Generally calling things dogshit isn't considered constructive criticism. Plus saying stuff like "the gun system is broken" or "equipment looks dumb" isn't helpful.
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.
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.
That is ... Certainly feedback
Just shitty feedback
You could have actually written more about what the problems were, but you chose to write all that
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.
Oh wow, that worked, thanks. 🙏
Overcast and moon brightness is related to date in reforger (and other arma titles) which i believe to be random for conflict
So sometimes darker, sometimes brighter
i know but even changing the date didn’t seem to really make it pitch black anymore
Try no moon and winter time, with heavy overcast
Off the top of my head Livonia felt way brighter at night than other maps. Can it vary by map too
In arma3 that could be set. Some maps were brighter. Not sure about reforger
tried already, the sky still stays a dark blue rather than pitch black like it used to be, i think it’s just something to do with the new sky box.
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 🤔
They're just living up to their name.
Cold
Join me by the fire.
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
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.
As usual, the animation teams is doing amazing work. It's beautiful seeing the animation getting better and smoother with every update.
the content is great and all, but any word on fixing the constant crashing ?
Settings saving on servers is the best addition in this update IMO
Is that you on the right?
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
Yes, I am a log.
It is an ongoing effort. I for one don't get much crashes. Some people still do. So whenever you had a crash, just click the <Send Report> button when it pops up.
what happens when you send report? does it send it to the devs?
YEs
how many thousands of send reports do u guys get per day ?
Performance feels awful. Other character animations are hitching if you run in a group.
It is currently worse than A3 in terms of performance on my end but thats likely to change
If you meant Livonia inside the First Contact campaign... according to the Fandom wiki for the franchise that was intentional, and differs from 'regular sandbox play' Livonia in A3
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.
Objects/AI squads not showing up on the map in game master is killing me. Please add this BI.
Also, there should be stronger visual effects that show your state of bloodloss
Also, 1000% dragging players is needed. Only medicine you can do right now is field medicine, little point for hospitals other than resupply
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
I like that I can rest my guns on other people
"Your head is my bipod"
sometimes my guns are tired
Everybody needs a shoulder to shoot on from time to time, we're all human.
Do we have scoreboard? I think we need scoreboard when the game ends...
Agree, playing both this and BattleBit's, I have this feeling I should see some team wide stats at the end of the game, not just my career 👍
The saw ironsight is off center to the right when I ads while prone.
Yesterday I witnessed a train of players resting their weapons on each other 🙂
kinda jealous, most of what I witness is crashes
I was in a sniper squad with slamsgt who rested his gun on my shoulder while I rested mine on a tree. Flawless. 😄
Prepare for trouble! And make it double!
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.
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
Irl you push it against something, so its not that unrealistic
I do it all the time, it's super useful especially in forests
known issue. sadly, unkown fix at the moment 😦
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.
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
Big ugly rain when it should be cloudy, is this a known issue?
It's fixed for me, it looked like this on the experimental - https://www.youtube.com/watch?v=R9lo8RT-OGQ
Or if it somehow depends on the graphics settings..
A fix is in the work. There is a fix for it but it needs further testing before getting into the update 
you tagged me twice but thank you
I still get it in stable
Oh the other was one for the GM Controller/Radial Menu bug you reported, it's a different one 😄
oh ok then thank you!
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
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. ❤️
I used Libre office calc myself, but the formula itself is probably just a pseudocode
So it probably needs adaptation to your scripting language
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.
I only comment on this because it may be misleading to anyone reading Dev-report #18.
Depends on language setting.
In my language , is used as decimal separator. (Instead of .).
So excell uses that
No it is not the decimal of 0,5, the problem is between eyeDistance, screenHeight which should have a ;.
Oh thats just pseudocode... if you use Math.atan2 in js it will work fine
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.
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
AI should stop moving or at least move a lot less when players are healing them.
Just run behind them and stab them with syringe
Can't bandage them though, they die of bloodloss
They prolly saw you not washing your hands...
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
Queue would be great. Reserved slot too. Maybe automatic kick of random players when a player with a reserved slot join.
I'd hope for a reserved slot system that doesn't punish random players for no reason.
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
Because it's a shitty solution. Why not just make reserved slots, ya know, reserved? insteading of punishing innocent players?
It's a solution for when reserved slots are full.
but with reserve slots people might never fill them
with no reserve slots you can fill the server slots
on battle bits they give a few reserve slots at the cost of have it be 127 v 127 for a 256 server
if your admins are kicking people to make space for other people there's a different issue here than slot reservation
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.
how does hll work? it probably just kicks someone anyway
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).
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.
@olive trail Is membership free?
basically yeah.
what's the catch
You have to convert to Islam
I'm just messing with you. It's completely free. Not sting attached type of deal.
lol ok. Wear your tag and join Discord when you play plz ahahaa
Devlog did mention that they have RCON in the works.
game is unplayable after the update for me 😦 i have crashed 10 times in 20 min now =S
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?
Experimental build for the main branch of the experimental test bed has always confused me.
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.
This is on your side, probably have to delete your profile folder or something
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
now, if i set D-hold as "steer right", it turns left...
https://youtu.be/FBTx-HXuK8E AI are extremely susceptible to death by doorway farming, this video is a great example
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
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.
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.
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 !
key binding most certainly does not work currently
for instance, if you rebind UGL to a key, it will swap between rifle and ugl tens of times per second as there is no timing threshold and makes switching between rifle and ugl very unreliable
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?
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)
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?
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?
And I know it’s in development, but usually as they develop they get better not worse
i myself haven't noticed any changes in performance on my end, other than connection being way better
Then your living in heaven cuz all I’ve seen is loads of DC’s regardless of server and an influx of BI crash reasons unrealated to mods
ok will agree with the crashes, i get more crashes than disconnects though, also i wouldnt mind living in heaven, maybe they get arma 4 up there 😆
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.
I was able to regain about 10 to 15 fps by lowering environment setting from ultra to high
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
Tell me how it is 😂
Absolutely
Also lowering that aforementioned setting using a optics in 3d is much more smooth.
hmm.... I got no performance change... just about the same. No crashes yet so far... and no DC also
I only played on official server though... the community one seems always full now
Players lying on rocks have +99% rock protection or where is the problem? - https://www.youtube.com/watch?v=1c7uDs5PSS8
Yeah I’m noticing it man, been playing since launch. This update has taken a toll on server performance. Which in turn makes player performance drop down. Hope BI can get a patch up for the DC’s and Desync issues
Would love to see a tlc patch out
The PKM is like a castle wall in from of the soldier, it stops a gazillion bullet.
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
Ural is a 5ton and if your using the supply truck it's gonna have a much smaller capacity
Over 3400 errors for wrong GUID/Name. Wonder what kind of havoc that is causing.
I’m saying the US 5ton holds a lot less than the Soviet 5ton
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.
You do go unconcious quite a lot. 25% of the time, from what I experience
Getting shot in the leg helps though
were fighting ai mostly, maybe they only aim for the head 🤷♂️
Ai have had aimbot for a long time
no they dont have aim bots, they are bots themselves
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.
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
will agree with the radio part, i want to be able to freely swap frequencies but this update just makes it hard, also the ui is to chunky compared to the smaller original ui
as for the god mode players, i havent noticed this, i will chuck a few rounds into someone and they drop maybe half a second later because of latency, i play on local servers so it isnt that bad
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. 🥴
If in Arma 4 the platforms will still be fighting over various UI designs for things, that is going to hurt.
agreed, i want something that "Just Works" 
As a console player I can say that the old radio UI was better the new more restrictive
🤝
It makes me wonder if the previous radio control scheme is planned to be reused for something else
Unbalanced health + too accurate AI
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
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
I hope that they bridge the gap between AI and players enough that it's fluid. They don't need to be perfect, but they need to be "better than what we've seen before" in any capacity
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
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
You don't want the ai to be accurate unless you like seeing the respawn screen
I actually do want the AI to be accurate, but I want them to be accurate for a reason. If they have superior perception to me because I decided to run out in the open, that should happen! By incorporating things like cover/concealment and AI knowledge, it should make them difficult but not unfair
Trust me you really don't it just makes firefights boring and fast...
Trust me, I do, the only thing keeping me playing A3 is LAMBS and other AI mods that get around the fact the AI can't see for crap and don't know what cover is. There is a difference between unfair skill (AI simply respond faster than an average human) and verisimilitude
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
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
some items don't seem to clear with the clear entities button, I see some guns on the ground that don't clear
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.
The game feels choppy even with high fps, camera movement specifically.
^^^^
Low-key L update
I am a few hours away from publishing some scenario-specific AI test’s hopefully this will serve as good isolated gameplay footage
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
Vanilla AI or CRX?
Vanilla, of course
We got a whole medical system and body armor
This is the most substantial update since Arland was added
They are pretty minimum and have problems but all in all they have new content. Though, I am looking forward to the balance being fixed. Helmets tanking 3 SVD shotss.... wtf
Yup... new content, new medical, working-however-imbalanced body armor, weapon deployment working for cover objects (not for prone yet)... if it weren't for AI commanding/driving and bird still being missing we'd have all of Ground Support, on top of the bunch of Air Assault that this update brought in
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
You say now, did they at some point? Because if so that's likely why considering the game is set in 1989
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
They switched to something worse for survival?
The medical system is just giving it more depth to the experience without having to have a medical degree to use...
yep and that's great
Man that's a costly mistake
i would add on top of that we got some envrionment destruction. Sandbag emplacements can now be destroyed if you ram into them hard enough with a vehicle
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
Any performance dip?
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.
The first Arma game where that actually worked 😆
A few hours ago:
It's like before 2 big updates, constant client crashing, constant server crashing, average game time ~30 min
#reforger_feedback message
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
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.
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.
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.
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
I mean it could be a restart or whatever, it's just a bit abrupt when it dies in the midst of gameplay.
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
Anything above 64 isn't officially supported
The official servers are not even the 64 players
Nope
But they explicitly said to avoid anything above that for conflict
"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
And they "officially suport" as many as backend allows, that is 128, but they dont recommend it for most scenarios
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
Spawn an ambulance from light vic depot, take meds and save loadout 😉
I love how fast the ambulance minibus goes in reverse
That is unfortunate they only support 128 players At maximum,
Think the idea is 256 in the end
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
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.
I was talking more of reforger directly. I know its possible on other games.
Im just going off server config and day 0. When backend limit was not present
I invented an auto shotgun because of this, and it works great
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
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
I remember a BI dev saying (as per dynamic destruction etc) that we are a good 15 years away from THAT game. That was like 17 years ago
So you are saying two years then? 😉
17 years ago was 2006, 1 year before Crysis was released and 2 years before Bad Company released, both of which had destructible environments. Probably a poorly timed, or uninformed take.
Now, ultimately, those games were narrower in scope, but the technology exists
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.
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
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.
Ai spawning is broken in game master
you can only spawn 4 npcs on official game master
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.
I agree too many times have I been treating a fallen soldier and just been executed
It’s so frustrating especially since I’m not armed 110% of the time
every time a player spawns in, it adds some percentage to the AI budget.
too close to a class system, dont think they want to add classes of any sort.
know issue, is being worked on by devs
known issue, is being worked on by devs
It's supposed to be realistic so there should be punishment for breaking the laws of war
Not sure that's more realistic
Our Medevac vehicles can fly the red cross, and our medics inside can still carry personal weapons for their own/patient protection
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.
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.
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
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
further comments
what happened to the hangar btw
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.
BTW would you think https://learn.microsoft.com/en-us/gaming/gdk/_content/gc/system/overviews/directstorage/directstorage-overview will help? or is it at the stage where there's something more fundamentally weird happening, given the inconsistency between GPUs/architectures?
I would like to point out that "Service states" screen ping is all over the place on refresh, anywhere from 40ms to 160
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
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
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.
The armor and ammo values are completely broken, so its gonna get patched
that being said it should make no difference against soft armor like pasgt
AI can tank 2 7.62 to the forehead with the PASGT, even though its nowhere near rated for that
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.
i tried doing some testing at 500-600ish meters. and at that range ene 7.62 practically tickles you if you have a vest
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
Aren't those the ranges specifically designed for long rifle calibers out of guns like the SVD?
ai banaded itself and it lived. EDit: yes i was using a m21 sniper. hence the 7.62 caliber.
Ai also helps downed units
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.
but then i wonder why does it feel like the AK has the same level of recoil ( if not more) then the M16. a slightly smaller round combined witha muzzle break that supposed to act as a compensator. and from what i read was well regarded as one of the best in class for its time.
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
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.
It's realistic
yes i know i litterally said that
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
yes correct.
but i think the "M16A2 carbine:" will probably scratch that itch, given its a roadmap item
That'll be an early M4
Colt 727, Burst auto
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
Even within 440m which is the default effective range for the AK it takes several shots (5+) to the center of mass to actually down a unit, which while possibly true in modern times with effective ceramic and steel armor, is not realistic for just flak jackets
82nd Airborne used them
Its heavily implied that Airborne units are who we play as in Reforger, the 82nd and VDV respectively
Wrong reply
Most obvious tell? Look at the GM thumbnails when placing down Soviet troops
What shirt are they wearing under their M88?
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.
And smoke coverage
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.
yeah true i recall those stripped shirts. But if that what was initially intended why wouldn't the AKS-74 be on the roadmap, if it wasn't included as a day 1 release? Like I mean thier kinda all over the place because i dont even recall early screeshots and initial trailers showing the AK chest rigs. Only the old leather webbing
They aren't wearing the VDV shirt though, that has blue stripes
Yes
In the GM thumbnail theyre wearing the Tushanka VDV shirt
The little icon with the picture of the men on it when you go to place them down
Take a look at it
82nd used them in Desert Storm because they had just scrapped their Sheridans (iirc) which they still had in 1989 considering they used them in Operation Just Cause
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
M1 was in use, by '89 most had switched to PASGT but groups like national guard still used them
Will look at that when I'm next playing
do you have any images? of M1's used by national guard in 89?
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
7N6 tumbles. Meanwhile M855 tumbles AND fragments. So which is more lethal?
no actually m855 had a reputation for refusing to fragment. soldiers in somalia 93 and later in iraq complained about it passing thru targets like a hot knife through butter and needing more than 1 or 2 rounds to drop thier adversaries due to lack of so called "stopping power". hence the introudction of m855a1 in part to adress those complaints
"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
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.
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.
which will make it interesting when "m16a2 carbine" gets added the velocity and muzzle energy firing m855 from a 14.5 inch carbine should be roughly on par with 7n6 when fired from a 16.3 inch ak barrel
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
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
they tested it for three weeks on experimental, they can’t help if an update breaks mods, i think they definitely should of held on a little longer and fixed the game breaking bugs before putting it on stable. hopefully we don’t have to wait another month for fixes.
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.
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...
vehicles lagging is a feature, game master wheel is a bug
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
also do the soviet vests stop LAWs?
eating food while sitting on the map screen, kicked for stalling
You are stalling the team by eating
yes many pictures of units on reforger site have soviets wearing telnyashka under m88, it will be nice when we get them in the arsenal along with the raised sleeve versions of uniforms
That however is dependent on whether or not M16A2 Carbine is meant to match Colt's definition thereof or is merely BI's own term
looks at Arma Reforger*'s launch*
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
Would be nice, nothing was mentioned in that regard tho
That's a coming feature of inventory overhaul mod I believe
So far DayZ has loose ammo as its own thing and Arma Reforger doesn't
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.
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
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
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.
Stripper clips would offer faster gameplay, whilst also being further grounded in realism. IRL Soldiers are not issued loose rounds, and do not top-off magazines with loose rounds. Soliders are issued stripper clips, and top-off magazines with stripper clips.
No need to copy Dayz when Arma can have its own more suitable implementation.
It's not about inventory, it's about all the animations and handling of weapons. It makes gunplay much more interesting, in DayZ it's done quite well.
The question is to what extent individual titles built on the same technology will cannibalize each other.
#screenshots_arma message is this a glitch or a feature? im 99% sure u couldn't do this before the update
unless if wrong, it should definitely not have penned, and probably shouldnt have blown up at that range
so if we don't know what BI definition of a "m16a2 carbine" is, then it means unless that is officially answered we will not know whether it will be a 723 or a 727 model.
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!
Agreed: my presumption of a Colt Model 727 came simply from presuming that BI leadership will take the easy way whenever it's available, and 'there was a pre-M4 in 1989 that used the A2 rear sight/carry handle assembly we already had modeled and textured' sure sounds like such!
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.
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.
im not sure on the forumla one would use would translate Y amount soft armor as equivalent to X amount of mm of steel
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?
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
"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."
it doesnt matter if it wasnt officially rated for such. It can stop 9mm rounds. people have even bought these surplus vests and shot them from close range. maybe a few feet away and they have stopped 9mm . Oh and keep in mind, kevlar has a shelf life it degrades over time.....
This is from a paper where they tested exactly that. At anything under very long ranges the PASGT vest would only stop the M9 and the Makarov.
Protective Ability of the Standard U.S. Military Personal Armor System, Ground Troops (PASGT) Fragmentation Vest Against Common Small Arms Projectiles
Military Medicine, Volume 158, Issue 8, August 1993, Pages 560–563,
you initially threw in a random quotation without any source cited that only stated .22 caliber, the implication of which being, it wasnt tested for a larger caliber handgun ammo therefore it can't stop it....
It says it offers no protection against center-fire rifle bullets. But 1550 fps is fairly speedy as far as handguns.
i never made the claim it did.
i would have to look up how much barrel length an Mp5 has. but im not sure that even 9mm nato shot out of a smg length barrel relative to an pistol like the M9, will shoot that fast.
No, according to specs, Reforger-era M882 is about 1327 ft/s from 7.85" test barrel and about 1230 ft/s from the M9 pistol (in 1990s slightly lowered). Most 9mm NATO is going to be mid 1200s to low 1300s from submachine guns.
uh huh ok so yes protection of up to 1550fps can be said to be comperable to level 2 equivalent kevlar protection? becuase looking at what is defined level 3 armor its said it should be able to stop 44 magnum. the only handgun round ( depending on ammo and barrel length of course) that will shoot faster than that?
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)
if not for pure soft armor id consider equivlant RHA still it because for example the soviet 6b2 armor has a 1.25mm titanium insert ( combined with the soft stuff)
It's also the energy and construction of the bullet as well as allowable backface deformation. Type II stops .357 Magnum JSP at 1430 ft/s, but you must go to Type IIIA to get .44 Magnum protection specification at the same speed of 1430 ft/s.
correct so for example even a 556 round if it were traveling at the same velocity as a 9mm nato, it would be expected to have better penetrating power
in the sense like the analogy mentioned. still needing a higher rated vest to stop a larger caliber traveling at the same velocity
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.
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? 😹
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?
I don't think it's that advanced
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.
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
It should cause some minor injury and temporary accuracy penalty by perhaps 10-15% which would simulate blunt force injury, this is a suggestion
I mean look with an SVD at 200m it’s still several shots to the torso to drop some enemies
yeah maybe its good the 6b3 wasnt released with this patch with the current armor model. if this is what soft armor can do. imagine what 6mm of titanium plate would translate to. needing to dump your entire svd magazine to kill a person?😆
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
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”
Yeah, i suggested that these wrong versions be moved to the bottom of the list regardless of sorting
Servers are randomly getting "wrong game version" tag on the server browser. A second I can join them, a second later I can't.
I don’t see a reason for that not to be in the game. It’s not like Xbox players can even play older versions of the game lol
It's not complicated, you're just being pedantic. Obviously the clip would be filled with rounds first before being inserted in the magazine. Anyway if you really want get into it details, you might like to know that Soviets issued AK-74 with only four magazines, plus four stripper clips for loading.
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.
Here feedback for UI guys, timer format top right, missing leading zeros:
https://steamuserimages-a.akamaihd.net/ugc/2004716044396024551/A09BD466B6687A98D7A9A88396BE8A6DEE63CCCB/
do you have a link to the full article btw? ive only been able to view the abstract on pubmed. and on oxford its also not accessible to public?
How am I being pedantic? I don’t know how Obviously the clip would be filled with rounds first before being inserted into the magazine has to do with what I said. I was just giving context. I don’t want them to simulate unboxed ammunition, that would be a nightmare.
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.
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
They shouldn’t catch fire at all unless the damage source was an explosion imo, since if your just shooting it theres no real need to have giant flames, no source
Uhh, inc ammo + engine or fuel tank = fire
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
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”
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
Touché. Initially these values were just placeholders, but eventually we decided to stick with them for time being until proper body armor system is present.
This is the plan
You can have broken engine or transmission, drive around and it will catch fire
Tho we found it significantly difficult to drain fuel tanks by bullets
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.
Yeah something along these lines. It only drains if you are inside and tank gets shot
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.
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.
Perfect thank you 🙂
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.
you sure it’s not people talking at long ranges?
Nope, it's the same issue for proximity chat
dragging and/or carrying, like in Arma 2, is also very important feature to implement
https://youtu.be/BtYoLUVDAGA
just a short video of a script to make a person drag/carryable but still not heal them
Just copy squads
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...
I mean Squad is just an effective successor to PR which was released in 2005.
Heres a fun fact, Project Reality also had an Arma 2 version that reached Beta. It then went on to Arma 3 but was suspended.
Funny how milsim games almost always come fro mmods
please, avoid cluttering feedback to devs section with unneeded stuff that makes it difficult for devs to visualise real feedback.
thx
Lol, whatever man 
Dev response here: #1128323045912752208 message
That's just a script that the guy wrote. Dragging hasn't been available in any vanilla Arma game. This would (hopefully will) be a first.
No it was in vanilla a2
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
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
Yeah pretty sure it was scripted too
Hmm, I'vw been playing quite a bit of modded Arma and not had this issue at all
YES BRING DRAGGING
That sounds 'not vanilla' to have had to use an Editor module
Honestly just tossing this out there, but it'd be cool if we could shoot from passenger seats
Anything that comes with the base game is vanilla to me. There were several modules that came with the game.
Whereas for me the vanilla experience is without having had to do anything in the Editor
Doesn't that mean the vanilla experience is you staring at the map then since you have to place units to play the mission? 😉
I'm thinking more of how the Spectrum Device works
I'm just saying that all it required was you to select a module from a list and place it like a unit... maybe sync it too. Don't remember these days. Not sure how the spectrum device works
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
Oh right. I remember that now. Just never tried using it in a mission so wasn't burned in
It's mainly affecting xbox players. Now it may happen and then stop. But from my experience it's a 40 minute wave of choppiness, then it stabilizes only to get choppy again soon after.
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
Ah on xbox, fair, I cant be a judge of that
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
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
Wasn't this Harvest Red?
when is the FIA update
FIA Update?
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
yes, i have noticed that too
This has appeared since 0.9.9.38
Yeah it's very odd
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?
The last patch reduced the client performance quite a bit
My gamble is due to overcast/clouds
199%
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
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...
Optimising later is the most sensible from a development success point of view, but obviously not in the case of player experience
Yeah I'm just surprised how poor it is even in the unoptimized state
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
https://imgur.com/a/iNvtbDB
Russian truck lights got flipped, first noticed on vanilla server. Tried in vanilla GM and same problem.
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
I see - I also have 144hz and have resolved issues entirely finally figuring out the correct combo of gsync and vsync (turns out they are meant to work together who knew!)
For sure get with singleplayer. Agree that with SP would expect higher from A4, but not functionally that much difference in gameplay quality over 100fps?
this channel is for feedback guys, not for #reforger_discussion. thx
when mortars come around, trees and their leaves/branches should be affected by the shrapnel of them (or even explosions in general)
yes it would be cool if vegetation was affected by explosions
Id like to see a whole revamp of any impact or explosions anyway... better hit effects is nice but it all could use work
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...
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!
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?
they know about it and will probably be fixed next update (hopefully thursday)
I hope so man it’s a real pain trying to create operations where I have to delete and control things regularly
I completely second this an arma reforger KOTH would be best, also maybe limited conflict, like say Green Valley in Southern Everon, Airfield on Arland, and Beauregard-Arleville may work
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
For the upcoming RCON tools, could really use reserved slots. I'm pretty tired of waiting to join my own full server... ☠️
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
I really hope they can add this. It would be a game changer for immersion 🤞 this and destruction and mby even terrain deformation later down the line in A4 mby and we have a winner. But this with vegetation would be a killer feature
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🤷🏻
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. 🤷♂️
I know that a lot can be done with mods, but the more vanilla, the better...
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).
So having exactly what you asked for in a mod is not good enough eh? 
Why would it be? Can he play with that mod on any server he wants?
Not to mention that if I wanted modded solutions I would just keep playing A3.
Fine dont use it, and keep wanting it in vanilla! 🤣 🤷♂️
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
lol I give up dude lmfao you win! 🤣
Any eta on the fix for the game master wheel
I’ve locked up everything about it and not one thing
"The more vanilla the better" is an alright sentiment. I don't like the idea of using mods to fill up an underfull game. Vehicle repair is a basic mechanic
By that logic they may as well just release Enfusion engine and tell the players to mod Reforger into existence
One of the things I was really hoping for was the vehicle repair mechanics from DayZ where you could carry spare parts needed to get vehicles running instead of having a magical repair truck or man. But that hasn't materialized yet
So true
So that is what a repair Truck can be. Like ambulance with medic suppplies. Spare parts in its storage. Although dayz is a survival game not a combined arma war game. I'd be wary of future arma turning into a car mechanic sim
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.
By adding specific parts you can better limit what repair trucks can be used on. For example, if I only have a spare tire, I can't repair a tank track. It's a lot more fun for guerilla type missions where I can't magically repair everything I come across
Same applies for fuel. Being able to carry fuel in a can would be nice
💯 Thank you
AI cover is a basic mechanic, dragging is a basic mechanic (i would argue), so many basic mechanics and so few updates
Absolutely not. Imagine if they didn’t implement prone in an Arma game, and your feedback is treated with “why don’t you mod it in/use mods”. Mod tools are supposed to extend the communities vision for an already complete game, not do the work for developers. A heavily modded unfinished game just becomes a community-finished game, it should be more than that
Essentially what DayZ SA is rn
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
hahah This game is not complete tho... Welcome to Arma, where modders do more than the devs lol! But y'all keep wishing for vehicle repairs and Ill be repairing my vehicles 🙂 Pretty sure some of you will never be happy with this game. I should probably just stay out of the vanilla channels, I dont play vanilla anyways.
“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
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! 🤣
It's not anti mods, just pro consumer
This is a feedback channel, if the answer is "just make a mod" there's no point in giving any feedback at all
I don't control what mods get put on the servers I play on. I don't control if that mod gets broken in the next update. Anything BI makes is likely to be on those servers. BI has more incentive to keep their shit working in updates and not abandon a mod. They're not going to go "awesome Battlefield 5417 is out! Screw reforger" but a modder might.
Found a rifle, game crashed 😄
Lol
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
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 😭
“X thing is missing”
“Just use mods”
“Yeah but this shouldnt be a mod”
“Why so anti-mod”
.....? nice recap?
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
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.
so much for trying to help a guy out, y'all are savage!
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.
The mods breaking at each update would happen regardless
I can't speak for XBox but on PC PiP (3d scope) view distance is controlled by a separate graphic setting, I can't remember which one
You also have option to use 2d scopes
Leaving the M2 on the Jeep has a 50% chance of getting my avatar killed.
pretty sure this is across lots of vehicles. ive had it happen getting out of supply trucks, btrs, and humvees. never any 50% chance though, for me maybe its closer to 1/10?
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.
Jumps like 100 meters in the air killing you
In terms of mitigating the risk, switch to passenger seat and get out from there. Obviously shouldn't be needed, but it works.
You can't do that anymore.
You are the one that is acting like it being in a mod is "good enough"
Me waiting for the AI enemies to learn the FUCKING Laws Of War
mfs just open fire at every medical vehicle
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
there's a recent added section but ..no recently updated or date modified section
That's unfortunate
that's the issue you know what i mean?
IMHO it IS good enough... or am I not allowed to have a differing opinion here? 🤣
You are but the other people disagree with you
if someone sells you a product that requires you to make modifications to in order to get satisfactory results, would you consider that product good enough?
I mean that isn't really a good argument. That's kind of the point of modifying anything. My house is a good house but I still need to change some things about it
This is not feedback, you guys are just coming at me (and mods) at this point... I mean look at AttachmentsCompatability. That was a mod, now its in the game... Is that not accpetable to you guys either?
if so, theres just no hope for you guys lol!
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
you mean like this? https://reforger.armaplatform.com/workshop 😉
I just made it.... lol jk its been there since launch Im pretty sure
You're in reforger feedback, where people are suggesting improvements to the game, and you're essentially saying "here take this mod, why tf do you want it in base game??". Yeah, that goes beyond trying to be just helpful
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?
thats not what i said at all, youre putting words in my mouth i did not say
Yeah I obviously paraphrased
refueling is for sure coming to base game
I made somethign so people who want to use it, dont have to wait
And you can provide that without "so mods are not enough eh?" In a channel specifically for improvements to Reforger itself
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.
@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.
"Important parts" is really subjective and whereas I agree that the repair thing should be in the final game, we are not at the final release yet
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).
lol you can live without it then dude, jesus... I get it, in your eyes modders are all crap and dont know what they're doing! 👍 cool beans!
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?
No one said modders were crap. If he did I would have taken offense to that given that I'm one. But he's right, things like the repair abilities should be in the base game and not rely on mods
we're going in circles dude, just give it up. Agree not to agree. 🙂
I don't ping you when I reply to you
I explicitly turn them off
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?
yeah they keep trying to argue, but i think it's block time!! 🙂
"They"
Anyway, AI should use cover like in Arma 3
Motte-and-bailey
Hopefully we eventually get something like the shooting around a car in the apex trailer
Doesn't have to be a short timescale
I'll happily take the equivalent of A3 for Reforger but I doubt we'll get it
yeah i personally don't seen an issue with shooting out a car window, though i assume this wouldnt be possible in a vehicle like a M1025 that has fixed glass in place. Maybe only the doorless M998 humvee or the m151 jeeps.
Pretty easy to get into arguments when you translate “this should be a base game feature” to “i hate modders” ;), anyways I’m guilty of beating a dead horse now
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
It needs a hotfix as it basically prevents large missions eh? I’m shocked this game even has an experimental branch considering the game itself is supposed to be a partial experiment
experimental branch is good because it gives a window for feedback before it gets pushed to stable and everyone gets pissy over everything. however, why they have one and dont even do much with it is beyond me. like the guy above said. major bugs are reported on exp a lot, and still get pushed to stable. makes no sense
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
Stable branch? I thought reforger as a whole was the experimental branch lolll
exactly my thought, it seems like experimental is only for slowly getting used to bugs that will be pushed to the stable version
https://en.wiktionary.org/wiki/stable#Adjective
Stability means either bug free or "unchanging"/not changing often.
Usually that is applied to the game itself (aka it staying running and not crashing or breaking)
But, its really not defined how you have to apply it.
You can also apply it to the update process. Where it means stable == very rarely changed/updated/fixed
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.
Less strange and more just disappointing
Is BI located in EU?
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?
yes
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.
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..
They have Desert camo though
Thanks
It's on the rhs dev branch, not stable yet. RHS is also distinctly not what you want considering it's modern USMC and not early 2000s
you misread, I WANT USMC everything! there's no love for Marines on Reofrger, just cringe army SOF shit. Kuz everyone wanna be a keyboard operator it seems
You can download the workbench and make some high quality USMC stuff for us
^ 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
I was talking about Reforger wdym
honestly i think rhs offers plenty for marines
there's no desert Marines for reforger with the RHS status QUO just woodland, but if u know the link please share....
vergys military gear has marpat desert as well as the rhs dev version
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
I literally pinged you in the RHS channel with a picture of the ARID gear
i'm using his currently but it's just "okay" I do love the RHS so thats why im like "why no desert..." no 8 point covers, no mich with desert covers...it's a far reach from their arma 3..
Yeah it's also not done yet or even close to being done
rhs on arma 3 was also developed over like 10 years
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
Because marines are just army that pretend they are special because they can assualt a beach from a boat or something 
im seeing everything now lol thats craxy
It’s a community made project done by others for free and in there spare time.
Anytime you ever stop and ask “why not this?” Anymore, that is the answer why.
didnt know i msorry
Awww, that’s okay
but feedback is feedback, it's all love ❤️
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 🙂
oh heck yea used them since they came out XD back when it was just the army XD
TRACE YOU THE BEST BRO
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
Yea its unfortunate you need a mod for stuff like that😉
Nothing more memorable then charging a enemy position doing a Naruto run
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
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.
Feels like ChatGPT get's dumber every day. Maybe try writing your own feedback. It might be more useful. But that's just like, my opinion, man.
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.
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 🙂
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!
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!
I hope A4 gets steam workshop integration. Console or not, having to use a in house mod system always seems to be a mess.
Chill dude, compared to all other games BI has given us hella support with updates n shit. This is part of an alpha, every game goes through it. You cant ask for more
Like the past decades. Some community people will make one.
I know I'll upgrade my A3 one to work for reforger once we start playing it, and the A2S/A3S people will probably consider ARS
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
This has been less active than the A3 alpha just saying
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.
please, feedback only
no #reforger_discussion
I have been part of many alphas. Normally alphas should be stable and only lacking in content , that steadily gets added.
New engines?
Reforger shouldn't have been launched in the state it was day 1
Agree to disagree, lets move this to #reforger_discussion
This is planned even for reforger. Or so they claim on faq
#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.
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.
Its a glitch.
really? I thought it was mod related 🤷♂️
feedback only here, please
got the right channel this time! 😉 hahah
Even with limited radio ranges i would like to think that radio backpack with its antenna aught to have a noticeably larger extended range over the portable walkie talkie like radio sets that are issued to individual soldiers
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
thie channel is not #reforger_discussion, but for feedback to devs only
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
it's for #reforger_questions or #reforger_discussion.
it's not a feedback
it is feedback if the answer to the question is yes...
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
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?
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
I was thinking bout rpms too, if thats really the case thats a shame
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.
Does other games able to have a consistent firing rate despite fps? I thought all games suffer the same thing?
Afaik rpm is tied to fps.
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.
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??)
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?
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.
I really hope they upgrade their engine then or something
So why would this be an issue in a newer game engine that is enfusion, if this wasn't due to leftover engine code reused from virtual reality?
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.
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
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...
RPM shouldn’t be tied to FPS
I mean maybe on a local game where your game logic ticks are tied to your hardware but not for a server
I've heard of mouse sensitivity being tied to fps in some games, but not rpm.
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 |
+---------------+-----------+--------+------+
vz 58 having a higher cyclic rates is one of its differences over the ak platform, shame it is the same rn
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.
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.
vz58 does less damage than ak 74 or m16
I think because of balancing, due to ai using the gun
Lol whatttt
I think we need some basics fixed before they worry about polishing stuff like ROF. That should be post 1.0 IMHO.
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
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?
You are perhaps misunderstanding.
The weapons' rates of fire are set correctly by the devs 👍
The game engine ignores this and they all shoot at 450 or 600 rpm 😵💫
This is "the basics". It's the construction of the underlying mechanics itself which seems wrong
62.82 for base damage value on sa 58 and 76 base damage value for ak 74. on the armedassault fandom
The VZ does feel like it's firing faster though
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
Maybe
3.18+-2 seconds for sa 58 and 3.18+-2 seconds for ak 74 To shoot one mag so 30 rounds
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
Maybe minor production differences, but most countries from Warsaw Pact to Iraq to China all used the same "M43" style. It's a 7.9 gram bullet about 26.5mm long, with a mild steel core, a 9-degree boat tail and a 5-radius tangent ogive 😺
Ahh ok then we can assume there is no noticeable difference, since I was more alluding to cartridge design/ specifications rather then quality control
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.
When the ai used the ak 74 i think they were more potent but not sure since that was a millenia ago.
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.
I haven't done testing yet but how many shots needed to kill someone wearing soft armor like pasgt. Even underpowered I'm sure that penetrates but does less damage requiring more rounds being dumped then ak or m16?
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.
yes just get a foundation working lol
Hope the next update fixes the gm issue on Xbox, it's impossible to operate anything with the wheel Dissapearin
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.
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.
correct we agreed on this re rifle performance much earlier post.
I agree, I noticed this firing bursts into enemies, sometimes the weapon catches most of the rounds, enemy loses maybe 30 health and it's like nothing much happened... this should never happen.
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
Losing to a guy because all your shots deflected off his rifle might honestly be worse than stubbing your toe. 
You had the upper hand, until you didn't.
I'm aiming for the gun, but still https://www.youtube.com/watch?v=ZpXElmFc5AU
It's made of vibranium.
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.
Hasnt worked for me for a loong time since the goddamn mine update
how do you enable it if i may ask
You make a mod with your own custom version of Conflict that checks the box from Disabled to Enabled
but what that option is called? which need to be to be "checked"
any patch notes of the update?
@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
What is the problem with the voice communication in the game? Except they made a crappy UI for the radio.
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.
Now that the workshops been addressed, this is the top experience ruining bug
Will ruin your whole night
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.
is there a ticket on the tracker?
For coms?
Yes...
I’ll throw one up just point me in the right direction
feedback tracker https://feedback.bistudio.com/project/view/66/
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…
I’ll have to do that here in a few. Not seeing anything about coms in the initial page of the tracker
You ain’t wrong it’s been a constant on official servers and private
100% should be addressed on a consistent basis
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.
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?
Might be a particular mod. I just had Enfusion DB and persistence frameworks in the queue and they updated instantly
yeah maybe, i tried updating aussies blufor mod and that was stuck on zero then crashed my game and i tried updating rhs dev version and it was going at 1% like every couple minutes but a small mod updated instantly
Nvm, got it working now, but seems only visible on the webpage, but not ingame.
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
https://community.bistudio.com/wiki/Arma_Reforger:Server_Config#slotReservationTimeout
0 means disabled. (Or 5 maybe)
M60 while bipod deployed.. is the recoil really that bad in real life???
Thats a big bullet, in a big gun, with alot of power behind it
Its not that easy to control, and its direct predecessor the MG-42 was even worse
Ive seen clips of people shooting MG-3s and getting thrown around by them
Still better than shooting it standing
M60 is a heavy gun. While prone it should be quite controllable
Here, you can draw your own conclusions:
https://youtu.be/p7sTXcdylTI
I guess your right.
Nope it shouldnt be that bad when shooting prone or shooting bipod deployed from a supported position
7.62 it can suck. That's why I liked the m240b . It's everything the M60 wish it was, and it's a shame LITERALLY NO ONE has made a mod for it....or at least retexture the darn thing XD
There have been four mods that had 240s in them
2 arent on the workshop anymore, 1 is non functional, and 1 is British
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.
This was the most underwhelming update I have seen since launch
Grenade stuck in hand bug is still a thing
Along with server instability unfortunately
The second grenade you want to throw?
afaik the bug fix was for people not seeing the explosion
I made feedback ticket https://feedback.bistudio.com/T174093 - but classically, no one else commented that it doesn't work, so it's closed 🙂
At least it's not a dev saying unable to reproduce
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
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
?
My bad meant to place that somewhere BI would take notice and put to the top of yalls list
Yup, the same thing, I will add your video to feedback
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
It's good for looking up the best brand of penis pills.
I wrote to Nillers that feedback tracker is garbage, from a technical point of view (unusable feed) and that the tickets are handled in a non-transparent manner. But that is simply their standard of how it works in BI..
They do seem to favor a more “archaic” way of doing things that other games make easy to find, and pretty to look at.
This does not seem to be BI’s focus to help improve feedback. It looks like now they think saying nothing publicly will boost feedback???
dwon with the british XD jkjkjk
They do seem to favor a more “archaic” way of doing things
looks at BI's history in other respects This tracks... ironic considering that Enfusion was supposed to be them moving away from that
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
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
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.
@vapid compass If you insult, I have to delete it. Please consider doing it without insulting
I understand
Fuck this game WHY ARE ENEMIES INVISIBLE WHEN THERE IN MHQ
Windshield on vehicles seems to be, either made of paper, or level 4 bullet proof glass.
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.
Fuck sake fix your game BI
Same boat, I spent over 100 bucks buying copies back in the day just so I could play with more than 5 people in a lobby
They don’t care anymore they just want our profits, so who cares anymore let them see me buy Arma 4
Conflict had multiple changes effected directly by players feedback. Just saying.
They made the hold mode thingy 1st person only after feedback too.
Random base spawns is a big one
Added the 50 cal jeep after I cried about it none stop
Added in the different HMMWV variants
Better Building feature
More clothing , which I cried about that none stop too
Save loadouts in Conflict
And a whole bunch of behind the scenes modding stuff
Gunplay rework must come with engine RPM fix for guns
They literally haven’t given any extra clothing than from the roadmap
Did you start playing yesterday dude? They added tons of new clothings and hats to conflict
Yes they have
That was on the road map fym
This last major update they even added rolled sleeve versions of clothing
And the M1 helmet wasn't in the roadmap iirc
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.
Most of the suggestions are shit, impossible in the games state, completely nonsensical, or in general too ambitious
too ambitious lol
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
I understand that some of them are too ambitious but damn, a lot of these suggestions are good
Gimme a good one
Look at it from a different angel, it is so easy and not important that it was never a priority. That why it took them so long.
I see the armchair game dev talk continues
Read it for yourself
I’m not an armchair game dev, I’m a consumer that’s pissed with the supplier
Thats okay, I am too. But we should be critical of other things than just “n suggestions arent here yet”. Seems like Bi’s devs are struggling internally to make simple patches, with more than 2/3 of their team working on the game
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
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
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
That’s lazy development
Modders are not devs, a simple carry mechanic should’ve been released with the medical update
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
Would have pushed the medical update back by a few weeks
Took Zelik, one of the three community script wizards, about a month to make his with help from two others
That’s the thing, bruh I don’t have to develop my own game if they would develop themselves
If you develop one good enough to take money away from them, they'll be more inclined to do just that
it was
Where at?