#reforger_feedback

1 messages · Page 14 of 1

pliant hull
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Just stop engaging with him. The point was made but instead he comes to another company’s discord. Ignores established rules. And insists he is right and knows better than the games devs.

There is nothing to be gained from these types.

atomic wave
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!mute 325042042264879105 3d 2x pinging random BI developers - see #rules Rectify your entitled and hostile attitude if you want to stick about

rich flowerBOT
slow cradle
#

Additional Information:
When trying to test the vehicleservice entity in workbench, SP or local host they do not display any text. BUT when you play the scenario on a dedicated server they work. Is this a first in ARMA history that something worked in dedicated server, and not in SP. /S

brisk brook
#

Gotta say that env sound design, as showcased in latest dev report is quite impressive.
Sound was and still is one of the best thing about reforger tbf.

hollow oracle
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Not to say the other stuff is horrible or anything but the sound design is amazing

low flax
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buzzing for the cover system

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When can we expect a roadmap update?

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last updated Nov 2023

brisk brook
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Check pinned map in discussions. Thats actual

low flax
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oh found it and it still says last updated 16/11/2023

real dome
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yeah because there hasnt been anything that updates it after that

olive trail
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it will be updated when an experimental build is out

low flax
#

thought things would turn orange as they are being worked on 🙂 my bad

low flax
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ah thank you

real dome
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orange when it goes to experiemental

trim zealot
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Make the work shop a stand alone app on xbox for faster mod downloads.

true citrus
trim zealot
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Just popped into my head. Malden and Kolgujev Islands sound be added. They are in the same Island chain as Everon. Might be just the right spice needed

stray frost
stray frost
oak flare
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idk about you guys, but If ARMA 4 didn't feature any new terrains, but had all the terrains from previous games remastered, I would be very happy with it

rare pilot
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Yeah, seeing modernized Nogova or Malden wouldnt be a sore sight

true citrus
stray frost
trim zealot
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@stray frost Malden would be nice change of pace from Everon but it wouldn't be official conflict mode.

oak flare
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I used to dream about Tanoa. Portal 2 was the only other game world convincing enough to ever appear in my dreams.

stray frost
crystal bough
# stray frost Thought about porting Malden and Kolgujev with Object placement from CWR2/CUP si...

Hello, I'm glad I found your post. I am looking for CWR2 mod for Arma 2 (I played CWR3 but I would like to try CWR2). But the mod is nowhere to be found because armaholic and cwr2 website are down. Do you by any chance have the mod somewhere in your files? If yes, could you please share it? I am battling with this two days, looking all over the internet but to no avail. I would make like a backup every portable drive I have and upload it somewhere too so it does not get lost. Thank you in advance!

hollow pelican
stray frost
hollow pelican
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yes check the Everon page on the Armed Assault wiki

stray frost
hollow pelican
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it's 500 km north east of the archipelago according to an official BI drawing

stray frost
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That's like a whole Germany away

foggy wyvern
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Still getting randomly kicked for stalling almost 2 years since the game came out

olive trail
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stalling and flooded

brisk brook
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Sort by ping appears to be broken

foggy wyvern
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the whole server browser breaks if you change the tab too fast

sharp urchin
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Possibly penguins..

stray frost
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I'm all for the penguins... not so much the other parts

marble kindle
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Just found a pretty strange bug. If you reload the m60 and suicide before the top cover is closed, theres an invisible extra ammo box attached to the M60 which you can reload with through inspection menu. hmmyes

sharp urchin
stray frost
sharp urchin
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No offence but I care far more about a Fresh new slate for Arma 4 than the old mods that keep chugging along

stray frost
sharp urchin
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Well im not asking for exacting scale world terrain -remember Sahrani? Sure it was ecologically "creative" but at least a different direction and I for one loved that map. Artistic license my friend

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Just no more F***** Everon....EVER !:D

stray frost
sharp urchin
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Cool man - you do you

stray frost
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Just no more F* Everon....EVER !:D
But you said you loved Sahrani and Sahrani has Everon

sharp urchin
stray frost
eternal cove
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Heli controls is too random: heli starts spinning mid air in different directions not sure why; anyone knows that could be the cause?

bold laurel
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But nothing comes close to the real OG; ofp's desert island

ruby oasis
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hey, you guys should add suppression

oak flare
olive trail
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oh no I can't see no more, a bullet must've whizz by me

olive trail
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suppression always looked and felt out of place for me. it takes controls from the player, and make it so you can't fight back by either shaking your screen or losing sight.

rare pilot
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Should have never ran into that open field, and should have brought a machinegunner to suppress the enemy

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You dont have to sit in the same place and pick every fight, especially if getting shot at directly
Instead, you should, you know, take a few steps to the left or right

olive trail
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how could I've know the enemy will bring magic bullets that make me lose sight

oak flare
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It's anti-fun realism for the sake of realism. There are other games for that sort of thing if you like it.

ionic vapor
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Reforger is one the few games I’ve played that I feel genuinely terrified by being shot at.

oak flare
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It's not even particualr realistic, but that's beside the point lol.

olive trail
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it's not even realism. it's a poor attempt at making player less effective due to fear of losing their life, that look bad, and play bad.

rare pilot
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You only think of it from the view of being suppressed
Imagine how pro fun it will be to actually have a machinegunner be useful, instead of giving up his position by shooting in the first place

oak flare
rare pilot
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Instead of a dude with an M16 peeking for a split second and taking your head off with a single shot despite you putting 50 rounds into the rock hes behind

olive trail
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because one mg can't suppress anything that isn't a tiny shed

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that is realism for you

rare pilot
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Suppression will slow down the COD kiddies

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And make it feel less like battlefield
And more like Arma

oak flare
ionic vapor
rare pilot
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The people who wanna play whackamole have rifles designed specifically for that
The M21, and the SVD

#

The MG suppresses, the Marksman takes their heads off when they try to see where the MG is shooting them from
I thought this was entry level combat knowledge

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A machinegun can suppress a whole lot more, for alot longer, than an assault rifle

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Thats literally the purpose of an Autorifle like the M249

olive trail
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doesn't work like that in combat

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except if you are engaging one person.

ionic vapor
oak flare
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I might not have a problem with it if the mechanic only activated for shots landing less than a meter away from you. Howeer the way it is implemented in other games, and in the video posted above, you don't even have too shoot anywhere near the target; just fire wildly in the general direction of an ememy and half the other team instantly goes blind.

olive trail
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I won't mind it if took a lot, and I mean a lot of bullets to suppress someone.

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it's one of the mechanics that I can do with or without, I just don't like it when people say it's realistic.

dull hound
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In Reforger tools to have the m998/m1025 doors as separate prefabs from the roof prefab.

frosty gulch
# olive trail doesn't work like that in combat

Suppression is one of the most common things in combat, not only with MGs, but also with other rifles. Just take a look at some real life combat footage, from Ukraine or anywhere else. Soldier do it all the time. Personally I would love to have it in-game. If character would mby flinch or idk have increased weapon sway or something. The best would probably be something like suppression mod for A3 by Lax...

ornate shard
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I wonder if its planned to change US Army faction to USMC at some point, especially when the LAV-25 gets added. The PRC-68 radio was mainly used by USMC and so was the LAV-25. I feel like marines would suit this island environment better anyways.
I know Bohemias goal has not been 100% historical accuracy with Reforger but rather a testbed for features. Though I still appreciate the effort already done with modeling assets from the cold war accurately.

#

Don't know how much any of this matters on public Conflict servers anyway as people take whatever equiment they want from the arsenal and its pretty far from realism otherwise as well.

ornate shard
# frosty gulch Suppression is one of the most common things in combat, not only with MGs, but a...

Visual suppression (blur, vignette...) has almost nothing to do with realism but its hard so simulate suppression on a computer screen. I always played Arma 3 with Laxemanns Suppression Mod as I feel like suppression is an important part of combat, but I understand that some people dont like to "go magically blind" when bullets fly over.
I do like the idea of flinching and increasing weapon sway though which could be a good balanced solution between the two.

frosty gulch
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mby if you just take Conflict for example, dying should be more punishing, no teleportation, more expensive stuff etc

ornate shard
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Also in real life suppression is subjective. I have been shot at so that the rounds flew a few meters past me and hit a tree so I instantly hit the deck and I nearly shat my pants. Meanwhile our SNCO was justs standing there and swearing as usual.

ornate shard
ornate shard
frosty gulch
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yes that would be nice, there is also one mod for A3 which makes your character kinda stressed when shot at, he starts breathing heavily and it adds a lot to immersion, then mby increased sway when underfire or flinching idk

#

Suppression should be enabled for servers or SP, since some people are not a fan of it

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but idk

ornate shard
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I think it should be enabled everywhere and so does backblast but I know that not everyone wants realism from Arma (which is wild) and BI already said no to backblast 🙂

frosty gulch
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not sure if that makes sense

ornate shard
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I don't think they are just ignoring but I understand that Reforger is not supposed to be the true successor to Arma 3. So instead of putting a lot of effort into realism and details they rather focus on building new systems and improving the engine. Still I think that suppression and backblast are things that are core features in any tactical or milsim game.

frosty gulch
ornate shard
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Yeah and as long as they just give more ways for us to mod the core features, the community will fix the missing realism 😄

frosty gulch
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jup I hope more modders for A3 come to Reforger

craggy orchid
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I hope that BI moves timeline in A4 a bit further than current 1989 in Reforger
it feels too restricted in this case, we're out of a lot of cool vehicles and equipment as many of those appeared a bit later
something between 1995-2010 would be perfect

ornate shard
olive trail
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suppression is not real. trained soldiers don't lose sight when shot at, and only the first shot will make you flinch, and that if you were not expecting it, it's like someone jumping behind a corner and shouting boo.

foggy wyvern
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I never flinch

ornate shard
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yeah good thing trained soldiers can never be pinned down

ornate marlin
olive trail
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30 seconds if the guy carring the radio is high rank

ornate shard
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It is also a different thing if a specific feature belongs in the official Conflict gamemode or private game master sessions

ornate marlin
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I am starting to get flashbacks to the whole ICO situation from Squad

ornate shard
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I think the problem with ICO was that many people marketed it as realism which it is not. It is a way to make the game slower and more "tactical".
Squad is also more of a tactical shooter than a full military sandbox. But then again, I guess the scope of Refoger is not a full military sandbox either...

ornate marlin
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I think the correct term there would be authentic. It makes players behave more in the style that an actual soldier would, or atleast it tries to.

foggy wyvern
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reforger is very good for doing things like 360 noscopes since it doesnt add artificial hip fire recoil/spread

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actually does 360 noscope better than cod

ornate marlin
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Well back when there was one handed firing when a gadget was equipped they actually had higher recoil, as it was actual hip fire

marble kindle
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There's even a little checkbox in the gadgets if you're allowed to onehand fire while holding them, but it doesn't work

oak flare
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Every action needs and equal and opposite reaction. That's Newton's third law but it applies to game design too. Suppression mechanics break this rule; whoever gets off the first shots is given a massive advantage.
To bring it back to authenticity; first thing a soldier under fire will do is take cover, then return (supressive) fire. Suppression mechanics often make this impossible because it obscures the direction of the enemy player.

ornate marlin
#

I mean it all really depends on the implementation of the suppression. While you should be disoriented from the effects atleast somewhat (perhaps the initial burst of suppression would have a much stronger impact compared to long term suppression), it shouldn't prevent you from being able to figure out the direction you are being shot from and where the nearest cover is. At that point you return fire as you and your team move to cover. Once you reach suitable cover you should be able to return accurate fire, rather than simply suppressive fire.

Currently, if a machine gunner opens fire on a squad in an open field 200-300m away from his position, he will just get shot in 2/3 seconds because the enemy squad has 4 marksmen all of which are immediately returning accurate fire even though they are under fire from a machine gun. Currently, a marksman roles are much more capable of suppression than a machine gun. While these roles should be able to perform long range suppression, in the current state, it's happening because of all the wrong reasons.

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Also, please keep in mind that everything that I am saying here is my personal opinion on the matter and has no impact on what will and will not be added to the game.

olive trail
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a solo mg shouldn't be able to suppress an entire 12 men squad anyway.

real dome
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A bullet is a bullet, whether its coming from 1 guy or 10

olive trail
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it's really not

oak flare
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Did anyone make a mod for it yet? If so we could play around with and see what is fun and what is anti-fun.

ornate marlin
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I mean, as I said, it really depends on the situation. A squad caught out in an open field, will get butchered even by a single MG.

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Keep in mind, that 12 man squad is not gonna be 12 man for long

real dome
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but no system like squad

olive trail
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there is a very noticable different between being shot at by one guy, or ten guys

ornate marlin
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when that one guy is spitting 850 rounds per minute of accurate fire it still makes quite a difference.

foggy wyvern
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Give me a shotgun with a drum mag

olive trail
#

ten guys can spit ten times that

ornate marlin
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The difference mainly is that suppression done by only one person will still be quite limited by only having one person. It's easier to counter suppress one person, you can just wait till they reload, you can use smoke to block their vision while you move. A lot of these things will either not work or will be a lot harder to do against a squad of attackers

ornate marlin
olive trail
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both were part of outpost or defensive lines, they didn't exist in a vacuum.

brisk brook
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Note: how dedicated MG teams are used by for example US army normally you have them integrated into a platoon as a support squad consisting of 2x mg (m240) and mg assistant. Who provide suppression at 1100m upon enemy position to cover attacking infantry.

Their goal is not to hit anything, but to prevent enemy from looking in the direction of advancing infantry

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But this tactic relies on fear.

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But how would you introduce such fear when u know u will respawn at most 60s later and easily outflank them cause u know their position. Thing u cant do irl

meager heath
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There is a really bad bug that fucks with the AI

ornate marlin
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A machine gun position can be setup by a machine gun team in very little time, but the more setup time you have, the better. You can still suppress while just standing there with a rifle, but not only would that suppressive fire be much less effective, it would also be a lot easier for you yourself to become pinned.

Even a single machine gun on a bipod is capable of effective suppression the enemy, but whether or not the suppression will be effective at all will depend heavily on the situation, positioning and the amount of enemies. Lack of proper preparation from the machine gunner will still lead to a swift ending to the whole situation.

brisk brook
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Like look at it that way. If my position is suppressed i can easily peak and take them out cause i know only 3 things can happen:

  • i kill them
  • they knock me out and i wake up 30s later (irl i would be out of commision for months)
  • they kill me and i respawn and go around and kill them
ornate marlin
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I mean, all except the first one could be considered successful suppression.

brisk brook
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But to no great effect

ornate marlin
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It depends, if the goal of the suppression was to for example stop you from reaching a critical objective, then it would be effective.

brisk brook
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Supression is rarely used in defensive situations (enemy coming towards you), then you use accurate fire to kill.

ornate marlin
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It's not that you are not doing accurate fire, it's that it's not just the kills that are making it effective

brisk brook
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But as ive said, offensive supression is used for fear effect, and unless you play 1 life events, it would be very hard to simulate in any game. Lets be honest who fears of loosing 1 life in mp?

#

Its not even useful against AI in reforger, a3, a2

ornate marlin
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AI in A3 atleast were affected by suppression. If used correctly it could be an effective tactic.

brisk brook
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Tbf i never noticed that, they only loose morale after certain % of squad is killed, they pop smoke and retreat.

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But not just by bullets landing near.
Tbf FSM has hitNear but ai mostly ignores it and prioritises other stuff

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Same as they seemingly ignore near explosions (event never schedules) and fallen comrades

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(I know cause i made a monster that would be afraid of blasts, it was never afraid)

brisk brook
ornate marlin
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But all of this is an extremely divided topic, and you will never satisfy everyone with one solution. And one solution will likely not work in all situations.

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Fun thing to discuss however

brisk brook
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Yep 🙂 but you guys will have to figure out such solution

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If at all

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Perhaps hands and view shaking, making it harder to spot/return accurate fire. U know adrenaline rush makes ur heart race, and breath fast.

Could also tie in with rank system to reduce effect, like irl you get used to it over time (higher rank)

ornate marlin
#

Rank system integration would definetly be interesting for conflict. It could go hand in hand with higher punishments to rank for dying. A major would be able to take resist much more than a private but if siad major dies he could drop in XP. Kinda like the veteran bonus but reverse. You could even make the higher ranks boost the resistance of their nearby allies. Kinda like how group charges in Red Orchestra 2 give you suppression resistance and boost your stamina.

brisk brook
#

Lt with area of effect morale bonus 😄

ornate marlin
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Gotta get that charisma boost yk

olive trail
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make it so you lose rank if you die. this will be a reason to fear death.

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it will be a lot better than playing as a drafted soldier who's shaking at the first shot because he got two weeks of basic training before being deployed.

timber sparrow
vernal vector
#

Map/nav feedback — the pencil draws under the protractor so you can't delete the lines without removing the protractor, even in the little triangular gap
There are also no actual instructions on how to use the protractor 😐 including in the tutorial and field manual

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Ladders — no prompts appear to hold the ladder when climbing down, and the head can clip the top surface while finishing climbing up (e.g. in the movement tutorial)

timber sparrow
frosty gulch
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Or I guess we can wait if LAxemann comes up with something, he had a great suppression mod

vernal vector
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Oh another thing — the map marker interface — please don't make us use the radial menus with mouse input, it's very inefficient. Should be lists and text boxes imo, or something like how it works with A3

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Idle animations — can see the inside of your body when it turns

violet vale
main tide
olive trail
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this is why it will scary to die, because if you lose your helicopter, or vehicle, you won't be able tospawn one immediately.

main tide
#

lots of people die such shooting wars. Like it would be even more unfair a wider scope game like A4, where you can expect to be shelled by Artillery and not be able to anything about it., but take the brunt of it. Statisically most people are causalities by such support assets and not from small arms fire from an opposing infantryman

olive trail
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I feel like all arguments boil down to skill issue

main tide
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arma isnt tarkov. im tired of other communities trying to make thier games more like other games they play

olive trail
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would love to see how you reached to this

main tide
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Aside from the already existing rank requirements for certain vehicles, thesupplies cost is enough of a punishment for not being able to get another vehicle

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Like a helicopter is over a 1000 supplies. Not easily replacable you will bleed through those supplies real fast if you keep dying with those

real dome
#

Leave it to server owners to see how to deal with supplies, i think implementing rules on not wasting supplies and then moddreting that would make it easy fix

olive trail
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none of the prior arma had conflict in it current iteration either

main tide
#

they did have CTI which conflict is the spirtual sucessor to.

real dome
#

Like minded players self regulate

rare pilot
olive trail
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This is why I added in it current iteration, because it might be a successor, but they are nothing a like, almost.

main tide
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i would also consider that scope of A4 will be larger, and there will be more significant threats to worry about, and thus i would expect supply costs for certain vehicles be reduced to the point where i expect stuff like the BTR and armed humvees to be the bread and butter of a basic motor infantry platoons of the respective factions.
Unlike now where BTR70 and 50 cal humvee are the pinnacle ground fighting vehicle

olive trail
#

assuming conflict will make it to a4

main tide
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i dont see why it wouldnt. reforger is the foundation of A4. all this effort was done to create current logistical and communications system, only to completely scrap it for the gamemode made around it?

olive trail
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those system are not for conflict only. im sure they can deploy them in any other mode. i just don't see then launching two games back to back with the same main game mode

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it might come to a4, but i predict it won't be THE game mode

main tide
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i just assume Arma 4 will pick off where arma reforger ends. So it will carry over assets and the gamemode, but simply have more atop of it. Like more assets, additonal gamemodes including single player, proper mission editor Etc.

rare pilot
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Because all the Arma 3 players will try to make Arma 4 Arma 3, and bring with them familiarity and tradition

olive trail
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if we are being honest, it will be life and koth

real dome
#

antistasi

oak flare
olive trail
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new engine = new possibilities for life servers

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it's always the same.

oak flare
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or not... just removing the power tripping kids probably not enough to save it.

foggy wyvern
#

what game modes does this engine make possible that werent possible before?

rare pilot
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Very, very little

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Usually niche additions to previous gamemodes that make them better
Like taking Team Deathmatch but making it Bigger

foggy wyvern
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I cant think of any

rare pilot
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Bumper Cars
If vehicles touched in RV engine then theyd go to the stratosphere
In this engine vehicles can ram each other without massive desync or physics issues

foggy wyvern
#

pretty sure you could have applied a physics impulse on collision to make them bouncy in RV

olive trail
#

game modes that are easy to look at

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and I hope, game modes that don't turn into a slideshow often

vernal vector
ornate shard
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I don't know if this is planned or discussed but I think adding placeable markers for the Game Master like in Arma 3 would be a small but important feature.
At the moment there are only objectives that the Game Master can place but we run our scenarios in a pretty realistic manner so we need a lot more stuff on the map.
The GM should also be able to change to which sides the marker is visible.
These GM placed markers should also be saved when the scenario is saved.

#

Also ACE3 style map pointing to nearby players would be a huge improvement.

weak tundra
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Concrete walls allow AI to push through them in some areas. Seems to be an issue w the mesh on the concrete walls as it's happened in multiple maps now.

olive trail
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would love me some more vanilla building assets for the game/tools, like apt buildings, office buildings, school, hospital buildings that aren't the same house with different interior, and some military buildings that aren't barracks, and are multi floors.

distant ore
foggy wyvern
#

I can walk through walls and fences myself so we're even

weak tundra
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It's all of them. It's an issue w the prefab. It does it on everon, does it on Benghazi. Mostly ran into it at the military site South East of the air field near Saint Philippe. Also on Benghazi it happens at the annex on the west wall predominantly

ornate shard
#

Here are some of the issues we faced during a 20+ player GM session last Saturday:

Vehicle Issues:

  • The inventories of the vehicles did not get saved into the save file that was then loaded on the server (I guess this is not a feature?).
  • The humvees loaded from the save had a weird desync problem where the driving was extremely jumpy. This was fixed by deleting them and spawning in fresh ones.
  • Some of the humvees had a problem where the M2 ammo boxes randomly disappeared and it was fixed after respawning them again.
  • Sometimes the automatic transmission on US vehicles breaks down randomly by seemingly popping to neutral gear. This can be fixed by switching to N and then to D again.
  • Stopping the vehicle engine only works by pressing R and not via interaction.
  • If you load up a transport truck full of supplies, the passenger seats are still usable, making players clip through the supply crates.
  • Doing convoys turned out to be a real challenge. Mirrors don't actually work in the vehicles, making it impossible to maintain visual contact with the vehicle behind you and reversing without hitting something. Enabling PiP mirrors could be a setting that players with higher-end rigs could enable from settings.
  • While the working gauges on the dashboard and the minimal HUD in first-person view are appreciated, the steering wheel blocking visibility to the gauges makes driving in a convoy at a set speed really difficult. Perhaps adding a way to adjust position within the vehicle could help alleviate this issue.

VOIP Distortion:

  • Some players experienced VOIP distortion, occasionally sounding like a chipmunk or a low-voiced demon. The issue seemed random but might have been more prevalent with players that joined in progress.
#

Marker Deletion on Crash/Disconnect:

  • When a player crashes or disconnects, their markers get deleted. While this may be a feature necessary for public servers, it can disrupt plans in private Game Master sessions. For example, if a leader who had placed markers crashes during a gunfight, it can ruin the plan. I found the piece of script that does it and changed it, but I believe this should be something server owners can change just like other gameProperties.

Terrain Issues:

  • Often players would somehow fall through the terrain into the void when moving while prone next to a tree, rock, or a steep hill.

Are any of these issues only unique to us or are others experiencing these? Or do you even feel like these are issues at all?

rare pilot
ornate shard
#

Oh great, well it doesn't hurt to try to bring them up again 🙂

#

We really want to do more large scale milsim events in Reforger but the issues I listed really hinder that.
I don't know if this type of gameplay is the main focus of Bohemia in the scope of Reforger anyways.

rare pilot
#

They seem to have given up on PvE
They're going all in on PvP it seems

ornate shard
rare pilot
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AI will move slightly to the side to be behind rocks when shooting
And throw smokes on Unconscious Friendlies

Thats about it

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Theyll also be getting their drivers license at some point too, but when, is up for debate

ornate shard
#

And overall we had an enjoyable time so far doing PvE game master events.
It is just small bug fixes and feature improvements that are required to really make it good.

errant leaf
ornate shard
errant leaf
ornate shard
errant leaf
real dome
#

like in arma 3, if you commit too many tks you get aggrod by ai

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I think thats a good idea

zealous wharf
#

When you guys said you’d update arma reforger biweekly, you should actually do this as I think it would help with the game a lot. Road to arma 4 is gonna need pavement instead of dirt.

storm terrace
true citrus
#

We really need a tutorial on how to use voip and radio for the new players. Common to hear from new xbox players that It is very hard to learn this aspect of the game at first

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The new tutorial doesn’t seem to do it justice either, think that would be a nice addition to it 🙂

distant ore
# ornate shard Here are some of the issues we faced during a 20+ player GM session last Saturda...
  • VOIP Distortion is known and should be improved with the next major update
  • Inventories of vehicles not saved are not a feature currently, unfortunately. There will be maybe an improvement to the current saving system, will should hopefully fix the issue. But don't count it before Q3 at least, or maybe never
  • I think automatic transmission issues have been fixed for the next major update, but it should be confirmed
  • Being able to sit inside supplies is a known issue. A fix is being developed, but will not be in the next major update
  • Mirrors are planned in the roadmap so that they will come at some point
  • I will ask for feedback the gauges
  • Marker deletion, I agree that this should be inside the server config
  • Characters collisions should be improved with the next major update also

And thanks for the feedback, this is highly appreciated, to have a condensed feedback

brisk brook
#

To add to that, when manual shifting, 3rd person rpm gauge is gone

errant leaf
#

compared to A3 vanilla the medical system is a godsent

ornate shard
#

They medical system is pretty good already compared to A3 vanilla and while I would personally like it to be as realistic as possible I understand that the majority of Reforger players do not want this.

#

Yeah on that I agree that even in Reforger the impaired movement and accuracy from injuries should be stronger. Maybe a pain mechanic would make morphine more interesting.

#

But it is always difficult to balance as the core game mode is Conflict on public servers.

#

I want those too but how much will that matter when it is just easier to respawn on most servers.
But then on the other hand adding those in would still satisfy the ones that like to play things more realistically.

errant leaf
#

i do agree, injured limbs dont affect move speed and weapon sway enough

distant ore
#

For 1.0 and 1.1, we had months of changes to go inside the patch notes. Sometimes we miss a few of them. This could happen. For example, 1.1, was started to be built in October last year. But we are trying to not miss anything now

spare matrix
#

Weapon lowering for some reason isn't working in EXP ( not low ready )

#

btw, great job for whatever you guys did with the lighting, the colors, everything looks amazing

frigid cedar
#

Im wet

foggy wyvern
#

an intern lowered brightness and we're losing our minds

main tide
#

with the new patch the M203 equipped colt Car 15 has a heatshield I think this is anachronistic. as this dates back to a vietnam era style Colt Xm177e2. SO the in game reforger build is something of a franken carbine https://www.imfdb.org/images/5/53/M203xm177.jpg

#

later carbines like ours in reforger appears to be a Model 727, they didnt have heat shield

olive trail
#

it's too late now

cobalt agate
#

I’m suprised the folks at bohemia let something so small slide usually they are very into little details

real dome
#

theres a reason its a m16 carbine but not a m723

main tide
main tide
# real dome theres a reason its a m16 carbine but not a m723

The colt 723 in clsa dlc was called a m16 carbine. M16 carbines what 723/727's were called by colt. colt 723 was advertised as carbine of the M16A2 but retained the older M16A1 upper receiver( older sights), wheras the colt 727 had the exact M16A2 upper. The soldier that used them simply called them Car15's regardless of the exact model. But regarding 3d model what bi modelled what is otherwise a colt 727 notwithstanding the peculiar decision to throw that heatsheild on the grenadier variant of 727.

#

on the other hand i will say it was quite a pleasant surprise to get the Retro red Dotsight since it wasnt on roadmap.. AImpoint 2000 it seems 👍

main tide
#

i mean sure they improved the visuals of the guns. the AK74 and M16A2 got a 3d update in line with the new weapons

errant leaf
pastel grail
#

trying out the new (?) military marker placement in exp.

my 2c: feels just as abysmal and console limited as the custom marker one. i hate placing markers with passion in reforger. reasons:

  • abundance of icons, way too small to quickly select the right one, many are shown twice or thrice with subtle changes
  • cant place with a simple ENTER as i am very likely to write some text and then i am stuck in the f*** input field
  • in a3 it took me 2s to double click, enter text and press enter to place. now i need to choose from radial menu, then a tab, need to select/deselect an input field (this double selecting for typing creeps me out in other contexts too) and then click on Place as ENTER wont register

in combat i need a way to be quick, as GM or in planning i might need some more elaborate functions. currently only the latter is supported.

errant leaf
pastel grail
#

i had rotation in a3 too (honestly dont remember vanilla, always played with ace3)

#

on the positive side i love the new vehicles. missing a civ faction still (read clothes are in but not configured it seems)

rare pilot
#

Perhaps we could see some AI in the new KLMK that can be placed down

pastel grail
#

moving hills and down looks great

olive trail
#

they added it a few updates ago. looks amazing.

cobalt agate
#

There are no evil hospitals? there are military hospitals but I dont remember seeing civilian ones, if thats what you mean

#

just dont get injured or sick if you’re a civvie blobdoggoshruggoogly

#

they plan to add a power grid so hopefully there will be all civilian municiples like offices, schools, hospitals etc to breathe life to the world

olive trail
#

there are a civ hospital

#

iirc it's the the chool building that has a verion of hospital interior

#

it's not a proper one though. it's just the same building with different interior. same with the police station, same building with different interior

broken scaffold
#

Everonian police stations are a joke, it's literally a small two story building with a singular cell lmao

#

Also not to mention Everon appears to be the first anarchist commune to survive longer than 13 minutes considering there is no legislature or anything

ionic vapor
broken scaffold
#

They spent 1985 to 1989 just waiting for another invasion so they didn't even try

cobalt agate
#

do no think about it country has communism and we help them see the democratic freedom or something american comrade

ionic vapor
#

How do you let NATO occupy your main island then let the USSR build a airbase on the other and think that nothing bad would happen

broken scaffold
#

Why did they let the Soviets have an airbase after the events of OFP

rare pilot
#

Arland technically doesnt belong to Everonion Government

#

And the Soviets invaded the island, taking the Airfield by storm

cobalt agate
rare pilot
#

I see
So its a different story than Kogujev

broken scaffold
#

Yep

ionic vapor
#

Also if I remember correctly Everon teamed up with the USSR in their space program

rare pilot
#

Everon space program is sitting a bunch of mines under a UAZ

cobalt agate
main tide
broken scaffold
#

A superpower they just repelled

main tide
broken scaffold
#

Yeah which is another good reason there shouldn't be a soviet air base

#

They have US support they can tell them to leave most likely

stray frost
#

They do in the Resistance campaign though

main tide
hearty whale
#

the new update is really good imo but the long range radio tickets should be slightly increased i think
Like its currently 10 i think it should be somewhere between 12-16

#

in a full squad 10 tickets will probably run out too fast especially if its a full server

turbid fractal
#

Modding Update says:
With many major changes recently released in our 1.0.0.8 Experimental Update.
Guess it should be 1.1.0.8?

brisk brook
#

Ping nillers

turbid fractal
#

@coarse portal ⬆️

#

Yes i know but it's 1.1.0.8 not 1.0.0.8.

coarse portal
spare matrix
#

cant undo the respawn tents in Everon combat ops

real dome
#

You have to break them by blowing them up with a grenade for now

brisk brook
#

or wasting just about a magazine

olive trail
#

is it possible to get a killfeed option that only show the person who killed you and no one else. this will help a lot with fining team killers, and cheaters.

ionic vapor
cedar igloo
main tide
#

vehicles shouldn't spontaneously explode if there is nothing flammable or explosive in them.

surreal garnet
#

E just means I got 30 miles left before the car dies. 😎

main tide
#

yeah vehicles just insta explode no matter what if thier "armor" value reaches 0, irrespective whether there is any fuel in the vehicle or not

olive trail
#

Would be sweet if we can just drag attachment on the weapon, isntead of having to open the weapon inventory, and drag it into that.

main tide
ornate marlin
#

I agree that it's BS that it explodes, but I think that it exploding with comedic timing is funnier then it just surviving in this case

ornate shard
#

I guess they just blow up at the moment when the vehicle damage model is not in-depth enough?

#

It is funny though, like a Michael Bay movie. 😄
But I don't think the vehicle should "survive" as it should be missing wheels and look all deformed after going down that hill.

main tide
#

in any case i wont allow the current limitations of the game prevent me from surviving stunts

upbeat hill
#

Is the engine in trunk* like the one in z so it can get front smashed up a bit

bold laurel
marble kindle
#

Yeah its pretty silly how they just explode. Especially if they burn. A burning car should transition between varying degrees of damage through Material masks to make the engine bay burnt first, and later model swaps so seats are burnt away etc.

urban flax
#

adding a radio inside civie cars would be cool

ornate shard
urban flax
#

yeah true, i just want funny songs to play while the entire car is screaming because we're getting shot at

timber sparrow
real dome
#

that was me

olive trail
#

the other day I shot a rocket at the same car, playing the same music, but it was in Arland on the road between beauregard, and alrvile.

real dome
#

TAt was me

#

i think

#

in the playtest?

ornate shard
#

Is it on purpose that some of the radios have multiple tranceivers like the PRC-68 and the R-107M?
If its done for "game balance" reasons I don't get why the Soviet long range has 2 and the American PRC-77 doesn't.
If its done for realism purposes I am wondering if there even is a scan function (knowns as secondary channel for gamers) in the PRC-68. There might be one in the PRC-68B but I am not sure which model the in game one tries to be.
To me it looks like the base model PRC-68 but the text says PRC-687 which I don't think even existed?

Also the minimun and maximum tunable frequencies are not based on real life values on most of the radios or are you actually simulating having to program the channels to access the other frequencies?
The channel step for the PRC-77 for example is 500KHz but in real life it should be 50KHz and this does not need programming.
Is this done for pure simplicity reasons?

I would like to see the radio simulation improved (maybe because I worked a lot with radios in the army and nobody else wants this autism 🙂 )
I don't think the terrain occludes the radio signal that much or at all at the moment, which it should in my opinion.
Radios could then benefit from radio relay stations, vehicle amplifiers or vehicles could even have their own radios (I have seen a component in the workbench maybe relating to this 😉 )
Adjusting squelch even if its on/off would be cool for those situations where you are trying to listen to someone far away whose transmission is cutting off.
Oh and having half-duplex radio simulation at least choosable by the server admin in the config would be really appreciated with my group.
Oh well maybe these are too advanced features for the scope of Refoger but I still think they would bring a lot of authenticity to the game.

I would also really appreciate volume and stereo control for radios not only for realism reasons but as a simple quality of life improvement.

olive trail
timber sparrow
#

I watched the stream and noticed

real dome
#

we were also having 8 guys in a car and driving with that music around radio tower.

frosty gulch
cobalt agate
#

Team auto balance is needed, when you join a match and there are 10 American’s and 3 soviets you should not be allowed to join American’s lol

buoyant trout
#

Something that the crew of the BTR could have access to for instance, or the helicopters

buoyant trout
# olive trail it's too late now

I don't think so, they just redid the models for quite a few weapons anyway, as well as it being "experimental" for a reason. I would very much like to see this changed, too.

#

Seperating the handguard into two seperate pieces might also open up opportunities for other attachments down the road too, such as lights like Delta Force guys of the time were known to use on their carbines.

urban flax
#

i want funny music to play while i hit 120 in a medical van with 3 patients inside

buoyant trout
main tide
buoyant trout
main tide
#

Ive tried to look up photo evidence of that Heatshield it appears to only have been a configuration for the XM177E2 ( which is a carbine model from vietnam era). Any images i see of SOF grenadiers 80s thru early 90s they are just using a M203 mount like this #reforger_feedback message for either 723 or 727. No heatshield

pure gyro
#

Add a timer in post game, that shows the next game is starting soon so players don't leave and wait for server to start scenario again

simple kindle
#

can we see who initiate vote kick, at least in logs for admin ?

slow cradle
#

I hope they bless us with a surprise update that includes Cold War Era NVG's one day, it would be so cool.

ornate shard
slow cradle
cobalt agate
#

nuh uh see easy when night NEEDS darker

main tide
cedar igloo
#

Maybe it's because I'm on console but the nights have always been pitch black, maybe because my monitor and in-game gamma settings aren't maxed out? Then again there is no gamma setting on Xbox and I'd have to manually do it on my TV to see most things in vanilla night time which is time consuming/eye hurting

cobalt agate
#

I’m on console too, it may be your monitor… Changing subject,

I understand it is experimental branch but on combat ops everon you are unable to keep your light on while its on your chest (I tried the buttons it tells you to use) the intel was unclear on what it did and despite the mission telling us to go to morgan docks to complete it, it did not work (On xbox at least)

vernal vector
#

Reforger seems to dislike USB headphones/DACs. I have analog headphones connected to a USB DAC (FiiO E-10), and using ingame audio (with TS3 running in the background) makes the USB device crap out. When i had it on a USB hub along with my keyboard, it would result in the keyboard input getting stuck. When on its own port, just the audio gives out.
Does NOT happen unless ingame voice chat is used though.

#

Mic is a standalone thing on a separate usb port (blue snowball ice). Interestingly the mic doesn't stop recording audio or anything, just the headphones stop emitting. Switching to analog made the audio work again.

urban atlas
#

Game doesnt work keep getting compile errors when i try to join a modded server

marble kindle
#

I have to say, I am absolutely loving the new AI. They are actually flanking us, it's so good. Thank you

ornate shard
#

Feature request: Being able to carry heavy/big objects in hands like AT mines and jerry cans without a backback or a free weapon slot.

#

Also make jerry cans not fit into alice rig even when empty

sharp urchin
marble kindle
# sharp urchin although im glad to hear you like -Flanking was always the One things old Arma A...

I didn't play many old Armas, only a bit of A3 so I cannot really compare. But we attacked the Saint Pierre Harbor from the opposing waterfront in combat ops and when they started shooting at us, some of them split up and started flanking around the waterside. Some of them stopped half way, the other half continued flanking to shoot us in the back. In the end we took fire from 3 angles and they killed us. They actually felt like a threat, it was amazing. meowheart

warm cypress
#

if they can be taught to not cross open fields it would help. thats still a big issue with them for me

flint mica
#

Feature return or request: in vanilla game ( no mods) please give the U.S army the ability to either carry more then one LAW ( we used to be able to carry extras in the backpack for 25% of weight per launcher ) or give the ability (even if it's sort of unrealistic) to carry extra rockets.
People will say " oh the US has 40mm HEDP " yeah well those are far from consistent with their ability to hurt BTR's or even light skin vehicles for that matter. Even the LAW takes 1-2 well placed hits to even kill the occupants

ornate shard
# flint mica Feature return or request: in vanilla game ( no mods) please give the U.S army ...

I disagree.
A soldier should primarily only carry 1 LAW at a time.
This encourages teamwork instead of lone wolfing with 10 launchers in the backpack.
Though I do think that some of the vehicles are a bit too survivable at the moment like the BTR and hits to critical components should be more deadly.
But 1-2 well placed hits sounds pretty balanced to me considering the games current state.

real dome
#

Well in experiemental i can put my gun in my backpack when its near empty so maybe you can put a law

errant leaf
#

there should be a law backpack like in IRL, it was mentioned a while back, they can hold up to 6 tubes I think

#

the LAW arming animation needs to be much slower and snappier as well i think

ornate shard
#

6 tubes??

#

Never seen a backpack designed to carry M72 LAWs. They must have not been very common.
The point of the M72 is that every rifleman in the squad carries one. That way all of your squads anti-tank capabilities are not carried by one man. That way you can attack enemy armor from multiple directions.
I would understand adding more advanced anti-tank systems and backpacks related to them but there is no reason as there will not be heavier armor than the BTR-70 and LAV-25.

ornate shard
rare pilot
#

3 Tubes
But close enough
They were outdated and gotten rid of shortly after Vietnam, and wouldnt have been fielded in the European Theatre

#

Mostly due to there being no need
Why carry 6 LAWs when you can carry a Javelin? Or a MAAWS? Or any other, much deadlier, reloadable AT launcher?

rare pilot
#

The Dragon as well
Although thats more similar to the TOW

real dome
#

Javelin wasnt in that time

rare pilot
real dome
#

Thats the dragon

rare pilot
#

Modern Versions of this weapon still exist today

#

Most notably, the NLAW, which is a successor to it

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And im 60% sure the Marine Corps still uses them

real dome
#

Of dragon?

errant leaf
rare pilot
#

yeah, you can balance rocket spam by adding realistic stopgaps such as having to arm the tube and having to unload the launcher each time you put it away

errant leaf
# rare pilot

that is a dragon, optically guided missile for ground targets, stinger is different and can lock onto arial targets

rare pilot
brisk brook
foggy wyvern
#

I know enough about dragons to know that they arent real

rare pilot
errant leaf
foggy wyvern
#

also you can stop rocket spam by eliminating the launcher operator

errant leaf
brisk brook
rare pilot
#

Should be like Squad where every time you pull out/put away the RPG, you have to unload and load the rocket

#

And make the Reload animation twice as long

rare pilot
#

For the LAW, the arming of the launcher itself should be Manual, like the LAW and AT-4s were in Arma 3

ornate shard
#

I hate how they made Squad a rocket spam fest making vehicles too durable after idiots not knowing how to use vehicles and complaining.
I dont want to see this in Arma

rare pilot
#

This will make them weapons that require much more forethought and cant just be swung around constantly

errant leaf
#

i think squad gets rockets right, makes them feel powerful but also require a skilled operator

brisk brook
rare pilot
#

Werent alot of Disposables in A3

#

The biggest one I can think of is the PLAW which is just an unguided NLAW

brisk brook
#

No. All a3/a2 launchers were reloadable, even if irl they arent

rare pilot
#

I never used the vanilla ones cause they sucked

errant leaf
#

like the law in OFP 😆

rare pilot
#

Besides going through the campaigns, I only play Arma 3 modded like a sane person

#

Vanilla A3 has too many issues and felt half assed

errant leaf
#

i feel like weapons should have more inertia or sway when moving based on their size, a bit like in squad but way less noodlified, right now it feels like a fixed pole you are waving around

brisk brook
#

Also manually arming law or removing rocket from rpg 7 just seems like a hassle.

Whats the point of equipping launcher if you dont intend to fire it?
Ask for rpg 7, its hammer fired, you can drop hammer and its safe. You may bang rocket on something, but no harm to anyone

rare pilot
#

Despite common belief, Russian doctrine was big on Arms safety, it was half of their weapons training
Removing the Rockets from the launchers was a surefire way of making sure it was safe

errant leaf
rare pilot
#

^
All movement in this game is too fast and floaty
Everything should be more deliberate, more methodical

#

From movement across the map to weapons in a gunfight
More emphasis on the bipods, less emphasis on spamming 45 grenades and 11 RPGs

#

Bipods get no love and little use, because all it takes is a dude to turn and put a single round in your head
So moving, strafing, sprinting, and being a COD maniac, even with an LMG, has become the Meta

brisk brook
rare pilot
#

The reload animations themselves should be a little slower

#

Everything in Reforger should be a little slower
And less of the methhead wave infantry tactics

brisk brook
#

So deminish a weapon just because it does what its meant to do.

Then make mg jam every 20 odd shots cause it can mowe down a squad too easily

rare pilot
#

Give MGs proper suppression to make them actually useful in their given role

brisk brook
#

My man, if you like squad for all these mechanics, i suggest you play squad.
I prefer arma way with "fluent" loadouts, no classes, etc. Otherwise id play squad if that was my fancy.

rare pilot
#

I like Reforgers open endedness
I like Squads better firefight mechanics, that put an actual emphasis on working together

#

Reforger feels like an Arcade shooter more akin to Sandstorm

brisk brook
#

Also for casual play reforger is "complicated" enough. For anything more advanced you can always mod it, and run your own community with it.

rare pilot
#

When it should feel like a Milsim, more akin to modded Arma 3
Ideally, thats what it SHOULD be
Is Arma 3, with better performance and better graphics
And thats what I hope Arma 4 will be, is the same ACE 3 centric immersive and realistic experience, without sacrificing a majority of my frames just standing still

brisk brook
#

Ace is a mod you add IF you want it. I suggest you play some vanilla arma 3 and drawn conclusions then

rare pilot
#

I forget who said it, but the quote went something along the lines of:
"People dont really want Arma 4, they just want Arma 3 with better stability, performance, and graphics"

brisk brook
#

Much of the stuff in a3 is same to reforger

rare pilot
#

And much of the stuff in Modded A3 was added to Reforgers vanilla
The things I appluad Reforger for are their Built in TFAR, and to an extent, their medical system, which drew inspiration from ACE

frail shale
#

Will the AI be able to build fortifications?

rare pilot
#

I sure hope so

#

If the AI can walk across bridges in Reforger, then I dont see a reason they wont be able to pull out shovels and help dig nearby structures

brisk brook
#

Well radio system was much more simplified, dumbed down, if you will compared to tfar/acre. Its just a voice chat with 50 channels instead of 5 in a3. Except some very subtle differences.

Medical system is honestly just a notch more advanced from a3/2 having 5 items instead of 2. And even then only 1 is really important.

rare pilot
#

IN Arma 3 the medical system was "Press Spacebar to Heal yourself" or "Press Spacebar to heal the person next to you"

#

In Reforger theres a little more depth, and thats definitely an improvement/a step in the right direction

brisk brook
#

Same with reforger bandage. Except blood loss which isnt much of an issue.

#

Pain doesnt affect you much like in ace.
You heal up to 75% just like in a3, but can use medical box to heal to 100% (location).
CAT is just faster bandage with side effects

rare pilot
#

Theres also morphine and saline
And who the hell carries a PAK with them in Reforger? Besides the first week of the Medical update I have seen maybe two people carrying Medical Kits

#

The 4 items in Reforger are better than the Single item in A3

brisk brook
#

But again, only 1 is really needed. Rest are just extras that help

rare pilot
#

Those extras make or break a firefight

brisk brook
#

And that is bandage

rare pilot
#

Being out of the fight for 30 seconds bandaging your three broken extremeties is more dangerous than just taking 10 to tourniquet them

brisk brook
rare pilot
#

Which isnt a good thing
Unconsciousness should be much, much more common, and you shouldnt be able to wake up without a medic

#

They added Unconscious VON for a reason, but that reason is almost never used cause people lone wolf and just stay quiet when they go uncon

brisk brook
#

Anyways. My point is, vanila a3 and vanila reforger arent THAT much diffrent. Sure reforger has better graphic, but a3 has way better UI

rare pilot
#

Or they shit talk whoever shot them

rare pilot
#

Theyre VERY different, from the infantry movement and stamina, to the map design being much more open and large in A3, so on and so forth

brisk brook
#

Above are design decisions, to be left out and reserved for a4.

A3 has no radio jamming or invisibility suits, perhaps u mean thermal camo?

Map design again is... design. You can remake a3 map in ref or ref map in a3.

Infantry movement ... idk dont see much difference except progressive running speed but i dont use it. Stances are there, a3 has extra lean stance,but reforger has climb/jump so i guess even.

Stamina, well lets just say i agree its lacking in reforger

rare pilot
#

If Stamina, Weight, and Fuel were more punishing, most of the issues with the game will be solved and alleviated

#

I love the new change in Experimental where if you summon a vehicle without there being a Fuel depot, itll only have a quarter tank

brisk brook
#

Fuel consumption is settable in both games. And in both default consumption is ... well... useless.
Same as a3 you can drive tank for hours and wont run outta fuel.

And again weight/stamina i do agree, its just, well pointless in reforger

rare pilot
#

Thats what made running heavy kits in A3 so punishing
Altis and Stratis were so open, and so bleak, that if you run out of stamina you expose yourself to rifle fire from 200-500 meters at most locations of the map

#

On Everon the average engagement is 15-50 meters, making things like machinegun suppressive fire and marksmen situational rarities, whereas in A3 they were basic requirements

brisk brook
#

Idk play koth on a3 you get much the same.
Other gamemodes in a3 are more combined arms oriented, due to having...you guesssed it, combined arms. While reforger has at most a combined arm, assets wise

#

Hence longer ranges make sense. Reforger being mostly (motorized) infantry it makes sense to put stuff closer. Not many enjoy 20 min hike to 1 min engagement

errant leaf
#

it would eb cool if fuel consumption rate was based on weight in vehicle, like supplies, men, and inventory

rare pilot
#

That would be nice
They have the groundwork for that, with each vehicle having a unique fuel tank size

#

Dynamic consumption and doubling the vanilla rate of consumption would make the entire Fuel system an actual thing, instead of a novelty

brisk brook
#

Think u can change fuel consumption multiplier in gm

rare pilot
#

That requires a GM

brisk brook
#

Or mod

rare pilot
#

For COnflict servers, the whole point is that its a self contained gamemode that doesnt need one
So raising the vanilla one would set a new standard,

ornate shard
brisk brook
brisk brook
rare pilot
#

A jeep can get you from Saint Pierre to Saint Phillippe on 75% of a tank
The issue arises that most people end up leaving their vehicles in a ditch with half a tank, no supplies in the trunk, die, then leave another one 10 feet to the left of it 3 minutes later

#

Trucks and the BTR are a bit more fuel effecient iirc

#

They have larger tanks and have more range

brisk brook
ornate shard
#

This whole conversation reminds me again of the realisation I had that I and many others want a lot more realism and immersion from the game but we never really consider that the main gamemode and playerbase is way too "casual" for this. Why add more depth to the medical system when you can just respawn in 10 seconds? Why make vehicles fuel and damage simulation more realistic when most people just spawn a vehicle and then abandon it soon after?

violet vale
#

fuel consumption has been tweaked on experimental.

foggy wyvern
#

has anyone ever played Trespasser? weapon aiming was dope there

rare pilot
#

I get the yellow light around Tyrone and Red around northern Meaux
by the time I hit the harbor im running on fumes

rare pilot
violet vale
#

from what I know, all vehicles have higher consumption, so that you will have to go and refuel from time to time.

brisk brook
rare pilot
foggy wyvern
#

doesnt the jeep run out of fuel after driving through the everon map top to bottom?

rare pilot
brisk brook
rare pilot
#

Bethesda, Bohemia, etc
Relying on modders only works so long

#

Eventually that strategy will fail
Look at Starfield, not even the Modders could save that clusterfuck

brisk brook
#

Im talking about adding complexer systems (ace3)

foggy wyvern
#

not everything in a game can be accessed by modders anyway

ornate shard
rare pilot
#

The only game that did mods perfectly enough to where they never get stale and has a vanilla game that is still amazing without the mods
Is probably Minecraft

foggy wyvern
#

forgot about roblox

brisk brook
real dome
#

U can fix vehicles in the ramps

rare pilot
#

Yep

ornate shard
#

Just make some mechanics that we cannot mod now more in-depth. Then server owners can disable respawns etc. if they feel like it.

rare pilot
#

And itll draw in the crowd from Squad and other such games

#

While actively pushing away the COD players that we've been desparetely avoiding

brisk brook
foggy wyvern
#

someone made a mod that makes the character move like a grandma

ornate shard
foggy wyvern
#

I forgot the name of the mod but its so sloooooooow

upbeat hill
#

Slower strafe is the name

ornate shard
rare pilot
rare pilot
#

We WILL be getting things like Demolition Charges and destructible buildings, Artillery and Airborne Rocket systems
But we WONT be getting Tracked vehicles, Backblast on Rockets, AI that can throw smoke, etc

brisk brook
#

Ai can throw smoke already in exp

ornate shard
#

It is not like I am requiesting tanks or planes. Just making the current assets more in-depth. Like being able to dig mines and have working mirrors in vehicles

rare pilot
#

In one rare situation, in which it wont be that useful for them anyways

brisk brook
rare pilot
ornate shard
rare pilot
rare pilot
errant leaf
brisk brook
rare pilot
brisk brook
rare pilot
#

Thats the point im getting at there
They only use it in one specific situation, confirmed by the devs, and thats to pick up a casualty
They dont smoke just to smoke, devs said theyre saving that to Arma 4

brisk brook
#

Why would they smoke just to smoke?

rare pilot
#

You said they use smoke in attack and defense
They do not
They only use it to pick up an unconscious ally

brisk brook
#

Well uncon ally is a defensive situation.

ornate shard
#

There has been a lot of cool and advanced stuff in the files that have not been on the roadmap or even discussed. We just don't know the full scope of Reforger and neither does BI I think, fully. In many videos they have said that a certain feature would be cool to have but at this time they are unsure if it will make it in Reforger or wait for Arma 4. It is all about prioritizing.
This is why I am here on this channel to tell what me and my community would like to see.

rare pilot
#

A very specific one
using it to block a machinegunners line of sight or to remaneuver after a botched assault, isnt on the chopping block, according to the newest dev blog and according to two different devs statements on the discord

ornate marlin
brisk brook
#

But then again they do spot quite well.

rare pilot
ornate shard
ornate marlin
#

Fair enough, I thought they did that, likely just misremembering then.

rare pilot
#

I recall them doing that a long time ago, months ago

ornate shard
#

Could have been CRX AI mod?

rare pilot
#

They definitely used to, but lost the ability to at some point down the line
And no, this was Vanilla

brisk brook
#

Dont think ai ever threw smoke before in vanila

rare pilot
#

I distinctly recall them doing it before, just before Arland came out

#

I was at Simons Wood shooting at some FIA and they threw Smokes

#

This was back when they could see you through bushes and smoke

real dome
#

U sure u remembering wrong?

rare pilot
#

Im sure this was the case

#

Ive been playing this game for 2 years straight at this point, the AI used to throw them awhile back
Just like how the FIA used to have Grenadiers that almost never missed
Lots of interesting things were removed

brisk brook
#

Idk i used to vividly recall you could interact with light switches... but it was never the case

turbid fractal
frail shale
weak aspen
#

is this official feedback? devs monitor this?

real dome
#

yeah, this or you can put it into feedback tracker

weak aspen
#

Are hands/gloves separate items? The UI I saw in video doesn't show hands as separate.

Feature request [Reforger/Arma4]: make hands/glove separate item slots. So as example medics can wear medical gloves when they need to do so. Particularly useful for specialists, but also so troopers can select their preferred tactical gloves.

real dome
#

no

weak aspen
#

Feature request [Reforger/Arma4]: in-depth weapons meta-data so filters for Era, Decades, Manufacturers, etc can be made.

ornate shard
#

These are both cool features for Arma 4 but I don't think they fit Reforger

#

Or atleast are nowhere near the top of the list of things to add/change in Reforger

stray frost
weak aspen
weak aspen
ornate shard
#

Umm isn't there already a mod that does all this? Zeliks character?

pliant hull
#

“Requests” don’t really go over well here

simple kindle
violet vale
#

could you be mroe specific? maybe share a video?

#

strange ive not witnessed such issue myself, but I very rarely use hte jerrycan.

ill pass it on, thanks for the report!

errant leaf
#

I had trouble with this as well, cant refill them, can empty them when refueling vehicles but cant refill them

#

what a comfortable looking font, and activate windows watermark 😆

#

it will probably fix itself if you reload the game

#

really? i will check this out, i didnt notice this, but i have used the jeeps either XD

ornate shard
#

In 1.0 already some people used to have the problem that they couldnt fill jerrycans but could empty them.

cobalt agate
#

Fixing bugs is hard than just bugs active= false

sometimes fixing a bug adds new bugs and with having to work with xbox and pc and ONLINE extra hard

ornate shard
#

I don't think it is on purpose that I can fit 40 empty jerry cans in the alice backpack? 😄

#

For some reason its volume is 100cm3

cobalt agate
#

I don’t even know how you’d fix the audio splicing in ai callouts but honestly I hope thet never do

cobalt agate
#

roadblocks are slightly overpowered

#

hit a roadblock, blew up and the vehicle got catapulted into an electric pole

ornate shard
#

Are there any plans about adding a tab here called "Inventory"?
That would make Game Masters' life so much easier.

true citrus
#

Think it’s time to up the reserved space cap on Xbox, maybe 30gb now ?

pliant hull
true citrus
#

Just notice a lot more folks saying there running out of space currently most servers run 14-16 GBs of mods

pliant hull
cobalt agate
#

That’s why I play offical, no need to worry about 20gb of mods

#

just morons to worry about instead haha like baby sitting

slow cradle
#

I just seen this pic, and immediatly thought i wanted Face Paint in Reforger, it would help a bit to stay hidden, the Faces in Reforger are pretty much a huge Target rn. Very easy to see even at night
Please add this devs 🫣😅

errant leaf
#

also some decals for bullets that fail to penetrate would be cool, especially on the side of a btr

ornate shard
#

Could the medical interaction be changed so that there is no "Check injuries" button.
Instead when you hold a medical item in your hand you can see the injury/bleeding on each limb individually.
Right now its a bit annoying when you check injuries and know that the patient is bleeding but you have no idea from where and you have to check each limb with a bandage in hand anyways.

simple kindle
cobalt agate
brisk brook
ornate shard
cobalt agate
ornate shard
#

Also would be cool if you had to remove your flak vest when treating wounds behind that

cobalt agate
#

Oh wow yeah, that would be great too they would just need to make the menu less janky for when you have to do that for other players, is it better for MnK?

ornate shard
#

I don't think there needs to be a menu for medical stuff when the actual intercation of bodyparts is done right (I never liked medical menu in ACE3)

cobalt agate
#

I mean for taking off the flak vest for when they are injured

ornate shard
#

But I do think that what is more important for the game at the moment is the ability to carry wounded.

simple kindle
ornate shard
simple kindle
ornate shard
cobalt agate
#

Ah that explains why the m.o.b is full of dropped gear

marble kindle
#

Just made a ticket about this, but the headlights of the S105 car are waaay to emissive. meowsweats Vanilla value is 100, my tweaked value 34.

fair dove
ornate shard
fair dove
#

Well I wouldn't hold my breath, nothing like that is even on the roadmap

true citrus
#

The guy on the rfi explained it I’d watch that

simple kindle
foggy wyvern
marble kindle
#

I just think the vanilla one on the right is insanely orange, it looks pretty unrealistic. It's a light bulb, not the surface of the sun. kekw

foggy wyvern
#

they both look like blobs which is not how my eyes perceive headlights at close range (unless looking directly into them)

main tide
#

a minor bug. both M16A2 and Carbine have the same weights listed in game. a Carbine should obviously be lighter

cobalt agate
#

oopsie daisy 🤭

fair dove
#

Oof, unplayable! hmmyes

limber warren
fair dove
#

Do what, get shot?

ionic vapor
#

I think he talking about spawning ai straight onto enemy players

fair dove
#

hard to tell what's going on, did a gm do that, or how were they spawned? Would be ideal if there was a player radius check for sure!

fluid karma
#

I agree with you. That should not be a possibility.

I am sorry for doing it to you. I was curious if it would work and how effective it would be.

#

Other than this I do love the new AI mechanics so far.

real dome
#

When my base was being attacked and i was in ai spawner, my screen started turning gray

fluid karma
#

Yeah that happened to me as well but it did'nt happen that time. I guess it's just a bug that it does'nt happen everytime and fixing that bug will fix this?

coarse portal
olive trail
simple kindle
#

i managed to put inside 50cal an AI and drive it to enemy AI and he actually shot them but even though his aim was really accurate his reaction to enemy was super slow even when under fire i needed to get closer for him to register them as a threat and shot them

limber warren
#

I would say probably the best fix for that is to make it so u can’t see the enemy in that building mode

#

Or make it so u just can’t use it when shots have been recently fired within 100m

cobalt agate
#

A whopping 80 something players on offical if I had to guess lol

vast condor
#

theoretically it doesn't need armor or protection from bullets since it's legally protected under the Geneva Convention, therefor it would be unlawful and immoral to attack said vehicles.

....now, if only that actually ment anything to reforger players.....

ornate shard
#

It doesn't matter if you need armor for this transport, if it didn't have it in real life.

#

It is like if I wanted my M1025 to have an 20mm autocannon. I might need it in some situations but it has no basis in reality.

#

It is also hard to find info about humvees in 1989. Modern humvees are better protected.
The only thing I found about the M997 ambulance in 1989 was that it had some kevlar protection that worked against shrapnel but not that great against rifles. Now we have M997A3 which is better protected but it is 20 years newer than what we have in the game.

#

Yeah this sounds reasonable and should also be the patient compartment.

#

And meanwhile the Russian UAZ ambulance is like paper 😄

torpid ruin
#

We need btr ambulance in the full game for soviet and something similar for US

ornate shard
#

Yeah if the patient box is thin as paper it should be increased a bit.

torpid ruin
#

At this time (1989 in game) in real life France use the VAB for ambulance for exemplar

#

In hot zone

ornate shard
torpid ruin
#

They use the basic medicine in Russia vodka lol

#

I want so much drag my teammates on the floor in safe zone and heal him

#

Totally agree with you

#

we have smoke, we can put wounded in vehicle but we cant drag them that so frustrating

#

the official forum maybe ?

#

so bad we don't have blood bag in game that can be great to have that

ornate shard
#

The medical system should be more in-depth though. It is better than any vanilla Arma game for sure but there is still more potential to make the game more interesting and dynamic.
I don't mind having blood bags also but then I would also like to have blood types to taken into consideration.
Pulse and even blood pressure should be in the game and affect the medics decisions.
There should be a proper pain system that really affects your weapon sway and morphine becomes useful, but also dangerous if overdosed (add other drugs like adrenalin for speeding up recovery etc.)
Other wounds should also affect your characters actions much more, like a broken leg slows your movement speed etc.

Now if all of this sounds like it is too much and you really don't want to worry about all this, then just don't 🙂
The first aid that a regular rifleman should do is just tourniqueting/bandaging (stop catstrophic bleeding).
Then let the people who want to play as medic role to actually worry about the treatments after that.
So in the end nothing would change for those who don't care about in-depth medical, but the ones who do would have a much more interesting time playing the role.

wintry barn
# ornate shard The medical system should be more in-depth though. It is better than any vanilla...

Having blood types is a bit too far, KAT medical for A3 has blood types but you can also penetrate the lung and then you need to suck out the blood from the throat and lung using a device where in such cases you need to get that person away from the battlefield to a safe place or CCP. If extracts were needed in the game then i'm sure they'd add it, but reforger is a pretty straight forward game, you place down a radio, fight, die and repeat. Sure its an extreme oversimplification but some people do play like that.

I kinda agree with blood pressure and pulse but then we'd also need epinephrine, cpr and a morphine rework since in the current build you can inject 5 morphines into you so that you heal lol. A pain system seems cool and if i'm not wrong they kinda have it? When you get shot and/or are wounded.

At some point i would also love a in depth medical system, thats why i sometimes play with KAT medical against AI as a medic. BUT not everyone is capable or willing to go to such extents just to heal someone when its faster and smarter to just respawn. Exact reason why most Antistasi servers on arma 3 use vanilla ace or ace pharmacy rather than KAT. The perfect medical system would be where you can become combat uneffective but still able to heal yourself. Not the biggest fan when games make it so you get knocked down and arent able to do anything just because you got shot in the leg twice, but i understand that the games cant go into such depths ESPECIALLY reforger that is supposed to be easy for everyone to get into.

#

Something that i would love to see, is either stitches or wound reopening and making it so only the medic role could stich people or properly close off a wound. Maybe even making it so only medics can give saline. There is absolutely zero use to be a medic at the current state but to be fair the game is in early access.

fair dove
#

Just my opinion, but I think they did a great job with the vanilla system, and if you want more features it should be modded content just like it was in Arma 3

wintry barn
#

Before it used to be ww2 movies where you would see how everyone get morphine after getting shot only to find out giving someone several morphines will slow their heart rate and possibly OD them

#

Is this a fact? or do you want them to add more stuff
cuz if the medical system aint finsihed then i'm all for it, who doesnt want more stuff

olive trail
#

a demand will sure go well. add 'or else...' at the end.

main tide
olive trail
#

If medical system is taken too far, there will be a point where it starts to negatively effect gameplay of everyone, just so few players can larp as medics.

ornate shard
# wintry barn Having blood types is a bit too far, KAT medical for A3 has blood types but you ...

I agree with everything else except that sentence about the "perfect medical system". In my opinion it should be so that you cannot heal yourself, but instead require a medic to do so.
You may stop the bleeding but a medic has to patch you up and administer drugs if needed. This would encourage teamwork which is sadly almost non existent half of the time.

My comment about blood types was only if blood bags were introduced to the game. Why else would they be added on top of already existing saline? I wouldn't mind it personally but I don't think they are needed now.

Surely a KAT medical like really in-depth medical system including airway management etc. should be a mod and I will definitely use it if one is made, but at this point I think vanilla game could benefit from a slightly more advanced one.

ornate shard
ornate shard
# olive trail If medical system is taken too far, there will be a point where it starts to neg...

My whole point above there was that making it slightly more complex wouldn't hurt the ones who just want to shoot at enemies and at most place a bandage to their leg.
Right now everyone can be a medic and heal themselves so that teamwork is not essential and lone wolfing is a really valid tactic (there are many other aspects that also cause this).
And even if medics were required it wouldn't be much of an interesting gameplay to just be a mobile medical equipment carrier as all you have to do currently is to slap bandages, saline and morphine until the patient is healed.

#

I have not heard anything regarding this and I was under the assumption that this is what they will go with Reforger but I am certainly happy if they do implement more.
There are some extra medical items in the games files, but that does not confirm anything and they could be scrapped.

olive trail
#

one thing they can easily adjust is make it so health regeneration option is disabled by default.

ornate shard
#

That is true but I'd like it to be a server setting too.

olive trail
#

it is a server setting. right now it start enabled.

ornate shard
#

Oh right game master can change it.

main tide
#

ACE medical has always been for a specific set of crowd, and i think there is a reason why BI went with a simplified health system, rather then something trying to be actual ace.

olive trail
#

the crowd who didn't wear a helmet on a bumpy dirt road

ornate shard
# main tide exactly thats the point. Tarkov isn't the most realistic game because past a ce...

Yeah I have seen his comments and I agree, finding that balance is difficult.
My opinion still is that the current system should be more realistic to improve the game for everyone, while ultra realism can be reserved for a mod.

Outside of the aspect of actually encouraging more teamwork, I like to think of the medical system as any other weapon system for example.
We have different rounds for our weapons for different use cases.
Bigger bullet = more penetration.
40mm HE is better for infantry, HEDP is better for penetrating armor.
But with the medical system, its all about mindlessly applying bandages and morphine until the patient has recovered.
If we were to use that logic with guns all weapons and rounds would be the same and it would just about using more bullet.
Having the choice of different equipment for different scenariso is what makes these types of games interesting for me.

ornate shard
# main tide ACE medical has always been for a specific set of crowd, and i think there is a ...

I also never fully liked ACE advanced medical either as that made simple things unnecessarily complex.
I do get why BI went with the current system and yeah it is really good for vanilla Arma.
It is way more complex than any Arma game before which I appreciate, but I still don't see people complaning about bleeding, unconsciousness, tourniquets vs bandages and limbs having different hitpoints which are all new to Reforger.

main tide
#

Reparing vehicles is simple as well. just walk to a vehicle depot with supplies ( or a repair truck with supplies) , and watch animation of your wrench magically bring back the vehicle to pristine condition.

#

but im not complaining about it, because i know the line has to be drawn somewhere between gameplay fun and "realism"

ornate shard
fair dove
#

You have a point about morphine in those old movies, but it was more meant as: you're gonna die, this will make it more comfortable. Would love to see epinephrine added though!

main tide
#

its better then not having it all. Im not complaing about the system, as its better then just leaving vehicles littered around.

#

Or even a simpler battlefield system that didnt require supplies or specific components to be repaired.

ornate shard
main tide
#

for the same reason as Simplified reforger medical system is IMO already the happy balance between ACe and vanilla Arma 3's system.

ornate shard
#

Yeah I remember when the game did not have a medical system or repair system, the gameplay was very "shallow".

main tide
#

But people played and enjoyed arma for what it was (at the time) anyways. 👍

#

but in spite of the more in depth aspects, i think most of the playerbase will value content over in depth quality and complecity , Since reforgers player numbers dont reflect Arma 3's.

ornate shard
main tide
#

all the fancy new Enfusion tech, the technical improvements i very much appreciate over the predessor isnt enough migrate the A3 community to Reforger, which i think is purely due to the limited scope/content of the game

ornate shard
#

Well I guess there are many opinions on that as we have moved from Arma 3 to Reforger in spite of the more limited content 😄

main tide
#

havent moved to reforger technically. I still have A3 installed and still play that.

#

when Arma 3 came out i still kept Arma 2 around until it was out of Beta, just due to lack of content A3 had at initital launch.

ornate shard
#

Was the same for me back then, but now after playing a few big events in modded Reforger, there is no going back to A3 anymore.
Uninstalled it and freed 400GB of space, what a relief.

main tide
#

yes this is the sort of paradox. reforger is the new tech demo that makes A4 looks promising, but doesnt have enough content to make me want to uninstall A3.

#

not yet anyways.

#

as a mechanised warfare enthusiast i wont know how much more advanced armor simulation will be until Arma 4 hits. I think war thunder is a good example of how to do armor simulation in a non simulation genre. But given what Arma 3 tanks brought to the table, and looking at Reforgers BTR interior detail id also expect tanks and IFV's to have modelled interiors and hopefully Fire control systems

real dome
#

arma 3 had detailed interiours atleast in the tank dlc

main tide
#

Yeah that's what I meant by tanks dlc. It set a new standard of tank interiors for immersion and its clear looking at the btr70 in reforger we can probably expect tank interior for a4

ornate shard
#

I do have high hopes for that as well.
Btw still about realism I just remembered the official marketing for Arma 2:

Building on 10 years of constant engine development, ARMA II boasts the most realistic combat environment in the world. It models real world ballistics & round deflection, materials penetration, features a realtime day/night cycle and dynamic wind, weather and environmental effects. The simulation of a combat environment is so effective, the engine forms the basis for training simulators used by real armies the world over.

This is what I have always loved and exptected from the series.

ornate shard
main tide
#

Arma 2 didn't even simulate body armor tho. You'd could still get 1 hit killed even if your character model had a plate carrier. That's was always annoying to me. Arma 3a was too simple as well. More like just absorb a bit of damage. Reforger's body armor simulation is much closer to what would be expected to for a milsim

ornate shard
#

Yeah Arma 2 was good for the time but obviously tech has advanced.

main tide
#

of course the problem of doing modern body armor 'realistically" is that people would be frustrated about its effectiveness. for a plate to receive NIJ Level 4 rating for example a plate is supposed to stop one 30-06 armor piercing bullet. So anyone rocking standard issue ammo, would be frustrated that players turn into bullet sponges. requiring lots of ammo expenditure unless they introduced different bullet types. But then the meta would be everyone spending supplies on 30 cal armor piercing bullets and carrying larger caliber sniper rifles, just to 2 hit kill a person

ornate shard
#

With the raging discussion online about "this armor stopping this and this round" people always forget about spalling. It isn't really as simple as people believe.

main tide
#

the only reason the soviet 6b3 in practise doesnt feel that big of an upgrade over a 6b2, is only becuase Americans have M855 for thier 556 weapons. a steel tipped bullet, that although not considered armor piercing is better at armor piercing then the preceding ammo it replaced, which in turn makes pentrating 6.5mm tirtanium plates a non issue, at least at closer ish ranges. ( see oxides video on 6b3)

#

the 6b3 doesnt really stop bullets unless you get shot from longer ranges, once bullet velocity of the gun is slow enough

ornate shard
#

I do like how true to real life BI has made all the armor and ballistic values in the game. The bullet and the whole cartridge have their own weights and they are exactly the same weight as in real life.

main tide
#

but then again part of the reason why Ceramic based plates became more popular . Mostly becuase of the weight savings in the plate itself and not needing to have Kevlar layers within the vest to prevent spalling .

wintry barn
# ornate shard I agree with everything else except that sentence about the "perfect medical sys...

fully agree on everything and oh the perfect medical system would need extreme gore, like losing limbs and shit. i like medicing in games, especially in arma but when someone steps on a mine and he has a broken foot my IMMERSION gets ruined.. and yeah everyone should be able to apply fluids but its usually the medic that carries the fluids in the first place.
all we can do is pray that one day the perfect medic simulator comes out

wintry barn
burnt stump
main tide
#

arma 4 perhaps

wintry barn
#

so some random mod maker has to make one. OR the medics can unite and make the best medic mod out there

wintry barn
burnt stump
#

The ambulance actually needs a use

main tide
#

i thought the advantage of reforger was so modmakers could just do something in enfusion and day 1 start porting mods to arma 4

burnt stump
#

Like if your legs are blown off, get brought back to base

wintry barn
main tide
wintry barn
burnt stump
#

While they are at it, let us reattach the tiny nerves and blood vessels of a severed finger

wintry barn
#

my biggest complaint and no matter how edgy it sounds, i want proper gore in arma games. Its a war sim and i want to simulate war to the max
(before we all get drafted)

#

we can call it prepping

burnt stump
#

Training for WW3 be like

wintry barn
#

give me an f-15E and i'll take off

main tide
#

i want nukes in reforger. you cant have a cold war gone hot scenario without the losing side getting desperate and flinging tactical nukes to eradicate the enemy team

burnt stump
#

Nah, just some MOABS and FOABS

wintry barn
burnt stump
#

US got the MOAB and Russia the FOAB

wintry barn
#

how would you deliver them?

#

we aint getting planes, for some weird reason

main tide
#

idc i still drop R24/R28 from time to time in the DCS mig21 just for the memez

burnt stump
#

A dang AI F-111

wintry barn
#

reforger is in the perfect setting to give us cargo planes, artillery and tracked vehicles

real dome
#

maybe a4

burnt stump
#

They are supposedly adding a new apc for blufor according to roadmap

wintry barn
#

I get that they want to save the tracked vehicles for arma 4 but cargo planes??

wintry barn
#

oh dude i hope that we get artillery in reforger

#

i'll be satisfied at mortars but come on, you cant pass up such a chance

#

this seems fair.
but to be fair the russians are using the BTR-70 in ukraine today so its pretty realistic

burnt stump
#

What’s the point of island maps if you can’t pilot a landing craft

wintry barn
wintry barn
main tide
#

I mean this is the issue , the US side. US Mechanized forces were thermalized. the Soviets werent.

wintry barn
#

the only way that russia will win when the game eventully getst finished is when the american team consists of ONLY console players

burnt stump
#

I am just surprised they didn’t add a landing craft, the only things we have are mods

main tide
#

Lav25 , M2 bradley, even early M1 abrams ( 105mm) , M60A3, all had thermals. The only soviet tank that existed with thermals was a very small set of Commander variant of the T80U tank, the T80UK

wintry barn
#

was the bradley from the 80's?

wintry barn
burnt stump
wintry barn
burnt stump
main tide
#

i think by 89 we could see the M2A2 for A4.

wintry barn
burnt stump
#

Yeah

wintry barn
#

dude its gonna be so unfair playing as the russians against america in reforger

main tide
#

balance it via cost. Make T72's cheap tanks supplies wise relative to a M1A1

wintry barn
main tide
#

so soviets can compensate like IRL via having hordes of them

burnt stump
#

It already is, the only thing you can use against btr is the 50 cal, or unless everyone has a LAW

wintry barn
#

they wont be adding tanks though so yk. we're safe

wintry barn
burnt stump
#

The LAV-25 needs to be better then the BTR, quality over quantity.

main tide
#

IMO it will already be better just due to the bushmaster cannon as primary.

wintry barn
#

it totally will be. you reckon it will have a digital screen for the gunner?
or just the commander

main tide
#

no cuse its 80s era Lav25. That video you posted would of probably been a LAV25A2

wintry barn
#

yeah so probably a normal one ;(

burnt stump
#

They still had digi screens, probably just in early prototype testing

#

Because you had them in the first gulf war if I remember correctly

wintry barn
#

yeah but the gulf war was in 1990 something wasnt it

main tide
#

define "digital screen" what Like what multifunction displays that fighter aircraft have?

burnt stump
#

And reforger is late 80’s

burnt stump
wintry barn
#

but theyre adding mines, i dont want them to be one pop kill

burnt stump
#

Realistically it is, that thing pops up in the air and releases shrapnel straight into you

wintry barn
#

also they nerfed the anti tank mines to oblivion. I think the BI devs need to take a valve approach and look at some war footage from ukraine. An anti tank mine shreds btr's

wintry barn
real dome
#

i dont think anything has been said about the ap mines, other than roadmap correct me if wrong

burnt stump
#

Probably so, unless it’s a mine that sends it straight up backstreet

wintry barn
#

lmao

wintry barn
hoary dragon
real dome
#

yeah on the roadmap

wintry barn
#

yeah its there
wonder how many they'll add

#

are they going to be wire triggered, or those you step on.

burnt stump
#

Probably both

#

I mean I would love one you step on, but a trip wire one, ohhhh that’s gonna be so OP

real dome
#

prolly similar to the at mines, to keep simpler.

wintry barn
#

yeah, wonder how many you'll be able to fit in your backpack. Considering you can fit 6 rockets in one

#

is the APERS mine dispenser a real thing or something made for arm 3?

errant leaf
wintry barn
#

if only 😔

hoary dragon
wintry barn
#

tell that to war thunder...
i can never pen anything

errant leaf
# wintry barn if only 😔

once AP mines come into play people will also use AT ones more, they will be used in coordination with one another and if burying comes along it could be possible to make traps for formations with them, great for linear conflict

wintry barn
#

i imagine a bigger use for AP mines would be game masters, and already preplaced like we see on the official servers. In the experimental server we see improved minefields so i'd imagine that AP minefields will be also added.

There isnt really taht big of use for mines in reforger unless youre playing on game master with a one life event going on or something similar. People can respawn and going through the trouble of mining an objective or area since people will keep coming back

#

BUT if youre able to place them inside houses then you could rig staircases and stuff like that.

errant leaf
wintry barn
#

thats true, one mine every 10 meters on a dirt road could change a match once you can dig them down

#

rather than making two lines of mines in hope that the enemy team dont see them

errant leaf
#

also from a technical standpoint, burying a mine shouldn't be that hard to achieve, it should be a separate action that you do before a mine is armed, it should also be sunken into the ground and only have a small amount protruding with a dirt mesh over it, this could then have a material similar to the bunkers where it blends with terrain texture, but add a slight bit of dirt texture through a noise mask so it looks disturbed and isnt impossible to spot

#

yes this is the part where i quickly open the workbench and try some things 😆

wintry barn
#

pretty much

ornate shard
wintry barn
#

disabling mines..

ornate shard
#

I mean in real life you always dig the hole first, then place the mine in it, arm it and mask the mine placement

errant leaf
wintry barn
#

trenches wont be added though. The "terrain squares" are too big and even though making them smaller wouldnt impact the performance that much they just dont want to for some reason

ornate shard
#

Yeah I guess you are right, the current terrain does not support it. Maybe Arma 3 modded style trenches then? Just small ones to make a rifleman have some use for the E-tool?

wintry barn
#

its a damn shame. those damn OH polygons, thats teh name. the polygons are too big

errant leaf
wintry barn
ornate shard
wintry barn
#

they make a hole and insert a model of a trench

errant leaf
wintry barn
#

not real time, its an arma 3 mod called "reformer"

errant leaf
ornate shard
#

They added the script function to edit the terrain height map in Arma 3 a couple of yers ago

wintry barn
#

wait is it reformer?

ornate shard
#

That could be cool for Reforger too, though I am not sure if the engine supports it currently

wintry barn
#

ohh its deformer
arma deformer

wintry barn
errant leaf
ornate shard
#

Don't know, never did try it. Makes sense though that it doesn't update the thermal map or whatever it is.

errant leaf
wintry barn
#

terrrain manupulation should already be possible, but i already asked a dev about trenches and he said that with the current map triangle size its not possible

#

sorry polygons

errant leaf
wintry barn
#

according to the dev whos name i dont remember, it shouldnt impact performance that much considering how big they are, and how much is needed for proper trenches

errant leaf
#

i would however love if a grid segment could be partitioned into a separate more detailed mesh when making a trench

wintry barn
#

ohhh i see what you mean, that be super smart if even possible

#

yeah that would be amazing

ornate shard
#

that could create some weird rendering glitches on the neighboring triangles but should be entirely possible

#

not sure how dynamic the terrain system in enfusion is

wintry barn
#

youre right the terrain and grass might end up looking weird

errant leaf
#

the texturing should be the same, but as soon as deformation occours manipulated verticies must have dirt terrain layer, but even then when partitioning into smaller mesh there will also need to be a more detailed texture ask for the terrain, or you could get away with the existing one projected on new mesh, meaning materials with clutter like grass dont go crazy

#

ok, i am getting some decent results with the buried mine thing that came up earlier, i will post pic later

hollow pelican
#

garbage manager still got issues on experimental, just lost my construction truck with full supply & 50 mines after 20 min parked : /

errant leaf
#

this for an AT mine

ionic vapor
errant leaf
#

this is a better image of what i think it should look like when mines are buried

ornate shard
errant leaf
ionic vapor
errant leaf
burnt stump
burnt stump
lavish mesa
#

Hey, add the ability to scroll your voicevolume and please make it so that voip doesnt sound like its 2010

lavish mesa
#

The moment we heard each other ingame was like

wintry barn
#

It feels like the range from where you can hear people has been increased, which isn't ideal when trying to be sneaky

lavish mesa
#

If they add a voice volume setting like on tfar and not acre damm goofy ass whoever is in charge

fair dove
#

i never understood the hype for nukes... cool you have a nuke... youre using it? ok cool, everyone dies, game over, time to disconnect... 🤷‍♂️ Sounds boring as hell to me!

ornate shard
#

Other than the annoying chipmunk bug, I always thought the quality is pretty decent?

hard echo
#

I know this is probably not a very common way to play Reforger😄 but Is anyone else having problems with simultaneous dual input?
I walk around/steer vehicles using an Azeron cyborg but look around/aim using a mouse. When i have the thumbstick for movement in the Xbox configuration(thumbstick mapped as left Xbox controller stick) i get a huge perfomance drop when using these two at the same time.
I have created a ticket in the feedback tracker with additional information:
https://feedback.bistudio.com/T179628

#

This is BTW better in experimental but stil a big problem

timber sparrow
lavish mesa
ornate shard
hard echo
low flax
#

I hope the game master mode gets more eden editor type features because I think it would work if it was done this way. Triggers vice versa and especially a cycle waypoint lol

But I get a sense its a move in the right direction

warm ridge
#

Can we please get an option to turn global chat off in the settings? Or give options to manually turn off any chat like team, local, group and so on? The chat can be extremely distracting to me and not having an option to turn it off is frustrating

hollow pelican
#

For every enemy killed with a mine it should raise our rank, it would help counter the lost of rank to careless friendly drivers

harsh laurel
viral pecan
#

I wish reforger had support for addititonal controls, like hotas. Flying helos with stick, throttle and rudder pedals is so much more fun.

hard echo
pastel grail
ornate shard
#

I wonder if the Reforger server has any effect on VON quality then?

#

I feel like the radio audio quality in Reforger is too good actually considering it is a PRC-77 or the soviet equivalent.
The ones that I have used were so much worse in quality.
But I guess the radios are not supposed to be realistic as they are full-duplex as well...

slim jackal
#

Direct voice often feels like if someone is speaking with a bucket over their head when compared to ACRE2 for example.

foggy wyvern
#

I like the random demon and chipmunk filters, especially during briefing from command

ornate shard
foggy wyvern
#

the jank has a certain degree of soul to it

ornate shard
#

Its not Arma if its not jank right?

pure gyro
#

It's always a good laugh when you hear satan upon spawning in

ornate shard
pure gyro
ornate shard
#

But one of the biggest needed additions to the VON is adjustable speaking volume/range. This has been requested many times here before but it is really important for any PvP game where sides can hear each other.

slim jackal
#

it's useful for PvE too, with more people you can talk in smaller groups during briefing without disturbing everyone else for example.

ornate shard
cobalt agate
#

I feel like the ai can hear you, this may just be my paranoia

foggy wyvern
#

Not in main branch

fair dove
#

They can't? I know it was a common misconception in Arma 3 that they could see you through walls, but they could actually hear you.

foggy wyvern
#

I think they can "hear" vehicles

main tide
pseudo owl
#

Not sure anyone in the dev team will see this, but I'd like to propose a possible addition to the game regarding PIP scopes.

First off I wanna express how glad I was to see dual render scopes officially supported at launch, additionally as someone who experimented making PIP scopes in A3, it is beyond incredible to see the depth that BI has gone to in providing educational material for PIP and 2D scope makers on the wiki!

So back to my point: I really only see one small thing left that is missing from the current PIP scopes in Reforger, and that is scope ring blur.
If you've ever looked down a scope IRL, you'll know that the optical view and peripheral view are in focus at infinity distance (already correct in-game), BUT the scope ring itself is too close to the eye to be in focus.

Currently in Reforger there is no depth of field blur on the scope ring itself which I find detracts from the realism that is so nearly perfected with dual render scopes.

I know the game supports two types of depth of field simulation (basic & bokeh) and this is currently applied nicely to weapons in some circumstances.
My guess is they disabled this while aiming down PIP scopes to prevent the 3D model's PIP "display" from blurring as it is technically close to the players eye.
I wonder if there might be a way to "tag" the PIP "display's" polygon/surface in the scope model to make it render at infinity distance in the 3D z buffer in-game? From memory in A3 bulldozer it was possible to apply various render properties to specific polygon surfaces to control things like render priority etc. If possible this could allow the automatic (too close = blur) depth of field rendering to work correctly for the scope's ring, while leaving the rendered optic view, and surrounding peripheral view in focus.

Would be keen to hear any info on this if anyone's got more experience making PIP scopes in Reforger.

(I made some example images but I can't post images here)

timber sparrow
#

I remember VBS3 used Z buffer to determine intensity of heat blur applied in post processing. Maybe it could work here as well, but I don't know if there are more features depending on that already in Reforger, will ask

foggy wyvern
#

I would love if we could have optics DOF for holo sights good enough to blur out the entire body of the optic

#

when you aim with two eyes instead of one this is more or less what you'd see

small forge
#

Vog-25 has word "ИНЕРТ", this is the abbreviated word "Инертный" which means "Dummy", this round does not explode, just for training

small forge
pseudo owl
# timber sparrow I remember VBS3 used Z buffer to determine intensity of heat blur applied in pos...

Thank you! If it's possible to apply through a polygon property, I forsee it could be implemented without breaking existing mods by having a second object model setting that disables the current disabling of DOF while ADS in pip scopes. In this way, enabling correct ring blur could be achieved by first applying the z buffer tag to the pip display and then checking/disabling this second property (enabled by default for existing scopes)

ornate shard
#

Are there any plans on improving mark marking capabilities in Reforger?
Line drawing, area marking (rectangle and sphere) and "finger pointing" to nearby players would greatly benefit our planning capabilities.

ornate shard
#

Military markers could benefit from unit size designation

ionic vapor
#

They updated the military markers in the experimental version

ornate shard
#

Yeah I am looking at them right now. I am liking how the markers seem to work much better now.

#

Not sure if the marker scaling is benefitial as for example when trying to denote the sectors of an observation post with arrows, the scaling kind of messes it up

#

Wonder if I can turn it off with a mod then

#

The markers should have a size option just like they have a rotation option

ornate shard
#

Oh and one more suggestion: when you hover your mouse over the marker, it should say the markers meaning.
It would probably benefit players especially on public servers who don't really know the NATO APP-6.
Now I promise I will shut up about markers for a little while salute

ornate shard
#

Can we have character weight affect the inertia and character animations a lot more?
Right now you can grab +60kg worth of equipment and it is barely noticable, mostly drains stamina a bit quicker.
This would balance out the one man armies running around solo and encourage teamplay.

oak flare
main tide
# ornate shard Can we have character weight affect the inertia and character animations a lot m...

having quick draining stamina is already enough i,o because the more your stamina is drained the more weapon sway a player has. High weight will constantly make your stamina low and thus have poor weapon controllability. If im a defending player just sitting in a spot i alreayd have an advantage of having steady weapon sway versus someone who just sprinted over and cant maintain as steady of a aim at someone thats already shooting at them.

ornate shard
#

And as long as you are not sprinting with high weight it currently does not drain stamina that much.

#

Did a little debugging today with the tools while finding good values for my mod.

main tide
#

i cant even sprint long with 40-45 kilos of weight. simply doing a basic jog quickly wittles down your stamina to prevent sprinting. never minding trying to load myself down with 60.

ornate shard
#

Well our last GM event half our players were complaining that why is there no stamina system in this game when there was one in Arma 3 😄

main tide
#

i dont know about that i recall encountering people in arma 3 playing as rambo anyways. Killing a sniper with a ghille suit loaded up with a massive backpack with a guided missile launcher as a secondary was a thing

ornate shard
#

Yeah but in A3 weapon sway was way much more apparent and you had a stamina bar. Not saying I want a stamina bar in Refoger, I just want your encumbrance to affect your inertia and animation speeds

main tide
#

should there be a separate system for weapon sway? why not have a seperate system for aiming down yours sights to prevent someone from constantly having ironsights aimed down? IE a sperate stamina that tires the arms even when fully rested from not sprinting?

main tide
ornate shard
#

But I agree that a hold breath function should have been in the game since release.

olive trail
#

the lose of sprint stamina is useless when it comes to making players not carry 60 kilos worth of gear al the time.

main tide
#

the supply system already existed to discourage that. a person carrying 60 kilos of weight will cost alot of supplies to spawn

olive trail
#

doesn't work in practice. not at all.

#

jogging speed should be affected, making it slower after each kilo behind a certain x kilos.

main tide
#

but IRL there are also many other variables that affect that.... Weight distribution efficiency of a particular backpack or load bearing system coupled with physical fitness

olive trail
#

moving should feel clunkier, and the soldier should be making a lot of noise moving around the heavier they are

ornate shard
ornate shard
main tide
#

😂

olive trail
#

fat makes less sound than metal, and fabric

ornate shard
main tide
# olive trail fat makes less sound than metal, and fabric

but there is not much difference in sound running with an empty kit and a full kit. I mean i can load up my plate carrier with magazines, as opposed to not any. the fit ofmy personal mag pouches is tight enough that there isnt any rattling noises. I could fit some objects into a backpack, and they wont make much noise. barely any more if there is a tight fit and there is no room for them to bounce around

#

i think the noise difference is subtle and not all all massive. I dont have loose Pots and pans attached to my kit

olive trail
#

you kind do when players are running with 30mags and 20 grenades in their backpacks.

ornate shard
main tide
#

or what SAS guys lugged around with them in iraq desert scud hunting.

#

because its the only way for a smaller unit to survive an engagement if theyare unfortunate enough bump into a larger formation.

olive trail
#

I like the way tarkov does it. it's a gamey system, but it works. the system was made to fix this exact same issue, it's purely for gameplay reasons, and it's simply works.

main tide
#

tarkov isnt a milsm though. its a game that has a identy crisis. a survival loot based game trying to also be a squad based shooter in much smaller maps. You arent trying to fight a massive war in a open world. nor is there a logistics system

#

If people want to be SOF rambos. let them. they better be a Delta force tier operator though, or else if they die without getting to use thier gear they end up wasting supplies

#

also reforger doesnt have a skill system like tarkov. a level 1 player is not a level 50+ player that has strength skill Maxed out allowing them to spring around with comical loads, which can be further reinforced by popping stimulants to allow increased indurance and faster stamina recovery.

ornate shard
# main tide tbh not that much more than what SOG guys carried in nam 😆

As someone who did LRRP in real life I can assure you no matter how special you are, you are not going to do fast maneuvers for long while carrying a 60kg ruck.
When you are supposed to shoot your gun, you drop your ruck.
The exception to this is when peeling and that is one of the shittiest things to do in a full LRRP loadout.

olive trail
#

the difference between 1 and 50 skill is 10 kilos iirc

#

tI would say the "logistic system" in tarkov is way more punishing than the one in ar

main tide
#

yeah having 90% of the player base cheat is very punishing to those thinking they can play legit. 😂

#

In all seriousness tarkov has more in common with dayz then arma. survival genre.

#

different strokes for different folks i guess

olive trail
#

game genre is irrelevant. this is about a specific system, placed to fix a specific problem, that exist in both games, a system that works perfectly, and is a perfect fit.

#

won't feel out of place in either games.

main tide
#

there is no reason to rambo in tarkov, because the whole game is centered around looting. and extracting with valuables to make a profit to sell on a market. If Someone loaded in with 2 weapons and 20 magazines and grenades, they dont have much space in backpack left for looting. Even if there wasnt any mobility or stamina reduction