#reforger_feedback
1 messages · Page 14 of 1
!mute 325042042264879105 3d 2x pinging random BI developers - see #rules Rectify your entitled and hostile attitude if you want to stick about
Silence!! ò_ó
...
I keel u, @hollow patio!! Ò_Ó
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
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.
Absolutely, I'd say it's the best implemented functionality
Not to say the other stuff is horrible or anything but the sound design is amazing
buzzing for the cover system
When can we expect a roadmap update?
last updated Nov 2023
Check pinned map in discussions. Thats actual
There is no pinned map in #reforger_discussion
oh found it and it still says last updated 16/11/2023
yeah because there hasnt been anything that updates it after that
it will be updated when an experimental build is out
thought things would turn orange as they are being worked on 🙂 my bad
ah thank you
orange when it goes to experiemental
Make the work shop a stand alone app on xbox for faster mod downloads.
I think the download limit of 3mbs/s would still be there.
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
Doubt they'll be adding them for Reforger. Maybe A4 though I guess. I've been tempted to remake them too but last time I did that it was Everon and then they remade it for AR.
Did you remake Everon for a3?
I had started but then those AR leaks came out and I got suspicious and stopped working on it. Video from it: https://youtu.be/yotqvmdFK9Y?si=OaTLO6ybSQpU09zu
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
Yeah, seeing modernized Nogova or Malden wouldnt be a sore sight
Oh wow, that’s definitely everon looks dope even just as a flyby.
I have a few more videos from tests on the channel too. Might be able to use some of the lessons learned for other terrains at least.
I also wouldn't mind seeing Malden, Kolgujev, Nogova, and of course our favorite desert island in A4
@stray frost Malden would be nice change of pace from Everon but it wouldn't be official conflict mode.
I used to dream about Tanoa. Portal 2 was the only other game world convincing enough to ever appear in my dreams.
Thought about porting Malden and Kolgujev with Object placement from CWR2/CUP since I have the source files. No time to upgrade them to AR standards though so probably not worth it.
But we can stop talking about it here since it's off-topic.
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!
I really hope they go in that direction...Seeing the entire malden archipelago map on the official printed Everon/Arland map makes me really hyped, and I'm curious about the minor islands (Le doigt, Ile Charlet & les Trois Soeurs) Have those ever been mentioned previously lore wise?
Not that I'm aware of. Is there a picture of that online anywhere?
yes check the Everon page on the Armed Assault wiki
Oh I see now. Interesting that Kolgujev isn't there
it's 500 km north east of the archipelago according to an official BI drawing
That's like a whole Germany away
Still getting randomly kicked for stalling almost 2 years since the game came out
stalling and flooded
Sort by ping appears to be broken
the whole server browser breaks if you change the tab too fast
Ugh..not me man, I really dont ever want to see those countries names again...ever. Give us something fresh like South America Andes mountains Tropical plush -Commies driving North toward the U.S with some Drug Cartel Czars thrown in as a 3rd faction
Possibly penguins..
I'm all for the penguins... not so much the other parts
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. 
But your ok with yet another rehash of small fictionalized European islands...ok. South America has some of the most diverse bioSpheres on earth and is pretty under utilized in the gaming world
I worked on CWR2 and CWR3 so yeah I'm okay with them bringing back the other islands so I don't have to redo Kolgujev a third time 😄
No offence but I care far more about a Fresh new slate for Arma 4 than the old mods that keep chugging along
Well you're probably not getting it at release since I'm pretty sure they're reusing the Reforger assets.
And South America might have some of the most diverse biospheres on earth but it's not like they're all in one 12.8x12.8km area
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
Just no more F***** Everon....EVER !:D
That's probably one of my least favorites in the franchise. I have some fond memories on it and there are parts I like but pretty much every other terrain surpases it
Cool man - you do you
Just no more F* Everon....EVER !:D
But you said you loved Sahrani and Sahrani has Everon
...Ok wiseguy. Now i remember why i avoid this Discord ..
Oh come on now it was a joke. And a truthful one. Those are the best type!
Heli controls is too random: heli starts spinning mid air in different directions not sure why; anyone knows that could be the cause?
I applaud BI for trying to implement verticality in the urban areas. Didn’t really work with AI, but it looked nice. The stand alone south sahrani map was nice though.
But nothing comes close to the real OG; ofp's desert island
hey, you guys should add suppression
I think they shouldn't. As many people hate the mechanic as love it.
oh no I can't see no more, a bullet must've whizz by me
Suppression should definitely be added
Will make people have to actually think about movement, what fights they pick, and where
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.
Should have never ran into that open field, and should have brought a machinegunner to suppress the enemy
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
how could I've know the enemy will bring magic bullets that make me lose sight
It's anti-fun realism for the sake of realism. There are other games for that sort of thing if you like it.
Reforger is one the few games I’ve played that I feel genuinely terrified by being shot at.
It's not even particualr realistic, but that's beside the point lol.
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.
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
MG is already best gun in the game
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
because one mg can't suppress anything that isn't a tiny shed
that is realism for you
Suppression will slow down the COD kiddies
And make it feel less like battlefield
And more like Arma
It has never been an ARMA feature; it was invented by Squad I think. So that would make it feel less like ARMA, and more like Squad.
Why are you shooting at the rocks behind him and not where they’re going to peak from?
Nono, the rock hes hiding behind
Recoil
Otherwise youre turning your Machinegun into a Marksman rifle by waiting for his head to peak up, just to shoot him
Its a firefight, not whackamole
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
A machinegun can suppress a whole lot more, for alot longer, than an assault rifle
Thats literally the purpose of an Autorifle like the M249
Essentially you should be pre-firing where they could peak you shouldn’t be dumping all your ammo into one spot
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.
I won't mind it if took a lot, and I mean a lot of bullets to suppress someone.
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.
In Reforger tools to have the m998/m1025 doors as separate prefabs from the roof prefab.
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...
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.
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.
yes I know that its not the most realistic, but how else will you achive suppression effeect?
mby if you just take Conflict for example, dying should be more punishing, no teleportation, more expensive stuff etc
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.
Nono I mean the idea of your in game character reacting to it physically instead of blurring the screen is a great way to achieve it I think.
I think that discussion is separate from suppression as suppression also affects game master and others (I only play game master)
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
but idk
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 🙂
yes this is also crazy to me, I think that BI is kinda ignoring a lot of core A3 community which didnt fully transfer to Reforger, thats my guess
not sure if that makes sense
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.
mby you are right, mby and I really hope A4 will be as realistic as possible. Potential of this new engine is huge...
Yeah and as long as they just give more ways for us to mod the core features, the community will fix the missing realism 😄
jup I hope more modders for A3 come to Reforger
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
I love the cold war era and especially 80s, but Arma 2 was the sweet spot I think.
Reforger content should be as a free DLC to Reforger owners.
Anyways this goes offtopic of this channel
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.
I never flinch
yeah good thing trained soldiers can never be pinned down
real soldiers also don't care if they die cuz they can just respawn in 60 seconds, 50 meters away from where they died, right?
30 seconds if the guy carring the radio is high rank
It is also a different thing if a specific feature belongs in the official Conflict gamemode or private game master sessions
I am starting to get flashbacks to the whole ICO situation from Squad
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...
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.
reforger is very good for doing things like 360 noscopes since it doesnt add artificial hip fire recoil/spread
actually does 360 noscope better than cod
Well back when there was one handed firing when a gadget was equipped they actually had higher recoil, as it was actual hip fire
There's even a little checkbox in the gadgets if you're allowed to onehand fire while holding them, but it doesn't work
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.
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.
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.
a solo mg shouldn't be able to suppress an entire 12 men squad anyway.
A bullet is a bullet, whether its coming from 1 guy or 10
it's really not
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.
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.
Keep in mind, that 12 man squad is not gonna be 12 man for long
but no system like squad
there is a very noticable different between being shot at by one guy, or ten guys
when that one guy is spitting 850 rounds per minute of accurate fire it still makes quite a difference.
Give me a shotgun with a drum mag
ten guys can spit ten times that
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
I mean, just look at history, machine gun nests / bunkers have been a thing for quite a while, and one of their big benefits is how little manpower these need to be effective.
both were part of outpost or defensive lines, they didn't exist in a vacuum.
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
But this tactic relies on fear.
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
There is a really bad bug that fucks with the AI
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.
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
I mean, all except the first one could be considered successful suppression.
But to no great effect
It depends, if the goal of the suppression was to for example stop you from reaching a critical objective, then it would be effective.
Supression is rarely used in defensive situations (enemy coming towards you), then you use accurate fire to kill.
It's not that you are not doing accurate fire, it's that it's not just the kills that are making it effective
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
AI in A3 atleast were affected by suppression. If used correctly it could be an effective tactic.
Tbf i never noticed that, they only loose morale after certain % of squad is killed, they pop smoke and retreat.
But not just by bullets landing near.
Tbf FSM has hitNear but ai mostly ignores it and prioritises other stuff
Same as they seemingly ignore near explosions (event never schedules) and fallen comrades
(I know cause i made a monster that would be afraid of blasts, it was never afraid)
They perhaps would if they dont have target. Default reaction is crouch -> prone -> scan direction
Essentially, IMO, good suppression should punish those that don't value the life of their character. It should simulate the fear of the character in such a way where if you do something risky (such as crossing a kill zone without concealment or suppressive fire) you will get punished for it if noticed.
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.
Fun thing to discuss however
Yep 🙂 but you guys will have to figure out such solution
If at all
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)
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.
Gotta get that charisma boost yk
make it so you lose rank if you die. this will be a reason to fear death.
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.
I like the idea of such punishments tbh, although it would benefit from more rigid roles and groups like RO2
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
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)
Currently you can scale protractor with MMB click and rotate it by dragging with MMB held
subject of suppression always divided people into two categories—those who love it and those who don't. I don't think it would be difficult to implement, but idk... Why not make it togglable, and satisfy both sides.
Or I guess we can wait if LAxemann comes up with something, he had a great suppression mod
Yeah i accidentally discovered rotation but didn't realise scaling. But still, the gap should allow the pencil marks to be deleted, doesn't make sense not to (and it isn't obvious to the player what's blocking it, because it's possible the line is short enough to be entirely within the gap)
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
Idle animations — can see the inside of your body when it turns
when the character stretches and stuff?
Disagree. becuase too many crucial vehicles are locked behind ranks. Wars arent fought with casual rear echlon transports like jeeps or UAZ's. A shooting war between USSR and the US would be a heavily mechanized warfare where APC's and IFV's are the bread and butter of motorized/mechanized infantry formations.
this is why it will scary to die, because if you lose your helicopter, or vehicle, you won't be able tospawn one immediately.
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
I feel like all arguments boil down to skill issue
arma isnt tarkov. im tired of other communities trying to make thier games more like other games they play
would love to see how you reached to this
none of the prior armas had this
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
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
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
none of the prior arma had conflict in it current iteration either
they did have CTI which conflict is the spirtual sucessor to.
Like minded players self regulate
Or mods to make supplies regenerate way slower, that could do the same thing
This is why I added in it current iteration, because it might be a successor, but they are nothing a like, almost.
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
assuming conflict will make it to a4
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?
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
it might come to a4, but i predict it won't be THE game mode
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.
In Arma 4, THE gamemode will probably be more Milsim oriented ones like Game Master and Liberation
Because all the Arma 3 players will try to make Arma 4 Arma 3, and bring with them familiarity and tradition
if we are being honest, it will be life and koth
antistasi
I think some new game modes that Don't yet exist will be most popular in future. New Engine = new possibilities. And in past ARMA community was very creative with new PvP modes e.g. pretty much invented the entire survival and battle royale genres.
They could replace the admins & police with AI soldiers. Might even be fun.
or not... just removing the power tripping kids probably not enough to save it.
what game modes does this engine make possible that werent possible before?
Very, very little
Usually niche additions to previous gamemodes that make them better
Like taking Team Deathmatch but making it Bigger
I cant think of any
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
pretty sure you could have applied a physics impulse on collision to make them bouncy in RV
game modes that are easy to look at
and I hope, game modes that don't turn into a slideshow often
Yeah when the character rotates the body. I took a screenshot, will make a ticket. You can see the black void of the torso 😅
How far can you throw your body is more fun now: https://youtu.be/AEBaic3g8V4?si=120xmczhF49nXgpT
I am sure he is fine 👍
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.
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.
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.
Can you share more info, on which concrete wall. Or maybe having even a video would be better
I can walk through walls and fences myself so we're even
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
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?
These have been known issues for months, some of these since Early Access launch 2 years ago
Good luck getting them fixed, the only one that WAS fixed was the magazine glitch but their reversion to the previous garbage manager system with the most recent update has reintroduced it
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.
They seem to have given up on PvE
They're going all in on PvP it seems
not me! 🤓
Really? They just put out a devblog about upcoming AI improvements?
Majority of those improvements wont be coming to reforger
AI will move slightly to the side to be behind rocks when shooting
And throw smokes on Unconscious Friendlies
Thats about it
Theyll also be getting their drivers license at some point too, but when, is up for debate
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.
pretty sure some of the VOIP distortion is deliberate with some players
I highly doubt that as we run a pretty tight ship 🙂
i honestly always thought it was people with voice overs, but if that was the case there would be a lot more cases of people doing it then, have they been able to resolve the issue in any way?
It was completely random. It went away when they just waited quitely for a moment.
And of course it always happened when we were just about to start our well coordinated assault and then the platoon sergeant sounds like a chipmunk on the radio 😄
that sounds genuinely funny and annoying at the same time 🤣
like in arma 3, if you commit too many tks you get aggrod by ai
I think thats a good idea
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.
Nobody gave up on PvE
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
The new tutorial doesn’t seem to do it justice either, think that would be a nice addition to it 🙂
- 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
Awesome to hear! 🙌
To add to that, when manual shifting, 3rd person rpm gauge is gone
compared to A3 vanilla the medical system is a godsent
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.
i do agree, injured limbs dont affect move speed and weapon sway enough
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
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
Im wet
an intern lowered brightness and we're losing our minds
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
it's too late now
I’m suprised the folks at bohemia let something so small slide usually they are very into little details
theres a reason its a m16 carbine but not a m723
also dunno if its just me but the standard carbine, hanguard seems to be a bit too fat. Like its a M4 handguard instead of Colt Carbines preceding it which appear a bit slimmer.https://cdn.discordapp.com/attachments/551465062339051521/1209587049250951228/image.png?ex=65e776b9&is=65d501b9&hm=7152d6d6141618e4b89eb142fbd60845cc340df66fa851f840da9fedf4e06b87&
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 👍
wow that looks good!
i mean sure they improved the visuals of the guns. the AK74 and M16A2 got a 3d update in line with the new weapons
I actually said not long ago that i hope that the old gun models get an update, surely enough they did, its like christmas
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.
reforger offers more control over markers rotation, it is longer but I dont think it is anything to alt-f4 the game over
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)
Perhaps we could see some AI in the new KLMK that can be placed down
moving hills and down looks great
they added it a few updates ago. looks amazing.
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 
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
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
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
I’m convinced that the government wants WWIII to happen
They spent 1985 to 1989 just waiting for another invasion so they didn't even try
do no think about it country has communism and we help them see the democratic freedom or something american comrade
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
Why did they let the Soviets have an airbase after the events of OFP
Arland technically doesnt belong to Everonion Government
And the Soviets invaded the island, taking the Airfield by storm
oopsie daisy, sorry nato we did a fuckie wuckie uwu pls forgive us
I see
So its a different story than Kogujev
Yep
Also if I remember correctly Everon teamed up with the USSR in their space program
Everon space program is sitting a bunch of mines under a UAZ
It works tho
naur its driving a vic to fast on the dayz engine
because a tiny microstate is powerless against the wishes of superpowers like USSR or the USA. they are caught in the middle
A superpower they just repelled
werent FIA being supplied and aided by the US though in the OG flashpoint?
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
Technically no. At least there is no evidence of it. They don't even make real contact with them until they return to Everon halfway through the campaign
They do in the Resistance campaign though
That means the cia did a good job 😉
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
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?
Ping nillers
I’ll correct it in a moment.
cant undo the respawn tents in Everon combat ops
You have to break them by blowing them up with a grenade for now
or wasting just about a magazine
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.
The new AI have some very low perception they can’t even walk around vehicles
Realistic, they take inspiration from the newer arma players
vehicles shouldn't spontaneously explode if there is nothing flammable or explosive in them.
E just means I got 30 miles left before the car dies. 😎
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
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.
But then this wouldn't be funny https://medal.tv/games/arma-reforger/clips/1WtbANdFwHEbxl/d13376Rp1zLw?invite=cr-MSxoSFgsMTYyNjQ3OTYxLA
Watch Untitled and millions of other Arma Reforger videos on Medal, the largest Game Clip Platform.
would be more entertaining seeing it tumble down till it reached the bottom of the cliff. anyone who doesnt hop out is dead regardless
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
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.
in any case i wont allow the current limitations of the game prevent me from surviving stunts
Is the engine in trunk* like the one in z so it can get front smashed up a bit
Well that IS a red car, just saying
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.
adding a radio inside civie cars would be cool
engine is in trunk
It would probably need functioning volume adjustement though so you can hear others talk in the car
yeah true, i just want funny songs to play while the entire car is screaming because we're getting shot at
14 seconds · Clipped by kuloodporny · Original video "ARMA Reforger | Official BI Server Experimental 1.1 Playtest Live Gameplay" by Mak84
that was me
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.
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.
definitely not during, but after, or maybe it was yesterday. I can't fully remember.
I watched the stream and noticed
we were also having 8 guys in a car and driving with that music around radio tower.
where can we deposit supplies in Combat Ops... Been searching for very long time and couldnt find it, does it even work
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
And adding a long range communication radio into certain military vehicles would be cool too
Something that the crew of the BTR could have access to for instance, or the helicopters
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.
would be neat, but music better
i want funny music to play while i hit 120 in a medical van with 3 patients inside
That's pretty easy to do, there were mods out there for stable that did that and they came out within the first week or so of reforger's release. They were just hooked into reforger's vanilla radio stations. If bohemia doesn't implement it i'm sure someone will mod it in.
they may as well keep the 727 carbines since other SOF groups used them rather then removing them entirely for 723's. Its really more the heatshield for the carbine grenadier that bothers me then not having a 723
Yeah, that's what I'm saying. I don't mind that the 727 is in the game even though to my knowledge it was never in the TO&E for the 82nd airborne, what i'm saying is that the heatshield bothers me too
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
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
Experimental has that
can we see who initiate vote kick, at least in logs for admin ?
I hope they bless us with a surprise update that includes Cold War Era NVG's one day, it would be so cool.
I am afraid that the playerbase will just complain how bad they are.
Besides now thay they have made night times not actually dark anymore, what is the point?
Fun, driving at night without lights. idk what platform you play on but nights are still very dark, not as dark as it was day 1, but enough to use NVG's
I like the Flashlight meta , but its kinda too dark during certain times, specially indoors, it feels like we are walking around with Candles xd
nuh uh see easy when night NEEDS darker
theres no nightfighting equipment besides flashlights atm. Maybe when flare rounds for mortars and UBL's are added we can talk about darker nights
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
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)
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.
Game doesnt work keep getting compile errors when i try to join a modded server
I have to say, I am absolutely loving the new AI. They are actually flanking us, it's so good. Thank you
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
although im glad to hear you like -Flanking was always the One things old Arma AI COULD do -is there anything special or new about how it plays out here?
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. 
if they can be taught to not cross open fields it would help. thats still a big issue with them for me
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
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.
Well in experiemental i can put my gun in my backpack when its near empty so maybe you can put a law
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
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.
And not automatic when you equip it, but manually armed by a key press.
But this is just for added immersion and most people wouldn't care about it that much.
And since there is no backblast in the game, whats the point?
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?
Dragon
The Dragon as well
Although thats more similar to the TOW
Javelin wasnt in that time
Thats the dragon
Modern Versions of this weapon still exist today
Most notably, the NLAW, which is a successor to it
And im 60% sure the Marine Corps still uses them
Of dragon?
I agree, disabling safety should be manual
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
that is a dragon, optically guided missile for ground targets, stinger is different and can lock onto arial targets
Who mentioned a Stinger
I know what a Dragon is
American doctrine. Anyone who can, will carry portable, simple AT launcher. Nowdays AT4.
Maaws, Smaw, javelin, M47 dragon was reserved for specialists
I know enough about dragons to know that they arent real
Thats every man holding one Launcher
Not one man holding several
oh sorry, someone came though here recently going on about a stinger, i thought this was alead on, it is the first thing i think about when it comes to cold war rocket/missile systems 😉
also you can stop rocket spam by eliminating the launcher operator
you have been lied to, i seen em
Afaik you will carry as many as told. So rest of the squad doesnt have to.
But normaly they are stored in vehicle
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
i agree
For the LAW, the arming of the launcher itself should be Manual, like the LAW and AT-4s were in Arma 3
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
This will make them weapons that require much more forethought and cant just be swung around constantly
i think squad gets rockets right, makes them feel powerful but also require a skilled operator
Only modded. Vanila are armed
Werent alot of Disposables in A3
The biggest one I can think of is the PLAW which is just an unguided NLAW
No. All a3/a2 launchers were reloadable, even if irl they arent
I never used the vanilla ones cause they sucked
like the law in OFP 😆
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
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
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
Exactly my point
Why are people running around with RPGs if they dont use them?
If you wanna use it, have it out, have it ready, and be ready
Dont just react to the situation because a jeep is passing by, and you barely get it off your shoulder in time to catch it
If you were expecting the jeep, youd have been ready, and intending to fire it
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
that is true, but it being a hassle means that people cant pull a law out there ass all of a sudden and 360 noscope you
^
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
I think you misunderstood.
If i have law, i want to equip and fire.
Not equip, extend, disingage safety and fire with 3 diffrent controls.
Going by that logic, why not force weapon reload thru inspection?
Because a rifle bullet cant kill a BTR with everyone in it
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
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
Give MGs proper suppression to make them actually useful in their given role
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.
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
Also for casual play reforger is "complicated" enough. For anything more advanced you can always mod it, and run your own community with it.
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
Ace is a mod you add IF you want it. I suggest you play some vanilla arma 3 and drawn conclusions then
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"
Much of the stuff in a3 is same to reforger
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
Will the AI be able to build fortifications?
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
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.
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
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
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
But again, only 1 is really needed. Rest are just extras that help
Those extras make or break a firefight
And that is bandage
Being out of the fight for 30 seconds bandaging your three broken extremeties is more dangerous than just taking 10 to tourniquet them
Rarely to be fair. Most ppl die instantly. And those who dont ussualy wake up unassisted.
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
Anyways. My point is, vanila a3 and vanila reforger arent THAT much diffrent. Sure reforger has better graphic, but a3 has way better UI
Or they shit talk whoever shot them
A3 also has more AI depth
Tank physics
Fixed wing aircraft
Missile systems
Diving and submersibles
Boats
And many other systems like Radio Jamming and even Invisibility Suits
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
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
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
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
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
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
i thought it was quite a smart feature as well
it would eb cool if fuel consumption rate was based on weight in vehicle, like supplies, men, and inventory
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
Think u can change fuel consumption multiplier in gm
That requires a GM
Or mod
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,
I have always hated the loadout/arsenal stupidity that Arma 3 brought. All previous titles had clear classes/roles and thats what Reforger should be in my opinion. I know now it cannot be changed anymore in vanilla but thank god for mods.
Well tbf, given the sizes of map, fuel consumption is realistic
A2 had it too, if a bit hidden. During mission briefing screen, you can go to team tab and press inventory button.
From there you can alter weapons and ammo. But not uniform
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
Jeep has a consumption of 18l/100km and fuel tank of 67l. So if u drive from south to north of everon , roughly 10km, you would use 1.8 l of fuel. Means youd use about 3% of fuel?
Ingame is a bit different
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?
fuel consumption has been tweaked on experimental.
has anyone ever played Trespasser? weapon aiming was dope there
I get the yellow light around Tyrone and Red around northern Meaux
by the time I hit the harbor im running on fumes
What else was done in addition to needing the Fuel Depot?
from what I know, all vehicles have higher consumption, so that you will have to go and refuel from time to time.
I do consider it and my opinion is, that its "complex" enough.
If u want more advanced, mod it.
Like a3
Perfect! This was one of the things I was hoping for
doesnt the jeep run out of fuel after driving through the everon map top to bottom?
We should stop relying on modders to fix games
Not fix, enhance
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
Im talking about adding complexer systems (ace3)
not everything in a game can be accessed by modders anyway
I try to mod everything I can but modding is a bit limited on many areas as of now.
But I do think that added depth and immersion in most cases would not take away anything from the "casuals" running and gunning and respawning every 10 seconds. They could still do that and at the same time us wanting more could play it our way.
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
forgot about roblox
Yes but disable respawn, add ace3 like medicals, and very indepth gun mechanics and playerbase will increase by 500 but decrease by 1000 due to it getting too complex.
U can fix vehicles in the ramps
Yep
I never suggested disabling respawn or anything like that on vanilla game and official servers.
Just make some mechanics that we cannot mod now more in-depth. Then server owners can disable respawns etc. if they feel like it.
Theyll have Console players to keep the game kicking
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
Well official servers are their baseline.
And from financial point of view it makes little sense to stray far from that to make more advanced stuff someone might use.
Rather open mentioned mechanics to modders and have them make more advanced stuff
someone made a mod that makes the character move like a grandma
This is my dream
I forgot the name of the mod but its so sloooooooow
Slower strafe is the name
Again more in-depth mechanics when done right do not diminish the playerbase. So far they have constantly implemented more and more advanced stuff and the player counts have only increased after every update.
So I don't know what is the risk that you are seeing here?
I do agree that more stuff needs to be exposes to modders but I don't what is in the scope of Reforger and what is not.
Whatever is on the roadmap for Reforger is in the scope of Reforger
And then some
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
Ai can throw smoke already in exp
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
In one rare situation, in which it wont be that useful for them anyways
Retreat or attack atm...
Both of those are out of the question from what ive heard
Mirrors are not conpletely out of the question at least.
Neither
To pick up an unconscious ally
It is funny though cause there used to be Mine Detectors in the files
Porbably gonna come back around
they still are and they are definately going to be used, same as mirrors
Retreat or atrack are important
And neither are in the scope of Reforger
Ofc they are, in exp it works already.
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
Why would they smoke just to smoke?
You said they use smoke in attack and defense
They do not
They only use it to pick up an unconscious ally
Well uncon ally is a defensive situation.
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.
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
They also try to deploy smoke when getting shot at by an enemy they can't see. Atleast if I remember it correctly
I think that too. At least from my testing in gm
But then again they do spot quite well.
For me they just awkwardly crouch in the middle of a field and slowly walk in the other direction
And on EXP they run for cover first, THEN slowly walk in the opposite direction
Just tested it and I couldn't get them to smoke when I was shooting from 900m away until one of the units in the group went unconscious.
Fair enough, I thought they did that, likely just misremembering then.
I recall them doing that a long time ago, months ago
Could have been CRX AI mod?
They definitely used to, but lost the ability to at some point down the line
And no, this was Vanilla
Dont think ai ever threw smoke before in vanila
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
U sure u remembering wrong?
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
Idk i used to vividly recall you could interact with light switches... but it was never the case
Maybe you had the A.I. mod enabled by accident.
Vanilla A.I. never used smoke in any situation.
I can tell for sure there was 0 code for this and that's why i had to research how to do it on my own.
But how will they know what to build and where
is this official feedback? devs monitor this?
yeah, this or you can put it into feedback tracker
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.
no
Feature request [Reforger/Arma4]: in-depth weapons meta-data so filters for Era, Decades, Manufacturers, etc can be made.
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
Similarly, bandannas on arms like DayZ
Yep, it's why I added the Arma4 tag...or is there an Arma4 feature request channel? that could be handy.
Arm bands for sure, because medics and specialists can wear arm bands. Also Neck should be a separate item, for medical but also scarves, balaklavas, etc.
Umm isn't there already a mod that does all this? Zeliks character?
“Requests” don’t really go over well here
how tweaked is Fuel Track, can i refuel it with my cargo fuel or do i still need to go to fuel station pomp
well you have fuel compositions buildable in bases, fuel stations scattered around the map, jerry can and fuel trucks
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!
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
In 1.0 already some people used to have the problem that they couldnt fill jerrycans but could empty them.
I experienced this from 1.0 I assumed it was just a weird decision
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
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
I don’t even know how you’d fix the audio splicing in ai callouts but honestly I hope thet never do
roadblocks are slightly overpowered
hit a roadblock, blew up and the vehicle got catapulted into an electric pole
Are there any plans about adding a tab here called "Inventory"?
That would make Game Masters' life so much easier.
Think it’s time to up the reserved space cap on Xbox, maybe 30gb now ?
Growable persistent storage for xbox is confirmed, but not a priority from what I was last told.
Awesome Sauce man appreciate it
Just notice a lot more folks saying there running out of space currently most servers run 14-16 GBs of mods
It is becoming increasingly difficult to play on more than one server for us. Very frustrating yes, but we will live. Hopefully…
That’s why I play offical, no need to worry about 20gb of mods
just morons to worry about instead haha like baby sitting
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 🫣😅
i stated this a while back, such an iconic NATO thing that that wouldn't be too hard to implement
also some decals for bullets that fail to penetrate would be cool, especially on the side of a btr
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.
its bugged anyway, i had several situation of bleeding when there was nothing to heal, sometimes i could guess which part was bugged and then i injured that part and then heal it again with success
I like it honestly, the bleeding part is usually covered in blood it’s sorta a “I have a working brain I can do this” kinda thing rather than just hold E to cure patient of everything
Yes, still present on exp.
Check injuries show that u are bleeding correctly but you yourself or anyone else cant heal you.
As you said, only way around it is to get injured again
Yeah I mean the best option ofcourse would be that you could visually see the damage and visually see if the limb is tourniquetted for example.
There has been something relating to this in the game files so I hope this is their plan.
Yeah seeing bandages and torniquets on the body would be nice
Also would be cool if you had to remove your flak vest when treating wounds behind that
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?
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)
I mean for taking off the flak vest for when they are injured
There already is the search inventory interaction on unconscious players which is not the most intuitive but still works. Could be then just a direct interaction to remove vest
But I do think that what is more important for the game at the moment is the ability to carry wounded.
and then vest gone when garbage collector wave kicks in 😉
Luckily the new garbage collector in 1.1 prevents that from happening 😉
really?, do you know maybe where can i read about changes of garbage collector itself ?
i mean, its settings etc
The experimental path notes from last week and this
#enfusion_generic message
Ah that explains why the m.o.b is full of dropped gear
Just made a ticket about this, but the headlights of the S105 car are waaay to emissive.
Vanilla value is 100, my tweaked value 34.
Not sure if you know or not but there's a mod for that already. Maybe that's why it's not a priority?
I know the mod, but I don't think that something that crucial should be not a priority for vanilla just because someone made a mod for it. Besides the mod is still very basic and a better implementation with animations and physics could be done by BI.
Well I wouldn't hold my breath, nothing like that is even on the roadmap
The guy on the rfi explained it I’d watch that
i wish we could "dismantle" those dropped gear into box so we could regain supplies from it
neither of those look like real car headlights so it doesnt really matter imo
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. 
they both look like blobs which is not how my eyes perceive headlights at close range (unless looking directly into them)
a minor bug. both M16A2 and Carbine have the same weights listed in game. a Carbine should obviously be lighter
oopsie daisy 🤭
Oof, unplayable! 
I like the new way spawing ai works but u shouldn't be able to do this
Do what, get shot?
I think he talking about spawning ai straight onto enemy players
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!
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.
When my base was being attacked and i was in ai spawner, my screen started turning gray
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?
Little late to respond to this, but... we do monitor this channel but specific bugs or requests should be made to the Feedback Tracker: https://reforger.armaplatform.com/feedback
This been a big issue in the game mode since the start. Players must not render, or they need to implement a different system for this. Imagine competitive matches with this.
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
U know a game has a small ass community when u post a clip and someone responds with another pov😭
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
A whopping 80 something players on offical if I had to guess lol
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.....
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 😄
We need btr ambulance in the full game for soviet and something similar for US
Yeah if the patient box is thin as paper it should be increased a bit.
At this time (1989 in game) in real life France use the VAB for ambulance for exemplar
In hot zone
Yeah many western militaries had similar.
However Russia has never cared about the wounded that much.
They did build a medical variant of the BTR-80 but that was later than 1989.
Thanks for the information
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
What gameplay benefit it would have over saline?
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.
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.
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
Yeah for what the game is they did a pretty good job but i'll never forgive them for teaching them that morphine is a healing item
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
a demand will sure go well. add 'or else...' at the end.
Naa leave complex medical stuff for a future ace mod. Not even tarkov had blood bags or other health aspects blood pressure.
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.
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.
I wouldn't compare a military sandbox to Tarkov as they are different type of games entirely. Not everything in Tarkov is realistic either and the features won't make Armas gameplay better if they were copied over or vice versa.
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.
one thing they can easily adjust is make it so health regeneration option is disabled by default.
That is true but I'd like it to be a server setting too.
it is a server setting. right now it start enabled.
Oh right game master can change it.
exactly thats the point. Tarkov isn't the most realistic game because past a certain point realism ceases to be fun. Arma isn't trying to be the most realistic game either even if it is a military sandbox. I recal Klamacz saying one of thier challenges is to decide the balance between realism and fun
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.
the crowd who didn't wear a helmet on a bumpy dirt road
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.
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.
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"
Yep it is and I don't think anyone thinks that it is very interesting gameplay. Sometimes necessary during the game, but not interesting.
Now it could be also improved in my opinion like at least spare tires being a thing, but I think there is more importance to talk about the medical system at the moment.
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!
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.
Yeah I know that line has to be drawn.
I like ultra realism but not everyone does so I am trying to suggest things that I think would benefit almost everyone.
Am an just voicing my (and my arma communitys) opinion and I understand there are many others.
for the same reason as Simplified reforger medical system is IMO already the happy balance between ACe and vanilla Arma 3's system.
Yeah I remember when the game did not have a medical system or repair system, the gameplay was very "shallow".
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.
Well my group played once and thought that there might be potential with the new engine but the gameplay is not really interesting.
When the current medical system was implemented and some other things we actually returned to Reforger.
This is the sad truth 😦
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
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 😄
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.
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.
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
arma 3 had detailed interiours atleast in the tank dlc
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
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.
Yeah War Thunder does that really well. It is more realistic with vehicle simulation than anything Arma but still nobody complains that it is too realistic and it is still a enjoyable game for a broad audience.
So it is not really just about finding the balance between realism and fun, it is about making realism easily approachable and thus fun.
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
Yeah Arma 2 was good for the time but obviously tech has advanced.
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
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.
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
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.
yeah there is reason why armors like 6b3 were designed to have soft armor inserts. and not just plates alone. they are there to prevent the spalling from the bullet impacting the plate
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 .
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
thing is that the ace team isnt going to make a mod for reforger. 😔
I had a mortar explode under me and it did nothing, but that may of been a fault in the hit box of the rock it was under
arma 4 perhaps
so some random mod maker has to make one. OR the medics can unite and make the best medic mod out there
yeah they said theyre going to do aram 4 but reforger could use a teeny tiny medical update
The ambulance actually needs a use
i thought the advantage of reforger was so modmakers could just do something in enfusion and day 1 start porting mods to arma 4
Like if your legs are blown off, get brought back to base
honor system is already in place so i guess they'll become usefull
but i doubt they'll be adding any gore things
maybe broken limbs
arma reforger surgeon simulator?
wet dream
Yes
While they are at it, let us reattach the tiny nerves and blood vessels of a severed finger
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
Training for WW3 be like
give me an f-15E and i'll take off
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
Nah, just some MOABS and FOABS
they'd be VERY anti climatic considering there is barely any destruction in reforger lol
(i know its coming)
US got the MOAB and Russia the FOAB
idc i still drop R24/R28 from time to time in the DCS mig21 just for the memez
A dang AI F-111
reforger is in the perfect setting to give us cargo planes, artillery and tracked vehicles
maybe a4
They are supposedly adding a new apc for blufor according to roadmap
I get that they want to save the tracked vehicles for arma 4 but cargo planes??
yeah the LAV-25 or something
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
Adams firing the LAV-25's main gun; the M242 Bushmaster 25mm Chain gun. Each HE shell has the kill radius of a fragmentation grenade and is accurate beyond 2Km.
The LAV-25 is a reconnaissance vehicle, used by Light Armored Reconnaissance Battalions of the USMC. Designed for use in Europe for deep reconnaissance against a Soviet enemy, the Bus...
this seems fair.
but to be fair the russians are using the BTR-70 in ukraine today so its pretty realistic
That’s it, but we need naval warfare
What’s the point of island maps if you can’t pilot a landing craft
boats would be nice, so many unused island that could be objectives
FRRRRRRRRRRRRRRRRRRRRRRRRRRRR
I mean this is the issue , the US side. US Mechanized forces were thermalized. the Soviets werent.
the only way that russia will win when the game eventully getst finished is when the american team consists of ONLY console players
I am just surprised they didn’t add a landing craft, the only things we have are mods
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
was the bradley from the 80's?
Yes, we need thermals
not sure but i think they said that they didnt want thermals or nvg's
Yeah, early 80’s I believe
compared to russians btr's and bmp's lul
There are already nvg mods and for that one mod, I believe RHS, the Russian apcs have thermals
i think by 89 we could see the M2A2 for A4.
yeah theyre working on thermals unless theyve been finished
but i'm talking about vanilla
Yeah
dude its gonna be so unfair playing as the russians against america in reforger
balance it via cost. Make T72's cheap tanks supplies wise relative to a M1A1
and i'm looking at clips of the lav-25 and thats shit looks invinsible, and shoots like a mother f**ker
so soviets can compensate like IRL via having hordes of them
It already is, the only thing you can use against btr is the 50 cal, or unless everyone has a LAW
they wont be adding tanks though so yk. we're safe
do you think that the btr can BTR will be able to pen it?
The LAV-25 needs to be better then the BTR, quality over quantity.
IMO it will already be better just due to the bushmaster cannon as primary.
it totally will be. you reckon it will have a digital screen for the gunner?
or just the commander
no cuse its 80s era Lav25. That video you posted would of probably been a LAV25A2
yeah so probably a normal one ;(
They still had digi screens, probably just in early prototype testing
Because you had them in the first gulf war if I remember correctly
yeah but the gulf war was in 1990 something wasnt it
define "digital screen" what Like what multifunction displays that fighter aircraft have?
And reforger is late 80’s
mmmmmmm yummy
Something like that probably
Gore only if it fatal
but theyre adding mines, i dont want them to be one pop kill
Realistically it is, that thing pops up in the air and releases shrapnel straight into you
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
ohhh thats the one theyre going with?
i dont think anything has been said about the ap mines, other than roadmap correct me if wrong
Probably so, unless it’s a mine that sends it straight up backstreet
lmao
ive been hearing it for so long that at this point they should be
M1a1 wasn’t that good back then you know T80B was better than it American M1 only got clear advantage with m1a2sepv2 onwards
yeah on the roadmap
yeah its there
wonder how many they'll add
are they going to be wire triggered, or those you step on.
Probably both
I mean I would love one you step on, but a trip wire one, ohhhh that’s gonna be so OP
prolly similar to the at mines, to keep simpler.
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?
dispensers i think are a real thing, but not cold war
if only 😔
Yes it’s an apc after all most things can pen it
tell that to war thunder...
i can never pen anything
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
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.
i agree with the statement you made about them not being useful in conflict, they are just very visible, heavy and take time to place, it is more of an inconvenience in conflict at the moment, but once AP comes and burying them is a possiblity this could change
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
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 😆
pretty much
They should add more functionality to the entrentching tool in the same update. Digging mines into the ground, digging mines up from the ground, building small trenches, melee...
disabling mines..
I mean in real life you always dig the hole first, then place the mine in it, arm it and mask the mine placement
as cool as it sounds i dont think the current terrain system is capable of doing this, trenches maybe?
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
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?
its a damn shame. those damn OH polygons, thats teh name. the polygons are too big
exactly, but trying to make it look like it is in a hole would be a challenge, unless a decal was placed under it, maybe some paralax heightmapping would look good enough
the trenches sit above ground, also the "reformer" mod allows player to manupulate the terrain, so what people do i make a big hole and place a already finished trench in the hole
thats what they do with reforger too
Hmm parallax decal with the mine rendered in in front of the terrain in the z-buffer? Could work
they make a hole and insert a model of a trench
there is a mod that allows you to change terrain???? realtime??? in reforger???
No in Arma 3
not real time, its an arma 3 mod called "reformer"
oh, darn, i got excited there
They added the script function to edit the terrain height map in Arma 3 a couple of yers ago
wait is it reformer?
That could be cool for Reforger too, though I am not sure if the engine supports it currently
ohh its deformer
arma deformer
who knows, i sure dont
we should ask the devs. but it should be possible since you can see the terrain polygons in the workshops thingy
yeah i can remember that, it was with the weird thermals wasnt it?
Don't know, never did try it. Makes sense though that it doesn't update the thermal map or whatever it is.
would be a good question for RFI, or even asking if it could be made possible in future
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
yes, the mesh density can be changed however, but obviously doing it on everon would cause major performance problems
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
i would however love if a grid segment could be partitioned into a separate more detailed mesh when making a trench
ohhh i see what you mean, that be super smart if even possible
yeah that would be amazing
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
youre right the terrain and grass might end up looking weird
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
garbage manager still got issues on experimental, just lost my construction truck with full supply & 50 mines after 20 min parked : /
this for an AT mine
Did you find this in the files?
no i made it myself, will try mod it in, but hopefully it is something the devs do in future
this is a better image of what i think it should look like when mines are buried
Looks good, but irl you sprinkle some dust over the detonator plate to mask it more. Don't know how easy the devs plan on doing it if they are at all.
that is why i am planing on making a mod that reworks this
😂
if you say so.
Just wondering because I actually talked to one of the devs that worked on the mine system and he said that there was some systems that weren’t implemented yet like burying them.
very nice to hear! i spoke to a dev asking about the mine detection equipment, they said it too will be coming!
We are literally gonna be the full plastic green army men kit
There is already a mod that can be used for the official servers, but AP mines and trip wires need to be added
Hey, add the ability to scroll your voicevolume and please make it so that voip doesnt sound like its 2010
Fr
It feels like the range from where you can hear people has been increased, which isn't ideal when trying to be sneaky
If they add a voice volume setting like on tfar and not acre damm goofy ass whoever is in charge
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!
What is the matter with the VON quality?
Other than the annoying chipmunk bug, I always thought the quality is pretty decent?
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
Game is confused whether you use controller or not. Changing device type triggers some UI features handling that, and if that happen often in your case, it may be tough on performance
yeah, i see how you would think that, have u ever tried acre or tfar with ts3? its a different world
Yeah we used to run ACRE with our group for years and I haven't really noticed any difference.
Is there a way to stop this from happening without giving up the analog joystick controll? To avoid the issue i currently have the stick mapped to WASD but its a bit of a downgrade from full 360 controll :/
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
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
For every enemy killed with a mine it should raise our rank, it would help counter the lost of rank to careless friendly drivers
End of game/story. Doesnt have to be fun but could be interesting.
New round could follow after
I have same situation. I use hotas for flying helos with xbox controller emulator and sometimes it messes up controls.
I wish reforger had support for addititonal controls, like hotas. Flying helos with stick, throttle and rudder pedals is so much more fun.
Sounds like we need a fix for this ASAP, i have heard a lot of people asking for HOTAS support
Here is the link to the issue in feedback tracker if you want to chime in
https://feedback.bistudio.com/T179628
Compared to TS solutions in A3 its just subpar imo, probably lower bitrate (depends on TS server ofc). For radio thats not an issue but direct voice should be clean as day.
I must have wax in my ears nowadays as I did not notice much difference to max audio quality ts3 (it was also 2 years ago that I played Arma 3 the last time) 😅
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...
Direct voice often feels like if someone is speaking with a bucket over their head when compared to ACRE2 for example.
I like the random demon and chipmunk filters, especially during briefing from command
Had a very interesting experience a few weeks back in a large joint op when the platoon sergeant sounded like a chipmunk and half of the map markers dissapeared after one participant crashed just when we were starting the main assault 🙂
the jank has a certain degree of soul to it
Its not Arma if its not jank right?
It's always a good laugh when you hear satan upon spawning in
Yeah but when the SNCO is trying to get the platoon squared away sounding like he inhaled helium
No shit lol okay for proper feedback channel sake
- Demon voice chat is funny
- but I would rather it went away in the end
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.
it's useful for PvE too, with more people you can talk in smaller groups during briefing without disturbing everyone else for example.
Yeah true.
I wonder if the AI can hear you at the moment? It should be a feature if not
I feel like the ai can hear you, this may just be my paranoia
Not in main branch
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.
I think they can "hear" vehicles
im wondering when ( if at all) they bring back the radio transmission distances. My only complaint was that respective backpack radios had overly short ranges that made them seem more like handhelds., even in ideal terrain circumstances. TH RL advertised ranges were much longer then 1.5km.
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)
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
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
Vog-25 has word "ИНЕРТ", this is the abbreviated word "Инертный" which means "Dummy", this round does not explode, just for training
this would be cool
is this in game files? or mod?
in game
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)
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.
Military markers could benefit from unit size designation
They updated the military markers in the experimental version
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
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 
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.
As a one man Army I agree also; I want a better advantage over other players when I take no armor and just a couple of mags
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.
The weapon sway in vanilla is way too easy imo and thats why I have increased it with a mod.
You should not be able to do quick 180 turns or stand up from prone instantly when carrying +60kg of equipment.
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.
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.
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 😄
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
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
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?
arma 3 you could also hold breath to stabilize your aim further.. reforger you cant. Not that big of a deal for ironsights, but is a deal breaker when doing actual sniping with higher powered optics
There is a separate system 😉
It is actually quite advanced how it diffrentiates stamina and breathing.
But I agree that a hold breath function should have been in the game since release.
the lose of sprint stamina is useless when it comes to making players not carry 60 kilos worth of gear al the time.
the supply system already existed to discourage that. a person carrying 60 kilos of weight will cost alot of supplies to spawn
doesn't work in practice. not at all.
jogging speed should be affected, making it slower after each kilo behind a certain x kilos.
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
moving should feel clunkier, and the soldier should be making a lot of noise moving around the heavier they are
I don't think a system that only really exists in one of the gamemodes should be the reason why more basic features could not be implemented
Yeah also the noise factor should be a thing!
if thats the case why arent obese people that ive passed by IRL sound louder then me?
😂
fat makes less sound than metal, and fabric
you want to hear the sound of love 😋
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
you kind do when players are running with 30mags and 20 grenades in their backpacks.
Soviets in the 80s had pots and pans almost 😄
tbh not that much more than what SOG guys carried in nam 😆
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.
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.
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.
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.
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
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
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.
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