#reforger_feedback
1 messages · Page 20 of 1
reforger keeps the physical realism of the weapons and cars, however it keeps the military structure loose which I think works prefectly
Physical realism is not important imo if there is no military structure.
I dont want Reforger to be War Thunder
war thunder is one of the best vehicle and aircraft combat simuilators, it just has a very short gameplay
even DCS had to learn and copy war thunder in certain areas. for example the complex damage system for aircraft
war thunder may be a free to play arcade on the surface but the underlying physical realism is very higher
But clearly we want extremely different things from Arma.
I want Arma to stick to its roots and enforce evrything military as much as possible.
No point arguing anymore I think.
Honestly I think you should try the Battlefield games because they have what it seems you are looking for minus the realistic equipment.
last bf I bought was bf1, the gameplay is just too similar to previous games and the class system keeps it from being more deep
I am just worried that new people in the community are the loud minority and trying to steer the series into something else that got me hooked 15 years ago.
There are less and less military sim-esque games on the market every year and Arma is my last hope.
Arma 2 was even advertised as the most advanced military simulator ever made. The simulator phrase was dropped after Arma 3.
I wish I could play Arma 2, I don’t recall why I struggled.
In the same boat. I agree
Fun fact, the military literally uses arma as a military simulator. Probably modded to what they want specifically, but still off Arma. All the more reason it needs to stay true to its roots and push what makes it amazing even further
Yeah it's called vbs
I believe vbs 4 is out with the arma 3 updated version of the engine
I agree, arma should always stay as a military simulation
They don't.
Its VBS, different software, different company.
It wasn't off Arma at all?
Just looked it up. It IS Arma
They split in like 2002
Bohemia is Arma...?
Bohemia Interactive runs the video game Arma.
Bohemia Interactive Simulations runs the military simulation Virtual Battlespace
It's the same engine for vbs and the arma games besides reforger
but steel is heavier than feathers...
"Bohemia" is the name of a region in czechia
Up to Arma 2
I believe vbs 4 is the same still which is the new one
Its not
Whatever I guess. Same tree, different branches
Yeah my bad vbs 4 is like that micro something game that's coming out
Same root yeah.
Same as Half life and Quake. Same base, different games different companies with lots of time inbetween
Still, my point is it all started with Arma. You are correct in the details
I know, I have used VBS in the military.
Quite different from Arma though but you can clearly see the same origins.
Even had some same bugs
Yeah. My brothers have used it. They say everyone calls it Arma lol
those particles are stuck here for like 10 minutes now
Whats funny is the extent of umbrage Bohemia devs will give you if you compare the 2 -"They're TOTALLY different companies !!". Yeah. I owned VBS. I know Arma when I see it.
I've been seeing car exhaust particles floating in everon as well
oh so I'm not crazy
Here some feedback, if the next one has conflict please don't force it on everyone and keep the game's content free from supplies, arsenals, etc. Its very annoying like this. Separate configs or something, please!!
What do you mean?
It probably won't be the only game mode
Using the game's content for other game modes is far from ideal, and Arma isn't supposed to be a 1 game mode type of game. Also the gameplay mechanics from conflict are not very.. Arma.
Mass majority of popular game modes in Arma history are mods... so to say that Arma has more than one game mode typically is not really accurate. Plus they took a long time to be developed and were improved over several years, some coming all the way from Arma 2 into Arma 3. My guess is that there is just this one primary game mode because they are still figuring out new game mechanics and features while simultaneously trying to develop a way to use them. One keeps flipping and driving the other, back and forth for development. It's not so simple to create more game modes when most of their focus is still creating content and how the content functions at the same time
Developing the current game mode and developing new content are locked together hand in hand right now. The current game mode, conflict, has been changing and growing with content.
Sounds like he's saying remove supplies from conflict mode? I doubt they'll do that after all the time they invested on refactoring the whole supply system. And personally, I hope they leave it the way it is.
How about a way to sort downloaded mods by size?
Agreed I love the supplies, it is a great feature for reforger and promotes coordination
I'm done with official until things like vote kicking start to have common sense... this game is taking way too long to move inches in progress
it is being worked on, the next major update will hopefully have some really great features, but until then we will probably only be getting small fixes, I hope another major for experimental is round the corner though.
We'll see I guess. I'm just going full out modded community now
It would be surprising if a major dropped before mid September, the last update did a lot of damage
it really did, but it was to be expected considering how much they expanded bellow the surface
Oh no. I'm saying keep supplies IN conflict only.
supplys in conflict are in a tilted spot, most of the time it doesn't matter, would be diffrent if shooting the crates reduces the supply
but lettting it be a option is more important
yes, supplies need to actually cook off and explode when hit
this would be cool with mortars, there is a destroyed model of the ammo cache which looks great, having that and destroyed supplies when mortars come would be great
no i would rather small arms only reduce 1-2 per shot
hmgs are like 3-4 pershot
and didnt they say they were going to do a ammo supply and a building/spawning supply
oh sorry i meant with larger weapons, how you explain it would 100% make sense for small arms
this was mentioned, but idk if they are going to follow through, it might have been removed from roadmap entirely
grenades shouldnt do too much damage
i would be FUKING mint if they did
they might have relocated it to arma 4
if it did happen then supplies that would otherwise be meant for building wouldn't be wasted which would be a major improvement, spawning would need ammo supplies as well
i jsut really want to carry a ammo can in my backpack
game modes are easy to make, what is hard is to make realistic driving physics, realistic entry animations and realistic sounds for the UAZ.
A gamemode is a top level thing that on its own means nothing, it is the underlying gameplay systems that make it fun
I think people do not realize how much on the fun in reforger depends on how good the uaz feels to drive
agreed, while making gamemodes is not easy by any stretch, it has to be remembered that within every mission is a mix of assets, everything pivots on the quality and features these assets offer, and this has been the case with every arma game
talking about gamemode i found within game files an image for loading screen that mentioned "escape" i loved A3 escape it was one of my favorite gamemodes, if it could come to reforger I would be extremely happy, although with the talk of an antistasi type mode it might be off the cards
Well the quality of the very few assets in Reforger is nothing to write home about, like I placed some Mi-8's in WB and was horrified on how bad the animations are even after several patches, it feels like they just gave up on it. I remember when they released the A10 for Arma 1 and that was beautiful work, functional from the start and released really fast.
Reforger remember isn't a full game its a testbed
yes but the a10 from A1 and any asset from reforger are two different beasts. but since you brought up animation as a concern i have to agree, animation probably has to be one of the sloppier things about reforger, much is just copied from dayz. Hopefully animations are looked at a lot more closely and improved in reforger might as well do it now if we are going to see it in A4
I assume we're talking crew animations? Because the vehicle itself is marvelous, love the new exhaust effects for the APU in particular.
Get in get out is all messed up after you open the door. Pilot goes out through the windscreen, its a mess..
none of the animations are copied from DayZ anymore.
but outside of blatant bugs (like not exiting where it should on helicopters on release or so), I rarely catch some more specific feedback on animations themselves.
not to say its perfect, it isnt.
Literally unplayable. 
Front passenger is using uncon animation as well. Sleepy boi. 💤
This one's been a thing for a while on the Ural too. No vehicle animations for shifting or handbrake. Ticket is untouched so far. 😅
Thanks.
these are all bugs we will looks at (S1203 offset is already fixed internally, but probably didnt make it to Stable yet due to being such a small issue 🙂 )
Sure. 😄
Now wheres the uncon animations. 
the different poses? 😄
still plugged in the graph, but the signals not being called 😦
I can ask again internally.
but don't get your hopes up, you'll learn to recognize the 5 or so poses pretty quickly anyway, and it'll be back to square 1 😦
sadly I don't know if a "proper" solution will make its way to Reforger (being able to add breathing on top of a ragdoll pose)
Oh it's not about the fact it's recognizable, but the 180° spin the character does onto their back when landing on their belly just isn't very pretty
Those poses would make it less jank imo
*Mah immersion
*
well, yeah that would make it a bit better. but theres, IMO, the more gameplay affecting fact that its easy to tell even from far if you killed someone or only knocked them.
i'll ask 🙂
Definitely, but it's an improvement! Thanks
Yeah, I think squirming and rolling accompanied by (maybe bc it could be annoying) screams of pain
Haha. It should imo disable chat when you go down
Missing the Arma 2 "Oh fuck that hurt"
If there are enough variants of uncon poses wouldn't it be quite difficult to recognize from afar?
well, ragdoll can end up in a thoretical "infinity" of poses.
what really gives it away it the transition. because death = no transition, and uncon = transition. and our eyes are experts at seeing, or even perceiving movement.
so unless we would make an ungodly amount of poses, the gameplay issue wouldnt really be solved, only made smaller.
plus for performance reasons, only the pelvis rotation is evaluated to pick the closest pose. we aren't evaluating each limb to pick a best pose.
Oh right yeah even if there were like 30 different poses, trying to find a pose with minimal movement during transition would be a bit challenging.
So yeah a better solution in the long run would be actually blending ragdoll and breathing animation 👍
But I would like to add that the breathing animation with the current medical system is just a visual thing.
Cool, but doesnt add much gameplay wise, when you can tell if someone is dead by the intercation their body offers, atleast with teammates.
yes, that is true. but there's also the fact that people woudl ahve to get close to investigate bodies, instead of immediately double tapping ebcause they saw the transition through their scope 200m away.
I wonder if there is any way to disable the uncon poses in workbench to try out how it would work with pure ragdoll uncon.
At least I personally would prefer having full ragdoll unconsciousness over the nice breathing animation.
But I guess the only hinderance there would be that some ragdoll poses makes it very difficult to attend every limb when administering first aid.
So then we would need a dragging function as well.
But I think the game has desperately needed that for quite a while now anyways 😄
good point about the limb interactions, I hadnt even thought of it 😄
but in the end, given that now, people have the ability to talk and type while being uncon, I would tend to agree with you. that plus nametag and UI also does better job than breathing animation does.
Oh right, I forgot about being able to talk while uncon completely as I have disabled that with my mod a long time ago 🙂
But understand why on public servers that is a thing
well if you decide to play without this and UI, then breathing becomes necessary to tell apart dead and uncon
Should be a server config setting though, instead of a workbench thing.
Just like the deletion of map markers on player disconnect btw 😉
I am working on a mod that adds an interaction button "Check breathing".
Not as pretty as a physical breathing animation, but works gameplay wise.
IRL you wouldn't just visually look at if the patient seems to be breathing, but actually check the mouth with your hand or ear.
shoot them in the foot or something and see if they yell, seems faster
Actually just got an idea.
In real life, when you drop unconscious you will stay in that "ragdoll" position until you wake up or are moved by someone else.
Why not make it so that there is no automatic transition after 3 seconds from ragdoll to the animated unconscious pose, but instead someone had to interact with the body to move it into a animated treatment/unconscious position, just like in real life.
That would eliminate the problem with the enemy seeing people twitch into uncon position to confirm that they are still alive from a distance.
You wouldnt be able to see the difference between unconscious and dead without interacting with the bodies.
Oh well the actual "recovery position" after you have done your treatment would be a sideways position with the other leg crossed over the other one to keep the airways freed.
well but then you need to be able to access the arm thats underneath too. so the ability to turn them around or so.
anyway this is drifting into design feedback, which isnt my area :p I can only give my personal players opinion when it comes to that.
In the sideways recovery position, you would no longer do treatment on the patient, but let them actually "recover".
I mean I would personally like a full blown cABC medical system for sure, but I know its probably too much for Reforgers current community and scope.
But at least I think there should not be an automatic transition from uncon ragdoll to uncon pose.
It would fix all the problems with the twitching into pose if it required another person to interact with the patient to move them on their back for the actual treatment.
As far as I have looked at the game files, it wouldn't require that much effort either.
So hopefully someone in the design area reads this and realizes what an great idea it is 🙂
also pls gib radio range indicator or something
what?
radio range indicator
what is das
an indicator that shows radio range
why?
so I can see what the range of the radio is
I feel the handheld radios in game are far to good
range wise
its because the radio towers magnify the radio range
They are.
IRL even the smallest tree will block the signal from those 1 watt 80s radios
And the speakers are usually really quiet so in many cases we communicated much better by just yelling than using the shitty radios 😄
it will help in game master when I can see if I placed the antennas properly
I hope that there still is a plan to add some kind of obstacle / terrain obstruction on radios.
Oh and also the ability to mod them to be half-duplex like they are in real life.
Now the radios just feel like any ingame voip with a filter added on top.
towers are 5G
watch out for the covid
I remember watching the British in the gulf war try to use a radio- hears static and throws on ground and shouts "F..., another Peice of civil servant Sh.." and then shout verbally his command lol
Welp that makes sense of why after playing arma I feel stressed and sick
IRL the us handhelds in their in-game configuration only have a range of 300M 😆 , but on the topic of radios there should only be certain frequencies that are repeated like platoon. also being able to change platoon frequency from command roll would be cool
I would appreciate a slow-stop bleeding/ apply pressure function
The ADS speed needs to be increased on the red dot for the US. It's ridiculous that it is a slower speed from irons
500m?
From what I recall the russian "handhelds" aren't really used as handheld? Treated like a portable manpack
I swear that I recall a technical spec sheet referring to the rubber ducky configuration having max of 300, will try find it to verify
the ingame one does 1.6KM but doesn't have the long antenna
Irons even at night are superior
This is an area BI accepted realism needs to take a step back in order to make a better game
agreed, the mere number of different channels would drive anyone crazy 😆
maybe not accurate at long ranges, but reliable in all conditions
With the dark lens and dark nights I just use irons now
There can never be any compromises on radio autism but this is coming from an RTO 😄
It could be fixed if there was a proper ingame SOI. But probably most people wouldn't like it
Yo0u were RTO in the Army? We need your knowledge!
I will get the shipping crate ready, 20-30 business days and he should arrive at BI as reference material.
In one piece hopefully 🤣
I hope that one day I can make content for this game without wasting half of my time on trying to work around a problem by pressing random buttons because the software is built in a way such that it usually doesn't tell me what is wrong or crashes when pressing a working button for the 5th time
all weapons should have the same ads speed
Not at all- wheight should pay a huge factor though
the m249 should have the same as a makarov?
You can aim a M9 far quicker than say an M60 or M16A2
I’d disagree honestly, the m16 is far easier to get sight picture than an m9
Here is why ALL WEAPONS NEED TO HAVE THE SAME ADS:
Because in real life you can move an M4 with the same speed as an M249, it will just take you more strength.
Games try to "simulate" the difference in weight by chaging ADS sens, which ruins the hand eye coordination. What games should instead do is treat all ADS speed the same, however perhaps cap it to a certain max amount.
Because otherwise lighter weapons will become unusable for players used to firing heavy weapons.
In TARKOV I avoid using high ergonomics parts for guns to avoid my ADS sensitivity being changed.
In real life you can regulate how fast or slow you want to raise a gun, in a game you can not
(note I am talking about speed when using ADS, not how fast it raises to ADS)
This isn't tarkov. And a slowef ads is the only way to atop machine-gun from being the ultimate cqc weapon. Or at least give it a disadvantage
Like lol imagine trying to clear door to door with something as lengthy and as heavy as a pkm or m60
the m249 worked well in iraq
in cqb
You'd want a smg or a very short barreled carbine for ideal cqc
Just because marines made do in falllujah with m16s doesn't means that was an ideal weapon for that. Never minding an m249. Please try to clear ( simulste) compact room clearing with a 20 inch weapon that had a fixed stock.
I feel this game needs to either decide balance or realism, it can’t be a military shooter if it continues to be arcade-like.
Versus even a 14.5 inch weapon with a collapsible stock
what is needed is barrels to colide with the enviroment at barrel length rather than being pressed against the wall. aim speed shouldn’t be slower or faster.
Realism it should be- it's a milsim game
@fierce meadow Sent a DM, I'd like to inquire you about something. Thanks! 🙂
That is good but yes, ADS speed needs to be increased on MGs vs Carbines
I’m not sure if that made sense but what I mean is at the moment the animation of the rifle and other firearms being raised only occurs when you’re closer.
Yeah on modded maps you can almost clip the wall with your barrel in CQC before it realises hey, I need to raise
Wow all this over ads speed? IMHO, that seems pretty trivial.
🤓☝️
Trivial it may seem, but it has a massive effect on firefights. Just look at COD, even for it's flaws it shows that ADS matters
slow mo for ads speed doesn't look good is the only reason I would rather they don't do it.
Careful what you ask for, that could cause the next game breaking bug lol
Slow the animation then?
Yeah these suggestions moreso are for once they stabilise the game, not right now
Ads speed is already different for ironsights vs optics. I just don't think that a red dot should have a slowed ads speed since it's unmangified
It drives me insane in other games where a holo sight make your ads slower
Yeah that is ridiculous, surely irons should be slower no? Because you have to align both sights whereas you only have to align the dot with a RDS
Yeah, it is WAY quicker, I know from experience
you need to “find” the red dot though, with irons you just need to find the front post
That's why eotech will always be superior
Hi mite.
@fierce meadow
BMP 2 sometimes has double triple guns, this happens when more players was on a gunner place. Somehow like that
I can't upload image here. Tried to upload directly to you, also unsuccessfully.
eotech is overpriced garbage that can’t keep the zero or handle hot temperatures but that’s off topic so I’ll shut up
Never used an old tech like an aimpoint 2000 , but even the old guys like Larry vickers who went in went into delta force when those were being issued of the opinion once you got red dot you didn't want to back to ironsights
it helps in low light considerably
Sorry never played cod
e
If the argument is you need to fid the red dot, then I ask is "finding" the red dot harder or take longer to do then align your ironsights? Personally I think no.
whats the problem, i dont quite get it
It's just an example game where ADS greatly affects gameplay
Both and neither, it comes down to training in the end of the day that and preference. Irons are nice but red dot is nice too, I prefer irons because they won’t run out of juice.
Especially pistol red dots, they are far quicker than irons
that is true yes
So I think ads speed of an aimpoint should match ironsights and not be slower then irons like it is on reforger.
Irons are good in low medium range combat, Eotech/RDS in CQC,Med power Acog (4x) for med/med long range and sniper for long range
agreed
eotech and acog arent even in the game
They're example optics that are ideal
In the case of reoferger have both. I know you can't adjust range on a rds but you can still aim using ironsights since this is a carbine with a fixed carry handle
see this is what turned squad into a casual bf clone, the desire to "punish" players for using a heavy weapon in close combat. WHich led to a very distorted gameplay experienced where hipfire is very hard.
However machineguns are easy to use in close combat.
Also the m60 is always hipfired by players at 50m because of how obstructive the sights are so walking your shots into the target is easier.
machineguns are not easy to carry around for a long time and will tire a character out quicker, however that is something that reforger does not have to an intensity where it matters.
So the game should have a deeper stamina system to incentivize carrying lighter weapons
because if you press the trigger on an m60 the bullet will fly out where the muzzle is pointing at. That is the physical realism that should have preferential focus over an overarching tactical goal of nerfing machineguns in close combat
Because when you start trading one piece of realism to get another thing fixed it can cause the game to get very distorted. Squad is a prime example of the desire of punishing the player into behaving a certain way distorting the realism.
Except right now almost everyone carries a machine gun as a primary weapon
on which side?
And carries an a gl rifle as a backup
I can tell you that even the most fresh private who has trained with only iron sights, gets issued a red dot they are much more proficient on it almost instantly.
Getting a proper sight picture is so so much faster than with any iron sight and it doesnt take more than a few minutes to get used to the height over bore.
Now in the 80s red dots werent as great as nowadays but the principle still stands.
If anything, it should be faster to ADS with a red dot than with irons.
The perfect world would be that the weapon weight affects how quickly you can pull up the weapon into ADS, and then the sight/optic affects how quickly you can get a proper sight alignment.
And like 50 rifle grenades...
and 50 hand ggrenades
maybe if you had 100 round drum mags for the carbines and ak you'd see less machine guns 😂
But the cqc meta is he who sprays more wins. But I'd say that's been a habit due to hit reg or server issues people don't have the confidence that 2 or 3 rapid semi auto is enough to bring down your targrt
hit reg is the biggest issue there are many bugs in the game but hitreg inpacts gameplay the most.
One thing that internet warrios never realize when arguing about weapons is that weight and length really matters.
And very rarely are you going to clear a single house and call it a day.
It can be hours after hours of breaching and you will get pretty tired fast.
This applies also the the oper8r grip clamp C bullshit that everyone was raging about a few years ago
I feel they don’t talk about it because muscle fatigue is so obvious? Maybe I’m wrong and they are stupid.
Its because they have never held a real firearm in their life.
And I am not saying that machine guns are not usable in CQC, as they do have their use cases.
It is just not the ultimate do-it-all CQC weapon like it is in Reforger currently.
Here is a clip of how we actually clear up a staircase to give you an idea.
So yes as feedback for the game: Heavy and long weapons should actually feel heavy and long.
They should have an advantage when it comes to recoil and accuracy and a disadvantage when it comes to CQC and overall handling speed.
So what you’re saying is a lmg should be best suited for supression, markman rifles for range and rifles for mixed role?
If I’m understanding you correctly.
I mean, isnt that kind of obvious? 😄
Haha yeah, I was partly busting ya balls.
machineguns are not made for suppression, suppression is a secondary effect of shooting a lot of bullets accurately
🤓☝️
again gamey distortions should not be used in reforger. Example BF1, where machineguns have to keep firing to tighten the accuracycone
I wouldn't pick a DMR with a 20 inch barrel when going breaching.
There is a high chance that the bad guy will just grab your muzzle when you enter a room and shoot you in the face with a pistol.
Arma is meant to be a sandbox it's a game people are gonna do shit like it's a game
The best way to suppress an enemy is to kill them
A machinegun is built to shoot the same bullets as a rifle with the same accuracy and a higher volume
I say make machine guns slower to piss people off more
using a law as supression
with enough rockets I suppose
Yep, it is a thing.
Though not in the 80s I think but google M72 ASM RC
real
whenever people talk about firearms I just think of the l85a2 and shudder a lil
Britain mentioned🇬🇧🇬🇧🇬🇧🇬🇧
L85a2 isn't a bad rifle
That rifle makes other firearms seem quiet
A1 was terrible but not it's okay
I know it ain’t, I just don’t like ot
It’s like if someone saved your life then ran their tongue across your face like yeah the first is good but second, I wish it was an m4 😔
We have m4s it's just not our primary weapon platform
Well they're the ar platform with a different name
I’m aware
They should definitely add an l85a1 into the game
Id use it bohemia get on that please
have it be the only single fire rifle in the game
Bacon needs to work on that for cursed refrogger
The best way to perform cqb is to not do it . can't wait for building destruction so we can just blow up strong points Sky high.
straight up grid square 017 028 then you don’t have to cqb when artillery ranges it
The safest and fastest way to clear a room or a building is to make it no longer exist.
lol would of made fallujah easier
Exactly what I mean. Sadly will have to make do with smaller mortars and not actual artillery guns.
mortars can do a lot though
I remember our MOUT training when us infantry boys spent like 6 hours clearing the same house over and over again.
Meanwhile our battalions mechanized crew also trained "room clearing" elsewhere, but they apparently did it with a the help of a few 30mm Bushmasters and only got to do it once.
I hope that whe the LAV-25 comes, will be able to do some similar damage to buildings.
I hope the damage is realistic, I know it probably will be but image enough 9mm destroying a wall like it’s your lung being blown out of ya body
Some people might cry about balance but the soviet 14.5mm also shreds buildings.
I think the game should not care about balance, they should add the vehicle as realistically as they can then use supply cost as balance.
The first thing you said I agree 💯
I hope bohemia can fix the 14.5 not penetrating most walls
currently it will penetrate wooden walls however not normal house walls. I think a 14.5 would be able get to through a brick wall even if it is a thickone
It definitely should
Balance should be with the characters only. Same across the board.
Do you know of any debugging tools that will give you information about weapon ballistics such as how much damage is dealt on a player through a wall and bullet trajectories etc?
workbench can do it
I thought so, is it a plugin to get the visualisation?
turn it on in diag menu
is it me or is the ranging adjusting for the lmgs on the tripods and cars just dont work
They don't, haven't worked in a long time
Ahh
I just test in in the game by looking at the decals
kinda hoping we'll see the m2's move a bit more when firing. The LMGs already shake violently compared to arma 3, so thats a great change already. Right now the HMG are a bit too static.
I would not agree
the violent shake makes aiming very hard and devs said this is a bug.
also guns attached to 1-2 ton vehicles dont have recoil
also even if your hands vibrate from the weapon vibration your eyes would still be able to focus in the distance. That is why machineguns in reforge can be fired accurately. in squad the entire screen shakes violently
big gun = MAEK SCREEN SHAEK ruined so many fps games
its not about the weight of the vehicle but the mount of the gun
Im not talking about screen shake, just the actual weapon moving around. In previous games they were a lot more static. Hell, in OFP firing the m2 was just a flash decal and someone banging a hammer on an iron plate
Hi @amber owl
Is it possible you to change T72 fix licence?
613312B5CA29D113
Items can't be overridden because of the license permissions
no because the orginial mod is APL-SA. and i dont think the license prevents you from overwriting anything
Hm, but there wasn't an option to override.
So price can't be changed and required rank in conflict mode as well.
I dont know . Must be somethnh with your modding setup IMO.
https://github.com/tonimontana0328/T-72 I guess you can just dowload this and change it here directly and upload the mod with changed guid
🤦
Have you ever fired one or did you just pull that from somewhere where the light doesn't shine?
They do have recoil no matter how heavy the vehicle they are mounted on and there are also plain tripod mounted M2s in Reforger too.
Also keep in mind muzzle climb is does not mean the same thing as recoil.
https://youtu.be/tE6A_4oYnNA?feature=shared You can defintely see how much the entire thing moves even when mounted on a stable tripod
U.S. Marines fire the M2 .50 caliber heavy machine gun during live fire training at Suseongri Live Fire Range, Pohang, Republic of Korea on March 3, 2016. Unit - 5th Air Naval Gunfire Liaison Company, 3rd Marine Expeditionary Brigade
Film Credits: SSgt Brandon Owen
Have a loo...
Fake news, this video must be from Squad. Why else would the screen shake in such an unrealistic fashion???
Also keep in mind, on that video it probably is the M205 tripod, which is quite a bit improved from the one that we have in Reforger.
All I learned from that video is there are a fuck load of contacts
Yeah they have a thick phonebook I guess
I was just hoping BIS would add some more 'dynamic elements' (for the lack of a better term) to the HMGs. The m60 for example has the carrying handle shake all over the place. It really adds to the feeling you're operating a piece of machinery that is violently moving around. Those small animations really add to the immersion.
nokia phone
Yeah they should have proper animations alltogether actually.
Some dev discussed here a while back that it is not currently possible nor planned to add any more animations to static weapons due to some technical limiation.
Hence the joke of them being static weapons.
valid tbh engine limitations rather than lazy
eh, Im not sure if I believe that. Ostensibly it doesn't seem like a technical mountain to be overcome. Especially if you consider the detail that went into the M60D on the UH-1. I'd totally buy them not prioritizing a small cosmetic feature however.
one dev actually said that they MIGHT add more animations for static weapons after they add mortars
Well fingers crossed then. 🫰🤞
I don't think the game can be ever be called "finished" without static weapon animations and fire from vehicle capability.
- a .50 wont move the vehicle when firing
- the barrel moving back is I think part of the mechanism (it appears to go back)
- the screen should not shake like it does in games, because even if you feel the vibration of the gun your eyes can focus on something in the distance
I think the problem is that the game code treats static weapons so that you can not use it like normal weapons, that is why you cant for exmaple use binoculars when using static weapons. However the devs should add that, because that would break through the "bohemia animation barrier" which held back previous arma games
I think bohemia should put at lot of effort into infantry weapons and static weapons because that makes reforger tspecial, the high detail in infantry combat
the whole gun is moving back not just the barrel
the 50. in full auto must feel like you’re being bitchslapped faster than you can process. running nose, watering eyes and wondering why you decided to enlist type thing
on moves a tiny amount on the tripod
yeah thats recoil
M2 Browning .50 Cal firing full auto at a shooting range in fort carson
look for one shooting tracers. You can see it better that way.
as you can see the loose parts on the gun rattle, however not the vehicle.
Reforger already has features that can do that, have more parts on the gun rattle, like the ammo box. They do that with the carry handle on the m60
that gun straight doing the thugshaker
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at :054 you can see th shooter fire and there is no violent recoil seen on the shooter, because the gun is mounted on a 1-2 tone car that absorbs all the recoil.
his only contact with the gun is his hands.
it is important for games to keep the proportionality of power with weapons. A .50 is a very powerful machinegun for a machinegun however it is only half as powerful as a KP mounted on the BTR
and no one appears to complain about the btr70 not doing backflips after each shot
that would be so fucking cool
I was going to dignify you with an answer, but as usual, you seem to be trolling.
so I think what the game should do is make the shaky parts on the gun shake in game.
mom, dad stop arguing
no this is patrick
this convo was never about m2 making vic move
Glad someone clarified all that... I was very confused.
There are some issues with implementing recoil on turrets, but it is not forgotten completely.
Would also be cool if the M2 barrel would recoil
The turret system overall has been a fantastic improvement over every prior game.
2 pretty major issues:
-
We really need the vehicle desync fixed, it has made driving an exceptionally rough time. It's like if you go above 60 km/h or get into the air at all, your vehicle syncs back up to the server 2-5 times and it makes correcting turn into overcorrecting, leading to flips, or other wrecks that could've been avoided. Driving used to be so good!
-
Also, the M16/M203 and the M16 Carbine with the M203, the sights stay up after you swap rounds until you switch to a different weapon and back to it, so it makes being a grenadier with 2 or more ammo types on the American side an extreme pain.
Didn't know you could switch weapon to fix the sight I was sat there faffing about with reloads to fix it
https://www.youtube.com/watch?v=EnqQUj6PPZM here is .50 with the in game tripod, the ingame M3 tripod does not have a recoil dampening system afaik so it just exerts the energy on whatever is under the frame, hence why in this video it shoots up quite violently and wont do so on a humvee
Browning M3 AC Basic .50 Caliber Aircraft Machinegun in Semiautomatic.
Fore more 50 caliber info visit: http://www.50bmgrifle.com
this been mentionned there since they updated their cloud system back in 1.1
console.log should include versions of mods being loaded
final boss
Please fix this unbearable vehicle desync; driving used to be so good in this game! It happens whether packet loss or server FPS is good or not. I don't get it.
In your video, server fps dropped below 15. That is when this usually happens. When it was above 15 it seemed fine to me. I don't have issues with this, unless the server fps drops below 15. Do you have any video of this happening with server fps above 15?
If it's official server, I've heard server fps is horrible in general, so maybe that's your issue?
And 50% packet loss
Its more likely to happen when there's several passengers in your vehicle. This is a 20 year old problem with the "new" engine.
Driving is server authoritative so it is totally reliant on the server.
They made a post about it which would be a good read
official server, happens with and without visible server fps drops or packet loss indicators
ai follow me and move are still kinda eh
Yikes! Try modded servers, you don't get that as much on those.
Rubber banding is directly related to server fps. It is not happening on a server that is running well in which you have good ping to
If DayZ taught me anything once rubber banding starts, down shift and break til it goes away
Don't just keep shift W'ing
I've heard there are people glitching the supplies and cheaters and such messing up the servers, they need some sort of anticheat to handle that.
The supplies exploit definitely needs to be fixed.
then how would soviets spawn their btrs ? last time i saw like 8 btr in one place
There is, it's called battleye, but it causes Xbox players joining issues
its not a cheat, its exploit which can only be fixed by devs
How does it work (so I can spot ppl doing it)
just look for supplies crates outside some storage like a 6-7 big crates floating around
the server (game mechanic?) does not keep up with updating the value of supply in storage and allows throwing more crates with supplies than what it actually has
so having only 300 supplies and throwing out 100supplies crates by doing it so fast you can throw out 5 crates which each one contain 100 supplies
That's pretty scummy and sad tho ngl
those kind of 'unexpected exploits" should be patched with hotfix after a few days and not after a few months with updates, I don't really understand how the game repair process works, why some things that usually seem easy to fix take so long to be patched
I understand what you mean. It's not gamebreaking by any means but after stability it should take priority
remember when there was an exploit with an extra 1000 supplies every time the US built a field hospital, it took bohemia a few months to fix it
No, I only played since 1.0
and the problem seemed to be easy to solve, all you had to do was unplug the 1000 cargo supplies that were attached to the prefab
it was after 1.0 but maybe you didnt notice it
Never noticed bc I never build field hospitals bc their useless
Like they did with fuel depots, it needs to have a purpouse
check here how long it took to fix this:
https://feedback.bistudio.com/T178439
It likely affects stability, which could be the culprit for all of the packet loss and server FPS drops coming from not-combat
problem from january fixed in may
Yeah, it could come hand in hand with stability
I only see PC players struggling with occasional battleye issues
Nope, it disabled me from joining my groups server entirely- all PC had no issues. So we took it off and I'm ok
Interesting
All Xbox players I've talked to has this issue
my experience has been the opposite which is crazy
That's strange- and we are both EU so it's not that
yeah I'm not saying you are wrong I'm just confused
Yeah, very strange
There is a severe desync issue with supplies. It doe not seem to be lag, becausesome things do update. Feels like some sort of bug in the code
there is a whole ecosystem of bugs under reforgers surface, their population lately has been shooting to unseen levels, this calls for more than just bugspray to keep them at bay
Specially related to network. Vehicle movement, vehicle seats/doors, supplies, inventory, base building. There is a lot of desync in all of those
Actually inventory and base building is mostly fine, the most problems are related to supplies and vehicles
That’s the worst rn
Huey is waay too easy to fly imo. It makes GTA helicopters feel complex in comparison.
Bohemia - please show who initiated the votekick. So many servers are just filled with constant votekick spam for absolutely no reason - likely by some troll
yeah, it has the old floating collective crap that was in simple flight model in A3, an advanced flight model with stresses on the copter would be great and would really make hellicopter pilot a more specialised role
the basic flight model for refrogies is still better than the basic one for arma 3
agreed, A3 had very little difference between handling of all of the copters, in reforger you can feel difference
I would like to see analog collective control instead of the virtual analog binary system
reforgers wheel and skid system is so much better as well, no more explode on landing'
For the love of God, make the speed to get out of vehicles 3x to 5x faster. Now it's like civilian speed, like someone taking their time.
It needs to be war speed.
Also fix all the bugs with getting stuck in the choppers when getting in/ not being able to get out
speed is fine, just start running and you leave door open. but I agree that the seat change bugs need to be ironed out
Speed is not fine. Watch a real life video of military or even law enforcement when they need to move fast and how quickly they can have a weapon ready. The game now is a joke compared to that.
I hope your comment was a joke too...
I would not agree.
The exit animations are at a moderate speed, and I think players often only want to exit the helicopter fast because they landed in an area that is under fire so they want the animation to be over faster.
The animation quality should be preserved.
at the moment you can exit the vehicle quicker if the door is quickly opened before stopping and following by quickly jumping out, this applies to all vehicles you just arent using the new features correctly
lol I tested with jeep and it literally takes 3 seconds between sitting and getting out as it timed it, note the vehicle was also moving. Conclusion - any quicker and we might as well have ejector seats
Only thing I think could eb improved would be raising weapons, It is slow bc your character pulls it from behind his back, if instead passengers within the vehicle held their rifles in front of them this would mean quicker ready after exiting vehicle and possible firing from vehicles which is in hot demand
also, you can press space to abort the get-out (roughly from the moment one of your feet touches the ground), and skip the whole closing the door behind you.
id love if this was also triggered by WASD movemnt keys, but at least the possibility is there
wasd can cancel getting in vehicle, havent tested with getting out though
honestly I am loving the separate door interactions, but expectedly it came with a plethora of bugs
its still very clunky, surely needs some polish, but its there
no it can't, only spacebar. I wish it could 😄
I watched GHPC and Steel Beast Pro PE gameplay, and they mentioned something about reloading. Moving ammo from storage to the ready rack thingy. Maybe Reforger can do the same thing with Backpacks. Moving ammo from backpack to the webbing.
so can the jump button (which on controller is the same button to disengage the handbreak, sometimes I get to eager)
3 seconds? Woooow! In reality it take less than one. Maybe 2 seconds if you're counting getting a gun ready
I feel like you guys don't own cars so you can't physically test this for yourselves in reality. Or maybe you only have internet access to discord and arma reforger so you can't look up videos online of real military or police when they are in an emergency and need to move as quickly as possible??? One or the other
I have and they exit incredibly fast
Thank you
We need to be able to shoot our weapons from passenger seats! And we need this game ported over to steam deck!
u can play it on steam deck
do you want it on nintendo switch aswell?
How?
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Well that would bring in more players and would be nice to have.
Dude thank you so much for the link!
I now have hope that arma will be officially added to steam deck some day.
Theres a mod for this!!!
wasd would be huge, in the some of the acrobatic jumps too
steam deck or shooting a m249 from a jeep?
shooting a weapon out of a vehicle
Shooting from passenger seat
oh!
There is a mod out for that?
yes
What is it called?
We need this officially.
do we tho?
yeah would be great
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For conflict mode yes official servers.
shooting a m249 though a humvee?
Open top vehicles obviously
When was this?
6 month ago
This dude is on the arma news he doesn't miss a beat!!
its not hard to miss they made less than 10 in 2 years
Yep, confirmed twice last night on a low playercount server where I was showing 2 new friends how to play, still had the issue without packet loss ever showing or server FPS getting in the yellow before, during, or after. It's just a desync bug introduced with some patch in the past 6 months I'd say, it's not only when the server is overloaded.
but remember historical context, reforger is set in 80s and is based around the standard airborne or infantry soldier, by todays standards the reload, holding of weapon, and more have dramatically changed, this game capture that time where tacticool efficiency wasnt top priority but instead prioritized large shows of power and coordination through combined arms warfare.
Was this official or modded server? I don't have this issue on my servers.
Haste has always been a priority in combat since the beginning of time
make the character exit the vehicle faster the faster you tap the exit vehicle key xD
yes but unnecessary haste such as jettisoning out of your seat because you came across an unexpected contact has never been a good strategy, instead vehicles should continue driving to cover allowing their passengers to dismount safely, considering it takes 3 seconds (even while vehicle is moving) you have plenty of time to raise weapon and get to cover
yes, because if it is physically possible the game should do it. Also it would give normal cars and players on trucks a way to shoot
currently there is a huge gap in mounted weapons for the soviet team because they have no tracked vehicles and the PKM currently has too much recoil on the UAZ
(and the ironsights are not working as intended on the uaz car)
obviously long arms and mg wont be realistic, but carbines and rifles would be great with firing from vehicles
that uaz with mg is so exposed it doesnt make sense to even be the gunner there
I think it would work for any gun you could physically move into position to fire.
the PKM is only 12cm longer than an M16
true, even firing m16 from inside vehicle is really stretching it, plus side for carbines i guess
they could add something to make larger guns harder to deploy into position
I do recall the switch to carbine weapons being beneficial for APC crews
perhaps a longer animation
The recoil part is not true lol
one sec getting evidence
it does weird camera shake that devs said was a bug
https://imgur.com/5MV5FHT
devs said this is not intended
pkm prone with bipod:
https://imgur.com/5MV5FHT
pkm hipfire from truck:
https://imgur.com/d9XX0IH
pkm ADS from truck:
https://imgur.com/DUVeWk0
As you can see it is easier to see and hit stuff with the handheld prone pkm than with a pkm mounted on A ONE TON CAR, which is not realistic.
If a pkm would be this hard to use from a car then there would be no cars with pkms, and ask yourself how you would use a pkm ingame, I would always use a normal pkm and rest it on the car which is not realistic.
a machinegun mounted to a car will not have as much recoil as a handheld machinegun. Becaus ea 1 ton car is more than enough to absorb what the PKM generates as recoil
and there should be no screen shake at all for the shooter on a mounted weapon. The game should instead simulate more parts of the weapon wobbling because of the shake
Why discuss this again
because the PKM car is currently not very useful and it would be great if the car would have purpose in the game
Its a skill issue if you cant use a vehicle if the recoil is what you think too much.
The sights are bonked anyways on that vehicle
screen shake makes sense as minor vibrations would be felt and disturb the shooters line of sight, however no large amount of movement should be observable
I think there is a better way.
-
Screenshake that mimics the forces acting on the shooter WITHOUT distorting the view.
-
making objects shake that are loose on the gun.
because the basic "maek screen shaek" is such an outdated way of doing it that gets in the way of realism
I agree with point 2 100% but idk how you would plan on doing point 1
The point is that screenshake is not realistic because the view of the shooter is not distorted in real life. Evem with the gun pressing into the shoulder he can keep his eyes on what he is looking at because eyes can stabilize to keep looking at a point.
for example if the gun pushes into shoulder there could be a gentle opposing camera movement of the view slightly rotating down
let me show something
idk, it is a hard one to master bc it comes down to how the human eye works and is represented in game, this will always be an issue when it comes to this, night vision, and optics
if the game could simulate parts shaking and vibrating it would create a realistic recreation of how the weapon feels, I thinkl reforger already has that on some weapons where loose parts ragdoll
we are not ready to make mounted machineguns shake yet. in the meantime screen-shake works IMO, even if it could use tweaking here and there.
no camera shake and no weapon shake results in a very static output (too much)
also sight adjustment isnt working on any turret, be it PKM, UK59 or M2
I personally dont like this, I love how the parts shake but having a completely static camera just feels disconnected from the vehicle and game world. thats my take though
I think when you play the game you "feel" the vibration more than watching it so the effect is a bit more real
Oh just turn the turret shake down like 60%? Shooting from a vehicle that might be moving in an online environment full of lag, desync and packet loss is bad enough.
I noticed that something weird happens with lightning on .102 patch for some reason, everything is either too bright or pitchblack indoors.
UPD: nevermind
What a strange bug, has anyone else encountered this? I thankfully have not yet.
The PKM on the UAZ is Very useful actually most people just don't know how to drive
HUGE Feedback: This has caused so many ragequits when my friends and I are having a good time. Error 1 Reason 9, "shut down." The server resets/restarts mid-game rather than just resetting when the game ends from the round prior. WHY not just make the server reset after the end-game timer reaches 0 min 00 sec left. It does not make sense to have one server shut down at say 3am then another at 3:15am, then another at 3:30am, to where I game hop from one to another (because I cannot see the server name/number in the game and just rejoin the one that I know restarted), so I end up joining one which hasn't reset/restarted yet, then it resets or restarts, even though it's a fresh game. It is ridiculously frustrating, please address this. I love the game but this has caused my group to disband like 3 times now.
Also, let us view the server name on the Escape/Pause menu.
the server process cannot restart itself when it crashes, some hosting providers will auto-restart your server when it exits unexpectedly
what?
4, get it?
Glitch noted.
he is asking for grenades and pistols on slots on the alice rig
#enf_showroom message pic is from here
Obviously not
lol
The mag is still glitching into the nade though
yeah cuz the person who made the picture was modding them in, theres no slot here for a grenade
in vanilla the pistols and grenades dont appear in the pouches (this is another screen shot from that modder)
So if you ducktape a grenade to a mag you can throw it while reloading? 🤔
Yeah it's a shame pistol doesn't appear in the holsters, when they arent equipped. If you have bayonet in inventory it's in the sheath. When you mount it you can see it removed
it’d be neat if they added it
This could be changed quite easily, I don't think devs will overlook it
I didn't know people carried their grenades like that, I thought that the mag pouches would be a better spot
I miss being able to put camo nets over structures in conflict like the armoury. 😦
I rather have them glitching a few cm inside each other than not visible on the rig at all.
Because a few cm dont really matter according to my wife
🤣 good one
As long as lacking a few cm doesnt make you the wife
||I just have to....||
I can neither confirm nor deny if that's also what she told me 😄
Besides that, you got me devided.
The modder part of me tell me "aaaah, that's acceptable" whilst the QA part tells me "MAKE A TICKET AND GET IT FIXED".
Well isnt the whole idea of your job that engineers and designers make bugs and you complain about them?
"Make bugs, not features"
In the best case my job is to prevent bugs from even happening my setting up standards and pipelines which prevent those from either being created or from being merged.
But yeah, when there are bugs, I complain about them and I have fun doing so.
"When" you say as if they are a rarity
If it would be a rarity, my position wouldn't be needed.
It's a natural part of development.
So of course they exist. Especially when you have so many people working on the same project, systems being interconnected etc.
If you would not find any bugs in a project like this, you have other major issues.
But, enough chit-chat.
I vanish back to work. You lads and lasses have a splendid day.
do u have automated processes to detect PEBKAC
Or TTC/TTP?
There's a bunch of different ways to attach stuff to your inventory, but I wish there was a good one.
Viewing server name while in server is an absolute must
See in arma 3 I could give individual orders to specific AI on arma reforger they all run towards the same objective I hope in arma 4 I will be able to assign different AI different task.
I agree, i want that guy to stay on .50 while the rest of us run
Exactly! Took the words right out of my mouth!
I'm sure everyone wants this issue fixed.
ai is able to command specific units, so eventually we will hopefully get a system to select units
I've heard it's getting added in the next update don't take my word for it tho
apparently the soviet TM62 anti tank mine fuze arming isnt instan? Takes a minimum of 20 seconds to arm, but can take up to 5 minutes?
Is that not why it makes a ticking noise?
I thought we had the arming time implemented but I guess not. We still have the hiss tho after the mine is activated. https://youtu.be/8k5DBzXcgG8?si=DapZsZZIolsPaB99&t=230. Sounds pretty unnerving. Check 3:50 in the video cuz for some reason the time stamp no worky
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How to arm And disarm soviet antitank mine.
Strange
I love the fact that you can stack them like advised in the video, yeah it looks like a weird tower but at least it gets the MHQ into orbit!
is mine burying being considered or worked on?
If BI implemented arming timer on these mines, I think they would just get a bunch of bug reports that the mines don't work as expected.
then add in the description of the mine that there is a timer?
What's the point? just leave feature as it is. Better for everyone except the one in a thousand players that knows how the fuse works IRL.
Arma reforger like previous Arma games is a military simulation, they are not simulating how the mine works correctly.
lol that's news to me. Mines have always been as gamey in previous Arma games. No previous Arma title has simulated such Minutia
I am aware but with each game should they not get closer towards what they strive for?
Who says what they strive for?
The title military simulation
This is a silly argument idk why I am picking it lol
Feel like that is a title assigned by players, not by BI, but I might be wrong.
Lekker has a point though, I would rather BI lean further towards its military realism roots than try to please everyone with a dumbed gameplay loop. currently I dont think they are dumbing it down as much as people are led to believe though
are mines going to sink into terrain a little or will they always be so easily visible
another use for E-too would be great! Literally all that needs to be done is that the mine needs to be sunk along the terrain normal and the trigger sensor might need to be moved accordingly
making it terrain dependent though is a must
Yeah I have that for my modded GM mines and their efficiency against players is an order of magnitude higher than the vanilla mines for this reason
I think bohemia should make the equipment as realistic as possible because it avoids arguments about something being too effective or not effective at all.
I like how they animated most equipment interactions
Feel like BI delayed the bury mines feature until implementing metal detectors with fancy animations and everything.
I love annoying people with metal detector beep noises in the game
Anti tank mines should not explode when shot at with handguns though.
Its a bit too easy to clear them atm
Would a landmine explode when shot at in general? Explosives are not my area of expertise
Usually not from small arms. .50 cal and above with incendiary yes
but shooting one would make it not work anymore yes?
i saw a video of a ukrainian shooting the pfm-1 mine and it blew up
only if you hit the fuze you can break it or potentially explode it
with an ak
IIRC that mine has a liquid explosive that is quite a bit more volatile the TNT used in anti tank mines
https://youtube.com/shorts/lsAABvOhgiY?si=4Vim2MdppFJQYDKT we also wouldn't have this clip without it :D. Even if is unrealistic
#ReforgerMoments - Long-range Mine Clearance 💥
📺 Reddit - u/Adam710k
I mean it might work with 7.62x51 incendiary rounds maybe? 😄
Not sure, I have only seen succesful detonations by a .50cal
I don't think it would explode. The fuse wasn't even in. Realistically the fuze is the most likely part to explode when hit with a bullet (I don't even think that would be a 100% thing). Unless you hit it with something that has enough energy to function as a fuse
Yep, that is why EODs in some places get .50 cal rifles 😉
I tried messing with that in workbench but was a bit challenging as I still wanted other explosives to blow them up.
Just to make it realistic that you cant have a anti-tank mine field where the mines are too close together or you will just blow all of them up.
something like damage reduction for everything except incendiary?
something like that yeah
I dont know what it was like when you tried it last but currently I think there is damage reduction option in the component for this
Been a while, could look into it.
Or BI could just you know... fix it 🙂
When they hopefully make a little mine overhaul update
thats fair
Talking about incendiary, was there some incendiary damage update thingy coming up a while ago?
Or like proper burn damage to characters?
Or was I just fever dreaming.
That gave me the idea that FIA should have molotov cocktails.
i think burning vehicles cause damage over time but that about it
yes because he was hit by a rpg
like when ur in a vic and get hit by a rpg that happens
Oh the rpg decal gets pasted over the character?
yrds
when I eat like 6 RPGs everyone's frames drop when they look at me
Mines ingame should contain a plastic explosive if I am not mistaken, they are very stable and will only explode unless there is an initial explosion present located in the detonator. Someone correct me if I am wrong
Yeah fair enough
I would realy love for the "say" command to be added to rcon for reforger please! I really need a way to make server announcements without joining and doing stuff in game!
it was in both A3 and Dayz, so why not reforger?
The current mines in game should be TNT not plastic explosive. But otherwise yes
But another anti tank mine close enough could also detonate it
Dont remember exactly as it has been 10 years since I did the explosives course in the military
while not plastic explosive, they are not just TNT either. For the US one it's comp B and the soviet one could be just TNT, compositions were used aswell
Yeah its funny that the american M15 is made up of mostly hexotol while the mine that I am familiar with, TM 65 77 is made up of mostly TNT with hexotol as the detonator
I built this sandbag thing for the first time today and never realized how worthless it was. I'd be lucky if i even managed to minorly inconvenience an enemy with this. Maybe stub there toe or trip over it. Wut doing Bohemia?
it was good for machineguns when there was still a laying down and sitting animation for em
now since you squat on all MGs its pretty much worthless
It can be somewhat useful as it's cheap and if you go unconscious you fall behind cover but the angle has to be right. mostly useless still
Can’t you bipod on it if you adjust your crouching stance ?
I hope I'm never in a situation where I'm desperate enough to bipod on that thing. It's already over at that point.
having it is better then not having it
it can also save you from fragmentation pretty well
and if you but it on a elevated position it can = out chest level
Not necessarily, especially with DMR and MG bipod or resting weapon on it could help and also reduce the area of you to hit
low sandbags are useful if you want to spend less supplies
one issue that needs to be solved it vehicles being able to run players and ai over, this can only be achieved at low velocities, my guess is that this is due to SA vehicles, but some sort of speculative solution would be good
Without killing them?
yeah, you just drive straight through them
yes i have seen that issue
A question:
Is this channel intended for general feedback discussion of current bugs/other issues, or also for suggesting new mechanics/new changes etc?
(I see theres a thread channel filled with new feature requests/changes, should i type there or?)
They will detonate each other here’s a vid
This is also is making me realize the visuals in game are kinda lacking compared to what those things do irl
yeah, lack of dust in the game
I think every single game lacks massively in dust particle effects. But I guess its due to performance reasons.
I am working on a mod that makes them a bit longer lasting though.
But my question is why arent they dug in and concealed?
Too much Reforger I guess 😅
I think its more about the way the particles look
bohemia currently appears to reuse the same circular smoke puffs for everything.
there seems to be two issue's with with zeus"ing
- if you take control of a unit RIGHT as it is died, it breaks your control, you are unable to return to game master or do anythink, just a black screen
- taking control of a unit on the other side and killing a player with the AI will count as a teamkill, you can work around this but its vrey annoying to skirt about
It's very fun to turning everything up to 11 in the particle editor, make some really wild explosions that tank ure framerate.
They need to fix this stupid marker system and put it back to arma 3
Actually makes briefings complete cancer
A long time ago we had art in menus, inventories and briefings. Now everyone just uses black squares and rectangles? Why is that?
because it conveys information clean and fast
It doesn't convey information, we have significantly less information than what we have now, which is awful
Its harder to make complex plans quickly because you're navigating six layers deep Xbox menus to drop a stupid dot. We also can't draw lines and boxes for areas. The system is actually just awful and designed for console, it doesn't belong in arma.
Bring back arma 3 markers.
Xbox player here (using controller) I agree too that the system is slow and flawed, it's worse for us trust me that, I'm a SL and it's a nightmare doing it. But equally, do you not think slowing the pace of the game is positive? As it helps to encourage team play and not COD rambo gameplay. Just a thought.
they should do markers as radio commander has
you can put a hand drawn circle down and resize it
We're sitting in a pre mission briefing screen before the mission has started where all 25 of us are listening to the briefing from the platoon leader. It doesn't get slower than this. This has been a tradition of PC Arma players since Arma 1.
The system for drawing out plans on the map is featureless, flawed, and restrictive. It even limits the number of markers a single person can place on the map. Its terrible and without merit and needs to be entirely overhauled to be exactly as it was with arma 3. This system now belongs on the console and is nothing but terrible.
"Slowing down" A feature like this is entirely useless and counterproductive to arma's gameplay. If you want to nerf maps, make a server setting that requires users to copy the map from another player with an action rather than having them automatically update.
I like that fact that you can place down unit markers and have advanced control over symbology, for PC the marker system is fine, but the limit needs to be much bigger and drawing needs to at least be a server optional feature
The PC system takes way too many clicks to place down a single marker, and it overlaps with the mouse key used to drag. ITs terrible
But you can't modify an infantry marker to show platoon, squad company, like regular app 6 markers. I don't know what kind of advanced control you're talking about. You can't even edit other people's markers
I dont think being able to edit other players markers would be a good change, and unit size markers while they would be cool are not very necessary at the moment especially for conflict
the advanced control I was referring to was being able to for instance mark a motorized infantry unit, or and amphibious mortar unit, the symbols stack nicely
We could mark mechanized infantry and motorized infantry with markers in arma 3 and arma 2. We just needed to have the markers available, which we did. This new system didn't have any improvement. Conflict isn't ArmA, its just the whatever game mode for the general public, but its not the baseline for what Arma should be. Whatever conflict needs and doesn't need should have no bearing on whatever systems are developed for arma.
Being able to edit other people's markers should come with a text warning on the screen or a log, and it should be serverside. I get that some servers are cesspools with lots of immature people, but private commiunities can filter out people and avoid this problem. For us, being able to collaborate on a plan and enhance readability for everyone prior to a mission is very a fun and helpful part of the gameplay. The Arma 3 Metis markers mod did a better job at having advanced markers as well, where you could just add modifiers like Airborne or Amphibious or the unit sizes.
The marker system sucks.
Yeah the current marker system is extremely limited for any proper milsim, but sadly I don't think we are the target audience of the game.
You can increase the number of map markers a player can place above 10. I don't understand the problem.
I have given lenghty feedback on this channel a long time ago how the current limitations are a huge turn off for any large scale milsim events.
Players markers dissapearing on disconnect, maximum marker limit, marker scaling, no freedraw, no unit size or area markers to name a few.
You can google APP-6 and see for yourself how many of the markers or more specifically, graphic control measures you can actually do in the game.
Arma 3 gave us freedraw, that allowed any type of control measure without scaling and that alone would be better than any premade marker placement system.
Realistically you should know how many units a squad or platoon have. A map is just a map used for navigation. Markers don't jump from one map to another, as a matter of fact only specific units have a map. If you can navigate and read the map you can report the approximate location of the enemy. I don't understand how markers have anything to do with the game being more or less mil-sim. You have grid locations, a compass and a radio. I'll disable the markers so players can't cheat.
🤦 you cant draw a plan with just enemy markers
disappearing on disconnect is quite annoying
It should at least be a server optional feature, so it can be disabled in conflict for obvious reasons
I just told you what the problems are in the posts I made
It takes too many clicks to make a marker.
The marker userinterface is intrusive because it overlaps with the button used to traverse the maps
You cannot edit other people's markers, which makes collaborating on plans a massive pain
You cannot create area markers.
You cannot draw straight line segments, you cannot free draw.
All of these features or issues were not present in A3.
What do you mean "Realisticall you should know how mayn units a squad or platoon have" How is that relevant? These are for indicating the presence and size of enemy or friendly units on the map to create context, as well as to indicate what enemy and friendly units are doing, and what the chain of command is. Many of these map markers are used during the briefing phase, or by headquaters elements to keep track of enemy formations and movements.
This is what a proper marker system should look like
Most problems people have with reforger is because it has to work with console too, we’re sorry
Hmm I see what you mean. Still not the worst of reforgers problems imho, far from it.
Its definitely not the worst thing, its just yet another thing that detracts from the experience and feels like a step backwards.
I just want to say... Reforger is nice, good job team, pat on the back etc., but...
THE MUSIC! The music is on a whole other level, like waaaaay up there.
I can't get enough of it 🎶
I Don't like it. Why? Generic orchestra music. It doesn't fit the game like the OFP music did. That was something unique, catchy and nice. This is just too generic and disconected.
the radio music is really good
The soundtrack is really underrated
Yes very 80's too 👌
I would say the exact opposite. I think it fits the game perfectly.
OFP music was of course nice back then, and i would love to hear some new takes on it, with different, maybe richer orchestrations, rearranged and remade, etc.
But Reforger music is very good regardless, and does have some memorable parts too (with some parts i feel like my brain is getting tickled).
The fact that the music was recorded by live musicians, goes a long way too.
I would recommend everybody to just fire up the Game Master mode on Everon, set clear weather 1 o'clock PM, place a lone civilian, take control, and just go explore the island in peace.
Walk through villages, woods, ruins, beaches, etc., and listen to the music 🙂
(i have been doing that for the last 2 hours at least :-)
Its fitting for a MP only game like reforger (even if the menu songs get on my nerves), but its just generic compared to OFP. Being Orchestra doesn't mean anything. The OFP music wasn't just good back then, its great now too. It was different for a video game but it had plenty of different moods and tones. I havent forgotten it after all the years and if I stopped reforger today I would forget its music in a day or two.
OFP music certainly had a few more tracks with memorable tunes.
But at the same time the music, or rather its rendering, was too simple and crude, lacking nuance, expression and dynamics (not saying it was written that way) - that is why i would like to hear a new take on it, rearranged, but regardless, i wouldn't want it in Reforger except maybe one, two, three tracks inspired by it.
Besides nostalgia, the big difference is OFP had a story. If Reforger's music was linked to a well written story with characters and drama, it would probably hit differently.
Animations for reloading and shooting the .50 are needed, along with maybe a improved model and the option to use ranging sights like on launch
How about the ability to pick stuff up? You can pickup several weapons but can't pickup a watch if your pockets are small..
pick up? as in have your hands as seperate inventory slot all together like in dayz?
Yes. If you're naked you cant pick anything. I think whoever made this inventory didn't watch pulp fiction (see what I did there?) 👀
oh goodness, that was a banger
If you have no clothes/gear space you can pick a weapon, but not a magazine. No logic..
Also the grenades (smoke too) don't take inventory space when in the quickslot. They should be like the bandages. (I know its because grenades count as weapons).
yeah weird slot stuff i agree
Now that I complained I need to write something positive. Its amazing that we can put the pin back in the grenades and that helicopters can taxi. There are things in Reforger that we could only dream about back then and having gone through some of the code/scripts, Its crazy to realize how much work is put into something like this. I would also pat the sound guys in the back because they did a really good job, but I wont because we gamers never do that (If I could I would but I wont break the tradition).
agreed, there are so many small features included with reforger that were simply impossible or impractical to achieve with A3 and previous titles, some of them are so small they are overlooked sadly
As a server admin, it is essential to have the rcon say command to be able to communicate with players on a full server, especially since there are no reserved slots. Please add the say command back to rcon like in DayZ and Arma 3!!! 🙏
I remember hearing about your own rcon implementation you guys were working on but I've not heard anything more about it in at least a year...
there are no reserved slot for admin ? it looks very bad. its should be a hidden slot for that like 40/40 (2) with 40 players and 2 extra slots just for admins
I will be modding those commands in in the next few weeks but I agree that they should exist on the server by default
I could promise that I saw the possibility to reserve slots in one of the scenario managers. Its there for sure.
Dear arma developers... Add females, woman models.... Its been to long that they have not been represented in combat duties. Even if they were not its a fundamental disgrace to all the woman who have served and continue to serve around the world for every nation not to add them in..... Thank you... That it is all.... Also i really want to see arma's studio.... I have a passport... Can i get a tour?
women were a minority within the armed forces during the 80's for obvious reasons, so it is understandable why the devs have not implemented female models in a testbed game. however I am fully with you on this for A4, especially considering how important a realistic civillian faction is
There was Guba's secretary in OFP and a female reporter in Arma 1 I think. I really do hope Arma 4 adds proper female characters.
iirc, the secretary was based on a woman working at BI at the time. Not sure if she had proper animations (outside of cutscenes). I’m sure the reporter from Arma 1 didn’t.
A2 also did female characters very well, for A3 someone quoted altis as being "a sausage party island" they arent wrong 😆
Sahrani was the OG sausage party island
This exploit while capping the base needs fixing.
armatures. professionals will discard the supplies straight up from the command tent.
I would still say that it is an exploit not a "High skill" strategy. Maybe not as bad but in similar category to the supply glitching.
disable spawning at contested bases and problem solved!
that could be one solution yes
a strategy players could adapt to would be backing assault squads with logistic trucks so when the base is captured the troops quickly deconstruct everything and evacuate the supplies back to friendly lines, meaning they have reinforced defenses further back and the enemy recaptures useless bases
it would require major coordination though
Or all friendly equipment (excluding vehicles) in a vicinity of armory or supply boxes close to the tent still counts as supplies of the base (for spawning). Game already counts supply storages close to the base but doesn't count supply boxes that are taken out and put right beside the tent which is ridiculous.
problem boil down again to number of active bases at any given time, and how impossible it is to defend all of them.
if players couldn't spawn on contested bases, the game will turn into driving into empty bases, and capturing them like it was before the auto supply regen was added.
and that is where freeform fobs will come in, all of the fobs present are only created by players meaning they are more useful
maybe blocking access to arsenal for only attackers might do something
either way currently it is stupid that you just take out supplies and thats it, you cant spawn even if the supplies are right there on the ground
This is why the AI is so important. it's such an issue on PBS lol
Now if only running AI on servers were viable..
I'm all ears if you'd like to show/tell me where!
Its in SCR_FactionManager. Where you define the groups? There's a tick box for "is private", but Idk if it works or not or how you setup a pass for it. I just knew I had seen it somewhere.
At the time I was new to enfusion WB and assumed everything worked so...
I don't think that has anything to do with player slots. You can however make groups private in game.
Hmm? If the group is made private from the start all the slots in it should be reserved. In theory this means you can make a reserved group with 1 player slot in it for the admin to use, or reserve player slots in a group for your friends/squad whatever?
I just tried this out, and it seems when you create a private group, nobody can join it and no new groups can be made, so nobody can join the scenario. I dont think this creates reserved player slots like you think and its strictly creating a group, nothing to do with player slots. Have you tried this or got it working? If so, please do explain how. Im pretty sure at the very least it would require some creative scripting in SCR_ReconnectComponent to be accomplished.
I'm afraid not. I just saw it and thought it was a cool thing to have. What group manager are you using? I found this in USxUSSR, where you can define the groups for vs mode. It might be different if you are modding conflict? I'd like to know more about this too.
I don't know if you need predefined groups for this to work? I haven't checked the Conflict managers since i've no interest in conflict.
Idk, supply glitching is an a exploit more in-line with a cheat because you're creating supplies which weren't there. Dumping an enemy's supplies on the ground so they can't spawn in, I'd just say that's smart use of game mechanics. They shouldn't have left the base entirely unattended, they should've left AI if there are no players there.
yes thats exactly what I used, SCR_GroupPreset. I dont use predefined groups at all in my conflict scenario, but when I do add a private group, nobody can join (not even the GM), and nobody can create a new joinable group either (without checking "Create Only Predefined Groups").
I sneak into enemy bases and grab their biggest backpack then grab the most expensive stuff to drain supplies >:] on xbox you cannot drag supplies out
It actually seems like "Create only predefined groups" does not work in conflict! If I create a predefined group, nobody can create a new group whether I have the box checked or not! Groups can only be created when there are no predefined groups in the scenario.
I wouldn't call it "smart use of gamer mechanics" I'm pretty sure BI didn't intended for armories being used like that. It is definitely exploit in that sense.
If they don’t like it enough they will remove the feature like talking over enemy radios :[
I miss the talking over enemy radio thing too, I feel like that should still be a thing (being able to disrupt enemy comms), making them have to create new groups (or change frequencies) until the guys holding radios were dropped haha.
just blasting period accurate music, absolutely disrupting enemy comunication to help win the war
Its still possible, its a server setting
Thank you for informing us Polo
It was awful actually, too much trolling
Well creating groups ingame would defeat the purpose of having predefined groups, but the private group thing should have a use or a way to setup a password. Maybe Bacon knows more about this.
YES
yeah I saw that the other day, I just wish there were casual official and hardcore official servers so they could leave it on in official servers
Another feedback: give Tower codenames
Hijacking radios is an annoying and distractive feature. It should generally stay out unless the game adds some kind of Babel feature.
If I'm an American from Wyoming fighting Russians from Svastopol then we are not going to both sound like westerners. Its stupid. Also, we would need better marker features for better communications plans for this to work, and since people are joining in and out of games freely, its better to just not have this "Feature"
if you dont want your enemy to sound like westerners then join the eu servers, plenty of russians
Americans still play eu servers
guh
I personally like the fact that you can listen in on enemy radios, it is literally a job in any modern war, having it present in reforger along with a comprehensive communication network system is great
it is yet another feature that truly sets reforger a bar higher than A3
It is also why I speak broken mispronounced russian over the because the russian players understand me but American’s listening to our radio
Then my teamates will also sound like Eastern Europeans.
The point is that the two factions would be speaking entirely different languages, with different dialects and understandings. Translating that communication would take time and effort of a dedicated translator, unless you just happened to be fluent in English/Russian.
Listen to the enemy radios, fine. But not everyone is going to be able to understand the language, and most people should not.
The problem with adding female characters into a military game like arma and especially refrogger is that they would be realistically in very little front line fighting and it would probably not be worth the effort of the extra animation work, because animating females correctly is very different from males. You cant just slap a female face on a male character. YOu would require realistic mocap for a different skeleton, smaller hands (and custom animations for that).
So far the only game that pulled off realistic female characters was one of the reced COD games where they had the female have custom animations fps weapons in single player
So unless a game dev can go all the way to do it anatomically correct they should not do it at all.
For example in Dayz they unfortunately improvised and used the same animations for both men and women
This is a reasonable amount of work for a AAA title in this day and age. Not having representation of women in a game that is, at the end of the day, doing to display a variety of conflicts throught the ages and around the world is a tremendous mistake. It also misses out on a huge market.
Lots of women saw combat in recent conflicts inrecent wars. Excluding women for the sake of "Its too much work" is cow dung.
I too keep comparing arma animations to cod and bf, but it's not really fair because those games use motion capture for their animations. doing it like they did in dayz will do just fine
Wut? Dayz also used motion capture
then why it looks like garbage compared to bf games
i have no knowledge if they actually did or not. i just went off by how bad it looks in comparison
I don't see it as a reasonable amount of work. It is an unreasonable amount of work to get female animations in especially with the smaller hand sizes, then you have to reanimate all weapon handling and vehicle animations.
And then you have the fact that girls are smaller than guys, that means easier to take cover. harder to see.
I remember a star citizen developer talking about wanting to equalize the hitboxes of females and males when taking cover so a female does not have an advantage when taking cover.
When the desire for representation starts warping realism then it has no place in the game.
Also it is a realistic representation of a 1989 theoretical conflict between the soviet union and the usa that all frontline people would be guys. (are there any first gulf war females in frontline combat in 1991 or any frontline females in the afghan war in 1980 -1989)
It is an immense amount of extra work to add realistic female characters to a game, and it has no point in a game where 99.99999999% of people present on everon would be guys. And I dont think female gamers would have an issue with that.
So I would rather the devs animate all crew weapons to have reload animations than add female animations.
all character in game are 170cm which makes them defacto women.
Are you sure? That does not appear correct
Some women are smaller than some men, and some women have smaller hands than some men. Some women are larger than some men, etc. This is a completely invalid reasoning when you can just not make the model perform that way and people will still be satisfied with the representation of women for players. The idea that women need to be excluded for this appeal to realism is hilarious. Everon is not going to be entirely populated by men, it has functioning villages with schools and hospitals. What is truly unrealistic is having no women in the game at all.
Women have served as pilots in the US Military for decades, since the 70s. They are few in reality, but the conflicts in arma are also entirely ficticious in history, and never occurred. This game is a sandbox, not a reenactment.
What is most important for animation sets like this is rigging, and most of the issues with apparent hand differences can be solved with texturing and bumpmapping. This is a big nothing burger.
Not a reasonable amount of work?
You should probably leave that decision to the developers.
The game should have women, and not just in uniform, but also as civilians.
Many people find it immersion breaking, that the game has strictly male characters.
That said, Reforger seem to be aimed more at the casual quick action PVP pew pew market, where most people aren't playing scenarios where they would need anything else than some kind of soldier and nobody cares what that is or how it looks (or do they? it would explain the 30 minute queues at arsenal crates in some modded games).
You know what... Arma 4 should definitely have women and more variety in civilians in general.
And what would be the best place to test it before hand? well... Reforger of course! 
Also... and this may be a big surprise to some... some men are smaller than other men, some men have hands smaller than other men - somehow that didn't stop BI from adding men into the game, and nobody makes a fuss about their possible unrealistic hand size or shape (eeek, that just remainded me of those ugly prolonged thumbs i see on the steering wheel when driving in Reforger - i take it all back, i do make a fuss about it! 🤣 ).
The game should have women, there is no argument against that that would make sense.
Whether the devs make them and add them, that is another matter, but the game should have them.
you jsut insulted someone's hands, these are 3d scanned 😄
Oh, i ma so sorry, tell those hands please that i sincerely apologize 🙂
Oh, your name has green color... eeerrmm... I changed my mind, those are beautiful hands, and i wish i had thumbs like those hands have.
Well. If we move while exiting a vehicle the door does in fact stay open, which is annoying when you take to time to disable this "feature". The openable doors were only necessary in the helicopters, and since that the get in animations on the Mi-8 remain broken. I was afraid this would happen.. oh well
.
not sure I get it. whats annoying about having the option to exit the getout early?
Oh its fine really, but the implementation of openable doors is not great, and since some players drive with open doors because they think its funny I thought it would probably be better to unclutter the action menu and disable it. The doors have no collision or physics so its kinda meh.
well implementation may not be perfect.
doors not having collision is on purpose though. we couldn't make them "close" on contact at speeds, it would just stop your whole car.
so it was decided untill we can have doors react properly, better not have colliders
untill we can have doors react properly
BeamNG-like soft-body physics and damage model confirmed! nice.
I know it must have been a lot of work, because of the animations but considering the problems it introduced and how silly it looks to see a car driving down the road with 4 static, open doors is a bit silly. Doing just the helicopter side doors would be a bit inconsistent I guess.
The good things are the ones we don't see, like fixing potential crashes and instability so good job on that.
still offers more possibilites, like exiting getout early, or ejecting while having the door remain open for example.
but I understand where that comes from. it isnt perfect yet.
On the subject of animation (and I know its not on the roadmap) it would be nice to have facial animations and lip sync back.
I do get your point regarding the silly, but i'd rather have the option, than not.
If you end up playing with some players doing silly things, that can be annoying, but that is not something that can be fixed on the game's side.
You can regress back to non-animated door on vehicles, but people will still do other silly things, and you can't keep removing features just because somebody can do silly things - eventually you'd end up with no game at all.
My point is: i'd rather suffer the occasional silly, than not having animated doors with proper nice get in/out animations.
Its not that. I do appreciate the get in/out animations a lot but before 1.2 there was no open door option, which was a bit of a problem with the helicopters, but not anywhere else. Maybe you are not aware of the many problems this feature introduced.
Aah, sorry, i misunderstood.
I dont like the door being left open or all doors being open, animated doors are nice but using a door (that cannot stop 556 as cover (in game it stops 556) is stupid
sounds like the issue is with the material/penetration settings or whatever controls that, not with animating the door.
the helmet and body armor stops 762 when in real life they would stop 9mm the ballistics are unrealistic in everything in game
who knows 🙂
While editing I though about this and disabled the open door feature on all vehicles other than the helicopter and van side doors. Didn't miss it one bit, in fact not having to scroll through all the actions to enter a vehicle is rather nice. Its more data to be broadcast too (door states of all vehicles sent to all players). Don't take this the wrong way, because I know you guys work hard on these features but, I was happy without them lol.
to each their own, that's why modding is great 🙂
now getin shoudl always be the first option
EDIT: nvm there can be mroe seats to one door, I should think more 😄
re-reading my message with my full focus, I realize this could be interpreted wrongly.
let me clarify that we are working our best to squish as many technical issues as we can 🫡
you cant change adversary teams being able to understand each other on the radio only because majority of playerbase is English speaking. The only reason communicating on enemy radios was removed was due to trolling/spamming music
All this does is simply force people to use the assigned codewords for points to not risk compromising thier positions
You must be new to Arma, welcome.
Acre 2 radio mod for arma 3 has has this feature implemented to years already. So you telling me that it can't happen is hogwash
so learn to deal with it.
No i just dint care much for having every single mod in existence.
Ace was also a thing doesnt mean refroger has to have the same level of medical complexity ( and doesnt)
Okay so let's try not to make absolutes when you're not certain about how feasible something is. I just played an op using this technology the other day.
Acre 2 isn't ace
no lets not project your personal onto others assuming everyone wants the same thing 🙂
As long as this nonsense needs to be enabled by server owners then it's fine. It doesn't really add anything positive to gameplay, same thing with stealing enemy uniforms.
Reforger should definitely take more queues from acre 2 and implement a babel system, so people can hear and detect the enemy, but only understand them based on scenario settings
stealing enemy uniforms is a cool feature i like it.
If not reforger, than arma 4.
It's ridiculous, uniform is gonna have holes and be covered in blood, not thr right size, and it's also a war crime
It's also pretty shitty for gameplay, because it encourages reliance on magical maps and confounds IFF. It's just arcade nonsense
wearing enemy uniforms has been done IRL in past wars. ITs just that it will be treated as espionage, and those caught alive doing it would be prosecuted as spies instead of being treated as POW's.
War crimes is the epitome of bad taste in milsimming and has no place in official games.
Yes, things that now constitute war crimes were once not war crimes. That doesn't make them any less of war crimes. It doesn't belong in a simulation of a conventional battle between professional armies in the modern day
and the lines become blurry when say a Special operations force might wear a partial enemy kit. IF you want to take about "milsim" special operations and Espionage are also a part of warfare.
sounds like it should only be a thing that a custom server owner should enforce based on preference rather then forcing it as a feature on all servers
Encouragement and depiction of War crimes are pathetically bad taste for milsim games and are the exact opposite of how we should style ourselves as a community. Theft of enemy uniforms leads to people fighting in those uniforms, which is a warcrime and shit gameplay
If people want to do this kind of thing, they should do it on their servers
Same things with memes about bombing civilians and the like
there are no civilians to bomb anyways so i dont see why this would even be part of the discussion. IDC about people being edgelords on radio
this is so right
maps were going to be magical anyways because hadholding for the sake of unit cohesion
they need to fix this make it TRUE milsim
it is what it is. I dont care enough about it whine about it being changed. I think its probablein arma 4 server owners will get an option if they want to show where squads are on the map or not
this magical map will be usefull for servers that run 21st century warfare servers. In a era where GPS navigation aids and Blue force trackers exist
You seem to forget that the game is just a platform for many different things.
The game should allow anything.
It shouldn't create any artificial limitations regarding what players can do.
The scenario is where you can introduce limitations.
If you don't want to allow players to switch uniforms in your scenario, then fine, prevent it.
But there will be other people who may want to create other scenarios, in which they want to allow it.
And that goes for anything, switching uniforms is just an example.
Enforcing the laws of war, and punishing players for violating will create an interesting game mode. I just can't see any viable way of enforcing it.
TBH im not interested in discussing warcrime enforcement or penalties unless its like blatant black and white scenario such as shooting a surrendered prisoner or intentionally targeting civilians ( no civilian faction yet) I figure this will largely be mods. games supposed to be a sandbox and not limit players on what they want to do. To suggest taking enemy gear is akin to being a psychopathic murderer is the most disingenuous thing ever, and is just an excuse to force others to play a certain way.

I'm talking about the uniform equipping for conflict game mode. Same thing with the babel technology, not in the context of not including it in the entire game at all. ArmA 3 had this as well, where you have to set a config flag to allow you to change uniforms of enemy faction or not. This should be the way that the game is set, uniform stealing in competitive game-mods like conflict is stupid.
That game mode is public facing and competitive. Encouraging this kind of troll or childish behavior is not good for the game.
If people want to enable those flags in own scenarios or private servers, then that's on them.
competitive and conflict should never be mentioned in the same sentence
where do you draw the line though? what if i only have a partial enemy uniform? say like stealing a headwear such as a ushanka as trophy. Or only wearing body army like 6b3, because it better then what US team has?
Its a mode where two teams of humans shoot each other, its not E-sports, but its adversarial and the game's primary public mode.
Anything which contains the insignia of the enemy: flags, unit patches and markers, rankings, etc.
That also has it's downsides though, don't want to get shot by your team mates? Don't wear enemy shit
Furthermore its also more blury on what constitutes a uniform since even A civilian for example could buy some surplus Camo BDU, and just wear that as a partisan. IS that attempting to imitate a member of a a particular armed forces? or is just a camo they decided to aquire because it suited them? If they aren't wearing national flag, Rank and unit patches associated with that particular armed forces?
What about stealing enemy vehicles? For example US team doesn't have an equivalent to a BTR ( yet) so there is always an incentive to steal one for the team rather then outright destroy it. But without proper communication it can lead to fratricide, as obviously its a soviet vehicle. Theres no way to spray paint the team flag on a enemy vehicle, to communicate visually that it is captured by friendly forces. But similarly it can also be used for unconventional warfare purposes to ambush an unsuspecting enemy thinking what they are seeing is a friendly before they get gunned down a BTR
Building bug is back and overall I see a lot more desyncing in the game after this update.
Today I grabbed something from the inventory and dragged it expecting the game (WE) to crash, and it didn't. It just didn't! It felt good to drag things around. I'm going to spend a whole day dragging things around in the inventory.
Add an mp M1 helmet, see how that goes...

Lip sync would be amazing
omg I hate that bug been experiencing it for many patches
dont forget to add a safety whistle
meaning mouth moving according to players talking ingame?
that would be cool indeed
the only issue i have with this is that you can get the auto kick for team killing, team mates in enemy uniform or helis
biggist gripe with the game and prolly the leading cause to its constant low player count
all the public servers god damn suck
you have constant trolls
the vote kick system doesnt work as intended i have seen people get booted for no reason
like myself right now
i have been "banned" from a public conflict server for no reason other then fisha_357
and valhallagod2 wanting to be trolls
in AP-sy 13245729
and sure i can report them but it requires such amount of effort annd would need "self incriminating" evidence
so it leads to a few player trying to start a server then the trolls join which lead to people leaving, so the official server never kick off
so im left wanting to play a game, that im not allowed to play due to people that jsut want to watch the world burn
"and sure i can report them but it requires such amount of effort annd would need "self incriminating" evidence "
yeah pretty sure the valhallagod dude is just neen with an alt acocunt
Join a community that makes good scenarios. That's really the only way. Conflict is terrible
conflict is good, when you get no trolls
Yeah but until there is a proper way to filter out the 2009 cod lobby freaks that's the solution
I'm super glad I joined my group (not saying bc otherwise they'll axe me for advertising)
it is neen
No, it really is terrible.
i very much enjoy it, aside from the small issues that refroger has
I would not agree. I want to be able to talk to players on the other side because it creates gameplay.
Like talking trash when sneaking through the same location, trying to get an enemy to surrender or asking them for intel to trade for their safe escape.
I actually let enemy players go when I take them out and they are unconscious. I tell them "when you wake up leave your gun and run back to your own lines"
The base line should be: if it is possible to physically do something in real life then the game hsould have it and NOT EVER for "gameplay purpose" block it. So there should be no blocking of enemy uniforms or blocking of hearing the enemy talk.
One could make the argument that soviet soldiers and american soldiery may have difficulty understading each other in a 1989 scenario, however I think most soviet soldiers would understand some english in 1989.
the moment reforger starts blocking and removing physical realism to "fix" gameplay it is a downward slope into squad, which is a distorted mess of a battlefield clone mixed with the desire to punish players into specific ways of playing
you can talk on enemy radios, just need to enable it, it was disabled for official for obvious reasons
I think if you are wearing enemy equiptment and get killed by a friendly they should not be punished and you should lose rank because
why are you needing to use enemy uniform, why are you needing to use enemy equiptment? genuine questions to know why people do this on a game mode where pid needs to take a few seconds or you’re dead
I wont argue about uniforms.
but say I spawned with base loadout for economical reasons or other, I kill an enemy with a machinegun, or sniper, im gonna take their machinegun for free to save some supplies for my team.
There should be an option to disable clothes switching. That's more of a DayZ thing that doesn't really add much to Arma.
I was talking equiptment like vehicles and clothes/ballistic protection. nobody is going to team kill you because you are a soviet holding an m21 you should also still be able to pick up the map/compass, medical, grenades and smokes because unlike vehicles…
You do not need to read cyrillic to throw a grenade unlike being inside I btr most of those dials would be confusing to an American
for vehicles, id love a "re-paint" feature for captured vehicles.
because in the end, a .50cal humvee or BTR can be useful no matter which side you are on. anything that can serve a purpose by being weaponized or saving supplies.
even sometimes you have a choice between walking a long way or taking that car that the enemies left right there, I go for the car.
theres also the case of helicopters scattered on the map at large bases at the start of the game.
would you pass on a free armed helo because its from the other faction?
I fully get your point, and I feel no guilt killing friendlies wearing enemy uniforms.
but some of the hardware can be useful and its even valid IRL to do it.
i saw a us convoy on grenata i think and they had a brdm 2 with usmc on the side
Are textures able to be update in real time? That is a good idea
I have no idea.
but if not, there could be a couple other ways maybe.
adding decals and tweaking their visibility, switching to a different prefab.
just shots in the dark, that isnt my area of expertise at all
Is this even something that could work ? In Skyrim the facial animations, lip movements are all done through morphs.. but doing that in real time ?
The first bohemia game had lip sync. When the characters spoke their mouths moved, in SP it was important for dialogues and cutscenes. In MP it stopped working after they implemented their own net code (sockets) which replaced direct play or something like that. Reforger doesn't have neither lip sync or facial animations.
Yeah that's why I'm asking lol. It works in singleplayer games, but multiplayer ? Seems very resource intensive, if even doable
Usually the jaw just moves up and down like in Rust and other games
Its been done in multiple games, to different degrees of quality. So uh yes .. I guess.
do it like gmod
Honestly the radio meta is fucking dumb with a single man hiding in a bush occupying 5 to 20 minutes of a squads time to travel/respawn/find/kill/resupply/repair bases that are 2km behind the front line. Cool in theory, abdolute trash in practice.
Yes but that's not just it. Its everything. Its even worse than squad.
Yeah they barely improved the hit registration and desync since 2013 but it's definitely better than squad
I follow some milsims from A3 on youtube and in their videos, you can see the lip syncing in play for all of them
Looks possible
Thats how it works with tfar in a3 for example. Just plays animation.
Cheap way of doing it, if you wanna be more dynamic" is dropping the jaw according to sound magnitude. To a degree ofc.
So you dont get that ^
But maybe one step at the time and add blinking first
Yeah deffo, blinking would be nice
But full-on lip sync where they have morphs for every type of letter like in Skyrim.. Uff, idk lol
Well that would be overkill for a "cookie"
Something to ponder...
How about extending current FOV settings in options with one more, for a Helicopter Pilot?
It could be just a "me problem", but just one option for all vehicles, doesn't cut it.
When i am driving a car or truck, i usually like to keep the default FOV, and only occasionally i even set it a tad lower.
But when as a pilot in a helicopter, i need to set the FOV higher to get better visual feedback for the helicopter movements to avoid overcontrolling, even with the current simplified flight model.
Is it just me?
Yes, THIS
This is a good suggestion.
I can't remember if they do in dayz
I might look into some sort of spray paint decal to indicate a captured enemy vehicle. Replacing the prefab might spawn it in completely fixed
pretty sure i remember this from a3
yea i think so too..
Does anyone else need a magnifying glass to read name tags or kill feed? Why all my font in game like 1 pixel thick?
Legit have asked squad mates to stop moving so I can actually read their name 3 feet away from me
It seems that greifers just take other players usernames and cause trouble, this will make accurately reporting them difficult
a lot of these guys listed are innocent and good players, he manages to copy ac name by inserting character into username that is not recognised by reforger
A bunch of griefers on Official 13245729 (AP-SY) currently causing havoc. Dismantling antennae, copying other players' names, doing game master things
idk why steam has not terminated their accounts already given how many players I personally know who have sent complaints
this new approach the greifers are taking is making it 10 times harder to get rid of them bc they will copy the names of veteran players
Happened last night aswell
I had a pretty decent break from reforger, been playing regiments. I come back and 20 mins into the game they join and ruin the whole server. This has been happening with the same people, on the same server, at the same timeframe for 3+ months
the neen guy is quite clearly a north american based on his accent, wtf is his problem with AP-SY server
Me and my clan just finished an op and we'll all wanted to join a public but I saw them f***wits and just told them that's all for tonight
yeah, there is no point in trying to kick them. your fighting a losing battle, might as well pack it up for the day
what reforger needs is a vanilla server hosted by trustworthy admins that can kick these guys, the only aussie servers available are usually filled (good thing btw) and run a crazy amount of mods that makes them a little less appealing when wanting to casually play the game - my take
I don't enjoy modded servers as all of them are 2020s focused and I want a 1980's game
And then there are those mods that just completely broke the game or leave loop holes for abuse
idk why these alt accounts are even allowed, if it can be disabled along with the family sharing and adding better vote kick then the effectiveness of these greifers will be greatly reduced
my hope is that these features will be in next substantial update and the griefers make the most of their limited time now
Because temp bans when they do happen don't fix it
And prema bans are hard to justify so they are extremely rare even amongst the worst cases
disabling multiplayer for these players would be a good start, especially considering backend connection is required to join a server, simply deny this request if the user is reported as an extreme greifer. I dont have expansive knowledge on if this would even be possible, but i think it would go a long way. this will also mean they can still play single player, meaning the game isnt completely disabled
Check pins of the discussion channel, also get their guid
email sent, lets hope we see some results
can they actually perma ban people now?
three hours later and they are still at it
proof that reports dont work
people just want to play your game and yet you let trolls run rampart
this kajit agrees.
this kajit is working on ideas to get radios and command truck removed or at least changed
Why do we need backend connection to join private servers?
I think it might be because servers require mod lists that would require connection to the workshop, at least thats why i think it is needed
One more step back, ig
Regarding Microphone Input...
I have been told that the game uses whatever is set as the Input device in Windows, which is bad if you use that for other things.
The game should provide means to choose any device, no matter what the Windows default input device is set to.
Pretty please.
why am I not able to join a server that has a reported mod? is the goal here to discourage reporting infringement?
Quite likely so yes
And to prevent that mods files being obtained and extracted, in effect destroying the infringement
I've reported this a while ago. Bohemia made some updates but this still happens when equipping medkits.
Let's make it reach Bohemia ppl!
no dont fix that! lol!
we have fixed it. but it apparently didnt get merged 😦
will look into it
amazing game wish we could have client sided mods like arma 3 where we could add muzzle flash and stuff into our own game and it get policed by the server but awsome game either way
good take
https://reforger.armaplatform.com/roadmap
Maybe you should hide the sections that have already been implemented under a spoiler, so that we can focus only on what remains?
that is an idea
please add more downed anims i beg, the roll is very weird looking.
I have an idea. What if they added another entry to the roadmap? Improvements to inventory, a.i. can fly helos, etc. I think its a really good idea, possibly the best idea this week.
ai fly helios will not happen in reforger, inventory has been improved
One of the many good things about this series was that the a.i. could do anything the player can do, and since they will have to develop this at some point, using reforger to implement and test wouldn't be such a bad idea. Also continued support keeps the game going.
They have already said flying will not come to reforger, it will come to Arma 4
Sometimes when you least expect it things change.
Bro really wants the ai to fly helicopter’s have to not seen their driving? 😭
I see the words currently and could.
Is it worse than Arma 3? They never got convoys like we used to have in OFP
it kinda bad
flying AI would be easier because of no road ? simple point A to point B, but landing spots would be tricky, but if think they keep it for A4
thanks to me
Feel like this game needs some number to watch go up. Like a persistent rank or score. I think a lot more people would play Conflict if there was a longer term reward for it.
i was thinking the same, but it will only affect the visual on uniform to show people you are veteran knowing the game
Brighter lights for bases and buildable stuff.... Please. I cannot see anything at night and its obvious other players can see me.
not a fan of the gamma boosting, good thing is that they are blinded when flares go off, so use them to your advantage!
I think it is a different problem:
In bases lights can not be turned off, and attackers can shoot from the darkness into the bases.
Do not ask for brighter nights, because it removes beauty and tactical gameplay of night combat.
Not seeing where the enemy is and shooting at a treeline is part of the fun of night combat
we need possibility to destroy all lights as well to repair them, but also spotlight with manual control on towers would be a game changer with night base assault
That would be nice.
I also think the main problem is command trucks and easy spawning as defenders.
because defenders can play like zombies, spawn in and do anything to keep the enemy away from the tent
I'm not asking for brighter nights.
Another based take, I would like the street lights for towns be controlled from a node and each guard tower have a switch box at top once power grid comes
If people have any suggestions for improvement or would like to change for the Conflict game mode, plant them in here: #1280883482406420550 message
Ty
Vz 58 leaf 🍃 for fia
1980's chezh camo post Soviet
hell yeah
(put a statue of victor troska on everon please) l
(he was killed by 3 t 72's at once)
It is camo
suppresors dont show up or change the sound when mounted on the 249
not meant for the 249
it was meant for all 556 guns that it can fit on and it can fit on the 249 irl
they even have a more beefy version of the model 3 that made only to be used with the the 249
you can equip the silencer on the m249, but it goes on the mag instead of the barrel
its borked
I guess this was the mortar update after all
The new controller binds for experimetal are not great, why have so many controls been changed for no reason, it would be great if some sort of system was put in place for keybinds
Also you cant rebind the start button as it is the cancle button for the rebinding
REQUEST:
Scenario Framework Action:
Add action that allows to suspend fuel consumption on vehicles driven by AI so they don't run out of fuel while patrolling the world.
Fuel tanks should be filled and fuel consumption should be adjusted to realistic values instead. A.i. should be able to refuel their vehicles when needed too.
Its easier to just not overcomplicate things and make whole new behaviour to make ai stop at gas station
Yes, but the suggestion reminded me that the a.i. used to repair, rearm and refuel in the first games. It was programmed that way. This level of awareness and ability to handle themselves made the real virtuality a.i. more real. "1 fuel low" , "2 refuel at 0134" , "Affirmative"? Scripted workarounds are a poor way to handle this because it turns the a.i. into stupid bots. Same with ammo or injury. The a.i. knew and reacted to these states without the need to regenerate health or ammo, so it felt like you were in an even field, because unlike most games, the things that could happen to the player could happen to the a.i. as well. Unscripted gameplay that just worked.
.i. used to repair, rearm and refuel in the first games
not on their own though - you had to issue them order first
you could have "support" waypoint though, so refuel/repair/reammo truck would come to AI
actually, I don't think there was procedure for AI to go to refuel point in A3?
In operation flashpoint the a.i. was independent. If the member of a group reported fuel low and there were barrels or a fuel station nearby they would handle it on their own. Same with "ammo low" or "out of ammo" the group leader would tell the member to rearm at an ammo crate or dead body. This was amazing back in the day
!
are you sure?
I remember playing the tank missions and the commander ordering refuel at fuel truck or fuel barrels. The other stuff (heal and rearm) I can guarantee.
maybe you were playing modded
or maybe that was scripted part of mission
just loaded vanilla OFP and there is no such feature
Really? In the editor? I'm pretty sure it works.
ok, it works if they are in team
Yes, there has to always be a leader. Does refrogger not even do this?
Reforger has groups
Maybe it still works since every group has a leader, but if not it should be given serious consideration, at some point. Independent a.i. was a big part of the sandbox experience.
well, take a look how i.e. AI handles barriers in AR
and what kind of problem for driving ai it was in previous arma titles
I'm not complaining about the improvements 👍 .
Not in a3 no. At least it never worked
On expy the player animations for weapon safety/switch firemode are missing
READ!!!
I just wanna say when you sent that the other day it notified me while I was in the middle of a night recon and it scared the complete fuck out of me
Suggestion:
Destroying base structures should require explosives instead of shoveling. This would give explosives players to do something
this might be added with destruction update, you can already destroy armory in Gamemaster tho
I could’ve finished of the sentence but I don’t want to get banned (although I do fit the physical appearance of a boondocks character irl)
lmao
Yup a suggestion I made also
Suggestion: option for mono voice audio. Those of us with mono eared headsets can usually only hear prox chat coming from our left or our right
It’s in audio settings I believe
If it’s not there you can set your devise to be mono audio
And I agree it should be added if it’s not there, I pretty sure it is though.
Years of being deaf to prox chat to the right of me, it was there all along
lol I get you 😂
I never knew you could inspect your weapon until about a month and a half ago and I’ve been playing since launch 😭
(Or it feels like a month and a half 👴🏼)
Ural 4320 on Experimental still has broken vehicle animations. I think in my ticket it said fixed
Shifting and handbrake does not animate
Sound does not get triggered either, since sound event is never reached
Brief context: I joined an official gamemaster server, and there were only Russian speakers. They talked to me about something, and I didn't understand them. They vote-kicked me, and now I can't join any server. I've been unable to access forever. Is this the new vote-kick system?
At first, when I got vote-kicked, it said I couldn’t join for 4 minutes. Once the 4 minutes passed, it now shows a direct ban
I didn’t kill anyone. My question is, if a person has been unfairly vote-kicked, will they not be able to play again?
I'd say make it so 3 team kills in a row should insta ban someone from a server. Miami conflict is cancer rn.
bullets tracer magazine don't work in the experiment just for them to fix it
The ap mags have m80 loaded, it could be the same for the m62 mag (tracer)
We need a support AI that will help build or resupply friendly Ai when they are low or run out of ammo.
why whenever something is changed towards voting and banning it is always for the worse rather than for the better just make another account on steam, family share the game and you can join again