#reforger_feedback
1 messages · Page 12 of 1
THe problem is that rotors don't deal damage. They weigh a couple hundred kilo and spin fast so should destroy anything they impact, but they don't. Imo ramming to take out rotors should destroy both helicotpers.
Is there a way to fix "Game mod content doesn't match server mod content" (Kick cause code: group=4 'DATA, reason=2 'SCRIPT_MISMATCH')
I reinstalled the game and redownloaded every mod for each server I tried to enter
Is this a bug or something on my end?
FEEDBACK: Put the radius number in the name of the wp so we know the distance.
I.E. AIWaypoint_Defend_R30.et
It's hit reg issues that make the btr feel like a tank. I can kill it in gamemaster in 1 hit most of the time . online I might dump 5 rpg into it and it won't be guarnteed to be a ko. Or if it crew dies the vic is captured damaged but in a running state and repaired.
Does it not show you or allow you to change it?
@stray frost When you use waypoints in the scenario framework, you don't place the waypoint in the world or open it. So I have to keep a table of the waypoints and their radius for quick lookup. It would be much easier and quicker to look at the name of the waypoint and know "Hey its defending a 30 meter radius".
conflict needs a limit on how many barracks a team can place and a wider respawn cooldown on top of that, it's absurd, official conflict arland servers, people place 8 barracks, it's impossible to take it that way, I mean, mathematically, it's 16v16 teams and they can spawn 32 AI per minute PLUS players, we can dissassemble some but not at a nearly close enough rate, current only counterplay is to take BTR, which is broken on its own way as you can shoot any ammount of rockets at it and it will not go down, current play is to kill the crew
Not sure if this is a bug or intentional but when adding the m16 scope to a M203 M16, the scope is black when aiming with the launcher selected.
Oof. That doesn't sound fun. Similar to how you have to number cycle waypoints I guess.
yeah, you aiming over the scope, it gets in the way of the GL aim thing
Yeah I know whats happening, the detaching and reattaching of the scope just seems to be an incomplete feature
anyone know whats up with night time? i thought it was a glitch but we have had multiple patches since and its not even on the known issues list.
The low server fps is unpleasant
On that note, I’m adding my voice to the please please please can we limit the amount of living quarters that are buildable at bases?
20-30 AIs at every base feels like it’s slowing the servers to a crawl.
I think a limit of 1 large and 2 small living quarters is plenty sufficient with current player maxes. It leaves it as a challenge, yet not unsurmountable.
You can limit the amout of ai on server. But that means one base can have 30 and other has 0. With same amout of barracks.
Id limit living quarters to 2 per base. Regardless if big or small
yeah agree, earlier on a match I stopped trying to win the match the moment i saw they had 6, I did go in for the fun with a friend adn we disassembled 4 of them, later that round they had 16 :/
16 living quarters, so that's 64 AI per minute? plus they keep spawning with 0 supplies
Did you know that if you slightly bump MHQ when its deployed with another vehicle, you instantly dismantle it?
Also, what are these drunken americans doing in the tutorial?
Jup BTRs are broken, been driving one today and I was hit like 10times with LAWs and RPGs, engine was red and transmission and some wheels but I was able to drive it slow and the damage never dropped below that. Didnt catch on fire or anything
So why do the pkm and svd lose their combat sights but aks dont? i know this was changed months ago
“M998 is getting caught on small curbs and other small objects". Disappointed this isn't fixed in today's patch; this is a really major issue. The Humvee is completely unusable.
I took a LAW to the front and lost half the diff and engine, then an RPG and lost the rest of it. Crippled not dead.
I'm kind of okay with that?
LAW hit the turret and killed my gunner outright.
Not to be snide but it feels like a skill issue. Killing BTRs with these 66mm mini-bazookas is a glorious crapshoot. The reliable method is the .50's sustainable damage.
Id like to see the shovel become a melee weapon. turned out to be harder than I thought to mod!
Think you would have to take the shovel model and convert it from being a gadget class to a weapon class... but then you would have two types of shovel in inventory I suppose
what are combat sights?
are you talking about 440 combat ranging?
They never had one set as default
yeah i was trying to combine the two and have dual purpose, but i think the animations part got me stuck.
Is it possible to combine the classes so the character can equip an object as a gadget OR a weapon?
Interesting if so (wrench as weapon would be a thing too!)
There’s also default behaviour to contend with - player expects clicking primary mouse interrupts gadget and invokes weapon for use.
Imagine using the shovel as a gadget and getting engaged, clicking mouse and character changes shovel to weapon hand and swings at air RIP lol
Thing about BTR, while I like it didn't explode outright like in most games, the problem is the gun is still completely operational. When it is completely disabled, it then became a bunker. Would be nice if the guns can be disabled like rest of the system (engine, wheel, gearbox, etc)
I thought I read that the teleport under water thing was fixed?
https://www.youtube.com/watch?v=nexp5SShaHM
From Regina to Kermovan
The LAW can solidly empty out a BTR if you aim it right
Building anything near birds spawn seems to scare them away constantly.
I find the stamina is not a thing. You do get slowed a bit and heavy breathing and the darkening around the edges but not slowed enough. Would love to be slowed to a walk though
\game master and Online are like 2 different worlds. ive done enough practice to see a day and night difference
This was online.
BTR is busted. It might be vehicles in general, but I don't shoot so many rockets at other vehicles.
Btr is fine but maybe somethink could be done to reduce the spam
for the nth time the btr is fine, its the hitregistration thats so fucked. for anyone struggling, the best spots to aim on btr are the rear or between 3rd and 4th wheel halfway up, still might not do damage though
for the ninth time, duh... the btr is just used as the best more obvious example to showcase the issue.
I swear to god the svd sights were automatically 400m before
To show case what issue that a tiny heat round cant make a armoured vehicle explode with the force of a nuclear bomb?
Not completely
You can use roads and open fields
yeah, we certainly do not plan no supporting melee with left-hand items.
the issue with gadgets, is that they have to work in conjunction with any weapon in right hand. so they cannot have a full animation set without exponentially increasing amount of anims and logic needed.
instead, they only have left arm animations that is applied on top of whatever weapon/vehicle animation thats playing below.
this game would benefit massively from a Dlss 2 implementation
Are bayonets planned? I've seen the assets in the editor as well as all the scabbards. Following that, Will running into the enemy with an affixed bayonet damage them on collision? I really want to run headlong into a bunker and impale someone I didn't know was there. Even if it deals less damage than a deliberate stab, it might give enough flinch I can follow up.
Or to phrase it as feedback; rifles with UGLs are too ubiquitous, we need some bayonets for our charges across wheat fields.
Not to be rude but read roadmap before asking and yes its coming. The bayonets
Is it worth increasing the cost of vehicles to make them more valuable? That way people might feel more compelled to repair them with the repair truck and base facilities and look after them better in general?
vehicles are like 150, you break em, you fixem for like 30 supplies, very cash money
but some people dont think
Yup, so make it a bit more compelling..
you cant really force people do stuff, they wont just listen and they would do something else. Thats the unfortunate thing especially on servers that are public
Atm I've seen the repair truck get used about twice. That's a shame.
people use repair trucks mainly for helis, for cars they just swap to a civilian vehicle
That brings me on nicely to the helis. The number of times I've seem an advance across the map stall because people have gone "ooo helicopter" then spend the next 30 mins pointlessly flying around 😂
and a lot dont even communicate, so what your idea is is to make it more expensive for the people who do logis to get vehicle when randoms just take cars when you tell them not too
People take helis and do whatever they want
That essentially is the problem 🤣
Maybe the ability to get stuff needs to be more contingent on individual levels.
Yeah and imo best way to fix is to moderate and set a standard
In order to get a helicopter you need to be a Lt, to get an apc you need to be sergeant, and if you're a grunt, you go to the front and fight. That way the people who understand the game the best get to utilise resources to their best impact.
If buying ability was personal and not linked to the base, the effects would be interesting.
Every time you lose the asset that you're personally responsible for, you get demoted.. that would focus minds. Even if it's a jeep you'd be parking it in the trees, and destruction of them would be causing hurt on the opposite team, especially the higher up the food chain you go.
The grunts would keep the fighting pretty much constant in their drive to unlock their next shiny thing.
If i recall correctly then no
Yeah they were
This was like 8 months ago maybe
also pkm has a combat sight, 420m but its now always just 100m but for ak the combat sight is always on 440. Not 100. Shouldnt it be either combat sight on all or none. Is the thought that grunts that use basic weapons just need the combat sight?
Apparently PKM would have 330 combat zero due to diffrent caliber.
While i cant find any info that SVD has battle zero. Probably doesnt
It used to have one. 400m. In the game
https://www.magnum.kiev.ua/product/348
Прицельная планка имеет гнездо для целика и вырезы для удержания хомутика, шкалу с делениями и цифрами от 1 до 15 и буквой "П". Цифры обозначают дальность стрельбы в сотнях метров, буква "П" соответствует прицелу 4.
+
https://xreferat.com/17/308-1-pk-7-62-kak-ognevaya-edinica-msv.html
Дальность прямого выстрела по грудной фигуре—420 м,
План:
Введение;
Общие сведения;
Назначение
и боевые свойства
пулеметов;
Основные
части и механизмы
пулемета, их
работа при
стрельбе;
Работа частей
и механизмов
пулемета;
not sure where you got 330. SVD also have combat range setting
Wiki ofc.
Also im confused, first link u posted, the spare sight is missing battle zero, but on sketch later on is visible again. Probs getting phased out.
The range of a direct shot at a chest figure is 420 m, at a running figure - 640 m.
Also some sighgs have battle zero designated as "S" and not "P" perhaps its diffrent zero, not just diffrent letter
ah, sorry, first link was supposed to be this https://life-prog.ru/1_14400_vspomogatelnie-detali-pulemeta.html
I don't think it is getting phased out. You can still spot it on PKP
Going by above it should be 400 then. As it states that P coresponds to setting 4
Or am i reading this wrong?
Thanks for the feedback guys! The BTR is certainly a bit more resistant to burning than other vehicles, particularly in the front half. Your best shot is the rear, where the engine and fuel tanks are. It's true that the turret cannot be taken out of operation seperately from the vehicle. In the future we want to simulate this kind of damage more accurately, and we have some ideas on how to make btr a bit more vulnerable in a particular spot which the perceptive anti-tankers among you might notice soon.
What about hits from RPGs?
Shouldn't the elements inside BTR, including the players, get damaged quickly?
I was referring specifically to the hits from RPG's, whether that be rpg7 or law. Both RPG's heavily damage everything in front of them within a particular cone. The RPG will damage everything in this cone, and apply minor damage to things within a radius from the impact, but will likely not damage things that are far removed from the impact if they are not in line with the trajectory of the rocket
might be it was said already but anyway I would like to give my feedback of what I think is now important to get. it is about small things but imho would give much.
- possibility to open map and still be able to move in the same time
- possibility to throw grenades more precise
- possibility to arrest (now, after someone is in incapacitated state we got no choice and have to kill him but that is not right, not something what imo ArmA want to promote).
i have a suggestion, when a vehicles tire is popped, the vehicle would start steering wrong. For example turning left when left tire is popped
Super excited to see reforger on the PS5, you guys have been kicking ass lately, keep up the good work
I got hit by an RPG last night and you can actually see the cone made by the charge perfectly
I’ve been asking for 2 for a long time now, every time you throw a grenade it’s like a full power baseball pitch, I’d love to have almost a drop type grenade throw that can be used to drop a grenade over a wall or fence at close range or drop one through a window or off the edge of a building, there are ways to do it at the moment by deflecting off the ground or throwing straight up and letting it drop but not really ideal
Arma 3 grenade throws are nicer than Reforger's honestly
It throws way too low and horizontally
Also if Reforger gets a nicer way to place smoke grenades right in front of you rather than just having to throw at your feet and hoping for the best
How else will you do ninja escape?
Arma 2: OA's are even better. Get some strength adjustment
Earlier Arma (before Arma 3) is better IMO. Hold mouse button longer for longer throw. shorter for short throw. If you single click the grenade will drop on your feet. There wasn't even a throw strength indicator. Somehow you just learn it. Like muscle memory.
Didn't a3 have this quick throw thingy? Useful indoors. In reforger you just throw max power
I want grenade throws to damage enemies in reforger they're pretty strong
And play metal pipe hitting sound
A3 also throw at full power. You only press G to throw grenade. Don't need to equip them like Reforger or earlier Arma before 3
ACE is the one with throw strenth/arc thing
I like that you have to equip the grenade, before throwing it. Looks more real.
Feels weird to me since if I'm pulling out a grenade my intention is to use it but maybe I'll get used to it. I also feel like there is kind of a delay between when I can throw it after I pull it out. Maybe it's just a timing thing though.
The game needs to clean up dead body's and broken vehicles, it causes games to full restart once a few vehicles have been destroyed a bunch of body's are left at main operating bases and then after 10 mins of a few helis servers will just restart,,, a clean up would help
This is being worked on bob
I love hexcavate
too bad rockets work so so rn
honestly, I think they should have the hold to throw longer range and also make it a cone, so you can't pinpoint a grenade from africa, give a cue of the general path of the grenade perhaps or leave that on player option but make it harder to throw
Vote kick system needs to be continually improved, its now just resulting in trolling/griefing kicks. I'll admit its better than it was originally but now just adds a toxic layer. Higher rank in game could be added to bolster players who have been in the server actively doing things that attain rank.
Why can't I use M16 STANAG mags in the M249?
that would be a cool feature!
The variant in-game is an early model and doesn't have a magazine adapter
There's nowhere to put the STANAG
yes it does, the adapter is under the belt feed chute
But eh, I'd rather have magazine repacking before that. Minor detail.
Bohemias Incompetence then
Not incompetence, just a "missing feature, to be implemented later" I think.
yeah games got a few of those
I mean, the one single feature I'm waiting for is AI being able to drive, before I can give my clan the 🟢 on Reforger.
I really like the new weapon resting and bipoding. Feels a lot better than in A3.
^
yea use your teammates as shields when resting weapon
I would love firing from vehicle. So we can do drive by shooting when running into FIA check points
people used other people to hold the MG3/MG42's bipods when shooting
Can you guys say something if you fix the loadSessionSave parameter? In the past it seems you can do backend updates without doing a game update, and nothing was ever said when those updates took place. Im not using the parameter anymore (as its broken) so I wont know if an update has been done or not.
This is more an issue with the current map being so small, relatively speaking for Arma.
And honestly me using the word "issue" isn't really fitting. Point is, all the objectives are actually pretty close and the current way that supplies regenerate makes people respawn and get a new vehicle over trying to get a repair truck out to a damaged vehicle.
Things that would improve this would be 1) if the cost of spawning a new vehicle was significantly higher than trying to repair one. 2) there was a more convenient way to get repairs out to damaged vehicles. Like a Chinook helicopter for lifting the repair truck. And 3) bigger distance between points to/ bigger map to make it more costly to respawn than to bring repairs so to not lose the progress your team made to get the vehicle you're trying to repair back to operational condition.
Another thing would be the big if/ when they add tanks and other more advanced vehicle weaponry that will presumably cost a significant amount to spawn, making repairs the obvious choice
Is it possible to make the m249 run the stnag mags like it can IRL?
Probably can, because Ak74 can accept 45round RPK Mag. The problem is the animation. And the port where the mag will be slotted in to the minimi. I am no modder so I don't how easy or difficult it will going to be
I would love it if we would be able to disable teleportation.
Also the ability to limit the amount of working vehicles would be great, for example only 2 working helicopters are allowed and you can't spawn one until one breaks or explodes.
And could get a timer like 30 minutes that despawn broken vehicles, matches with 100 players get a lot of lag after a couple of hours.
Fix the damn Humvee so that it doesn't bottom out when hitting a 2-inch bump in the street. This is ridiculous
Can we get 8 man groups back?
It allows for better teamplay when playing with larger groups
Can we not punish logistic players anymore?
I don't get XP, so I stopped delivering supplies.. now we just lose every game.
I sit on my ass as a rifleman on front line having fun.. instead of the supporting the team..
Can we only be able to place limited amount of barracks ? Like there be times that someone will place down 5-7 barracks and you can even take it and the Ai spawn right after the first group dies and then some people place a barracks in each base and the server crashes or the FPS drops
Next update
Uhm, the soviet Grenadier team in gamemaster does not actually have a grenadier in it, just 2 riflemen. 
To make sure people stay in their group/squad, how about we reward them with extra XP if they accomplish their objective as a team. Like if the members are within 300m-400m from squad leader will get XP bonus. Mix squad from member of different squad does not count. Those that capture bases lonewolf or with mix squad only get minimal XP. For logi players, maybe squad leaders can make objective "supply Y base" then a member from his squad accepts it (like the J key listing the objectives) once he completes the supply mission, he get the extra XP. Those doing lonewolf supply run gets minimal XP. Things may change once commander role is introduced.
this thursday?? humvees finally fixed??
this is a good idea, xp boost when capturing objectives with squad and xp gain when sticking closely with squad
Yes
Yeah it's really hard to capture a base when they place 6 barracks and the ai just keep spawning endlessly needs to be limited amount and increased cooldown on how often the ai spawn
I think that's a WIP, even A3 took a while to add it
Soviets : " am i a joke to you ? "
@marble kindle For example in this area it just says unreachable for both slots, i think that this area here is bugged and its a issue since there is a main base that appears here some times
like it just doesnt let me tp to chotain
Maybe yeah. Weird
It's not only the number, but the respawn rate. I think the number should cap at 4 with a 45 to 60 second respawn time
I say longer
To demolish it it takes about 60 seconds and it’s just a pain when your trying to get rid of it and and Ai spawn on you
Nooo lol not 60 seconds, but yes, it feels like an eternity to disassemble relative to respawn time. I would say it's 20 seconds to disassemble vs 10 seconds to respawn.
Obviously worst case scenario the time to disassemble should be less than time to respawn at the very least
Also, I think the time to respawn should be equal to or greater than time to capture, but not with one person capturing, so that solo captures are not too easy
Maybe equal to the time it would take 4 to 5 people to capture should be equal to the respawn time, so that if any less people are trying to capture, than they have the difficulty of dealing with fighting respawn AI or disassembly as their challenge
I'm getting genuine hand cramps on keyboard from holding down W for hours on end. Can we get an autorun toggle? Some prior titles in the series had it.
Id really love to see whos starting votes to kick/ban players. Is that in logs? Ive been using -logLevel fatal so I dont really have much for logs lately.
Can't the nametags be hidden when behind walls or buildings or something? They are kinda distracting when clearing a building. Basically if you can't see the guy, hide the nametags.
Yup, also I've been doing some sneaky stuff and been compromised by someone seeing my tag and coming to me to see what I'm doing, bringing the hornets nest of attention on them to my location (hiding behind tents with my shovel)., or hiding at the side of the road with AT or mines close to a base and someone's come screaming past in a car, seen my tag and stopped, again compromising a nefarious plan..
i would like nametags to be an optional feature for server owners in future, and if they could make it display nametag when looking at the person for more chill servers that would be great
I think nametag would still be needed anyhow, otherwise I would not know who I was talking too, or I can't call someone attention.
tbh could make one that would put your name on your chest lol
That would be really nice. GlobMob CDLC guys done it.
yea its easy too
while we're at it, put rank on the uniform too. I believe GlobMob does this too.
Uniforms are mostly inconsequential and should be basic rank
Things like powerful weapons, explosives, and body armor should be rank locked
I meant the rank that we achieve ingame, is displayed on the uniform. If you're sergeant, you can see sergeant chevron on your character.
In a3 you have "unit" and "squad" texture where u can stick a rank in. Idk about reforger
A3 also put the rank in front of your name so when players look at you they can see rank
we need that
Wouldn't work on Reforger as of right now
In A3 it's cause every character you played as was an AI in a predetermined slot and group that gives that AI it's rank, access to it's roles arsenal items, and all that jazz
I smell a 'Check rank' mod coming
In Reforger it doesn't have the Lobby system necessary for that
Instead there's mods that add rank patches
Rank in conflict can be an arbitrary script value just like it is now. So its perfectly doable
haven't touched Reforger for a while, so I played it last weekend being hyped by 1.0 out of EA release news
honestly - it sure got better, but not that better to be called 1.0 as IMO it's still missing some crucial features for that, the gameplay is somewhat limited due to noticeable lack of content, also game crashed twice in three hour play session on a non-modded vanilla Conflict server
also, I tried to create basic "kill'em all" scenario in Workbench and while the process was pretty fun (reminds Unity/Unreal a lot, feels like it's essentially the same tools used by actual BI devs instead of some walled garden SDK), there's essentially no SP scenario framework yet, so all you can really do now is to override default game modes and write some code on top of it
feels like AR's development is essentially prolonged up to Spring 2025 (no way both Air Assault and Final Strike milestones could be completed in one year without throwing some features out of window) and Arma 4 will arrive no earlier than 2026, and this leads to the idea that next full-scale Arma installment development will take approximately ~15 years to be released and A3 feature parity reached
When your in game master and take control of a ai then you still get banned for tking
But I need my main character back at a base to explain things
How will Arma 4 and the Engine NOT be outdated when arma 4 comes out
Because the engine will get updated, just like all other engines.
These are better foundations. Arma 3 while refined is still buggy clunky unoptimized mess. What Reforger already has is something community wanted for years and would have to be solved with mods in previous games. I am talking sounds, animations, lighting, optimization and more. Knowing Arma, having lack of content is the least problem.
15 💀
#reforger_feedback message <-- about BTR damage future plan.
Doesnt really matter where you hit it rn. It seems broken
It is very difficult, or at least unintuitive, to manage multiple M203 ammunition types. Some interaction while inspecting or the ability to open the grenade launcher's inventory like I can the RPG and manually drag the projectile I want in will fix that. I'm working on parachute flares and signals like we had in good old OFP so hopefully it can all come together.
you're right it's not intuitive, doesn't it change the round type if you hold V (or whatever key it was for the GL) though? the icon should change in the corner to match the projectile if it has a custom icon
Something with the scroll wheel would work.
BRDM should be corporal cause of how weak it is
its not hard to get sergeant
I’m aware it’s an opinion
i mean true it would be logical since the us has the 50 cal jeep for corporal but at the same time its not the same
the brdm will be the same as the btr when it comes to the game, i don't see why it should be in a lesser rank, except for variation
Having had a chance to play Conflict on the new update properly now, I really think the "transport request to objective" has got to go. It really breaks immersion and just seems ridiculous that you can bypass enormous sections of the map instantly to magically appear behind the enemy. And you can then spawn other people behind you if you're wearing a radio backpack or you're a group leader. Its a bit silly, IMHO.
I think transporting to your group leader (within radio range and not wearing a radio backpack) is probably OK, considering the intent with that is to try to keep players together. IF there was no "transport request to objective" used, then at least they had to physically get there somehow.
I didn't see anyone post about this but the marker mechanic is pretty bugged.
a lot of little issues with it
Can the base assets, tents etc, start with the lanterns etc OFF? It's not exactly tactical..
I agree
you want to enforce a light curfew on FOBs, fair
Yup. If people want to turn them on, they can. Not exactly necessary though given the lighting level from the moon.
They really need to overhaul the votekick system. I've been kicked multiple times from official servers where the most toxic players are just as a troll
I swear every time someone's up for a vote I ask in chat but nobody ever knows why. But players consistently vote yes without knowing the reason. It's toxic as hell
not sure how they can fix this, we have waited ages for this feature to properly work, now that it finally does people have started complaining it works too well😆
that is quite painfull
Right... It undenaibly works better now than it did before, but still a ton to go
I also turned my logs back on so maybe I will see something there
yup.. even basic games with votekick have a team damage display etc...
there should be a name visible of who started the kick and servers can simple rule that you have to give reason before starting the kick otherwise you get banned
vote kick better than no vote kick
Yeah it's crazy when some random jumps on the server and starts a vote kick on the admin and nobody knows who started it.
Teleporting system either shouldnt be instantesious but lets say take 2 minutes to teleport you there and then have maybe a 15 min cooldown. Or only allow you to tp to ur squad leader and bases that allow people to spawn on them
I think it should be dependent on how far you're wanting to travel. Farther the distance the longer it takes to teleport.
Mentioned this in #reforger_conflict, but I think making radio backpacks non-teleportable would help balance it. There’s already a cooldown on the teleport, but it’s easy enough to eliminate that as a concern by making sure someone in your squad brings a radio pack.
Make radios have to be physically transported, and it neuters the teleport system down quite a bit.
i agree with this 👍
Hello, people, i miss incremental opening feature of BTR window hatches. Earlier, player was able to tweak the angle of window hatch by holding interaction button and scrolling mouse wheel, but not anymore. It was really vital feature, especially while vehicles still doesen't have combat periscopes working
I hit heli 3x with RPS... Why is it not dead??? Also no major server lag when I played...
this happened also with like 3 different helis
Beautiful countryside and visuals. Could do with rabbits though, because I miss their cute, furry little faces bobbing at me over a ridge and giving me heart attacks.. kidding about the rabbits, but did want to feed back how much I consistently find the countryside a pleasure to be in.
isn't this how they are? I don't think you can spawn on someone with a radio, it won't save to loadout 
You can
So are we ever gonna get vibration for controller or is there already vibration and I’m dumb
they have a "hare" animation thingo in the game files, maybe we see it come to the game later on??
Why not bober?
wild rabbit
just hope they don't open doors like arma 3 snakes used to
checked yesterday, didn't even know you could teleport from the map without respawning, been taking trucks / cars / radio spawns whenever I had to move somewwhere, what are the rules of use? it only let me TP to beauregard in conflict aarland, and at some point, to a teammate, feels a bit broken, esp cause beau wasn't even ours, wish they forced us to travel there physically, that explains how people were sneaking in past overwatch in past matches, also, yeah, totally agree on making radios non tp'able, even remove the tp system entirelly if it were up to me
You can tp to objective. If none is selectected by sl, you can tp to sl or one random objective.
If objective is selected, you can tp to objective or that random objective.
You will be inserted somewhere at 300m radius.
Cooldown is 10 minutes.
Every 10 min you can tp from@anywhere in the map too
-your squadlead
-enemy vp
-another enemy point which idk how its determined
And yea its stupid
I see, thanks both! wish we didn't have that, and at the very LEAST unable to teleport a radio :/
Im giving it 6 months till were able to tp vehicles at this point
6 months to teleport a vehicle? Wow
The opposite of fast travel
hyperdrive? that was a thing in the 80s? oh wait it was...
Allow us to build supply hold outs instead of buildings to hold suppliees.
..Isn't that just per say an armory without the arsenal interaction? Could this just be made as a mod though? lol
I mean you could just build a bunch of sandbags wherever and disassemble them as needed, I do that on occasion that I'm being chased down and I don't want to completely lose the supplies
🤔
Give helo pilots and co-pilots a "Take Control" dashboard button and pilots a "Lock Control" button. This will let the pilot decide if he trusts the co-pilot to grab the stick if he gets incapacitated.
tbh i agree, it would be simpler to understand and probably not take as much of a hit to server performance, i would like a supply depot building back and none of this sharing crap
I think it will come later.
+1 on the supply depot. It would make driving supply trucks better if you go to an actual supply dump rather than the HQ tent...
I like that each service has its own supplies, I would rather if they didn't share, and if the logistic players can lock the supplies when unloading to a certain service, so that only them can move it if needed.
Make these (edit-all) lights destructible please.
Agreed. BTW it's so much fun climbing these things in the dark; people don't usually look up and you can kill many enemy players before you get spotted.
These stupid packs never work well ever since they went to stable
For example, it was showing 0 supplies for the bag vicinity even though I had 180 in the vehicle. No matter what, inside the car, outside the car would not allow me to use the supplies. If I drag and drop them out(works to use supplies when you steal an enemy supply vehicle) it just makes it go negative on the bag for at least 250 meters away, I teleported a further 300m away from the vehicle and the bag still shows negative
Second picture shows how far away from the car and supply I dropped on the ground I was
A lot of disconnects, server fps still drops, objects don’t load in when spawning, objects pop in when looking around. Still feels early access from a stability standpoint
Debt to supply god never goes away
is this feature creep
[thinks of Homer Simpson using his revolver to turn on the TV]...even better, just give us a switch to turn the lights off!
Agreed, a switch would be good. Any option to darken the base.
What is not getting collected this time?
Body’s and pretty much most stuff
Lol...
I fought at lamentin for 45 minutes and body’s were stacked
Yeah, can confirm
NCIS is working on it
If you get a group invite and dont accept, it stays forever, even if the player who invited you leaves the server.
Wasnt that fixed previously?
I assume I wouldnt have that issue if it was?
I mean it may have gotten reintroduced
I also just totally blue screened before i could hit send on the crash report
Also I haven't mentioned this yet but the AMD ground clutter bug still exists with 5700 XT.
Grass renders at the distance it should, but the flowers and ground clutter in forests are way too short
23.11.1 on 1.0.0.59
A progressive attack or defend game mode would be fun.
this is still a bit infuriating
#ban remove id doesn't works. It's says ! Ban removed but the ban persist.
Wouldn't be Arma I'd things weren't horridly broken
Oh a new engine what a great opportunity to make things less janky and improve the game. Nope. Same old mess.
This is two images of the Admin UI, and the Game Master UI at the same time, and place. You can see how some players don't show on Admin UI, forcing us to use the tiny list on the bottom right to find problematic players to ban them. Finding anything on that list is hell. (This of course when the Admin UI works, which currently, it doesn't)
Ban id,session id or player id?
It cant be session id, can it now?
When I type #bans list. it shows 0 ; long ass id
I tried #ban remove and added both one at a time, but none worked.
Is the garbage manager just broken? It doesnt seem to do anything, neither items nor corpses get cleared
Wdym one at the time as in:
#ban remove 0 and #ban remove <long ass id>?
I tried the first, and then cheked #bans list. Noticed the ban was still there, so I did the second one, then checked the list again, and the ban was still there.
I tried on two players. It says ! ban removed, but when I check the list again, the ban was still there.
a tiny suggestion for the Admin UI to make it easier to navigate, and use.
The pop-up in the middle should show after the admin clicks RMB on someone, and chooses 'ban'.
The search bar on the players list will be a godsend. The expand, and minimize/hide arrows will be a lot of help too. The ability to hide any UI element individually, without hiding the entire UI will be not essential, but still grand.
they should also extend the players list to all players that visited the server during the current session like admin tools does, sometimes you need to ban someone after they leave
okay, so i did #ban create 1 200 test (console.log) -> SCRIPT : Request Ban Marko[1] for 200 seconds. Reason: 'test'
then #ban list -> ```Total bans: 1 | Page: 1/1
- Identity Id | Banned name
- 4804e544-50bc-43ba-8b4d-c02375c39ee7 | Marko```
then#ban remove Marko->Ban removed!-> (console.log) ->
``` (still banned)
then `#ban remove 4804e544-50bc-43ba-8b4d-c02375c39ee7` -> `Ban removed!` -> (console.log) ->
```SCRIPT : Unban user with identity: '4804e544-50bc-43ba-8b4d-c02375c39ee7'```
(unbanned)
lmao you have to type in the whole identity id
yep
its fine if you can copy paste
or copy paste it rather, i did unban myself via RCOn tho
wasnt the #bans command supposed to bring up a dialog?
yea you probably wont see a dialog in rcon
it doesnt, even ingame
mind you #bans and #ban list are not the same
#ban list shows me banned while #bans remains empty
right, I vaguely remember one of the ban commands to bring up dialogs (or was supposed to anyway)
if by "dialog" you mean this fine hint when you type #ban then sure does!
oh... this is what they meant with dialog... 
I was hoping it's something more useful like a modal
that also shows in rcon.
Also bans seems to be obsolete
I think the only reason the admin experience is so disappointing is because official servers are not moderated anyway, so the team hasn't experienced our pain
well with that new hive system bans can be shared across all official servers. So player needs to be banned only once.
But who bans i ask you?
Anyways, whats nice bout new ban system is that you get a popup instantly in server browser. It doesnt even proceed with joining. Just says:
And it does indeed persist across restarts.
I am happy to see there is progress
If you right reason, does it also say the reason here or not
Sorry?
if you write reason
OH, no, it doesnt
Reason only seems to show in console log of the server and doesnt seem stored anywhere.
Its not even sent to client
not even in ban list?
refer to that, i always banned myself with reason

I've got an admin that's always crashing when he enters gm mode in my custom conflict. He's the only one crashing, and he's also the only one using Linux.
Reasonably sure that's the whole reason for Reforger though; get a lot of feedback on a minimum viable product in the new engine so they can fix the problems while building up A4.
Probably but I'm pretty sure horrible stability issues doesn't require feedback to fix. Or weird janky animations/movement when colliding with things plus plenty of others. There's definitely improvement here and I'm sure it will improve more in the future it just feels like we're going to end up in the same mess we've been in for 20 years.
Unfortunately until you have a few thousand homemade PC's running your game software in a few thousand locations you really cannot tell what is going to cause problems.
Its the difference between the performance in a lab and the performance in the field.
i doubt the build quality/gameplay is much different even on dev machines, it is just really jank bc that is the way they have made it, we just need to wait for them to further improve on it
I've done software testing for industrial purposes. People forget how many variables there are in a PC.
And yet many other game companies are able to do exactly that
Yeah... when they get an off-the-shelf engine like Unreal.
In any case its really not a surprise that servers running three times the player count as official servers are struggling.
That certainly helps but there are other companies that make their own engine. Halo for example has a new engine. Not going to say nothing went wrong there but it wasn't as big of a shit show at release as Reforger. They could have done closed testing. They already do it for their CDLC program.
And even their official servers struggled well after launch.
US repair truck keeps acting like its hitting a wall every few seconds. undriveable!
Also, I just cleared a lot of entities via GM and a bunch of clients got kicked, not the GM like in the known issues. And dead AI is not clearing, garbage collector confirmed broken.
bodies are for real not clearing?
Before the update, automatically neither vehicles or bodies cleared. You had to click "clear entity" which will clear the bodies, but not the vehicles. After the last update, clicking "clear entity" will clear both vehicles, and bodies, but the automation of it still doesn't work.
You can't tell me after emptying the supply depot at sawmill twice and driving for 2 almost 3 hours straight I haven't delivered 5000 supplies. There is no fucking way this is working correctly. I have delivered 9500 ish supplies on this one life alone and I have hauled maybe 22,000 supplies so far this game. Can you just give it to me? 😭 Because I'm probably not going to do logistics until 3.0 is out
I have been delivering alternating from sawmill to Le Moule or Villeneuve and have been making sure I have been getting XP awarded
Achievement is broken, so is sweat saves blood.
I tried multiple times the legal way, and the cheat way
Christ I made maxed out major fuck the supplies system, this was WAY too undercooked
I'm clearly giving management too much credit as always, at this point start over you turds!
Yep i transported enough supplies from private to major xp wise, perhaps one or two veterans in there too
Or there is some other hidden requirement, like that you have to do it on official server
There is no fucking way I'm hauling logistics for the next few months lol especially if server performance is this bad and I can't even fly past the first 40 minutes of the round on Official due to FPS going to 5-22 and staying there (yes I would be okay with 22 if it was steady 22 but it drops to like 2 fps and you rubberband)
BTW on unrelated topic, did anyone notice that Repair truck keeps getting stuck on air, like siddenly stops? Like engine had heart attack? Been happening to me since last update and only with US Repair Truck
(Not related to server fps btw)
that has happened to me since 1.0 was on exp, seems worst with the US repair truck and honestly sometimes it just goes away after driving it for a bit
Its not that laggy thing where vic fails to init on client.
This is diffrent. Its like hitting a wall every 50m
No I know what you're talking about it has been happening even with 0-1ms on local server
Its like the getting stuck on rocks reset almost
It just stops you dead
Yeah
I wish it was this easy but all I've been playing in is official, this one is in MI; and I was using the construction truck(the superior logi)
Yep, happened with soviet repair truck last night
So nothing is clearing on official conflict. Had a 2 hour long fire fight and not a single thing despawned after words. It got so bD the town disappeared.
Are you guys gonna fix the garbage collector before your Christmas break or will we be stuck with broken servers for the holidays?
^^
Lovely, just figured out why I can't rebind all of my keys properly. I'm left handed, so use my Numpad for several actions, including moving and driving, etc.
If I rebind my Num8 (move forward), Num5 (move backwards), Num4 (strafe left) and Num6 (strafe right), then my character does not move as expected. I can move forward and right perfectly fine, but cannot move back or left.
I tried to remove the previous binds, reset binds, etc., but no luck. However, today I tried doing it again using advanced binding, and found that if I try and bind my "move back" key, it shows assign character moveforward as the bind option, as per screenshot. Same applies to the strafe left key, that binds to strafe right.
Pain in the butt
Maybe Tuesdays would be better for updates so we aren't left with a bugged out update for the weekend.
i agree, people aways post the bugs in chat on the weekends and devs never see it
My server pop is down like 75% after this last update...
On officials bodies/destroyed vehicles would vanish after 20 mins or so.
Now, the bodies of FIA killed when the base is originally taken will still be there until the game ends. I was in a server where the counter reads 12 hours uptime and there were still FIA bodies from the very first base the team had taken.
I’m unsure if it was due to a difference between community and official servers, I’m assuming you’re speaking on experience on how it was working on PBS, but it was clearing without manual intervention on officials. Up until Thursday, that is.
The combination of living quarters spam + the recycle system breaking down is leading to absolutely insane piles of bodies around though. It’d be entertaining if it wasn’t murdering the servers lol
It's known, it's a MAJOR bug that needs hot fixed
Known by us yeah, but have the devs acknowledged it yet?
joined an in progress official arland server and it had 5-10 FPS.
Small thing while I’m thinking about it - can we get the current server name somewhere in-game? Unless I’ve been completely missing it all this time somewhere lol
Would love to have it on the players screen!
It’s a good problem to have, but there’s so many populated servers now I can’t just say “I’m in the official NY server” lol
Remove “High” graphics option for xbox series X as it clearly cannot cope with it, with poor FPS almost constantly. This’ll apply to all XSX players and is a pointless graphical option as its not fit for purpose.
try it with high settings on singleplayer gamemaster, your fps will be fine bc it is usually server FPS that degrades client FPS
Here is something a customer will never ask from a gaming company, remove family sharing from steam, and whatever the equivalent is on xbox. It is being constantly abused to bypass bans. +
There is family sharing on steam? Thats news to me
yep. It get abused in pretty much any multiplayer game that has it.
Yep garbage collection seems to stop working after 30 mins. Having to manually clear dead bodies to prevent 100's of dead AI clogging up the server.
Oh really? So the servers aren’t fit for purpose? Do the devs know this?
So this game is becoming unplayable for me. The constant fps drop and server over load is becoming unbearable. 😑 Hundreds upon hundreds of assets that will not clear on official servers is killing the game.
Yep horrible problem, I have players crying every two hours that the server needs a cleanup
I have a job, I cant be a full time server admin 🤣
This is the kind of thing that I mean when I say the game is janky. I'm getting shot at and trying to go prone but I can't. I keep pressing Z but it just doesn't let me until I finally am able to: https://youtu.be/PQREVHEUwA4
and then there's just other weird animation snapping. Not sure if there is any actual way to fix this but it feels wrong to me. Pretty much when you go into an animation and then turn your character will continue the animation and then all of a sudden snap backaround: https://youtu.be/apmeAe69_o0 & https://youtu.be/M_7INrKqeCk
Re: unable to go prone
As a workaround, maybe 2/3s of the time if you use the lean mechanic to go prone it’ll still work
I think that's one of the things that gets fixed if you fall off of something?
console graphics preset should be set to low on default, i’ve heard a lot of new players complaining about fps and they don’t know that the low preset gives way better fps.
servers are well and truly fit for purpose, it is the games optimization and garbage cleanup automation that needs to be fixed, its up to the devs to fix it
This wall just next to entre-deux tower is half wall but has full sized coliders, bullets ppl and cars bounce off thin air
Could just be a skill issue but I can not get the helis to turn off. I can turn them on but for some reason on Xbox the left stick + X button does not register for me after the heli is running
Are you holding the X button? It is necessary to release it quickly after pressing
We reached levels not believed to be possible before.
This is only a three hours match.
Yeah it's really really bad, I'm sure I sound like a broken record but, needs hot fix asap!
Yeeeesh. Imagine the server was pegged at sub 5 fps?
yep. It was a slideshow
Blah. As much as I adore conflict, I’ve abandoned it for the time being
There you got a quickly hacked garbage system replacement. Use it at your own risk:
https://reforger.armaplatform.com/workshop/5F0913BAAC69ABF5-GarbageCollectorPatch
I’ve tried tapping and holding it with no luck. I can start it just fine but I can’t get it to turn off
Would it work better holding left stick down and than quickly tapping x or do they both need to be tapped quickly simultaneously?
Should just be a simultaneous click on both
actually you need to hold left stick down and tap X - the LS works as modifier
Does that work for most of the other ones using the sticks / LB / RB as modifiers?
Ive gotten it to work a few times now. It seems inconsistent with the tap. Some times it takes me like 4 or more attempts to get it to shut off. Which is better than me not being able to get it to shut off at all.
The modifiers are working as hold. In case of leaning/stance adjustment, the modifier activates with short delay. Leaning specifically is planned to be changed to a more simplified system in future.
Okay im able to get it to turn off fairly consistently. I think I’ll try it on another controller but on my main controller at least it feels like the tap has to be a bit too fast. Like I can’t casually tap the button. It feels like I have to attempt to do the world’s fastest tap to turn it off.
Thank you for the clarification! It’ll change how I teach people the controls a bit.
And glad to hear a change is coming to the lean mechanic! The two stick solution is a bit painful.
Works great so far! Big thanks Kex
Why is the radio not a wearable / interactive item like the flashlight?
Would it not make sense for someone to attach this to their clothing and reach up and activate the device to speak into it?
RHS did this with their AN/PRC-152, plus adding custom encryption keys so its definitely possible. Id love to see more in depth radio stuff in base game
I’d just like to see a animation for it tbh
Like six days in fallujah?
Barracks in Conflict need to have some kind of cooldown or "out-of-combat only" spawn system. In the current implementiation, they spawn 3-4 AI soldiers out of thin air every minute or two, which is somewhat unbalanced and immersion-breaking.
Talking on balance- we need server balancing. Getting steamrolled as a team of 3 against 16 seems a little masochistic.
Same issue I have experienced but I have to hold Ls and tap X rapidly until it shuts down
Maybe there's a reason it's not in, but why not add a headlook animation to the M2 jeep/humvee gunners ? Currently freelook does not have the characters head moving
Explosion at us senate? Is this why the us invaded everon?
If only... more likely something involving unresolved fallout from Guba
Any chance we could get 1 or 2 official Capture and Hold servers (assuming C&H still works and if not can you fix it)?
Quick ideia i had on the shower :
i think we should have some sort of soft role system, leaders being the only ones to freely spawn vehicles, other squad mates having the ability to request vehicles, sql having to approve the request for the vehicle to be spawned.
Medic is defined by if the player is using the medic bag and medkit, he simply receives a medic icon and a little medical cross ( or diamond ) next to their name.
Mechanic is defined by if the player i carrying the wrench, also receives a icon and the little indication on their name.
Crewman is defined by if the player is using the crew attires and has been active using vehicles, also receives the icons and such.
Support is defined by if the player is caring a Lmg or Hmg, also receives their respective icons.
I think something like this really helps in organizing squads and easily identifying coordinated players
can we get a change to the supply transportation mechanic please?
only being able to load/unload supplies at depos and base elements is very limiting.
we need the ability to drop cargo from a vehicle to the ground, which would open up the possibility to transfer supplies between vehicles, and also make supply caches around the map possible.
also, when a vehicle catches fire from damage, we would be able to dump the cargo out instead of loosing it.
this would make the supply mechanic more versatile and realistic.
currently, if a vehicle rolls over or engine/transmission is damaged, the supplies may be lost if the vehicle can't be rolled back onto it's wheels, or the damaged vehicle repaired.
on a related note, supply depos/caches should be destroyable.
You can actually drop the supplies anywhere, just drag the vehicle icon in the vicinity into one of the surrounding squares and it gives you the option to unload 100 supplies. The placement is kinda janky, but it works
It can despawn though, that is the catch
that whole menu system is jank.. i can't check the contents of dead player's equipment after this latest patch.. i have to drop my pants, and pickup the other player's set to have access to the contents.. drop what i want, then swap pants again..
yea, i can view the cargo in a truck, i can not drag to vicinity at all. if this worked before the current patch broke it.
You should be able to carry individual supply boxes in your hands like you can carry wooden crates in DayZ
you can carry up to 20 supply in a backpack already
Half of the vehicles don't even work with drag and drop in vicinity, it's mostly just the soviet style ones that work well with it (that is if we're talking about supplies)
should work on all vehicles (vanilla ones atleast)
Killfeed option: Teamkilling only.
I'll get a list of inconsistent vehicles if I find any this update
Please do, thank you
Hummer with 50 cal doesnt i think
I know it was bugged for some time, but it should work now.
Okay
BTR now vulnerable to LAWs and RPGs as it should be...
RPL (E): RpcError: Calling a RPC from an unregistered item! itemType='script::Game::SCR_PlayerRadioSpawnPointCampaign', rpc='UpdateSpawnPosBroadcast' This is spamming in my server console. Are others seeing this today, or it could be mod related?
this is my bad
so this is what I mean by inconsistency with supplies to vicinity, you can't drag and drop to/from the large vehicles in Conflict mode while in them but it seems to work just fine in Game Master mode; it turns out from what I can tell so far it affects the large trucks on the Soviet side as well. It used to be that way for more US vehicles but I think some were fixed within 1.0 moving to stable or shortly after
https://www.youtube.com/watch?v=BesK7gtIneY
Screenshot shows what it looks like outside vs inside the vehicle, in GM it is the same outside as it is inside while in vicinity and you can drag supplies onto the ground in no matter which vehicles. In Conflict, large transport/service vehicles(except ambalam) lose the ability for supplies to be transfered in/out while inside the vehicle.(a very useful time saving mechanic for experienced players)
Also sometimes supplies need to be drag and dropped to/from the vehicle twice in order for it to actually move(yes the 0-100 supply selector show up both times)
this is one is a bug that i know of
as for this I am hoping to disable moving supplies to other vehicles from inside of a vehile (essentially you won't be able to interact with vicinity while inside of a vehicel)
holy crap u guys fixed the overcast/rainy weather. thank you. it only took a couple months, but thank you. i can now do my moody scenic drives in rainy weather again. (please also add windscreen wipers functionality)
yet another update and the night time lighting is still fucked😑
TrackIR is still borked, which results in a less than optimal piloting experience.
cause of maybe wrong chat: "looking out of windows or even drive cars is a big issue and problem with the new system.. for me and most of my friends the game could even get a good bit darking in lighting - with that the quality of the game looks and feel increasngly better! @devs please check this out - the bright lighting is make the game unnesseryly looking not armaful :) <3 thx for your hard work and love to all of ya ;)"
Guess I'll repost this here in feedback: #reforger_discussion message
Camera position seems like it was lowered below the character's shoulder, and is pretty much totally unusable. When crouched and moving around, I literally can't even see in front of me. My character takes up SO much screen space and it's just literally unusable. If there is a way to move the 3P camera actually back to being above my shoulder so that I can see , it would be great.
I mean.. whats the point of thirdperson if I can't even see in front of my character or over my shoulder?
so much so to the point where I cant even see the area where my gun would be aiming or literally anything in front of my character
The point is to see your character; it always has been
doesnt mean I want my character to take up 95% of screenspace. It should still be useable
you can change fov in settings
fov is not the issue. FOV doesnt change the position of the camera.
camera should be over the shoulder/character. It was fine in previous iterations or arma2/3 style
even in a slightly upward angle my character is taking up SO much of the center of the screen that it's unusable
but now im constantly having to look around my character like he himself is an obstacle, which is pretty ridiculous tbh. I like to play thirdperson arma when im playing coop or singleplayer
yeah.. this is not okay, lol
I second this experience. It's dumb, but this is what you need to do to make it work
Different topic. This might not be the case, but my main theory for the newer server lag issues is the new vehicle damage system.
Yes, I do base this theory from experience and testing it, but I can't be 100% certain. Maybe it's just a coincidence that when I see or know a vehicle crashes or get shot up, the lag definitely gets worse and stays that way while the damaged vehicle is still in play.
Idk
We need a report system for trolls that when enough evidence is collected by the system they get hardware banned.
I have head tracking working with open track. You need to have a reeeealy flat response curve. The default setting is extremely sensitive.
might i suggest playing first person 

trust me it is the best experience with arma, third person is nice for getting your stance right, marveling at the gear and driving modded vehicles though
Yeah I dont really need to be convinced lol. Ive been playing ArmA since the OPF days. I like 3p for coop and singleplayer, but definitely first person for multiplayer.
More feedback on where my bullets are hitting could go a long way. Right now, it feels like I'm shooting blanks at long ranges because I have no idea where my shots are hitting.
They land where you aim - elevation.
Grab tracers i guess
On that note, the fleshhit.mp3 sound seems a bit too loud, almost like cod X on the crosshair, feels a bit cheap
I do tracers right now, but I would rather feedback with dirt/dust kicking, and soldier animation when shot. Other than feedback, when dusty and dirt kicking all around you, It will also look cool af from the shooter perspective, and from the guy getting shot at perspective.
Correct me if im wrong but firing 5.56/5.45 into semi-damp earth like everon is covered in doesnt really give much visual indication that anything has hit it, especially from 1-200m out
Trees/sand/bricks/etc should throw particles and a bit of dust but i feel like what we've got now is fairly realistic
The BetterHitEffects mod does what youre talking about but for me personally it feels a bit over the top. People dont explode into smoke when shot
tbh those mods should be renamed to More Effects, Louder Sounds etc instead of Better
Soo uhh, my progress for the achievement "Army of One" has been stuck at 303 since the new update came out.. not sure but I think Battlefield Angel might be the same(I can't recal administering meds to someone today)
I have pretty much only been playing Official conflict servers
Okay it literally started moving on the next cap I started attacking
the arma 3 shot spasm 😆 i would like a little bit of dust to kick up though, arma3s was a bit excessive
as far as shot feedback i think it is reasonably realistic rn, you can see the hit effects at ~100m
this 👆
i do agree, those mods are much nicer for cinematics and not actual gameplay, it gets a bit over the top otherwise
This is why the servers are running like garbage! nothing de-spawns!!! Game is not playable in late game because of this....
lmao bro is more worried about the server FPS than having severe PTSD 🤣
i do agree though, they completely broke the garbage cleanup, it is a joke, but once they do fix it i think we could get a decent few more players, maybe push it up to 150?
agreed!
SSsS
its a shame indeed
Hey, did you take the screenshot yesterday ?
Atm the rank system feels underutilised. Eg you need to be a corporal to build a living quarters tent, sergeant to build a helipad, but a private can fly helicopters.
Suggestion- weight the ranking system even more overtly to team play by rewarding those who rank up with access to higher tier assets, including grenade launchers. Make building in the HQ tent for privates, corporals etc only available for a few assets in limited number to avoid tent spam, inefficient placement, inappropriate use of limited supply with no awareness of supply mechanics etc. Eg 1 x radio tower for privates, 1 x radio twr, 1 x arsenal, 1 x lvd for corporals, unlimited for major etc.
Anticipated/hoped for outcome- grenade launcher spam reduced, more focused gameplay by those new to the franchise eg take a position, supply that position, build a radio tower, these three actions being sufficient to trigger a radio message along the lines of "keep it up soldier and you'll make corporal and gain access to better assets", less frustration for those attempting to play a team game, less frustration for experienced players, more focus on existing game mechanics like supply, experienced higher ranks would have to decide where supplies are needed for which bases that they themselves would need to travel to in order to construct higher tier assets, team objective focus etc. Experienced players generally understand mechanics better and so can better direct the flow of resources, especially when resources are limited. They woukd also understand the significance and importance of promotion and if prepared to focus on it, would be more likely to effectively utilise it. Players across the knowledge and experience spectrum would in general have less grounds for complaint as the ability to use assets however inappropriately, would have been earned through previous labour.
Additional- add to radio promotion speech by not only saying congratulations etc, but point out that now the player has access to said features.
Replies or thoughts in #reforger_discussion to avoid channel spam and to act as an iq filter.
GL spam is the biggest thing i keep hearing, while it is a viable tactic i think it can be toned down realistically by making ammunition cost supplies and having longer GL reload times of m203 for shell extraction, i also like the idea of adding a rank wall, or even a personal allowance for each player, that handles how much weapons and equipment can be obtained, this is more realistic and would keep the freedom to a good extent while also preserving more supplies, the allowance of ammunition etc can increase as the player achieves objectives
Meh, ppl will get bored with GL eventually. Imagine what happens after the mortar update 😉
oh goodness, i can only imagine...
based on the detail that has gone into the tree destruction objects i am going to love dropping mortars into forests, i would love some sort of ground deformation though...
Warlords didn't even have any artillery-type assets. Maybe they will also consider to not have artillery in Conflict as well or only severely limited.
warlords FOBs were preset and static throughout the match however, in future when freeform bases come to reforger mortars wont be to much of a problem because bases can be shifted possibly, it will bring a whole new layer to base defence and logistics
can just imagine, recon will be a viable playstyle along with base guard/patrol to ensure FOB locations are not discovered by enemies, also blackouts at camps will have to be enforced to ensure bases arent spotted by helicopters
True, being able to place FOBs anywhere makes mortar a bit more balanced.
i think when these features drop, nights are fixed, server performance/cleanup is further optimized, stamina is further improved upon along with movement and animation fluidity, radio static is reimplemented we will have ourselves one of the most advanced ARMA series titles yet and arma 4 is going to look very nice
The construction trucks actually already have a hidden category for placing command posts and encampments I noticed in the workbench 😄
yes! so the foundation is there and we could even see it hitting experimental after christmas hopefully
One of my favorite memories of Armed Assault was playing Warfare and in one game having to move the base 3 times because it kept getting attacked and artied. Kept barely making it out to new locations.
yeah, sound fun, no doubt there will be some logistical flustercucks when it drops but it will add yet another dynamic to the game, will be very nice to test it on arland especially
if reforger manages to get up to 200 players eventually without GRENFOR AI this will be glorious
And the clusterf when AI can do supply runs and try to find a path to a FOB out in the wilderness xD
Pretty sure the roadmap says they can only drive on roads so that will be fun
yes that will be a big challenge, good luck to BI, they did promise AI driving on roads so maybe they have a system where they just go to nearest road, would be cool if hey had additional functionality like staying stealth and moving slow without headlights in certain areas
exactly what i was thinking
i want to be able to shoot out lights, i am surprised this isnt a thing yet? considering if you had lights in every town and vehicle and destroying them would just mean less things for server to process 
lol i also completely for gor about power system, BI has a lot on their plate
Something def not right with mr garbage collector
Either that or it is not aggressive enough
Yeah it’s terrible I fought in Simon’s yesterday for an hour and the forest was littered with bodies
did it give you ww1 vibe?
That was the best we got our Official server, only 4 bases on the entire map had a single barrack 25 fps
Both sides had to pitch in and remove all the barracks bc it was 2-7 FPS
At one point I had to restart because I couldn’t hear my bullets anymore
Is garbage collection is handled manually by GM now? I don't see anything is garbage collected anymore, I played for 2 hours, and all the FIA dead bodies, and mine still there for the whole two hours.
I played on official server btw.
Its borken still by the looks
I reuploaded my garbage collector patch, which doesn't rely on the vanilla system: #reforger_feedback message
Yea
This is sooo true, been saying this since the start about GLs, spam is crazy. Also I hate how fast GL sight pops up on m16, there should be animation for that. Now if you run out of ammo just hold V and boom he is dead. I really like the idea of weapons being locked in ranks. It would promote teamplay also and like you said it keeps freedom aspect of the game, you just have to work a bit harder adds another reason to grind for. I hope devs think about that. And mby even make it so that everytime you switch back, your character takes out the granade from GL or something. Rank lock + supply cost and boom we have a winner...
iirc you can carry over 50 40mm on your vest alone. That is crazy. You also load grenades in too fast, like they are attached to your chest, and not inside pouches.
another issue is reload speed doesn't change between grenadier vest, other vests or backpack.
the rpg launcher have the same problem with reload speed. The animation looks like someone is standing behind you, and simply handing you the rpg, instead of your character taking it out from a backpack.
100%, I think that a lot of animations need some polish, reloading etc., they should slow them down a bit. Also good point with backpacks and vests. Reloading any weapon should take longer if you have your mags stored in your backpack, love this actually...
On the topic of animations, we could all get out of the huey faster if everyone stops closing the door after they get out
I think that most of hueys flew with their doors open anyway, read it in one article...
I'm pretty sure the helicopter animation will be reworked when we get the door gunners, since the doors will have to stay open.
yeah for MG variant, dont think they will change transport varian anims
Might not since unarmed variants will probably still exist
I think it's the same problem on the BTRS though right? The animation for closing the door always plays
They should let us have doors open and add another anims or figure out how to connect anims beetween players or idk
The way DayZ handles vehicle doors is still 😎
I tried to make a mod that makes them like it, but the way the colliders are implemented make it close to impossible
To many steps mby, you have to open the door, get in close the door 💤
I also hope for UI customization, I hate seeing F everywhere. I know that I have to press F to open this door lmao and its too big
A simple tiny white/gray dot will do just fine imo. similar to how tarov does it
im guessing its gonna be like with the humvee wheres theres a cheaper version without mgs and the expensive version that does have them
Makes sense. This way the uh1 with guns will not have doors at all.
I used to think speshul forces was cool. Now i think being a member of a grenadier shock troop battalion is where its at ;).
cue the British Grenadier marching song
a lot of things could be balanced by adding more immersive animations like reloading the .50, flipping up m203 sights and extracting shell, the GP25 will be superior in that aspect but its ammunition will be limited by the amount carried by GL pouches, i agree with RustyFork that reload times should vary based on what piece of equipment you are grabbing your ammunition from
look at this guy. he is a sniper, a grenadier, and a radio operator.
and he can probably run a marathon, and reload at same speed 😆 even adjusting stances should be significantly slower if you have extra heavy equipment
@olive trail have you thought of hosting pbs server without roadblocks and additional emplacements that would have otherwise be used by FIA? could removing them possibly increase server performance in any way?
Frank makes those decision. Not me.
roger, just send the message uptop if you get the time, just throwing ideas around atm because I dont expect a fix to garbage collector any time soon 👍
We are using a garbage collector mod now, and it been working great. There been some complaints about players weapons and vehicles being cleared, by over all it been great for performance.
I think it is only on the US server now, being tested.
who needs a squad when you can just be everyone 👍
modders to the rescue, again
aint carrying much ammo then if he has 2 weapons and no backpack
just played Gramps modified conflict and really liked it, would be nice if vanilla conflict took some inspiration from this, i think there are a few too many points however the additional relays and island fobs are quite amazing, would be cool if both factions start on one of the islands and have a HQ set up there, it would solve the HQ camping issue while also make more sense because supplies are coming in from the sea, a preset HQ and freeform fob placement, keep main bases visible an don same places of map however allow automatic collection of supplies from those points, make the game victory based on the percentage of territory owned and possibly have an updating frontline shown on map
Freeform FOB placement is on the roadmap I believe, isn’t it?
yes it is
having freeform bases in coordination with preset main bases like the costal bases and main towns will make confict so much more fun
yeah I’m looking forward to it
matches will be much more drawn out though so hopefully server performance can keep up and AI is able to efficiently deliver supplies
the islands however vary in distance from the mainland significantly giving the other team a headstart, but i guess this means there is more mortar protection?
That would be great👌
Ohh yeah we all love some nice animations
Some feedback for the Vote to Kick system:
I think it would be better to include the gamertag of the person that initializes a vote to kick, because lately i found out that there’s trolls running around on servers that just start vote to kicks on random players that didn’t even do anything and these trolls can just keep doing it over and over and no one know’s who starts them. This leads to random players constantly getting temp-banned on their favorite servers and the trolls remain unharmed since no one knows who starts them. If we know who is spamming these vote kicks, the players can then vote to kick the spammer instead, or the players can record the spammer and report them to their respective server admins and get them banned.
Too many people vote without knowing what they're voting for. An infiltrator into a base can make it look like teamkilling is going on, or a genuine accident can be responded to emotionally. While I agree, a quick message in the chat before starting the vote explaining reasons normally ensures speedy response and allows explanation or apology. No explanation, no vote is how people should generally roll..
But I agree 100%. The person initiating should be visible.
Yes please show vote starter, had a report of these trolls last night but there was nothing I could do about it, even the logs don't say who started it.
I need help my game is stuck on vs 1.0.0.47 insteadd of being on 1.0.0.70 so i cant play any games on reforger experimental
Reforger experimental is outdated. Don't play on it.
Wym they both the same game version rn on xbox
And it has na servers so my serves are green instead of the yellow n red pings i play on what i can get better ping on
I got bot installed incase one is more popular that day
They are not. Experimental was last updated a month ago to 1.0.0.47 and wasn't updated after that. The stable version has got few updates since then, and is now on 1.0.0.70
Experimental is at least three updates behind, and it has zero players.
stables always gonna be more popular, only use exp if you really want to try out some new features a few weeks early. right now there are no new features on exp.
Please add possibility to draw something on vehicles using a Spray item, or even walls
In Warlords (back in the "good old days") the Rhino+UAV+Ammo truck combo = precision artillery out to about 10km range - that was great!...the only good thing NATO had going for it vs CSAT 🤣
Yeah, I thought about mentioning it, but they eventually shut that down too 😉
I know - BOOO!!!!
it was my speciality. My fav was destorying everything that moved at Molos Airfield from kms away 🤣
and they had no idea where is was coming from!
and what about strafing too?
"supplies are coming in from the sea" - in official, IMHO, this is why only main coastal bases should auto supply and the main starting base should be within vicinity to the coast. That means inland starting bases (like near Levi and Calvary Hill should be deleted)
good idea. you should add your suggestion to the feedback tracker: https://feedback.bistudio.com/project/view/66/
i forgot all about that, also i noticed i can go from sprinting down to high ready with my pkm in a millisecond things need to be slowed quite a lot
I agree
Okay so i am@logged in but how do i post a submission there
Click “bug report” on the drop down and just label it as “feedback”
I vaguely remember an old CRPG version (time-based, not turn-based) that did that... this also applied to weapon drawing/swapping times
I think adding time to reloads based on where the ammo is pulled from (chest rig, clothing, backpack) is the most suitable for reforger. It doesnt need to be crazy exaggerated but it adds a lot since it slows down 40mm/rpg spam and will make players think about how much of each ammo type they actually need
get rid of this archaic kick system and implement a proper report & ban system. i haven't seen this much vote kick trolling since fps games from 15+ years ago when people would kick others better than them.
save everyone's ingame voice chats, messages, actions, etc. if someone's being racist, tk'ing, deconstriucting bases to troll, or whatever, you guys can verify ingame reports with logs.
Done, i added it there, hope it gets seen
Using the workshop is torture.
One concern which they will need to adjust if they go with this, is the ability to reload via the inventory. Players will use the inventory to reload weapons instantly, if the animation is too long.
funnily enough, the current reload for the rpg is faster than doing it via the inventory.
Since there is no enfusion_feedback thread, I'll write my two cents about interacting with EnScript here:
- Add some kind of contract type support - abstract methods, abstract classes or interfaces. Yeah, you could just do empty methods and then override it, but it's somewhat clunky.
- Honestly, the absence of
publicaccess modifier is weird. Why not? - "Comment highlighted section" hotkey.
- Expose language server (if this is a thing in Enfusion) to allow the usage of third-party IDEs (Rider, VSCode, Fleet etc) with EnScript. Workshop script editor is better than notepad but is still miles away from VSCode with plugins.
- It's probably too late (as many code is already written that way), but forcing hungarian notation in codestyle convention is strange decision too. IMO it was useful only when IDEs weren't much good in showing types, but it's not the case for the latest ~15 years. Right now it just introduces another "human factor" layer and since refactoring tools are almost nonexistent (can't, for example, rename public field solution-wide), it will lead to wrong/forgotten-to-be-changed type prefix in some cases.
With regard to (2). Specifying no access modifier makes it public, hence the keyword isn't really needed.
- select a few lines and press /
I would like something like namespaces with classes inside accessible via dot notation MyNamespace.MyModule.MyClass
otherwise I have to do MyNamespace_MyModule_MyClass which is a little stinky
Welcome back to the world of SQF 😅
a feature to collapse blocks would also be interesting
but at that point probably better to just use an external editor, would sort out a lot of usability issues
Hope we'll still get the official christmas tree mod back before christmas again. Priorities! 
I believe it’s already out
Oh you're right. Should've checked, derp. 
Ps5 release please 🙏
I think that its coming just give em some time
would love to see focus on clearing up that massive list of known issues, id be embarrassed of that
Personally I’d just like to have access to the game
Then buy it? 
I would if I had access to the game
What does that even mean?
That the game is not on ps5 did you not see my message? You don’t even have to scroll up
I mean you do have access to the game. You just don't own a system that you can play it on
I would argue that means I don’t have access to the game
didn't the bohemia account on twitter confirm that it will come to ps5 some time in the future
I wouldn't
Then you can do that
Not to my knowledge but I would love to be wrong
Regarding the ai not getting out of the way of vehicles feedback over on BI website- I've noticed they do if you use your horn.
I once honked at an AI who was slightly off my right bumper about 10m away as i was driving, rather than move right he full sprinted to the middle of the road and died instantly when i couldnt brake in time
"but sir, he ran out in front of me!"
Do it 9 times and try explaining it to autoban system
I just returned from a civil mission in Geronia and that put me to think how such activities could be presented in ARMA
I think it was confirmed yeah
Xbox is only 350 on Amazon and target right now guy
Not getting an Xbox 😐
Sounds like a YP then. Even the S is $199. I don’t see PS5 getting it for a bit
Its not about money but not wanting to buy a seperate system for just 1 game. I can kinda relate as I was in those shoes as a pc player having to wait what felt like ages for gta5 to come out.
Anyways if one doesn't want arma enough to buy another console youl just have to wait
would be really nice if they made US uniforms a bit darker, looking very grey, i know this has been requested quite a bit
For me this still does not feel like the classic Arma feeling all the other games have. This seems to be more for the kids on console. But thats my opinion
Just does not give me hope for the franchise if Arma4 will be like this
how come
I feel the same way but mostly due to the lack of editor, poor AI, consoley UI, and minimal vehicle classes.
Oh and the substantial number of other misc features
Yeah, it feels like it's lurching towards a dumbing down in many ways. Dumber ai (work in progress I know but they can't aim or in fact do much at all) dumber ui, less punishing, less visceral, less consequence for mistakes etc since you just respawn within seconds on a radio.. the list goes on..
Some good mechanics too like the logistics systems and base construction but it's got to keep an eye on the shoulders it's standing on.
I definitely agree with the less punishing aspect. Currently there is no real reason to value your own life (at least in official conflict) other than maybe losing an enemy radio you picked up. With the ability to essentially disregard teamwork, teleport, and always have your custom loadout, dying is just being reset to a different location after 10 seconds rather than something that genuinely sets the player back
Strange bug, think I got killed while spawning in and now cannot even respawn via menu. Gonna see if re-joining fixes it.
Well re-joining the server did work
conflict is just CTI 2.0. which for me is fine. I liked what that offered. now we have building, logistics ( physical asset) and communications that are thrown into it.
Yep I had that happen to me too, I was a naked dead body and couldn't even move my head and rejoining fixed for me too
tbh in its current state if i were to verse a vanilla reforger conflict match to a vanilla arma 3 match i would say reforger wins in my books
reforger has many more tactical considerations and a larger variety of situations than arma 3 in many cases
I noticed that NPC's can now loiter and sit down. I think this is a fantastic feature, I really hope this is added for all furniture. Be nice to see them be able to sleep, sit and use furniture. That being said. I would like to see NPC's and players being able to be captured. If say a player is shot near a base NPC's can zip tie them, and then capture and move them to a prisoner area or loiter point. Despawn the player. Then when players retake the base they have new NPC they can free which can then help them in the fight. A prisoner tent would be cool, accumulate enough of them and be able to turn them in for supplies. Just some general idea's.
What kind of tactical considerations?
how to assault a base without crashing the server
Leave someone in the car so it doesn't despawn.
all the above 😆 but also night combat situations where light emissions need to be managed, and stealth is a much bigger consideration, while all of this was applicable in arma 3 it was very limited by the graphics of the time, reforger will be perfect once they nail distant vegetation and more weather variations come into play
I feel like stealth and light management is about the same... especially currently. I guess maybe a little more night management because of lack of NVGs but then there's also way more tactical aspects to A3. Way more variety in threats being the biggest.
that is true, if arma 3 had a facelift that would be great
Using concealment is a big upgrade from A3. Now you can actually hide in bushes. Sadly the ai seeing through grass is still apparently a thing so getting nailed by ai you can't see over a slope is something you need to figure a workaround for.. at least that's my perception.
Another situation where being able to modulate grenade throwing strength and/or trajectory with a finer degree of control would be useful..
Moved from discussion as it more like feedback now-
I offer the following as an insight into the frustration that current gameplay can produce.
Just ran supplies up to a newly taken outpost (start of the game so the first one) and unloaded them to build up infrastructure there. Geezer rocks up in a jeep- "Ill just take these supplies" Im like WTF??!! Heres an idea, when you spawned at the main base why not grab a truck and load it up with supplies there... Then someone else takes the truck I used to run them up there in.. so no supplies at the base and no truck to supply it with.. If there's one thing thats going to ruin my enjoyment of Reforger its gameplay like that.. might as well go back to SP arma3 antistasi where the ai bots show more intelligence.
Either that or vehicles need to be lockable, supplies in the HQ tent allocated purely for construction and only able to be utilised by the person who dropped them in for a short period of time. If the supplies are for general use then drop them into another building where they go into the pool for consumption by that particular entity tree EG living quarters supply for ai bots, LVD supply for light vehicles and so on... This would also curtail the supply hungry induhviduals who spawn light vehicle depots as the first building, or spawn in when they see an arsenal (why was the supply depot removed) play arsenal barbie further depleting any possibility for infrastructure expansion, spawn a single use jeep, die, rinse and repeat.. then wonder why the frontline has stalled, bases can no longer be spawned into and the other team is roling them over.. if supplies in the HQ were ring fenced, a lot of this behaviour would be either curtailed or no longer an issue for other team minded players. It might even cause them to think that taking supplies with them is a good idea as it would appeal to their short sighted need to get that LVD built and the only way to do that would be to supply the HQ tent first in order to build it and to then drop their remaining supplies into the LVD.. No supplies in the building concerned, no output from that building. If someone else who IS playing a team game wants to build a radio tower, they can do because either after a short period of time supplies in the HQ tent are unlocked from the person who deposited them, or they bring their own which are ring fenced to them for a short period of time.
Currently though Im rapidly losing any desire to play because of the lack of any clear guidance for players who need it, the lack of team play in what is allegedly a team based game and the lack of clarity and appreciation on the importance of the underlying mechanics.
Finally, supplies at present fill up each entity based on its proximity to the HQ tent. If an entity is located a long way away from the HQ with other entities in between, its supply storage does not fill up until they have, unless a player deposits supply directly into that entity. If its something like the heavy vehicle depot, with an arsenal in between, it makes zero sense that a truck can be spawned depleting the arsenal of supply when the truck depot has no supplies at all.. make each entities supply store actually function for that entity alone. Once its out of supply, it cant spawn stuff. That would force some thought into base planning and if theres no supply in the arsenal, light vehicle depot etc, you either have to wait until the HQ starts distributing supplies outwards or you bring supply with you. Supply depots would almost naturally fit at the outside of the base structure as an overflow storage facility which would also be most accessible because of its physical location. Make this structure the one generic structure that all others pull supply from, not the HQ construction tent.
Trouble is, this would all go against the dumbing down of arma which is currently on display in reforger. It would make it all a tad too cognitively challenging. I suspect what we see is it. Thats why Im in all likelihood going back to arma 3 and will view the launch of arma 4 with scepticism.. I just wanted to feed back to the devs the reasons why. Nice concept, but leading to frustrating outcomes.
One of the biggest shortcoming of arma reforger is the developers not implementing a proper systems to manage anti-social behavior, which is prominent in any games, but especially bad in 'milsim' games, since they attract the biggest losers on planet earth.
Yup. As its stands in what is ostensibly a team game, team players are punished by having to wait around for the HQ tent to tick over in single digit supply upticks because a non team player stole their truck, jeep etc while other non team players who have zero interest in or knowledge of underlying mechanics spawn in on an undeveloped base and empty it of magic one type creates all supply playing arsenal barbie and spawning jeeps for single use one way trips. I think my frustration and irritation is clear on this..
That's a downgrade. You shouldn't be able to walk through bushes. At least not easily. Have you ever tried sprinting through a full sized hazel bush in real life? Vehicles used to knock down bushes too. Now they can't.
Especially with a ton of gear on that's going to get stuck on branches and hang you up.
Running though bushes without losing speed is a bad mechanic.
they should at least add minor cuts every time you run through one
Add a 15% chance of getting a branch in your eye and knocking out your vision for a few seconds and now we're talking /s
minigame for taking out splinters
Of course wearing goggles would protect you from that
But seriously if they're going to make it so you can walk through bushes, which I don't think should be applied to all bushes, it should at least slow you to a walk and vehicles should knock them down.
Nobody but you mentioned walking through bushes. I said they can be used for concealment, and is implemented better in reforger than in arma3. But if the realism of walking through bushes is the problem and not the magical supply everything 'supplies', or the myriad other dumbing down conceptualisations that we see, then by all means let's talk about bushes 🤣
You said you can hide in bushes now which was also possible in A3 but the difference between A3 and AR is that you can go through them because there is no geometry so those two things are linked.
I still can't see what the issue is unless you're a pedant.
I mean of all the issues to fixate on 🤣
And I would argue that bushes not having geometry is a bigger issue because it affects all game modes. Dumb supply things only really affect Conflict and to a lesser extent GM.
they do have geometry it just covers the whole bush and isnt used to stop you from walking into it
Does the bushes having no geometry means we can't blow them up in the future?
I mean I think the bigger issue is that the game is missing 90% of A3 features but you brought up hiding in bushes so I went with bushes. I don't particularly have any insight into anything else you talked about because I don't play Conflict.
So what does the geometry affect?
AI perception and sound
I also brought up supply in a very lengthy post. But as I couldn't give two shits about your opinion I'm content to leave it there 👍
And what would need to be changed to stop people from walking through them?
collision layer in the rigidbody settings
Yeah and I didn't read it because I don't care and assume you had valid points. But I do have an opinion on bushes so I talked about that.
Oh okay so the terminology has moved away from geometry LOD and is now collision layer?
geometry is just triangles, collision layers allow you to organize what should collide with what
here's the full list https://community.bistudio.com/wiki/Arma_Reforger:Collision_Layer
for example a glass window will collide with bullets but will not stop perception traces
if you change the layer preset of a bush to something that blocks characters you'd probably also want to do something to stop players from vaulting on top of a bush or something, also it might stop bullets as well
holy shit, thats a lot of text, quite an effort, i hope BI takes this on
Got it. Thank you. Just a difference is terminology from the old ways and I haven't looked into AR models yet.
agreed
I'm pretty sure 3d game engines always had some sort of collision layers, and geometry is just polygons and vertices
without collision layers everything would collide with everything so probably undesired
brutal 😆
yes they have forever, thankfully
Geometry LOD, commonly just called geometry was what was responsible for collisions in RV engine. I've also heard geometry used in terms of collisions in other engines too. But yeah it is confusing sometimes because it can also refer to the triangles themselves.
Geometry as a term overall just means the parts that make up a mesh, a mesh being either utilized as a visual thing in your game, a volume, collisions, etc each one having different levels of detail based on their applications
confusing, I think it's some term they made up instead of just saying Collider, the article doesn't even explain different levels of detail for the collider (do they even exist? otherwise why call it LOD?)
all meshes are geometry, it's just that the meshes used for collision are usually not rendered
I think in their eyes it is still a level of detail of the model but one that is specific to collisions. Though now they say layer seemingly which works better.
there doesn't seem to be any level of detail versions on the colliders, layer presets are not part of the mesh
it does say Fire Geometry, View Geometry and those would be collision layers
I don't get the LOD part of the name
It's brought to you by the same people that made the setDammage command. That should explain it. 😁
I remember this haha
sqf was easy, just swap someones bullets with rockets with addweapon and addammo, or was it addmagazine
addMagazine I believe. Yeah it was quite easy. Haven't tried the new stuff yet myself.
there's no runtime scripting like with sqf so this convenience isnt here
indeed, FireGeo LOD etc is left over from OFP - in object builder you had various geometry level of details like separate View Geometry LOD, FireGeometry LOD and so on. Some people in company (including me) are still using this term but I try to keep correcting myself. If you have some example from Wiki, where it is referenced like that then please share and I will try to correct it
I'm confused about the LOD part, why are there level of detail versions for colliders?
Maybe it had to be ultra optimized in even the tiniest bit for it to run nicely
Are profiles planned like in Arma 3? The truth is that using the Steam name and not being able to choose a face is a bit meh
Maybe. at some point there was UI prototypes in the game for player profiles. Might still be there and coming in future
Why use the radio when the faction chat is not limited by range as well as totally secure? I don't bother with it much at all any more..
idk how you read & type messages in the middle of a fight.
easier
also, telling someone to get fucked over com is more effective than over chat
That's true 🤣
I gave someone both barrels earlier when they tried to take a load of supplies I'd just delivered to an empty base. As it's my pet peeve atm I rather let myself go...
Typing it wouldn't have had the same zip to it, as you rightly point out. I also found the radio to be extremely useful on occasion. Just ruminating really about the chat and it's relationship with the radio..
i just went for a lovely stroll in nature on everon during the rain (see screenshots thread). it was very lovely but it sucks that the game keeps all the ambient sounds (such as footsteps, nature, rain, environment) very quiet compared to gunshots. since there was no shooting i turned my volume up all the way to hear the nature, and it's really well done! sucks that u are barely and rarely able to hear it. at the very least i would like a slider in the audio settings to make this stuff louder.
we all have our days 😉
I wish bushes would slow u down...
Bring back the radio becoming hard to hear and unkown source when u are coming to the radios max range, kinda hard to know when ur about to be off its just simultanious
On discussion about nametags, can the nametags be repositioned near the chest when in vehicle? Or when super close? Like I have to look up above someone's head to see his name... not really game breaking... just a bit annoying... Alos giving an animated waveform when they talk would be helpfull too I think. Just the name changing colour when talking does not convey the necessary info quite well.
this is just a no brainer, it has been too long, might I also add that a vast majority of the bushes are blackberry bushes, there aint no way you are running through one of those, trust me
yep i have no idea why they removed radio static, that was a great feature
Try reducing the dynamic range slider all the way to the left in audio settings, this will raise the volume level of quieter sounds and give you the desired effect
ah ok i shall try this, thanks
Please fix the issue where mods enable and disable on their own every time you leave the main menu
Thanks for this advice! Much appreciated by me also 👍
No worries
Hi guys, I can't join any modded server because whenever i try to join an error occurs group=4 'DATA' and error=2 'SCRIPT_MISMATCH'. To solve it i tried to disable any mod then try to join any modded server, delete all the mods and download them again, delete the cache of the game, veryfing game files, delete normally the game and download it again, delete the game completely including registry keys and any file and download it again, nothing worked.
As other people has had the same problem in the past, do you know of any solution about it?
I assume the server youre trying to join has players on it already? If so, its not the server but your client that has corrupted mod(s). If not, its the server.
it happens on almost all modded servers, even with 120 players
i'm trying to fix it by deleting the addon folder
yeh clear that addons folder restart game try join again
Doing supply runs. Climbed out of supply truck. Truck despawned. Meanwhile everything else that does need cleaning remains until the server basically dies..
It needs to be better than this guys. Its a shambles.
Was it an FIA/Civilian vehicle? I noticed those seem to go poof on me way sooner than US/USSR also was it on official? I know some community servers I basically won't play anymore because they've 'accidentally' deleted my full supply truck while clearing 'unused' vehicles
this sounds like u are on a pbs server not official they have a mod that does that
because on official i stash cars full of stuff in the woods and they will still be there hours later
i have tried putting the dynamic range slider in audio settings all the way to the left and it still sounds too quiet unfortunately
with dynamic range at 0% i feel like you just need to turn up your audio in general
but i does not want to become deaf by gunfire. or maybe i need to use earphones rather than speaker
well, i guess there isnt much you can do then
:(
i wish barbed wire actually did something, and it also for some reason is removed with enty clear
would be a really nice touch if the everon radio hostess adressed where player forces concentrations were on everon, would be a small but cool touch, perfect for those tuning in to find enemies main base
It was on an official server. US truck.
US truck, official server. The FIA trucks only carry 450 supply so i dont bother with them. Not the first time it's happened either, although previously its been when I've left it parked up for a while to clear an area on foot. First time on dismounting.
The garbage collection system needs work to iron out these kinds of creases otherwise players won't feel comfortable investing their game time hauling an asset that might arbitrarily despawn on them, let alone the other issues surrounding official server fps. If new players first experiences on official servers are of 4-8 fps then I can't imagine how that can be classified as a win.
Given the winter sales have just landed, I'm surprised this wasn't fixed in time for new players to have a positive first experience rather than a lagging server where the only stuff despawned is anything remotely useful. I've literally had a truck full of supplies despawn in front of my eyes while a burnt out wreck of a supply truck remained right next to it, again on an official server.
I mean the breaking of the GC is like a prime example, why it would be better to push updates to experimental first.
or why small patches should be more prominent
I mean they did before 1.0 "release," but it seemed like they decided to push to stable before pushing the last two updates to exp. And of course we got new bugs in those last two updates and they pushed it to stable anyways.
As a result we've got a broken game for the holidays! 💩
Yeah deadlines to meet and push 1.0 before Christmas holidays
RIP, I'm probably going to take a vacation as well and play another game until they come back and fix some things
Mod garbage collector does a pretty good job of keeping server stable
Yeah I'm just tired of having to fix my servers literally every day since 1.0 release when I could run them for days on end before 1.0
Reforger is still better place then it's ever been. I don't know how if someone bought day 1 got disconnected every 5 minutes, can't appreciate the progress made. If anything releasing teforger in that state of ea was what made people dunk on bi. And leave a bad first impression
Not to mention the client issues with downloading mods, same old problems
All I can hope is that reforgers foundations being laid, and with mistakes learned of new enfusion. Arma 4,s day 1 release isn't remotely as rocky as reforger was.
Bug report: when the flash light is dropped from your hand it disables your ability to reload and swap to your first weapon. Swapping support items fixs the bug.
Merry Christmas 🎁⛄🎄🎉
I wish you all to stay positive, not get sick, and play more of your own games.
I hope that in the new year a lot of effort will be aimed at improving the basic mechanics and creating those that the Arma series of games have long needed

kick vote initiators need to be named or some other solution implemented. Spam kick votes are detracting from the experience.
I was just on an official server and it was near constant.
I always try and spread the message that a kick vote without a reason wont get my support, but naming the vote initiator will illuminate trolls rapidly, while legitimate reasons can be actioned on.
I'm tempted to think that some players are trying to thin out or disrupt the opposing team using the method.
@oak flare why the downvote?
i do agree, i have seen people alongside me randomly get voted to kick without doing anything, people blindly accept it
hopefully the devs see this, could go a long way toward fixing it, i will test it myself
Agreed, big troll move rn, probably because trolls know they can get away with it. Can't wait till we get to find out who initiated these votes to weed out the trolls.
Naming those that start kick votes can put them on the receiving end of trolling & intimidation from whoever they wanted to kick.
not if the kick reason is valid
? validity of kick reason is irrelevant
why not
??
If someone is being so toxic that you think they deserve a kick, you vote them out, and they get kicked.
trolls need a target... so, give them one?
sacrifices must be made 😆
What if i decide to vote kick steve-e just cuz, and everyone blindly votes yes just cuz.
which isn't a theory, it is something that actually happens, often ^
Just cuz everyone saw Gramps started the vote, and everyone likes Gramps?
And then I do it to 9 more people cuz I know nobody will know who's calling for the votes
social dynamics go both ways
and then i blindly bump f9 bc it is easy and i dont know why i am vote kicking someone
I've added vote logging to get rid of those spam voters
Just voting all the time trying to kick
More than this I would like if someone fixed the hacks tho
Sending chat messages as someone else, taking stuff out of people's inventory
yeah thats really crap
Hahah no. The point was, nobody can see who starts the votes... But it looks like bacon has come to the rescue on that one! If someone starts vote kicking everyone randomly, we will now know who's doing it! (At least admins will) Or maybe just the owner if it's only in the logs.
Not to mention, friendly fire events should be logged
bacon to the rescue again, just hire the man at this point!
then who will run bacon inc.
Can we get better download servers for mods, especially because we only download mods in game and not through steam? Arma 3 uses Steam so it can do 800 mbps or more for me, but reforger can barely do more than 30.
this is especially important as this is almost 30x slower than what steam can do, and we are not getting steam workshop
Yes that's a risk, especially when there's a group of toxic players which can happen. Maybe not naming then, but how about a cool down? Also Bacon's solution with server admins actively engaged is good although that is less workable on the official servers..?
if you use server admin tools, you can enable the _vote_started event to see who starts votes in the logs (even if you dont use the events http api those events get logged) #1094217375978618920 message
There also is an event that logs deaths which includes whether it was friendly fire or not
If you use my services there is built in functionality for piping those into a discord channel
It certainly needs a solution. I was aware that my enjoyment and immersion were suffering as a result of the spam kickvoting I was witnessing yesterday. I can only assume I wasn't alone in that and certainly if new or newish players suffered that it's not at all helpful. We all have our off days and I'm the first to put my hand up on that and admit sometimes I trigger too easily (like shooting my truck thief in the face), but new players often are too cautious to ask for help or don't have a mike. They can make unfortunate errors (like taking my supply truck) without appreciating how inconvenient that might be. Kickvoting even then without providing a reason isn't the best outcome. Naming, having to provide a reason etc etc can all be good ways of circumventing these pitfalls. Trolls very quickly become apparent if named as the initiator.
A feed into a discord channel is a good passive way of monitoring and repeat offenders can be policed.
I'm trying to think why a cool down timer wouldn't work..
Just an FYI to BI, it seems that the hack(s) allowing players to noclip, fly, and spoof other players names/gamertags as their own in global chat is becoming more prevalent. BattleEye does not detect this issue and it works on both offical and community servers
i think they need to make it so it also says who is starting the vote kick this way people will discuss votes first instead of just starting one without even giving a reason
I have seeing a bit of this lately
I've been seeing it daily now.
Lemme quote BI SA introduction blog post here:
Cheating prevention
Cheating is simply impossible and the experience cannot be compromised. The client sends their inputs and the server simulates them. Inconsistencies are impossible, as the server is the only source of truth.
if I can find that hack online somewhere I'd report it to battleye
Simple google search will find at least 2
do they list the chat exploit in features?
I only see one and it doesn't mention it
lmao, transport is sorted XD
that truck looks like some hack that just teleports truck to heli like pressing space in GM
haha i remember this being said
Guess the bi simply overlooked that hackers need not exploit the vehicle itself but simply exploit GM mechanics to move vics around perfectly legally
Can't ban trolls, can't ban cheaters, and from what we've seen so far, we will never be able to. The bag has been fumbled on this one.
Why cant you ban them?
The process of making a new account, and getting back in is so simple a child can do.
So, you can ban them, but not really.
unless you make your server PC only 😏
Unfortunately, not even.
Make a new steam account, and share the game to it with family share, and you atre back in
🥺
You can detect their main acc using steamapi so you could ban both the familiy share and main steamid
They have only 5 acc + main margin
Also if account is marked as cheater, fam sharing is permanently disabled
one reason more to do PC only
yeah with xbox you can get trolls but with pc you get trolls and hackers so PC is better
But with pc you can ban more reliably
so your telling me that the trolls families are expanding by the minute? oh how the tables have turned
Should the training scenarios need to be completed before multiplayer is available? Up for yes, down for no.
Absolutely not. Why should people have to learn the rules of Conflict to play Gamemaster? Or Life servers? Or combat Ops? The keybinds are on the screen 90% of the time anyway
You could just start applying firewall IP bans, and putting known VPN IP blocks in your firewall and setting them to deny.. I know you yourself have limited access to the server you admin but it is possible to make it harder for people to shit on your parade lol.
This is also why we keep track of our bans, and keep as much information as possible to correlate information on some griefers.. Like those who get temp/perma banned on the same IP we have in our records(even months apart, bc they get bored and leave reforger alone for weeks) then we just cut off the IP. and that is enough to stop 95% of the 'free new account' griefers
One might say, I have a naughty list
I can get a new ip address by cycling my ISP router without using a VPN, and if you ban the entire ISP then you risk banning players that aren't trolling, IP blocks are not sufficient
I've already seen many many players having exactly same IP, although they have nothing to do with each other, other than just having same internet service provider or living in the same area etc
Right so you risk banning them. Maybe not with current player counts but in principle.
how do i copy and paste objects into certain locations in the editor?
Forest rendering is really poor. Need some solution for indirect light/GI. Interiors are a little better bcs you can put probes & portals, but it's barely an improvement; it's less dynamic and no more accurate than having direct lighting only. Also WTF is the game building BSP for, when manually placing spot lights in the centre of windows gives the same result?
this would be so good!
It really wouldn't. You would be blocking people from playing game modes that don't require the knowledge from the tutorial anyway. And stopping friends from just hopping into games with one another to learn.
You'd have to be knockers banning an entire ISP(ISP is not equal to VPN provider) lol I'm not saying SLAM ban the IPs attached to those who do bad, I'm more or less pointing out that is very well possible to keep track of more metrics to help take care of the problem. I thought it was kinda obvious that the only ones that can truly solve the problem is the devs, you can't solve any of this with IP bans but it can definitely help with certain repeat offenders that are unaware of how ignorantly the operate and how we allow them to continue without providing SOME resistance besides the solution provided by the devs.
Well that's exactly where you have to compare the other metrics you gather from your logs and decide wether or not that IP should be an exception, and if that exception truly is a griefer heavy IP and you run a heavily populated server maybe let the community know some of the usernames they use to grief
But I mean hey that's gamers, most won't care about secondary logging and performance statistics or useful tooling
I do IP bans in an attempt to punish those who use alt accounts. Seems to be working great so far, then again, maybe that's whos been trying to ddos me... 🤷♂️ 🤣 If people try to appeal and contact me via discord, I'll listen to them, but most dont, which I believe insinuates a bit of guilt.
I get that, it would be quite limiting, but even a popup of the tutorial would be nice
think of it like the basic training mission you have to do before action in OFP
I don't think I've seen anyone using a VPN yet, the IPs were owned by the same service provider so far
You only have to do that for the campaign. SP and MP missions plus editor weren't locked behind it
true, i just think a tutorial hint at least would help out new players, there are amount of rookies who dont know how to use VOIP, stances, or change radio frequencies, me and many others always suggest to go play the tutorial in their spare time to get accustomed to the controls, many havent even touched it and i think it is because it isnt made as obvious on the menu
That would be fine. I just don't think locking content behind the tutorial would be good.
Macgyver him self could not build a battle plan out of rubber bands and paper clips that would hint what to do for these goof balls.🤣 I would say more but... I'll leave that discussion for general chat. And no the community is not that bad... But sometimes it sure feels that way!
kick cause code: grou=4'DATA',reason=2 'SCRIPT_MISCHMATCH'
Check console log for more details
HELP ME PLEASSE ??
delete the addons file in documents > mygames > arma reforger
People shouldn't be able to join a side when it already reached half the player count, that doesn't make much sense.
128 players, 64 on one side, 64 on the other.
Where is the petition to put bacons Team Balancer mod into the base game, I would like to sign
That would kind of suck for people who want to play with their friends in certain cases since you can't switch teams.
I just think it's silly to have 80 players fighting 40 players on a 120 player server, for example
I agree but I feel like you also need to account for people who want to play together... especially given the low player count. Though it is a bit better than before
I'm not talking about a team balancing feature by the way, just that both sides are capped to half the max players. So you can still easily join the team with lesser players together
Man I wrote a whole article on bohemias website about this n got mega hate😭😭
Would love to see it come to fruition tho. Should be focused around how to play conflict the way the devs intended/invisioned.
I would say the requirement should only apply to conflict. Gamemaster is always do whatever u want so no point to do it there. Would be counterintuitive imo
it's silly that my guy turn back to close the heli door after disembark, when we are under heavy fire
I seem to recall hearing somewhere that if doors were to be left open they had door pins that needed to be fitted to prevent the doors from potentially jumping off the tracks and potentially hitting the rotors. They flew more doors open than not for various reasons so I think having the huey modelled doors open or doors off would be better. I might have miss-remembered that though.
Might have been in Chickenhawk.
https://feedback.bistudio.com/T178067 TLDR: Mods wont download, tried every trick I can, still nothing.
And:
also who is Mary? is that a spam account commenting on my report?
Yes, feedback tracker has been plagued by spam for years. It's worse when BI employees all on vacation
ah makes sense void space between christmas and new years
Doesn't make sense that they don't fix it.
but am I missing something to get mods to download?
idk It works for me. maybe If it gets stuck at 100, not delete anything; probably you have the mod and download worked
please open squad comms in the spawn screen so we can coordinate (or enable the squad leader to nominate) spawn location. Not being able to keep the Squad together is currently killing this game for me.
Wish enemy ai wouldn’t detect enemies if they’re wearing said sides uniform
Detection range should be lowered, they should still suss you at closer range. Perhaps a call out to identify yourself before they open fire. Getting into edge cases with that though.
Please for the love of god add a queue function...
And make AI at night be affected, been in multiple servers where it's unplayable cause it's pitch black out but AI can see perfectly fine.
Grenades and other throwables becoming stuck in hand bug seems to be back again, I’ve had it happen so many times over the past couple of weeks, very frustrating bug
i dont think it ever left 😆
Please can we have the option to choose to store mods somewhere other than the C: drive?
Put this into the launch parameters and change the target directory accordingly: -addonDownloadDir D:\DownloadedMods
Removing the ability to kick disrupted players from your squad encourages people to lock squads and not play with new people
Squad radio channels should be able to be changed by the squad leader if not in use. As well as changed channels should save when saving load-out.
You should be able to set your squad default radio channel the same way you name it
Also other channels should be able to be saved via saving loadouts. Especially for those that carry multiple radios both should be save able.
Just the primary radios first channel should spawn at whatever your squad’s frequency. Not the first channel on all your radios
Hit a stationary Huey with an RPG right in the main rotor mechanism, it was fine and flew off. Well, into a tree and broke it's blades. But yeah, please fix. 
Hitting a helicopter that's flying and probably desyncing is one thing, but a completely stationary one ? Something is wrong with the RPG and M72, and has been for a while. Very unreliable
This bug. #enfusion_engine message
Yeah probably. 🫠
The design of Action Contexts is bad. Basically every game ever uses colliders for this sort of thing instead of an arbitrary point in 3d space
Why reinvent the wheel... doors are clunky AF because you have to guess where is the invisible point, instead of just looking at door like any other game
Alll input point should be defined by colliders, it's more precise, more flexible and easier to configure + debug.
the pilot mush have felt bad for you 🤣
it does use colliders for it, but it's not clear to me if the point/context information is used to decide how far away the collision from the point can be to be accepted or something else
so it's like you look at something, it does a trace against a collider, then tries to find the closest action context to the hit position? or something
you can see how it works with action debugs
The result is very fiddly; a dude bleeds out surrounded by guys holding bandages trying to find the right spot, or groups taking several minutes to board the MI-8; these actions could do with better implemention.
Maybe visual feedback is part of the issue; in other games interactable collider will have transparent glow when you look near it to give an indication of where to look
I think you're spot on, the issue is not the actions themselves but the game doesnt tell you which body part is injured
It actually does; the respective body parts get bloodied when injured.
They do, but trying to get the bandage on is a different matter. Quite a few times I can see where the wound is but I end up circling the patient trying to find the interaction sweet spot..
I often don't see any blood on limbs
yes this is extremely annoying they just need to make it like when u go to ur inventory and u drag and drop them onto the character
I prefer the current way over doing it though window popup, or the inventory.
I prefer the ACE interaction menu in arma 3. The current reforger menu seems a highly dumbed down version which going by the large number of prepubescent voices one hears on the radio these days maybe isn't an accident..
What's the age classification of reforger?
Having to look at the injured area to treat it, instead of doing it though an all encompassing menu on your screen is the opposite of dumbed down. It has more depth than looking at a menu, and clicking rmb
Yeah I think it's nice. However checking for injuries should tell you which body part needs bandaging, and the area you need to look at to bandage could be bigger
Try being a medic for a day. If nothing else, you'll get good at look8ng for wounds 🤣
I take it you're not familiar with ace medical..
This intensity is what is missing from reforger.
https://youtu.be/xxwsgNRwwZc?si=bA5T30UteWoZA1HO
Grumpy medic (i.e. me not dealing with pressure too well with a badly injured player). How did I do?
FAQ:
This is CO-OP gameplay from European Tactical Realism. Feel free to pop over to our Arma 3 public server or hop onto to our 24/7 TS channel
http://tacticalrealism.eu -website
Discord :https://discord.com/invite/N8zEGGn (pop in and have a...
The fact that 95% + of reforgers player base would never have the wherewithal to figure out medical stuff, especially with penalty free respawns means the medical system will always be a waste of time in reforger. There simply is no requirement to try to save people. Getting in vehicles with multiple other people is another area where the quick menu is anything but..
I want them to go away from menus, not lean into it.
In which case it needs to work. Atm it does not work very well.
With getting into trucks, the climb mechanic could work if it just sequenced you into an available seat. Instead you have to scroll down in a menu to get in as passenger, hold F, fail to get in yet again, rinse and repeat. It's a clunky simplified mess.
So we find ourselves at a point where people who dislike menus are defending menus that don't work very well...
I think if the gameplay was suited for it, and it was good and fun people would use it. If there were single player scenarios where you don't respawn, medical could be even more important maybe
Agreed.
Fix the connection issues why is it still so bad after 2 years, most servers have high ping. Even if you have good internet you still disconnect atleast 10 - 15 times in 1 - 2 hours and it happens to so many people
game works fine, then suddenly kicked out for "stalling" 
Limit the number of ai spawns per team to 5
I want to report an exploit that ruins the ranking system. How do I do it?
Make a private ticket at https://feedback.bistudio.com/
Change promotion points from whoever unloads the truck to whoever drove the truck.
I made a ticket for that on oct 29th, it finally got confirmed internally on the 2nd of jan
but yeah i completely removed the points in my scenario to solve that myself
Fix the diff lock on the trucks. Also fix the slipping clutch 😉 Drive up a steep hill in the wet with supplies to see what I mean- no wheel slip, if there was wheel slip youd engage the diff lock, but instead its like the clutch starts slipping on drive to only the rear wheels.
https://youtu.be/4U1SLSV9wNk?si=7jKQn3jAUxDDhUow
This video is all about diff lockers, how and when to use them off-road. We share tips which are not well known but very handy to know. If you are new to diff lockers and would like to know more this video will fill the gaps for you.
FRONT LOCKER vs. REAR LOCKER https://youtu.be/bSKrEFcY-C4
For more info on Lockers how and when to use see this l...
Subjective- the balance of the US and Soviet trucks seems off. Soviet are faster, certainly in reverse, and are much nicer to drive supply in.
any one have anyissues with the american repair truck when driving under trees?
reforger does not have these features at the moment sadly, dont expect a mudrunner experience any time soon. to be fair the vehicles are already quite good or at least a massive jump from A3 vehicles. but i personally would love to see some more advanced features
more like when driving the us repair truck over 20mph
Agreed simple reason for this has always been that dying is near irrelevant in reforger
mudrunner arma but the mudrunning is you running in mud, trench feet. It'd be neat if it was more than just a shader effect.
Agreed, I wish we could interact with the terrain more and wish terrain had more of an impact on the game in general
digging....trenches....
Training and delivering supplies achievements appear not to be working..
Trucks sometimes seem to go into No Assist mode, or neutral gear sometimes. Rectified by allowing revs/speed to drop which seems to fix the issue.
hopefully fixes are coming for the voice chat slowing down or speeding up
I prefer that to the robot voice 100%, can be quite comical!
yes but now when I use a voice changer people tell me my mic is glitched
would like actual mud, that would be amazing
the layer system has obviously had a pbr upgrade, but it is the same old system still, if we could get some cool new features that would be awesome, a season system for the terrain and its assets would be really cool
Vehicle cook offs should not be counted as team kills
That and mines placed by gms going towards another player
Yeah imagine mud effecting vehicles and players/ai when getting from A to B
Even snow, heavy rain and ice slowing down supply runs due to reduced friction on road
yeah that would be gamechabger, just imagine how much more important would roads be and bridges
the vehicles have a mud layer in their material, if this can become dynamic with wetness as well it will look so amazing along with some particle effects and mud physics, the building blocks are there but it is up to the devs
Speaking of materials. I really wish clothes would remain wet for a longer period of time. They dry up almost instantly.
conducteur : gratuit
the translation is bad they translated free ( a free sit ) as free ( that doesnt cost money ) instead of "gratuit" should be "libre"
@grim coral haven't they offered you enough money that they had to use google to translate stuff? 🤣
welp
Please improve the gamemaster vote system. I suggest displaying all votes on the side of the screen and stack all active votes.
i have a suggestion on the system for building, since people can carry supplies, why not make it so that you can build a sand bag anywhere or like a simple fox hole, that way people can entrench themselves without having to use a building truck
I am sure le description will be fixed eventually monsieur
An option to disable the notifications will be greatly appreciated. Even after their rework, they still mess with the experience.
Its not very important but still its not correct. So i dont mind if they take months for that
Devs, please consider to finally turn off the air raid siren whenever a base is under attack, it is unnecessary and just completely dis orienting for only one team while the attackers have perfect audio and can actually hear whats going on.
Please consider this, the visual UI to tell you the base is under attack and being captured is enough, thank you.
Sirens come only when same amount of enemies i think
Its not disorientating at all and pretty usefull
It is about as useful as already knowing theres enemies in your base but you have a guy shouting in your ears that theres enemies nearby for 15 seconds
Again, there is a visual sign on your screen saying “base is being captured by enemies”, you dont have to play a loud siren through my ears to let me know about the issue that i already know of
true, if anything get rid of the notification and keep alarm
Also since we are in this topic, remove the tip screen on taking bases popup eberytime ur near a base, that way you would make findin bases harder
If the alarm come from the actual HQ its ok. But the alarm just ring in your ears from nowhere
Yup. Make it come from a klaxon on the HQ tent so it's equally impactful for all. I've been hiding in bushes or listening to enemy radio chatter and the siren is intrusive and only affects those defending the base.
On a related note, hide players in the build menu. That can be abused.
I agree with you about hiding players while we are on build mode
also, moving a mounted weapons feel so smooth and good, love it
READ IT! | My STEAM CRITICISM-REVIEW OF ARMA REFORGER on Friday, January 12th, 2024. by FinalBiologic | ArmA RF - FIXLIST /6 languages | READ IT!
Agree with a few of those but a few of those are silly
What, for example.
For a few,
Brightness controller, arsenal flaws, loadouts, shovel, AI, those are all problems the game has definitely.
Proper training camp, server whitelist by hours played, those are things that ppl can just mod and deal with on community servers
Training camp is important precisely because it is offered in the game. But then it should also be implemented correctly. Joining the server after hours of play ensures fewer trolls and a better gaming experience, because you have people who know what to do and with whom you can have a proper conversation; etc
oh i didnt know training was a thing built into the game, yeah that should probably work if it already exists
I still think it should just be up to community servers to filter out unexperienced players. Bad idea to filter out people on official servers IMO
It's called a tutorial, and already exist in the game. Any player can use.
u cant use any Weapon and train it
GM exist, and it gives way more freedom than any training course.
Bro. i talk from "moving objekts" wehre you can train your aim and scope to a person.
the ai + players dosent stop for you that you can shot it. +long range training. 800 meters aso
there are cardboard, that you can place at any distance you want.
show me.
a suggestion would be, to add cardboard that can go left to righ, that would be a cool suggestion.
show me. send me direkt Massage and Show me pls. i wanna See it to train.
everybody can send me dm i think