#reforger_feedback

1 messages · Page 26 of 1

graceful spindle
#

Probably common knowledge, but i just figured out from vacinity view, you can drap the dropped weapon to character and they will equip so good to know. So something good came out of all this 😉

graceful spindle
#

Same here. I didn't know.. but now I do so that will be quite a game changer.

jade trail
#

Not like our PRG server was doing much, but I super regret pulling my support by paying for a Reforger server after almost 2 years. I appreciate the new update for PS very much and all the work that has gone into creating the videos explaining the new tools. However, let me be blunt...and please excuse that blunt does not come with nuance (which the team deserves but I don't have the time for sorry).

Without the ability as in A3 for players to select the mission they wish to play, since every mission is MOD with it's own dependencies, this model has proven that unless you have a full time server admin team, you can not allow players to select their missions based on what interests them.

Every mission on a small player instance must be a seeder type mission that is perpetual or you can not attract players. Thus growing a small player base with a similar mindset is very hindered by this model.

The video tutorials on the tools to create content are made by the subject matter experts...who are not good communicators (bless them cuz they are good at their craft!). Thus, in trying to follow along is a big time investment and really too much time. I say this because I teach tech stuff to new employees for a living. I'd suggest, having your subject matter experts teach their experience to a facilitator, who then makes your presentations. You would have better uptake on the community development side.

But still, with every mission being a mod, I'm not seeing the variety we have come to expect from the ArmA title. If we have 8 players, we choose a mission built for 12. If we have 12 players, we choose a mission for 18. ect.... And thus we can grow and shrink the missions based on the gaming session. We can't keep playing Conflict. Or whatever other mission the server config dictates.

Much love to what you all have done. It's a thing of beauty, but this two year experiment has to be over for us for now. Will keep watching and hoping.

zinc river
#

I think I like trackIR settings now. I set my track IR to zero deadzone, giving me a smooth experienec while driving and walking. Deadzone only active when I'm ADSing. Just have to test it in actual combat/online

zinc river
#

I only wish they can somehow detect/activate my headtracking after I launched the game. Like in Arma 3. Now you need to run trackIR first before launching Reforger. Otherwise the game won't detect your trackIR

obtuse fjord
oak flare
#

On the server browser, I only ever get about 50 results. There are thousands of servers, but it can only show 50 at a time. Scrolling past the 50th server never loads any more as you might expect. Does everyone encounter the same bug? I feel like yes, because usually there are about 50 servers completely full, and the rest almost completely empty.

foggy wyvern
#

on PC?

oak flare
rare pilot
#

Anyone else getting a Workshop time out error?

foggy wyvern
#

Idk if it's a current version thing but they load for me when I scroll down

rare pilot
#

My mods are getting stuck at 91%

oak flare
foggy wyvern
#

thonk cursed

maybe there's a "load only first 50 servers" setting

echo swift
#

Hi! Is there any way to get helicopter controls back to the way they were? Very sensitive mouse was so much better than what reforger has now..

graceful spindle
#

AI sucks on ground with rifles but are experts at taking down a heli moving full speed, at extreme distance, with an unguided RPG. That needs to be addressed several updates ago.

solemn fossil
copper glen
#

Fly in a gentle curve and the AI can no longer snipe you like that. Players become much more dangerous at that point.

graceful spindle
#

Another thing is used to be able to GM and break a structure into seperate components, like the sand bags in front of Command Tent. They removed that for some reason. If you are going to take away the ability for the user to fix the glitches, fix them in the game.

#

Since this is rendering just the magnified view, make it so it renders higher quality (grass and textures).

copper glen
olive trail
#

I very much prefer how the gun show up in other games where it's low on the screen.

copper glen
#

Our characters need longer necks.

zinc river
#

Maybe it's FOV setting? Left is 90 degrees, right is 70 degrees

copper glen
#

Maybe it should be like some Halo games, where the aim point is significantly lower than the center of the screen.

opal raven
#

Isn't the camera in the characters mouth of something? Seem to remember it's not at eye level. Could be mistaken.

olive trail
opal raven
#

Yeah think it's more camera positioning

violet vale
#

sadly this is more complicated than that:

first person only games can cheat by altering the position on the weapon/arms or camera in 1PV.
on top of that other games like mentioned Halo dont spawn the projectile from the weapon, but the camera.

we support both first and 3rd person, and spawn to projectile from the weapon muzzle.

either we make it feel good in 1PV, and compromise what the pose looks like from outside (badly), or make it "as is" where the pose is somewhat correct in 3PV, camera is in the head. that is what you see.

#

working on a 1PV/3PV game is like walking on a rope, compromise has to be made

opal raven
#

Personally prefer the Reforger method, having less of it faked makes it feel more immersive

stray frost
copper glen
violet vale
#

the camera may not be exactly at eye level, but its not as low as the mouth.

even moving it at eye level would show barely any difference. don't expect the same as the difference between the screenshots above.

copper glen
#

Yeah, I assume I'm missing something. When friends aim their gun at my eyes, it looks like it lines up for me.

#

Because I'm not familiar enough with character controller stuff in Enfusion, I'm just going off of this.

violet vale
#

there is extra offset applied at prefab level 😉

copper glen
#

Right, I figured, I just can't find where that's set. In any case, thanks for the insight.

violet vale
#

I can't recall where either, I just know its there 🙂

copper glen
#

Side note, this is the first time I'm looking at all the facial animation stuff. So many bones 🦴

#

Looks like enabling debug should show the camera position, btw.

olive trail
#

yet another reason to hate 3rd person.

olive trail
stray frost
olive trail
#

Everyone running x6 scopes and suppressors on wcs makes for a terrible experience.

copper glen
#

Well Reforger aims for authenticity. In real life, holding an M16A2 with a scope attached up on your shoulder does obscure your vision a bit. This isn't a huge deal because both IRL and in-game, you can lower your weapon. I'd say it fits.

olive trail
#

The way the gun and scope obscure your vision in reforger is not authentic at all.

#

from what I understood it's a compromise to have it that way so 3rd person won't look awful.

copper glen
#

Have you ever held up a weapon with an optic attached to a carry handle or riser?

olive trail
#

no

noble beacon
#

9005 cheater kill our group near Mil Base Levie

#

Last 5 minutes

olive trail
# olive trail no

I did however use the soviet scope and another scope similar to it. they look nothing like they do ingame.

noble beacon
versed hornet
noble beacon
wise loom
copper glen
#

That's how most games do it.

keen bone
#

@noble beacon dude... You definitely need to rework your feedbacks... You make 1000 feedbacks saying basically nothing, give no context whatsoever. IMO your posts should be deleted because they are basically useless

keen bone
trim zealot
olive trail
foggy wyvern
#

Yeah it shouldnt be so in your face maybe blur it more or something

ornate shard
ornate shard
opal raven
ornate shard
#

I don't understand what you mean

opal raven
#

You're saying it's magic that FOV decreases with aiming down sight. But I don't understand how else it could work.

ornate shard
#

ADS does not mean your eyes zoom in like a terminator, it just means you bring up your weapon to your eye level.
Download Realism Overhaul - Sights mod to see this in practice.

opal raven
#

It's not "zooming in like terminator" though, it's making things appear as they would in real life, 1:1. Your normal view in Reforger is zoomed out to replicate peripheral vision.

#

Because walking around with 1:1 vision on a tiny screen (relative to actual eyesight) would feel horrible

ornate shard
#

Again try the mod to see this. It does not touch the right click zoom thing of Arma, which is another discussion entirely.

copper glen
#

Also the reason we can zoom without optics.

opal raven
ornate shard
#

There is some setting in vanilla now in gameplay or somewhere where you can decrease a slider to have a similar effect

rough tide
#

Dear Arma devs please allow us to have a choice to download a different version of a mod or update it , a lot of servers mods have different versions of the same mod and re download every time is not convenient and it’s super slow process please let us have this choice and thank you 🙏🏻

lament heron
# rough tide Dear Arma devs please allow us to have a choice to download a different version ...

On PC just rename it, something like this: RHS-StatusQuo_595F2BF2F44836FB-0.12.4414to have a version number on the end of the name and move it to a different folder not named addons, download the other version. If you need to switch back to the other version, rename the current one, and move it to the folder that you moved the other one too, move old one back into your addons, and take the version out of the name.

lament heron
#

Haha, didn't even need to ask which mod. 🙂 . My server runs RHS Combat Ops, so RHS is the only major mod I run, and it's the newer version.

foggy wyvern
keen bone
keen bone
#

suggestion for the upcoming commander role

Being able to disable spawning on certain bases

Why ?
Allow some bases to be Heli/vehicle bases only to spawn vehicles and prevent people to spawn and take all the supplies.

weak elk
#

Bro the storage space for mods on console is so bad, can't even play more then one server atp

slow cradle
#

I think Xbox is 25GB limit. Not sure about PS5

brisk brook
#

Same

marble kindle
#

Can head movement be enabled for gunners of the humvee, jeep, UAZ and armed helicopters ? Currently only the BTR has gunners' head move with freelook, so the other vehicle gunners look very static and lifeless. Could maybe improve things until reload animations are added.

#

There is also currently an issue with freelook while using binoculars on foot and in vehicles. The animation always faces forward, even if with freelook you can look anywhere on the screen with your binoculars (You still look like you're looking straight ahead). There should probably be some upper body movement in freelook.

errant leaf
#

Commander should be able to issue orders such as build certain emplacement at xxx or dismantle emplacement at xxx, even supply transfer

copper glen
#

I feel like this is only a problem when teammates spawn gunships at the frontlines.

#

The helipad existing otherwise is a useful place for landing for transportation, unloading supplies, doing quick repairs, etc. even when it is a forward base.

keen bone
nova shuttle
#

Horrible change, that makes Arma look goofy.

barren venture
fair dove
keen bone
honest mist
honest mist
#

as long as there is nothing in return

errant leaf
#

so banana arm?

bright cedar
nova shuttle
errant leaf
# bright cedar

alpha male dwarf in some aspects but certainly not in the arms

bright cedar
nova shuttle
next sage
#

hey @ornate shard , Realism Overhaul series is your work, right ?

bright cedar
#

Supply breadcrumbs

honest mist
#

1 Round of 7.62, take it or leave it

brisk brook
#

Knowing this community, answer is take it, steal the supply truck before its unloaded, flip it 100m from the base in the forest, leave it, get shot by lone FIA 30 s later.

#

Refuse to elaborate. Then celebrate by disconnecting

bright cedar
#

What a great progress with Reforger, groundbreaking optimizations allowing for 999 players, all servers are full due to how good the game is!

brisk brook
#

Not to mention at least 999 players in queue, they are on for a long wait.

copper glen
#

It is the only option, since all the other servers are full.

foggy wyvern
#

That new modding protip post forgot to mention how to use the animation editor in a way that it doesnt crash workbench every 3 nanoseconds

olive trail
#

I set up my cpu maximum usage to 80% and the tools been crashing every few minutes.

copper glen
#

I don't expect that making it run natively would give you a massive performance boost.

proven thorn
#

Rfgs performance issues mostly effect all platforms in the same manner; all volumetric effects are ridiculously expensive

gritty latch
#

I don’t know if that’s just me but the head tracking is sooo much worse since the 1.4.

In 1.2 it was literally peak, when the 1.3 came the zoom in was a bit annoying but manageable.

Now since the 1.4 no matter our track ir settings we have to change the settings in the game, the head centralization gets out of center when you enter a vehicle without having the tracker on pause.

It’s just so annoying i wish there was a setting to go back to the 1.2 version of head tracking.

zinc river
#

My experience is the opposite. I like the trackIR with this update. Perfectly suit my needs. Before it was annoying to ADS, now its better with ingame ADS deadzone.

gritty latch
copper glen
#

It could be related to the new free look bugs.

viral pecan
gritty latch
#

Who plays with a track ir on foot? Not me

viral pecan
#

Well I do 🙂 Weird thing is that it is in game problem, trackIR app zero stays perfectly in place but game itself drifts it all around and I have to recenter it with freelook button all the time.

copper glen
#

Dang. What hardware/drivers/display server/etc.?

graceful spindle
graceful spindle
graceful spindle
zinc river
#

Suppressed rifle sounds need to be nerfed I think. Here's a video showing suppressed rifle can still be heard 500m away. https://www.youtube.com/watch?v=UsxMo_Fx3kk

Always was interested to know at which distance people cannot hear you shooting when using suppressor. Decided to test it in this rainy day. Started with 250 meters await from shooter and went up to 1km.

Rifle: Sig 516
Ammo: Winchester 55gr 223
Silencer: Ase Utra Dual 556

▶ Play video
bright cedar
#

Thank you Arma, very cool

mental oyster
#

Tobii eye tracker 5's open track for arma 3 not working
in arma_3->options->controls->controllers->OPEN_TRACK(<---Tobii_eye_tracker_5)
because of below error "07-06-2025 14:48:00 - Blocked loading of file 'C:\Users\USERNAME\AppData\Local\TobiiGameHubData\FreeTrackClient\FreeTrackClient64.dll'"

zinc river
viral pecan
#

Same thing in reforger, it is battleeye issue again.

rare pilot
#

Just like Players
Some of them are horrendous shots, some of them dome you in 1 bullet
Seems good to me

errant leaf
#

Ai accuracy is fine, if anything they need to be more accurate

spice remnant
#

Can we please Discuss Fog of war? And how conflict is dead?

Can we talk about how fog of war is removed on all modded maps? And how all the servers are currently misclassified?

I know so many people came here for the strategic and dynamic aspect of the game, modded maps and servers do not support or put emphasis on those things.

Modded maps put emphasis on zero sum density engagements. It’s all about the killing and the shooting, I get it but it’s not conflict.

Conflict was inherently designed to have imperfect information, dynamic Nash equilibriums, signalling and stochastic reasoning as components that makeup the game. Vanilla everon was designed to keep those components working, when the roadmap is complete (soon probs) we will be placing our own bases, and they won’t be preset any longer.

These components are removed in all modded maps. Information becomes perfect on nearly all of them. (You know where the enemy is moving from and to)

Vanilla everon map is a hard map to interpret and things go awry. But so many servers learned to play rationally and had great and exciting games with lots of big fights moving across the map. Keep in mind, it is the same gamemode as the final version, except bases are placed by players. That’s why it’s designed that way.

I suspect most players will want to place their own bases, and all maps will be conflict again I hope.

But currently, due to the lack of fog of war and game theory components I mentioned, it’s not conflict.

It’s a tug of war at its base

olive trail
#

AI does pop me if I treat them as bots

#

but I can kill a gazillion one if I show them a tiny bit of respect.

#

the game subreddit is like 80% videos of people shooting down helies with rpg

graceful spindle
#

AI RPG when shooting at helis is for sure over the top. Prior to it changing it seemed more realistic but maybe needing just a little bit of a boost... they just boosted too much. They can be avoided. I found flying low and fast works best.

pliant shard
brisk brook
#

What if you keep all your tools in glove compartment, and box is just empty?

pliant shard
#

LOL I ain't fitting my snap on tool box in the glove compartment 😂

brisk brook
#

Its a big truck, it has big glove compartment, for big gloves

pliant shard
#

A mutlitool for any socket size revolutionary everonian tech

olive trail
#
Reddit

Explore this post and more from the ArmaReforger community

Reddit

Explore this post and more from the ArmaReforger community

Reddit

Explore this post and more from the ArmaReforger community

#

I shot down a moving heli with a grenade launcher too. the controls are too easy anyone can do it.

rare pilot
#

AI almost always miss me with RPGs
You're just unlucky

copper glen
#

They are particularly good when you fly straight. They'll miss if you fly at a slight curve.

rare pilot
#

And I didnt even imply Flying, whenever im in a vehicle the AI are just purely incompetent

#

Ive only been hit by RPGs on rare occasions, most of the time they shoot over or to the side of me
The AI are fairly dumb, with occasional moments of skill
Just like Players

#

Youre unlucky

olive trail
bright cedar
#

Tried respawning, moving truck, different positions, nothing helped. One thing I remember is repair working for first few seconds once I arrived but never again after that.

#

I have a clue what was happening though: Once I climbed the heli it knocked me out and I fell down, heli probably had some velocity on server side due to physics simulation, but it wasn't visible on client at all. I even pushed the heli with a truck afterwards but it still didn't help it either. Thus my original complaint: Thanks, Arma.

hollow pelican
#

BI your game is compromised, cheaters every night on your official servers RIP Reforger

spare matrix
#

Did they break the rain sounds ?
I remember being able to hear rain hitting metal things around a base and each made a different noise... roofing, barrels, abandoned vehicles... now only trees, bushes and vehicles seem to trigger a different sound

brisk brook
#

Impossiburu!
Arma Reforger is protected by BattlEye gold standard of anti-cheat.

old temple
gritty latch
wise loom
gritty latch
#

(drool emoji)

graceful spindle
#

Before marking an issue as resolved on the Reforger Feedback Tracker, release the update containing the supposed fixes first. When marked as resolved prior to release, it is very possible, and in Reforgers case very likely, that another change made prior to the update release will break the feature again. Release update and monitor feedback. When its certain the issue is resolved then mark as resolved and close. This prevents having to open another ticket for the same recurring bug. I know some will say that a release is tested prior to posting, but based off some of the blatantly obvious bugs, that is not the case.

frosty fiber
#

Just because a bug is fixed doesn't mean it's released, and to prevent that multiple developers are working on the same ticket (or worse, a ticket which is already done), it's normal to close a ticket.

#

And not all fixes will be included in the next update, as it might be dependent on something else which isn't done yet (or reopened due to other issues).

I understand that it looks weird from the outside, but for developers this is completely normal 🤓

river wedge
#

i dont know if this is a 'this is how the game is built' situation, but when i play reforger i feel like 90% of the time i cant see very well in the game. Its like its constantly shifting brightness between sort of adequate, and then its too dark to see anything. I think maybe sometimes this is tied to player stamina but other times i just feel like i take 4 steps and now im stevie wonder

i've got like 6k hours in Arma3 and I have had some really fun moments in reforger but other times this just seems so bizarre

does anyone know if there are any graphical options i can try to tweak or if anything can be done?

#

maybe i need to so some weird hackjob on my gpu or monitor to artifically boost the brightness? i dont understand how this is supposed to be realisitc if that's a design choice. i've carried heavy back packs before. people dont go blind after walking for 11 seconds with a heavy back pack

olive trail
#

could be the eye exposure, it's terrible. the only way to not feel it is to set your gamma to full and have the screen too bright.

river wedge
copper glen
#

One thing: I've recently noticed that some mods seem to make the lighting worse (and some reduce how swing-y it is). Are you seeing these extremes in vanilla?

rare pilot
#

I play on a 47 inch flat screen using stock settings and it works just fine for me

#

Graphics are great and smooth, besides the HDR issue I have no problems with the lighting or visuals

copper glen
#

But it sounds like they are having "the HDR issue."

olive trail
#

it's very noticable when the weather is cloudy or when the sun is coming up

river wedge
#

yeah i was playing on one of the W.C.S. sort of 'modern' modded servers

copper glen
#

You could test by running around a bit in game master without mods to see if it is different.

dark epoch
#

I think most of the advantages of the Mi-8 get negated by some implementation details. It has more rockets, more passengers and (IRL) greater cruise speed than the Huey. But, in game, it has less rocket salvos, loading and unloading people is very finicky and the top speed is the same as the Huey. It kinda negates the possible advantages

#

The huey seems superior in every way and cheaper, for those reasons

errant leaf
dark epoch
dark epoch
#

But I think just increasing max speed could be enough to balance.
Right now, a huey can chase you down, but IRL, the Mi-8 top speed is faster.
It would be interesting to see different bombing techniques to exploit this advantage

wise loom
#

I have sum feedbacks. I shot a man climbing inside my house.

#

I don't understand how he can climb inside because the windows were closed..

hidden thistle
dark epoch
hidden thistle
#

yes well not accounting for acceleration
the mi8 is a big boi he takes alot more to get moving

dark epoch
#

yeah, cruise speed

bright cedar
#

I think FFARs on helicopters can be balanced out by making their spread depend on helicopter forward velocity. Isn't it like this in real life with FFARs too?

desert wolf
ornate marlin
fringe brook
fringe brook
hidden thistle
errant leaf
opal raven
#

To balance what? Balance should be in equipment cost, not in equipment performance.

wise loom
#

The rope of death caught me again!

#

Damn it Viktor!

brisk brook
#

Damn them tacticool weapon grips

wise loom
#

Backpacks are not supposed to show when someone is inside a vehicle so I was surprised to see this inside the Mi-8.

graceful spindle
#

Make glancing from ADS the same for Freelook and TrackIR. Afterall, TrackIR is just a more convenient method of Freelook. Freelook zooms out when glancing, like you would expect, but TrackIR stays zoomed in.

graceful spindle
#

Esc to leave menus becomes non responsive at times.. slow .

copper glen
#

It is a known issue that it doesn't work on the inventory when the mouse is over the player.

graceful spindle
#

Nobody in our group has experiended it prior to this update so that is weird. Happens if mouse is anywhere other than the vacinity or inventory section. Althought if you are not on one of those two and hit ESC twice it closes. Wonder why he never ran into that before?

#

Would be nice if TrackIR users had the option to turn off mouse look being on full time in vehicles, like it works in heli.

copper glen
#

Probably becaue it is new, but it is known.

graceful spindle
#

Remove Inventory auto arrange and / or make it so you can press a modifier key in addition to clicking an item to drop it so that it drops or moves all items in that slot.. example.. hold modifier then click on slot with 6 mags and all 6 drop, or drag all 6. Auto arrange and single click results in item shift and unintentionally dropping a different item.

copper glen
#

Pretty sure they said they are looking into the order changing.

graceful spindle
viral pecan
graceful spindle
stray frost
#

Two things;

  1. One of the players got stuck with a bandage in his hand tonight and then couldn't stand up. I couldn't reproduce that.
  2. What is up with guns not aiming where players are shooting. My friend was firing at this guy in the red circle (you can see the tracer on his face) but his gun is aiming way up
brisk brook
#

Ballistic drop compensatation

errant leaf
#

He did the math and mortared it

foggy wyvern
#

its a 2kg bullet

errant leaf
#

They don't mess around when they say 7.62*51 hits with more energy

brisk brook
errant leaf
viral pecan
#

Is it just me or changing rocket pods on controller does not work?

graceful spindle
#

Not sure if anyone noticed yet, but grenade bug is not fixed.

olive trail
#

this is the second time they couldn't kill that bug

graceful spindle
#

Its like to test they throw 4, it don't stick.. fixed.

olive trail
#

it will be hilarious if this bug survived and carrier over to a4

grim mauve
#

Is mousewheel adjusted movement speed broken?

cobalt charm
#

Yes it’s a bug

olive trail
#

Showing me the stamina bar is actually more realistic than hiding it.

errant leaf
errant leaf
zinc river
#

I never really had the grenade stuck in hand bug. I tried spamming 20 grenades, still no go. I even spam clicking the mouse button repeatedly even before the grenade was thrown.... I don't know how you guys manage to make it happen? Though I only test this offline in GM, so maybe its network dependent?

oak flare
stray frost
grim mauve
#

If your carry the rpg in the “at ease” position and you open the map, your character will pull the trigger twice 😂 luckily no shots will be fired

errant leaf
#

Not to mention the ik bug when initiating the uphill walk animation which essentially makes it look like your character is stroking handguard, oh and character not grabbing onto gun properly after vault

zinc river
#

Since there are no headsets in game, can we have the sound emitted from radio to be broadcast from the radio itself? Would be fun to watch the chaos 😂

#

Imagine trying to be sneaky, but a random radio transmission betrays your position 🤣

#

Or hearing yourself from a teammate next to you...

graceful spindle
viral pecan
#

One thing I really wish BI would do is changing base supply system in a way that it would not include supplies in nearby regenerating supply depots as base supplies for buildings and spawning assets. Why?

  1. It would greatly reduce high cost asset spamming like rocket helicopters and LAV/BTR/BRDM - you want it, you work for it by hauling supplies. Currently there are many bases that basically hold “infinite” supplies and you can just keep spawning expensive assets without any penalty to your team.
  2. Makes supply running more important. You can greatly improve your team support asset capability by hauling supplies not only front but also to the rear bases.
  3. Players would use those expensive assets more carefully and think through their gameplay more (at least some), not yolo to the same place where they died just to die again.
copper glen
rancid quest
hidden thistle
gritty latch
#

(Workbench feedback)
For the player manager it would be nice to be able to send string values for disconnection reasons.

This way servers can indicate the reason of the ban/kick to the player without having to add a bunch of extra enums, and also the expiration of the ban in the message.

graceful spindle
#

Remove the TrackIR in game settings. Anyone that has TrackIR and uses it, knows their hardware and knows how to adjust it. There is ZERO need for it in game and it just creates another point of failure and a door for another bug. Let TrackIR software do what it does, its been doing it fine without assistance from BI for ages.

zinc river
#

Nope. I like it

graceful spindle
#

I guess if you like going around your a** to get to your elbow.. it would be appealing.

zinc river
#

Don't what that is. Never experienced it. Don't have problem with it.

graceful spindle
#

LOL.. it means creating a solution (usually convoluted) for something that is not an issue to begin with. Touch your left elbow with your right hand. Now do it the way I described. That is the in game TrackIR solution.

zinc river
#

What? How do you touch your left elbow? Like IRL or ingame?

#

Anyway, here's my ingame settings and TIR settings. I like I don't have to set deadzone when I'm not ADSing... feels more natural. And when ADSing, I can simply disable headtracking, or set the deadzone.

#

Before, I have to pause TIR software when ADSing, and the keybind is not exactly conveniently placed. Or it conflicts with windows or the game. So, yeah. I like it. Sorry you have problem with it

graceful spindle
#

Gotcha. Once I got mine tuned, I had no issue with ADS, headtracking or deadzone prior to the ingame settings, so did not not need any additional settings. I guess it helps those who can't get the desired TrackIR tuning through the included interface. Glancing while ADS is something I use extensively.

copper glen
#

It definitely adds granularity that doesn't exist otherwise.

marble kindle
#

Can the transition from ragdolled to unconscious be made smoother? I think in Arma 3 the body/limbs slowly slid into the position/pose. That might look better than Reforgers instantaneous snap. frogthinking

bright cedar
candid pasture
#

When capturing a base in official conflict doesnt seem the game registers all the people on a point or maybe there's another thing im not understanding. Had 15 guys push a base American and it took a while. Sometimes I have instant captures with high groups and most no. So is it bugged to not register bodies on the point?

rare pilot
# candid pasture When capturing a base in official conflict doesnt seem the game registers all th...

1.) Just cause you see "Capturing Base" at the top doesnt mean you yourself are contributing to the capture. You have to be within 50 meters of the HQ tent, whereas that announcement shows up at 100 meters.

2.) The more enemies there are on the base, the slower itll capture, as each enemy cancels out a valid friendly.

3.) For every service built on a base, it takes 15% longer to capture it. A base with every single service will take almost 10 minutes to capture solo.

#

Make sure attackers group up on and defend the HQ tent from counter attack. One or two people digging down and destroying services like Vehicle Depots and Antennas will also increase the capture time.

fringe brook
rare pilot
#

Spawning 10 arsenals, but literally no other service, you'll only get a 15% bonus

But having an Arsenal, Barracks, Antenna, and Light Vehicle Depot will give you a compounded timer

candid pasture
#

Hmm interesting

  1. Im hugging the command tent all of us are.

  2. 0 enemies present on the base positive on that.

  3. Yea I knew that but even with all the stuff it went by quick sometimes from experience.

Personally I think the game isn't registering all the guys on it

#

Should mention most bases i capture dont have all assets on them.

#

Maybe just a radio and 2 others but still 15 guys cant almost instant cap seems glitchy to me

spice remnant
copper glen
#

If the base is cut off entirely from the enemy, it is very fast to cap. If it is behind enemy lines, there are probably tons of connections, so it is very slow to cap.

fringe brook
candid pasture
#

Ok that's makes more sense

hidden thistle
#

anthoer thing that people dont understand or havent notice is that the closer you are to the command tent the higher your value (so if you are in the tent, you can out value three people on the outskirts )

candid pasture
hidden thistle
#

Yea I had times where just getting closer to the tent stopped the cap for my mates to spawn in

copper glen
#

It is just being within 50m that counts. Getting closer than that doesn't contest the cap more.

brisk brook
#

Lol, love it how ppl just make up things

candid pasture
#

Uh what you saying marko?

brisk brook
#

People say that how close you are speeds up capture process. No thats false.

There is only these:

  • To start cap, capturers > defenders
  • to capture you must be within 50m
  • timer is increased by number of buildings base has
  • timer is increased by number of connections base has

If capture is interrupted, progress will slowly roll back to 0.

Dissasembly is possible while actively capping base

#

If you are within 100m but outside 50m, message might show that someone else is capping. But you arent.

candid pasture
#

Ah that makes sense.

Now my most important question i have now is when will restarts work again? Use to be able to stay in servers and restart fresh for the game and I want that back. Is that suppose to restart or did they change that decision?

brisk brook
#

Its a bug with reloading the mission. Ussauly server would become unjoinable if it didnt fully restart

candid pasture
#

Ah ok. Hopefully it gets fixed

olive trail
#

few mechanics that will fit amazingly in reforger.
point shooting.
mag check instead of the UI we have now.
chamber check.

most importantly, AI that stagger and react to being shot.
if wounded in the legs they will limp, if wounded in the abdomen they will hunch over and walk slowly.

errant leaf
solemn fossil
copper glen
#

Players also tank rounds until they drop.

ornate marlin
#

most importantly, AI that stagger and react to being shot.
You make it sound like that affects AIs in gray zone kekw

olive trail
#

ai doesnt even need to aim at you in grayzone. they can curve bullet like angelina julie in that movie.

wise loom
#

Unreal Engine is trying to catch up with Cry Engine but it still runs bad?

#

Eh its all the same. I wouldn't be much interested in video game were it not for Enfusion.

bright cedar
graceful spindle
#

Rain needs some work. Light rain looks like slow motion rain due to speed and it also apears same long rain streaks are used, probably adding to slomo look.

brisk brook
oak flare
bright cedar
#

Got a pretty bad bug right now. I'm on bad connection and started placing AI groups, did 1 grenadier (4 men) and 3 MG goups (3 x 2 men). Only 2 MG groups spawned, all others didn't but AI limit increased

errant leaf
errant leaf
main tide
#

the AI are still terrible enough to where they make arma AI look good. Although in general i cant recall the last time i played any game where i was impressed by AI.

full wagon
#

Will the adjustable movement and stance bug be fixed?

zinc river
#

yes.

olive trail
# main tide yeah i really like the concept of the Organ/ballistics system in greyzone, that ...

when the game first launched the damage system was so bad it made me think the gun play was bad too. even though the game has amazing gunplay. i would say it feels more responsive than reforger.

their health system is great in pvp because even if you miss the vital areas, the guy you hit will be ruined. he will be dizzy because of low blood, will be seeing double, coughing, puking. it sucks to get shot in that game.
not a great health system against AI though.

main tide
# olive trail when the game first launched the damage system was so bad it made me think the g...

perhaps but even in PVP if you dont hit vital areas, even a wounded player is a threat, and can still kill you even if he bleeds out after the fact. A lose lose situation. . I was doing a FOB raid. magdumped a human player in full auto center of mas, he likely had good enough armor to stop the body shots. s so likely he was wounded vuia his limbs , I ran out of ammo, was backing back downstairs into cover to reload, just, as put in a fresh mag and racked the AK bolt the guy sprinted downstairs after me and finished me off, Must of been using some boss looted ammo since my 3+ plates didnt save me. I forgot this is how people played in tarkov too, just full on agressive accepting that they are already dead rather then attempt self preservation.

silent anvil
#

pleas get a hot fix out for this

`Changing some settings with the mouse or controller will instantly jump between maximum and minimum values

Changing character speed

Changing stance

Changing leaning to left or right - on the controller only`

these are litterly core features of AR movement that are now gone

copper glen
#

They've said it will be in the next update.

rough haven
#

Please fix nights on xbox, you can't see a thing and fight back

silent anvil
zinc river
#

This bind does not work. It works once, then it won't work anymore. You have to drop it, then it work again, but only once.

rough haven
fringe brook
rough haven
#

I'm on a good 4K TV, and I've tried but it doesn't help much

fringe brook
#

FWIW most PC players with good visibility at night are using external apps to up their brightness, TV helps only a little.

silent anvil
#

patch have been good for the past couple hours, getting better client performance but more crashes to desktop - still great Clap pc

fierce bone
#

For the BI staff

Summary of Concerns & Proposal:

Some of us running large Arma communities are facing sustainability issues. Donations often don’t cover server costs, and modders generally won’t work for free—creating a bottleneck for monetization efforts allowed under BI’s current policy.

We’re asking if it would be possible to legitimize limited, opt-in modder compensation, where:

  • Modders creating custom content for monetized servers receive a percentage of revenue.
  • BI could take a commission (e.g., 10%) to cover oversight/staff costs.
  • Communities would still adhere to monetization rules and be vetted through a system BI controls.

The current system allows server monetization but bans modders from being compensated for their contributions, which feels inconsistent and discourages growth.

We’re not pushing for full-blown paid mods—just a system where commissioned work that directly supports monetized servers can be fairly and transparently rewarded.

copper glen
errant leaf
#

An adjustable gamma slider would be great, but highly exploited

copper glen
#

It is unfortunate that many people gamma cheat on PC, but that's not the game rendering brighter nights on PC. They've said they would look into making that less viable by turning up the noise on the shader that is meant to combat it.

errant leaf
#

Yeah the noise shader is quite cool but not nearly as apparent as it should be

copper glen
#

Otherwise: I recommend bringing flares at night.

solemn fossil
warm charm
# fierce bone For the BI staff **Summary of Concerns & Proposal:** Some of us running large...

From the POV of both consumer and (wannabe) Reforger modder, I still think that something like this would be a good idea! 👍 Especially now that Enfusion makes it more feasible to create large and/or complex mods with its professional workflow.

I've always felt that Arma is wasting its potential because the vast majority of modders can't dedicate enough time for it (to mod the game as their dream "job").

The MANW competitions are nice and all but I believe that a consistent payment scheme would be vastly superior (risky gamble vs. guaranteed income if you create something worthy). Think about it yourself: would you rather take the gamble or more guaranteed income if you were developing a large mod? There could be a marketplace for mods even, so that the market mechanism could do it's job. (It should still be a whitelist with oversight by BI like mentioned above to prevent similar catastrophe to what happened with Bethesda. And it probably should be subscription based to prevent cash grabs.)

This might sound like a greedy modder ranting but I'm mostly speaking from the point of view of consumer, as I believe that the current system prevents many superb mods from getting developed. I wouldn't mind spending a lot more on the game if there was much more high quality in-depth content thanks to it.

Like if we think about it: let's say you're a hardcore fan and will play Arma 4 for 1,000 hours. If the game cost, say, €60, you would pay a whopping €0.06 per hour of entertainment! Compare that to e.g. going to cinema... (Even if you played "only" 300 hours.)

But what if BI opened the can of worms and allowed reasonable mod monetization resulting in you paying as much as €240 (😱) for all the goodness: an hour of entertainment would cost €0.24 (zomg!) then. But what could be achieved with that hourly €0.18 extra by the modders if they were able to develop their pet projects as their full time job then? I dare to claim that your entertainment level would be far, far higher than what the extra 18 cents hourly would justify 😛

It could even attract professional game developers to develop on the platform! The things that could be achieved then... meowawww

Unless we want successful mods to move on to other engines and platforms like in the past... 😅

Do we want to systemically push the best content out of the platform or actually pull more of it into the Armaverse?

opal raven
#

One of the best things about the Arma series is that basically all mods are free. There are reasons why there's a relatively small number of high quality mods so far:
• The quality bar has been significantly raised compared to previous games.
• Reforger is very limited compared to Arma 3 in certain areas, meaning a lot of modders haven't moved over.

quaint flint
#

So the chit chat about paid mods/monetization (Summery of concerns & proposal) can stop here. As that is not directly related to the game mechanics/features feedback where this channel is for 👍 (meaning off-topic to this channel).

stray frost
opal raven
#

True! Quite like the CDLC route cause you're getting a fair bit of content plus QC for your money.

wise loom
#

The eyeball / turret bug is back! 😬

errant leaf
wise loom
wise loom
#

Oh no. I found something that makes Everon 99.8% perfect only.

marble kindle
#

Where is that? frogthinking

wise loom
#

A Pyramid in Everon!

graceful spindle
#

Sure its already been mentioned, but solid concrete floors, like in a barn, sound like loose tiles.

stray frost
faint willow
#

Hello, I'd like to report a bug, maybe it was already reported.
Once I got killed inside an armata I got stuck with the optics of the tank.

#

can't post a screenshot nor video

olive trail
faint willow
#

Understood, thanks!

spare matrix
#

Am I experiencing some kind of weird Mandela Effect?
I could’ve sworn that Reforger had a fairly complex rain sound system, where different materials would produce different sounds. I vividly remember joining a WCS server and just sitting at a FOB, listening to the rain falling on some vehicle carcasses and nearby barrels… I also recall Klean briefly mentioning in a stream how impressive it was.

graceful spindle
viral pecan
#

Is it just me or have some objects from the distance always been looking so bad when looking through the scope?

graceful spindle
#

Don't really recall if it has always been this way. You can see container on right is far more simple.

#

But same location with binocs it improves, but still you can tell it has more sides.

#

I personally think the rendering through optics needs some attention, in particular the distant ground detail. If its a mushy mess due to distance, it remains that way even when looking through optics.

#

What is weird about your screen capture is that tank that is actually furhter away, seems to be more detailed that the one that is closer. Similar to mine where the tanks are the same distance, but one is rendered with less detail.

wise loom
#

Also the performance of PIP is terrible.

spare matrix
graceful spindle
graceful spindle
graceful spindle
#

LOL that looks almost like my setup. Did I just see a near 30 fps or more decrease on that? Yeah I am not experiencing anything like that.

foggy wyvern
#

pip + rain is death

pip + rain + night + dynamic lights is torture

spare matrix
ornate marlin
#

PiP without the issues of PiP would be pretty sick

graceful spindle
spare matrix
bright cedar
#

What's with helicopters being rendered so far behind their actual position? This makes shooting them a nightmare, you have to lead entire helicopter body in addition to normal lead. Pictured: rockets appear in front of the helicopter.

#

I guess its for smooth interpolated movement curve or something, but does it have to be this bad?

valid silo
#

with the server-authoritative vehicles, it seems like laggy pilots sometimes can't even hear the sounds that should be coming from their instruments. they can still fly somehow. not sure.

bright cedar
#

Its all pilots, not just laggy ones. The practial result of this:

  • When you see hitting the helicopter (bullets, RPG), nothing happens because its just a local effect
  • When you actually hit with large lead there are no effects, if its an RPG hit helicopter silently sheds rotor or goes on fire
copper glen
#

Also 93ms latency is enough to notice weird things like this.

bright cedar
#

I wish I could test with lower latency but this is the best one for me. Having it this bad for 100ms is unacceptable if you ask me.

wise loom
# olive trail

I lose 40 fps. It is more noticeable in higher resolution and higher settings. Dropping from 170 fps to 120 is not noticeable (workbench settings). Using PIP at night, with rain and lights is not an option.

half radish
#

wish you could run (obviously depending on the weight) with things in your offhand, as well as being able to carry backpacks in your offhand

stray frost
#

Had a weird thing happen in a game last night I was hosting. My friend was laying on top of a concrete bunker sniping people but was saying that his shots weren't counting. I went to go investigate and on my screen he was prone with his gun perpendicular to him. I didn't see any tracers flying towards the enemy when he fired nor did I hear gunshots. He said he saw his tracers hitting people. I told him to try kneeling and hitting them and when he did, I heard like 10 shots in quick succession. The next time he fired, I heard 10 more. And then 10 more again. Eventually it went back to normal but that was a really weird experience.

It seems like some work needs to be done syncing positions of weapons across clients/host. There is also the problem I've brought up before where the other player isn't aiming where he is firing from another player's perspective.

foggy wyvern
#

funny desync

stray frost
# foggy wyvern funny desync

Does desync normally only affect part of the game? I could see him moving and changing stance even while the gun was firing at 10 rounds/ms. And this also went on for several minutes because it took me some time to get to him after he started complaining about it

foggy wyvern
#

maybe just unfortunate packet loss at the time when the stance was originally supposed to be changed etc

copper glen
#

This is a known thing with the guns desyncing. The usual fix is to throw the gun on the ground and pick it back up.

stray frost
#

Hm.. it got fixed by itself in this case. He never sat it down. I'll try to remember to see if we can repro it next time we play

haughty jewel
simple kindle
# haughty jewel

seems like no connection to backend ? or very bad backend connection

haughty jewel
hearty whale
#

i still dont understand why self reviving is still in teh game
like i mean i get it if none of the bullets pierced your skin and you just got knocked down by the impacts but why are we able to get up with zero help after getting shot multiple times and bleeding to death

fair dove
#

I mean it's like if you got punched in the stomach and get the wind knocked out of you. You're not gonna die, but you also need a minute to get your breath back before you get back up. You don't need someone's help to get back up do you? You just need a minute.

stray frost
#

Another case of gun not pointing where the bullets are going. Pretty sure this was happening when he was kneeling too. You can see the tracers he just fired over the left most green gas tank at the harbor

hearty whale
#

like maybe im wrong ive never been shot but i think getting shot might be just a tad bit worse then getting punched in the stomach

copper glen
#

I mean in most situations in real life, you are not doing anything to continue being effective with just one bullet inside you (depending on adrenaline), no matter how many friends try to help you get up. It isn't really more realistic to be pinned to the ground until someone revives you than it is to come to after being knocked unconscious.

fair dove
marble kindle
copper glen
#

It was probably regular old desync or latency.

marble kindle
#

They were standing completely still, so I'm not sure

copper glen
#

The usual weapon desync is that shooting doesn't shoot on the server/for everyone else. Dropping your weapon and picking it up is a workaround.

hearty whale
stray frost
copper glen
#

Yeah, massive blood loss is usually when keeps you down and/or kills you in vanilla after you go unconscious.

fringe brook
hearty whale
fringe brook
hearty whale
#

but im specifically talking about people getting up after getting shot and bleeding (meaning the bullet wasnt stopped)

fringe brook
fair dove
#

🤣 still discussing that? I had a friend who got shot in the leg with a 9mil. The bullet stayed in her leg for over a year, and she didn't need a medic to get back up.

olive trail
#

getting up from being incapacitated on your own is something I also dislike in the game. You should need a teammate to help you up.

fair dove
olive trail
#

yes.

#

if we are making the vests capable of stopping rifle rounds and mg rounds, then we can overlook someone not getting up without the need to a teammate, even though they are not bleeding due to those vests.

hidden thistle
graceful spindle
#

Getting up from incap, while over the top most of the time, is probably a necessary evil. Just like the ability to respawn, which is the most unrealistic feature of the game along with respawning out of a radio pack.

graceful spindle
#

Might already be known but in game and will check if reported, and if not report on feedback tracker. Light on chest seems fine. Hold light and it does not shine forward and looks diffused. Tried on different building in a different base and it worked normally so might be just that spot. Will have to go back and check.

errant leaf
graceful spindle
#

Not sure if its possible but would be nice if ADS with a rifle simulated ADS with a rifle and not putting the stock of the rifle in the center of your chest.

#

Since most games do this, I assume its a limitation of some sort.

brisk brook
#

Well technically you dont move rifle to your chest, but tilt your head and align eyes with sight

Which irl puts the thang in the center of your view

graceful spindle
errant leaf
graceful spindle
#

Please make the vehicles controls more like heli options. Option to control with KB or mouse and to toggle mouse freelook. Not sure why there is a separation of helis and vehicles when it comes to this.

copper glen
#

To start with, there are no mouse controls for ground vehicles.

frosty berry
#

I dont know if yall are working on this but, some more ground destruction would be nice for example when arty or mortars hit some craters would be cool and some more dirt and dust and so on

red mantle
#

More humvee variants and ability to shoot while on vehicle! (Especially like jeeps with no roof stuffs)

stray frost
storm ermine
#

The Game runs Flawlessly on Linux , dear devs dont change that.....leave it at it is.

bright cedar
#

Is there lag compensation for hit registration at all in Reforger?

#

From 100s of hours of gameplay I'm not sure, leaning towards there being none.

foggy wyvern
#

Dont think so, I have learned to hit targets serverside so if they ever add it I'm going to be massively underperforming

livid folio
#

I have a question for the person who made this building: what were you on when you created it to have so many vertices and faces that even in the editor, when you get close to it, everything around disappears because it can’t load due to this roof?

graceful spindle
simple kindle
graceful spindle
# simple kindle iam still hoping they add function so you can change your vehicle speed using mo...

I just searched for reforger vehicle mouse control to see if it was a removed feature but did not see anything. I did find a mod that allows you steer with mouse (disables mouse look when doing so} and lets you adjust the speed with mouse wheel. Prefer support in the base game but if it works, I will take it. Only thing I don't like is the constant indicator on screen to let you know its enabled. Trying to find the creator of that mod to see if its possible to remove that.

copper glen
#

Mouse control for ground vehicles was never a thing in Reforger. It was in A3.

stray frost
#

I find it kind of ridiculous that people can survive direct hits from 25mm APDS-T

real dome
#

hitreg

stray frost
# real dome hitreg

I was playing the game by myself and they were standing still on an airfield right in front of my LAV

olive trail
#

they can also survive multiple hits from 50. cal

copper glen
#

A direct hit with 25mm has always killed, in my experience.

fringe brook
#

As a wider feedback thing, it'd be nicer if things were deadlier - but nearly all damage put you into uncon either permanently-without-first-aid or recoverably, people are weirdly tanky and it'd be nice to require external first-aid more often

copper glen
#

But it has a very small blast radius. Hitting nearby takes multiple hits. That makes sense considering it doesn't have a lot of explosive filler, and IRL is meant to suppress infantry, while the coax is normally used for engaging them directly.

#

A weird thing, though, is how damage to body parts works. You probably can survive a 25mm APDS round hitting your hand, because it won't pass on enough total damage. I haven't tested that case, though.

stray frost
hearty whale
graceful spindle
#

I need to apologize to the devs. I have confirmed that it is not possible to carry a medical kit in your hand and run. I just tried outside my home and everytime I ran, I would look back and the kit would be on the ground where I started running.

foggy wyvern
#

I tried punching someone the other day without holding a weapon in my hand and my arms didnt work

graceful spindle
#

Also tried it with an ammo can full of 5.56 and another with 223. Just kept dropping them.

foggy wyvern
#

Also when I had a flat tire I tried to hold a wrench above the wheel and spinning it but the tire wasn't fixed. I guess I didnt have enough supply in the trunk.

graceful spindle
#

I tried to unload the supplies (groceries) from my F250 for my wife. I made it to the door, turned around, and all of the groceries were floating above the truck.

#

I thought.. pull the truck out of the way and they will fall the ground so I can reach them, but no, it damaged my truck and the groceries remained floating in the air.

foggy wyvern
#

It doesnt matter how much focus I put into it, for the life of me I cannot turn on my flashlight using just my mind, I have to press a physical button on it every time

errant leaf
marble kindle
#

Since I mentioned it in the questions channel already; It would be nice if 3D scopes for emplacements/vehicles could be looked at. Photoshopped example of an NSV:

#

(Currently all vehicle/emplacement based scopes are 2D only)

errant leaf
#

Yeah, the PIP would look so good, this PS example is great

wise loom
#

PIP performs so poorly I'm considering not even using it, and I'm on a 4080..

marble kindle
#

Sometimes I wonder if seeing my peripherals may actually be distracting me/making me worse. But yeah it'd still look nice. Maybe with the mirror/periscope update PIP will get some upgrades.

#

There is also always the option of replacing the 2D black circle with a rendered overlay image of how the eye piece would look in 3D.

#

Pretty sure that's what was done on the existing modded periscopes (I think from RHS..?)

bright cedar
#

The issue with PIP is that if you leave a lot of peripheals and PIP sight small, recoil makes it very hard to do quick firing. If you do large PIP sight you end up with very little peripheals and you might as well just switch to 2D

#

FPS boost is a good bonus that helps manage recoil better

wise loom
#

PIP slaps two images together but wouldn't it work if the scope image was at lower resolution? Its a smaller image.
Don't those other games allow to adjust PIP resolution?

olive trail
#

losing 30% to 50% of my fps when I aim down a scope is crazy. but i dont know any game that have pip scopes figured out. its terrible across the board

rare pilot
#

Having to essentially render the gameworld twice, especially in high fidelity games, fries GPU

wise loom
marble kindle
#

If functional mirrors are going to be a thing, they'll kind of have to

#

3 mirrors = 4 renders of the game would be horrible

wise loom
#

If the functional mirrors slaughter fps no one will even use them. But if the mirrors are at lower resolution it shouldn't be so bad.

marble kindle
#

Not sure if PIP currently even is lower resolution. There is a resolution slider in the PIP settings in wb, but it doesn't change anything. But this was like a short glance at it.

wise loom
#

I think its the same, but since the reticules only use a small portion of the image wouldn't a lower resolution still look good?

marble kindle
#

I wonder if it would be possible to use image scaling exclusively in the second render for the scope. Pull resolution down to like 65%, and use FSR to boost it back up to native screen resolution.

#

That could maybe give alright looks and good-ish fps at the same time

wise loom
#

In theory it sounds plausible but in practice idk. I think that's up to the Enfusion programmers.
PIP settings are needed for sure.

copper glen
#

It isn't rendering the PIP image at your display's native resolution. I'm pretty sure it is already lower.

However, it is the primary thing you are looking at/aiming through. If you want to lower that, you might as well lower your resolution across the board.

#

Arma 3 has settings you can adjust for PIP, which is intended for mirrors/periscopes/backup cameras/CITV monitors/etc. It is used for scopes in mods, but they are often much worse to use because of it.

frigid lantern
#

Could we get an ingame rank lock for destroying radio relays locked atleast behind sgt/lt?

Right now the biggest issue on all servera with griefers is anyone can join a game, destroy a couple of radio relays and break the game for one side.

A single person can screw over 63 others and throw their hours of work within 10-15 mins of destroying friendly radio relays.

This really is game breaking.

ALso a minor one but could we also get a limit to the difference in players between teams?

I get people want to play with friends but its ridiculous that there can be a 10 to 20 player difference between teams, lets say 70 russians vs 50 US

frigid lantern
quaint flint
frigid lantern
#

Thanks a lot dude im just lost with the discord and forum parts but I know a lot about the game and some issues that need correcting.

Also thanks for no mute/ban because I was oblivious lol

quaint flint
#

@frigid lantern no worries, glad i could point you in the right direction, using the feedbacktracker is 100% better than just posting it on discord and hoping devs will notice or act on it 😉 Feedback tracker is the right tool for that 😁

sudden coral
#

2d scope over 3d scope.

errant leaf
zinc river
#

I just noticed grenades float on ponds now. They don't sink. They do sink in the ocean though

rough haven
#

Please, please add a move all feature- it would make loading a Heli so much faster

This would be like move all in a stack e.g. I have 40 5.56 Mags I want in my heli, I click this and they're there

foggy wyvern
#

Shift + Click satisfactory style

rough haven
foggy wyvern
#

Oh that's not actually a thing

rough haven
gritty sinew
stray frost
mystic vessel
#

Stop updating and adding things and fix your fucken servers, they are absolutely cancerous.. official or modded

errant leaf
graceful spindle
#

Please go back to destruction being persistent on server restarts. It used to save these states, but now everything goes back to original.

graceful spindle
#

R to start vehicle in addition to W or forward starting vehicle seems redundant and is also the reason vehicles start up when you exit them and try to move away quickly. Just have one key assignment (r) for starting vehicles.

copper glen
#

Turn off the driving assist and W/forward no longer automatically turns on the engine.

graceful spindle
#

and address the supplies not being detected forcing setting them out and crushing vehicles

graceful spindle
#

When player is prone, there is an obvious motion / shift of the body when turning, for example 90 degrees, but the player can still spin 360 degrees in a fraction of a second. Restrict spinning motion so they have to shuffle around.

graceful spindle
wary field
#

Dismantling radios doesn't seem to work at all. It would additionally be nice to be able to set explosive charges to delete enemy radios all together.

zinc river
#

What would dismantling radio achieve again? But yeah, it would be nice to blow them up instead of digging them out. It would actually be nice to be able to destroy the whole base structure apart... Maybe when free form base building arrived?

copper glen
#

The biggest thing is it may remove the two-way connection to their FOB, and so can't spawn even if they kill you.

It also means that you shorten their radio range, so they can't capture more forward bases. It can save you matches to do this.

#

It might not work as expected if a base is within range without the radio built.

bright cedar
#

Disassembling radios is main tactic in Confict, you cut off enemy spawn AND bases down the radio connection chain

zinc river
#

Ah right, the radio range... can help defend the purple objective and take their forces away from that purple objective if their radio can't reach the purple base to capture. Don't have to actually capture their base... just blow up their radio antenna. I can see why some bases have multiple radio now...

bright cedar
#

You also have to place radio far from main tent so single enemy can't diassemble it

ornate marlin
#

I am not 100% sure it's still the case, but last I remember, dissassembling only works while you're actively capturing the base.

simple kindle
ornate marlin
graceful spindle
#

Please work on the garbage system or make it where admins of dedicated servers have more control. Empty mags left on a roof while I was on the other side of the base still present, but a rifle someone dropped vanishes before your eyes, medpack and ammo pack placed on ground vanish.

#

Not all dedicated servers are 100 plus players or even double digits so instant cleanup of items is not desired in those cases. The fact that you cant place an ammopack and medpack and leave it in the vacinity is stupid.

graceful spindle
slate violet
#

every single time i update my mod: Fountain Vernal, people get JIP errors.
and it goes away once they delete and re-download the mod.

#

doesnt matter what change i make, it will cause a JIP error
ive also had instances where the changes in the update are not reflected on the server itself

#

the server will update to the new version but somehow not include the new changes, i have to then delete the mod and let the server re download it

simple kindle
wary field
copper glen
#

But dismantling radios generally does work. It doesn't if it is a radio that is no longer valid (like everyone left the group).

wary field
#

I’ve not been able to dismantle a single enemy radio the past few days

graceful spindle
#

Radio pack bugs out on us now and then. Just won't dismantle. As far as I know only the enemy AI can destroy it. Seems you can't destroy your own radio and GM can't destroy it either.

copper glen
#

Is this after disconnecting?

graceful spindle
# copper glen Is this after disconnecting?

No. We are aware it does that, so we set a rule that all radio packs have to be picked up and put in vehicles for when we play again. Really not sure why it happens, but its very rare.

#

And it is quite possible whoever placed the radio ( there are 2 to 4 of us), may have started a squad and not said anything, placed radio, then disconnected. I have asked when it happens and those involved said no, but you never know.

gritty geyser
#

Please fix mod updates….. we only get 25gb so when we have a mod that needs updated that we already have, if we’re close to full capacity than we have to delete the mod and redownload it because it’s acting as if it’s a whole different mod instead of realizing it’s already within our 25gb space. Sucks when it’s a bigger mod cause it takes forever to redownload the whole mod instead of it just doing the little update

zinc river
#

I find that crouch jog drain less stamina than standing jog. ie you out of breath quicker when jogging standing than while crouching. Is this intended? I would have thought that crouch jog would drain more stamina. Because IRL it would hurt your knees and back a lot.

olive trail
#

stamina is completely dependent on speed, not action. this is why you regen stamina when going up hill and lose stamina going down hill.

stray frost
cobalt charm
slow cradle
#

WE NEED MORE GB FOR CONSOLE LIKE 100 MORE OR LESS

foggy wyvern
#

It would allow people to not have to redownload mods 538523 times, sometimes

frosty fiber
#

And people will start complaining that their whole drive is taken by Arma, and can't play other games anymore 🤷

olive trail
barren rampart
#

Yall remember when the Xbox 360 released with like 4gb total?

frosty fiber
#

I still remember where I had my games on cassette tapes for the Commodore 64... wait, I still have it laying around here 🤣

graceful spindle
frosty fiber
#

Like, even if you had the 5.25" floppies, it would still only be 140KB... although games/software would usually stick to the 64KB RAM limit 🤣

zinc river
#

Grenades don't sink in ponds. They do sink in the ocean though

wise loom
#

It needs much fixing.

#

We need a major patch that includes many fixes. There's no point adding more when the little we have is broken and unfinished.

brisk brook
#

Yeah that fence wall could use some upkeep

zinc river
#

Honestly, pilots and crews should no be able to get into their position if they have backpacks on. They need to stuff their packs in the 'trunk' then get into their station/position. To simulate not enough space to sit with backpacks on.

#

And maybe need to wear crew helmets to actually use radio while inside the crew position, to simulate onboard radio 😅

copper glen
#

Intercom systems with the correct helmets in vehicles that have them would be pretty awesome.

oak flare
zinc river
#

Nah, that's for passengers, not the actual crew/pilots. Pilots should put their bags in the trunk

fringe brook
copper glen
#

I am aware. It would be cool if it were a vanilla feature.

wise loom
#

There's no reason for a helicopter to consume as much fuel as a hummer, and since release the LAV is still very unfinished.
They want people to use the tools and mod, but I want them to use the tools and fix things up a bit. All the prefabs need to be looked through.

fringe brook
wise loom
frigid lantern
#

Anti Air in vanilla when?

viral pecan
#

Or tracers, BTR, BRDM, or scoped NSV emplacements if playing on soviet side.

fringe brook
#

BTR/BRDM gets HE ammo that destroys Rotors in a few hits

bright cedar
zinc river
#

Can't the sound and object render distance be seperate? Like a vehicle is too far and wasn't rendered, but it still emit sounds. Kinda like the mortar. At least when it finally renders, we can at least be prepared for it. Like helicopters for example

viral pecan
copper glen
#

I have gotten very good with any of the scoped (so, Soviet) HMGs.

#

I've had occasions where I accidentally found where enemies were taking off from/resupply and just killed them over and over. Plenty of matches where I lost count of heli kills even just supporting a key objective.

#

The most fun is setting up ahead of one of the main objectives as your team is attacking it and catching all of the reinforcements getting flown in.

#

I've probably shot down more choppers flying from Military Base Levie to Coastal Base Morton than anywhere else on the map.

viral pecan
#

It can be the most powerful asset in soviet team if positioned properly. Viewangle, zoom and cartige power have no match in the game.

wise loom
#

Hueys are easy kills. Mi-8's not so much. 25mm auto canon isn't nearly as effective as a hand cranked turret with a WW2 machinegun in it. Everything else is ineffective (even M2).

prime horizon
#

They used to be a lot better in the 1.3 patch and were quite playable. Something changed in 1.4 and it performs a lot worse now and is absolutely unplayable for me.

viral pecan
# wise loom Hueys are easy kills. Mi-8's not so much. 25mm auto canon isn't nearly as effect...

They really killed M2 with the ammo change, they should at least kept API on gun emplacements because currently they are completely useless with FMJ ammo (it would make sense to use most powerful cartige on defensive position) . US in overall is lacking AA capabilities, tracers are much harder to use since you need to hit specific parts of the Mi8 compared to huey center mass. M2 without API is useless for same reason and everything effective is locked behind cpt rank (LAV and rocket huey).

foggy wyvern
#

The mod manager in the game doesnt work. I disabled all mods then Restarted game master arland and it loaded me to a world with mods... It's also extremely slow to a point it takes me less time to create a server, setup mods on it and join it instead of waiting for it to load downloaded mods...

copper glen
foggy wyvern
#

So in singleplayer spawning with a saved loadout gives you guns without flash hiders

barren lark
#

I wonder if they will add different kinds of craters. That's what sells it. Battlefield that looks like it.

peak cipher
#

Also, if the devs are listening, please introduce soldier inertia (weapon handling and on-foot movement. Its my humble belief that it will greatly improve the experience. Currently soldiers move around like pin balls.

errant leaf
#

Looks like an rpg invitation, would still be quite cool however!

olive trail
#

this will be level one, level too get sandbag added to it and level three is concrete. rts style

copper glen
hidden thistle
oak flare
#

If you're talking about the wooden tower in Reforger it's a tower for hunting deer not a military watch tower

stray frost
#

...unless the deer are the enemy

marble kindle
#

The Milideery meowtrash

blissful sage
#

It'd be nice if we could easily switch squads/groups by either changing frequency; would really facilitate quickly forming functional groups with people around you.

It'd also be nice if squad leaders could assign objectives to their squad, so that anyone joining their squad could easily know what they need to do and where they should spawn in a public match.

copper glen
#

I just tell people to switch to my frequency when we find others to work with us.

stray frost
blissful sage
# stray frost Kind of like it the way it is. Seems easy enough and allows people to listen to ...

The issue with the current system mainly comes down to how it ends up shaping (or not shaping) the overall match.

Ideally, IMO we should see groups coalesce around either having the same spawn or doing the same objective, but that rarely happens. Instead we usually end up seeing the server split into endless groups of 1, with even local conversations moving to the command frequency instead of bothering with a shared group frequency or even local voice (the All chat problem, magnified by however many squads/groups have formed).

So one idea would be to quickly allow players to join groups by simply interacting with other players or switching their frequency (maybe adding one more button press to switch to group with associated frequency); thereby at least facilitating the formation of groups from people in the same general area and encouraging them to take their conversations to their dedicated frequency instead of all just defaulting to the faction/command frequency.

Would also help potentially cut down on group clutter by nudging people into larger groups instead of keeping them in smaller ones.

Ideally this could also go with tools being made available to larger groups in order to encourage people towards them, encourage them to stick together, and allow them to retain their cohesion. Perhaps in the form of promotions for the leaders of such groups or some other way of allowing larger groups to more readily access equipment and vehicles.

#

It'd also be nice if the number of active and capturable points in a Conflict match scaled with the size of the server (whether it be actual number or max possible number of players).

The current number of points more often than not feels excessive for a 128 player server, let alone the usual 48 player ones.

copper glen
#

I liked it when objectives had associated frequencies and we could ask others to go to them 😢

weary delta
#

Make a faster and easier way to operate AI in a town, make it so there’s an option for cities to be populated as you get near it , and you have to destroy a “spawn point” for them to stop! One of the frustrating things of a GM 8 is that if you want to make CQB or urban war operations, you run the risk of AI just moving the secind someone shoots,there must be a way to prevent that so if I want troops clearing a building with multiple floors, there’s not a flood of AI attacking them! I feel like that coupled with populated cities (with our without hostile / civilians) would make the world feel more “Alive”

stray frost
weary delta
# stray frost Defend waypoints tends to work for keeping them in place and not running from it

Yes but that’s the issue, there should be an easier way to do that. Becuase the defend points the AI, STILL move from where they are originally placed , and most of the time you have to tediously move them back. Realistically I see a few solutions. My above mentioned . Using AI to generate in game AI based on chance and type of building etc. or make it so every spawned in enemy comes pre programmed to defend that EXACT point rather than having to micro adjust

I was banned so I don’t have the veteran tag anymore , but I’ve been playing arms since arma 2. And the system still feels tedious and out dated for mission making

stray frost
#

There used to be capture and hold servers. Sadly the player count was so low at the time that I think they took it away because they didn't want to split people up. Or at least I wouldn't be surprised if that was the case

fringe brook
#

FWIW, the large radio backpack extended range only works between large radio backpacks in case you didn't know, agree otherwise

stray frost
fringe brook
real dome
#

They only go for that long because people dont play properly. Play it properly from the start and it takes 2 hours max. People are just bad at playing this game

#

There should be another way to win the game, that way it will force the games to be shorter, like tickets, time limit, or control of the majority of normal points. That way people can actually enjoy the game more as its boring to play a game when you join it when its been running for longer than a few hours

#

That would help a little bit but not much

real dome
#

Playerbase is also a problem, especially seeing people making the tik toks just make me cringe

copper glen
fringe brook
copper glen
#

It still functions one-way.

stray frost
fringe brook
copper glen
#

It also makes a difference if a relay is in range. Then you can still have two way communication with handheld radios that aren't in range of you.

wise loom
#

Here a noober took saint pierre.

copper glen
#

And according to some opinions, you don't play Conflict correctly.

wise loom
#

How is this correct if the game mode is flawed to begin with?

olive trail
#

If you are dominating the enemy team that hard, then you are playing against a bad team. It's better to end it and reshuffle the players than to continue playing against bad players.

stray frost
solemn fossil
#

Took 2 supply trucks, a BTR, and 2 PKM UAZs and hooked from Military Hospital east, then south all the way down to Levie, then west to Morton and that was game

wise loom
# stray frost Where are the bases in this version?

You can see the soviet MOB. The US is on the west coast so they were cursed from the go.

Flip tower Entre gives you Coastal Chotain, Military Hospital and Calvary Hill. Chotain, Laruns or Levie gives you Military Levie. Levie or Military Levie gives you tower Regina (and then Saint Pierre).

#

The US had to take Lamentin and Morton. Then try and go north along the west coast and grab the south by Simons or Camurac, but they still need to defend calvary because of the usual Mob cut.

solemn fossil
solemn fossil
# wise loom Yes.

Im not a big fan of the radio towers to begin with, i prefer servers where they're entirely disabled, but i get that they allow for more dynamic capturing behind "the line". However they also lead to a lot of chaos and rapid back and forth capture of mostly unneeded bases

wise loom
#

What I've done before in the US situation is grab Morton then drop a command truck to take the south asap. If the team is able to defend MBL or Levie, simons and Camurac I lift the truck and use it to make sure we don't get cut off at MOB. The other side will try Calvary, Villeneuve and old wood once they know where the MOB is. You will be spread too thin and unable to either defend and push the other side.

#

Here the US team had the upper hand because the teams were unbalanced, but no one took Saint Pierre. This allowed the game to continue and eventually the teams evened out (and the soviets pushed back).
I was able to use my beloved mortar on this one.

#

Look at the US MOB.. usually I have to place a MCU to stop the cut (old wood and Le Moule) but defending and holding Military Hospital, preventing it from being cut off and everything else is overwhelming. I hate this game mode.

copper glen
#

Thousands of hours of vanilla Conflict later...

wise loom
#

Because we decided not to go for a shit win.

copper glen
#

Superior FIA forces could not be defeated 💪

solemn fossil
#

Freeform base building will be a game changer, my guess is it'll be total chaos for the first week or two before everyone discovers the new meta/cheese tactics and just spams them

wise loom
#

A real win is when you take the last base from the other side, not the FIA.

copper glen
#

The real lose is joining the US side when it has significantly more players.

solemn fossil
#

cannot be deleted
Landmines and C4 would like a word

wise loom
solemn fossil
#

In all seriousness though, it'll be interesting to see where players end up regularly placing FOBs. I feel like they'll gravitate towards remaking the current setup for the most part, at least at first

copper glen
wise loom
solemn fossil
#

I watched a guy drop off 9 AI machine gunners at the US mob from a truck one time. Just drove in, unloaded them, told them to defend the enemy's command tent and left

wise loom
copper glen
#

They don't speed up the capture of bases anymore.

solemn fossil
copper glen
#

Also for early warnings on attacks, since AI defending a base will raise the alarm and slow down the push.

wise loom
#

Its even worse when the guy is a pilot (sergeant), because he could go to a back base, build a living quarters and spawn some, but let me just take the a.i. someone else placed in a Purple base instead meowfacepalm ..

bright cedar
wise loom
bright cedar
bright cedar
#

What happens when you open Armavision with the map

copper glen
#

Probably a network desync.

errant leaf
#

That brings back memories

brisk brook
split drift
#

I member 🥲

real dome
bright cedar
#

Keep your hands on the wheel

fringe brook
nova narwhal
#

Can yall add a way to change or kbm sens and keybinds for ps5

olive trail
#

I dislike how when a shed is destroyed, everything under or even around it despawn with it.

tulip wind
#

we already had that in Arma 2 back then

wise loom
#

You can see the command truck connecting MOB to Coastal Chotain, yet we lost with 0 bases.
I sat in CBC for a long time, and others called me out for it, but we defended that place until the other team gave up and went somewhere else.

Also most players are allergic to defense building but it really helps. By defending Coastal and while the other team were focused on it we bought this team a lot of time, which they wasted building helipads, crashing choppers and fighting poorly.
From 4 purples to nothing 😂 .

I'm tired of playing this game mode..

ripe bluff
#

Can we get selectable VoIP range modes in vanilla? That is whispering, regular, and yelling using the arrow keys like in DayZ Standalone, so we can limit the auditory and VoIP nametag range? It sucks not to be able to VoIP at all to your squad-mates if near enemies unless you want the enemy to hear you. I bet many people just resort to using Discord instead to circumvent this. I've also killed numerous players on the other team because of this issue. I usually faintly hear an enemy voice and see a VoIP nametag I don't recognize, even if the enemy is considerably far away and is intending to whisper or radio to each other.
(PS. The nametags when VoIPing hurt gameplay a lot - I'm not sure why it's a thing. It wasn't there when I played many months ago.)

zinc river
#

It's Sony/PSN thing

copper glen
#

I feel like it was easier to identify enemies before. If you heard a voice and didn't see the tag, you knew with 100% certainty it was enemy. Now you have to know names.

Still, I would love to be able to speak quieter and not notify further than I can be heard.

bright cedar
#

I often see enemy name tags pop up on the left without hearing any voice, indicating they're nearby.

zinc river
#

Yeap, here's an example of that happening to me: https://youtu.be/yNbyjdzIjNg?si=eJ0q831At_sdWwhW&t=51

One part from a multiplayer session on 13 July 2025.

Thank you for watching. Please help this channel grow by subscribe or leave a comment and a like. Or you could buy me a coffee:
https://www.buymeacoffee.com/MrCentipede

Get ARMA 3 on STEAM: https://store.steampowered.com/app/107410/Arma_3/

Reforger:
https://store.steampowered.com/app/187488...

▶ Play video
#

Also went to the trouble of looking for that guy name in the player list for IFF. Thankfully it was a small pop server.

bright cedar
#

Also, player list is STILL not in alphabetical order 🫣

ripe bluff
#

Side note: The atmosphere in the clip is brilliant. I have many gripes with Reforger, but it does a lot of things like ambience well. I love the sound of the pitter-patter of the rain in the wooded areas.

bright cedar
#

Tiles don't work like that

errant leaf
opal raven
#

Crazy they'd neglect a hero asset like that

bright cedar
bright cedar
solemn fossil
zinc river
#

I don't think flashlights are blinding enough to disorient enemies. You're just putting a sign "Shoot Me" for the enemy

split drift
zinc river
#

Don't know, but if it flash directly into my eyes, I was expecting to be a bit more blinded...

solemn fossil
#

I know from experience the US one is basically a small candle in terms of brightness but I've never seen the Soviet flashlight irl

errant leaf
#

I currently have one with original globe from Vietnam, the filters however merged to the cap through some sort of chemical reaction

ornate marlin
#

(if you mean the corner)

bright cedar
ornate marlin
#

No, why would they?

bright cedar
ornate marlin
#

Tiled ovens and stoves are the peak of czech slavic black magicery

slim jackal
#

peak of slavic engineering

main tide
graceful spindle
#

View in ground vehicles, when using TrackIR, gets thrown off center progressively as you look full left then back to center. After looking left about 4 time, your centered TrackIR view will actually be looking all the way over your right shoulder. Does not happen in heli so I assume it has to do with mouse look.

brisk brook
#

Tho it has rather even corner tiles

errant leaf
zinc river
#

Is the culling of shadows a bit weird? Look at the left edge of that grey roofed building.The left image show full shadow across the edges of the roof. On right image, I turn a bit, and some of the shadows got culled. Is that normal? I feels really jarring though

blissful sage
bright cedar
#

But yeah you can make outer corner out of cut tiles and glaze the edge

#

The model makes it feel like a wallpaper a bit though

ornate marlin
graceful spindle
#

They do make caps for outside corners. The one in the model would be a bit of a custom job.

ornate marlin
#

Well, yeah, they aren't exactly cheap installs

bright cedar
ornate marlin
#

fair enough :D

stray frost
#

Unplayable /s

trim zealot
#

Amphibious vehicles are useless in the water in reforger

hidden thistle
trim zealot
#

Yeah we walked around the bay Power plant faster then the lav could swim

wise loom
#

The speeds are realistic though.

zinc river
#

Meaning the 'walk' speed is unrealistic. You don't get tired, you dont need to take short break, and your knees still in good shape

wise loom
rocky grove
#

Not sure if correct place but:
The current state of the game really doesn't provide any satisfaction to me,primarily becouse items are not permanent,or becouse of entity delete.
Now I know that game becomes unplayable at times so it's a good tool to have when needed,but I hate that i can't drop a backpack on the floor and pick it up later,or I leave a vehicle somewhere and it disappears.
Is there anyone working on solving this issues for us "older" type of players?
At least make it possible to "bake" the backpack/crate/
car somehow in place so it doesn't go away.
Arma seems to go more and more in direction of fast paced fast reward type of shooters which in general is not a bad thing,but I think arma(or some other title) should also offer that slower,more indepth,delayed gratification type of gameplay

bright cedar
#

Sometimes you spawn and a nuke goes off somewhere

quiet beacon
#

Could we maybe get Helicopter Airstrike for GM Fire Support options, that be a cool feature with the mortars and the other ones

oak flare
#

Suggest game could support DNS for servers. Servers impersonating other servers is common. You could verify where you are playing if it showed you connecting to "server1.armawcs.com" instead of some random IP address.

wise loom
#

Recoilless full automatic assault rifle with suppressor and 45 round magazine. Under barrel grenade launcher with several 40mm grenades and RPG-7 with 6 rockets.
Are we still playing Arma?

#

Mag dumping full autos should be looked into. It doesn't feel right.

wind jewel
#

Can BI maybe include a house model with doors, windows and ladder to the github samples repository?

foggy wyvern
#

I unlocked deep fried trees

limber warren
#

conflict arland server 17126030 has a cheater flying around in a car destroying vics and killing people can someone help us out with this its someone on the soviet team but we dont know for sure who it is

main tide
wise loom
vivid pulsar
#

https://youtu.be/ShPltEC4758?si=8KwRzdYsVQylQC5t aussies in the base game would be cool as a faction

The video discusses the 1966 battle of Australian troops at the village of Long Tan in the Phuoc Tuy province, and how they overcame insurmountable obstacles to turn an almost certain defeat into one of the most dramatic victories of the Vietnam War.

Initial deployment was 7,000, while over 60,000 would serve throughout the war.

🎖️...

▶ Play video
errant leaf
errant leaf
real dome
#

refund please. The edge is not straight for the gray surface

#

See here? Straight edge, clear case of russian bias

wise loom
#

The latest in soviet cheese. Use KZS with US body armor and helmet..

hidden thistle
#

I reckon that should count as the games system false flag auto kick

blissful sage
#

Honestly, anyone wearing uniforms from the other side (of whatever kind, whether it be body armour or a uniform) should show up as an enemy to their own side and bots.

It's literally the original war crime; the one that will get you shot by your own people and strip you of any and all protections.

bright cedar
errant leaf
hidden thistle
bright cedar
#

Getting people into Mi-8 is so unreasonably annoying, I barely see anyone do it.

#

People spam get in, character opens the door, start animation then another starts too, both cancel or something, teleport on top of another, etc, its a huge mess. Even if they're entering in a queue its still unreasonably slow in a real game. Getting out is almost the same, unreasonably slow.

#

Get in/Get out animations need some padding where they stop blocking the action half way through them or something like that.

real dome
bright cedar
#

People were in a queue btw but then something went wrong and nobody could get in for a while, characters started floating by the door, teleporting on top of reach other almost reaching main rotor, its a mess.

#

Wish I knew which green guy is vehicle guy so I could @ bug him hmmyes

hidden thistle
#

if only we could use the rear door?

bright cedar
#

That too. Though fixing the main one is needed too

blissful sage
bright cedar
#

Don't you love pressing R by accident and changing 4 to 16 rockets in Mi-8 to waste them ALL at once?

main tide
marble kindle
#

We should be able to repair things like Mortar emplacements and sandbags if they get broken. Currently you have to remove the entire thing and rebuild it.

copper glen
#

There are things in the files for destroying and repairing services. Could be a thing.

#

But I hope it takes more than a shovel and some time, or else sabotage is a lot less interesting.

solemn fossil
#

I really hope we get the ability to destroy services/compositions with C4 and mortars eventually. Would make it much more important to properly hide and defend your bases once we get freeform base building

stray frost
gleaming jackal
#

I noticed tonight a bit of a weird thing in a GM server. If you turn on supplies and have a radio backpack with the ability to respawn on it costs no supplies. I dont know if that is intended.

graceful spindle
#

Pesonally feel the radio pack spawning needs to go bye bye.

bright cedar
#

What should be done to radio backpacks IMO:

  1. Get rid of "Transport Request" to it completely.
  2. Radio backpack should only work within radio tower range like MHQ and bases
#

Not sure if there is a place for "Transport Request" in Confict at all. I'd limit it to only be able to transport request yourself to pink from any other base IF either bases weren't contested in say last 3 minutes.

#

Maybe use Barracks (large useless building that does the same thing as single AI tent) as a vehicle for "Transport Request", allow players to teleport between bases which have large barracks, with some restrictions.

errant leaf
bright cedar
#

Maybe let players "Transport Request" to MHQ from Barracks. Means better use for both.

#

Though personally I never fill MHQ with supplies to stop idiots from disabling it after spawning on it

errant leaf
gleaming jackal
real dome
#

And also before when the radio backpack had a set 10 spawns and you couldnt refill it, it would stop you from fast travelling to it if you ran out of spawns. That does still come up sometimes but is just a bug and goes back to the normal system quickly

graceful spindle
gleaming jackal
graceful spindle
wraith barn
#

why do you guys fix a problem which is realistic

Fixed: Vehicle horn was stuck when the driver was killed

1.4 update

solemn fossil
torpid olive
#

If any Dev is Reading This, Please add Better Upscalers to the game.
DLSS and Newer FSR versions instead of 1.0 would help SO many people run this game better.

It would 110% be worth the Dev time, because you'll get more sales from lower end PC hardware, and provide much higher fidelity Images at lower resolutions on Better Hardware as well.

https://feedback.bistudio.com/T177281

Reforger is one of the only modern games super behind on this for seemingly little reason other than nobody getting around to it internally. (Best Guess?)
It's been sitting on the feedback tracker for about 2 years now.

#

It's basically free performance boost just sitting on the table

#

Also, the Hardware Anti Aliasing is crazy expensive GPU Wise, literally drops fps down 20-30 depending on the amount.
DLSS would not only increase performance, but not require Anti Aliasing as it uses it's own method. This would increase performance by 40-50 frames in some cases like a 4K screen while looking much better than FSR 1.0

#

At the very least, some communication on if it'll actually happen or not would be nice.

hearty whale
copper glen
trim zealot
#

Please add the mortar aiming stakes to the game. They are a vital piece of equipment for the use of mortars in real life. The sights are even set up to use them.

hidden thistle
fringe brook
marble kindle
#

Mobile Command Trucks should make some sort of noise, even if it's just the engine being on. Something needs to power that antenna.

copper glen
fringe brook
marble kindle
#

What I've been doing is marking down previously capped bases only cappable by MHQ to get an idea where it could be. But it should definitely make a noise.

#

A quiet MHQ isn't a thing, the antenna needs to be powered by the engine or a generator

#

Unless they're powered by AAA batteries stolen from the TV remote of course

copper glen
#

Yeah, I just see what is within 2km range of both the bases they shouldn't be able to cap and the bases they have. Usually it is a narrow band and I can quickly find it.

marble kindle
#

Would be nice if we could draw circles, that way we could try to visualize the radio range of a base and therefore see where an MHQ can be

copper glen
#

It would also be great for mortar ranging.

trim zealot
hidden thistle
errant leaf
torpid olive
#

DLSS isn't fake performance either, you're thinking Frame Generation. DLSS is Nvidias version of FSR, and is much better image quality that what FSR brings, especially FSR 1.

Saying DLSS has no place in Arma is crazy when it's a free performance uplift. Them not Adding DLSS isn't going to make the game run better lol. We can have both.

errant leaf
#

a decrease on granular detail, blur from motion especially on vegetation, it seems likea waste of time when you can simply just decrese render res

torpid olive
#

Okay, I won't bother explaining the technical specifics of it. Just watch some Digital Foundry videos on DLSS. It's night and day better than FSR 1, and 100% better than Reforgers Anti Aliasing solution.

errant leaf
trim zealot
hidden thistle
#

the m17 would be god tier for mortars and would be some think that the US side can have

zinc burrow
graceful spindle
#

Local Dedicated Server set up for MP. One client only and at 1ms. Server and client both wired. 1gb connection. Server log shows steady FPS but obviously desync at its best. So what exactly is desync in regards to Reforger and what causes it? I don't see it be the network in this case.

copper glen
#

That looks like the bug where the gun doesn't shoot on the server side.

graceful spindle
copper glen
#

Do you? Could it not be that they got killed by something else?

Or could it be that it only desynced after that? Since you and I don't know what causes it, yes, it could be.

graceful spindle
copper glen
#

Considering the behavior is exactly the "gun doesn't shoot on the server side," I feel it is likely that the AI got killed by another. This especially makes sense as it is not a desync that is likely caused by a poor network connection.

olive trail
#

no way that AI was killed by anyone else. he shoot, you can see the spark then the AI die. you can even see the hit decal. the explanation to this has always been the same, the game hitreg is the worst aspect of this game.

torpid olive
# zinc burrow 1st of all Nvidia is proprietary garbage, the devs did the right thing with sele...

I don't understand why people are against having both? Also part of my feedback was about updating FSR as well. 1.0 sucks compared to FSR 3 in image quality.

I also never mentioned frame gen in my original post either. I don't know why people keep replying talking about Frame Gen.

And sorry, DLSS might be proprietary, but it's not Garbage. Nvidias upscaler does a far superior job than FSR, and would actually come with a significance performance improvement, due to not needing Anti Aliasing anymore. As somebody who plays at 4K, DLSS would be a 30 fps increase over FSR with Antialiasing enabled, and have a much better image as well.

#

You can dislike it all you'd like, especially if you don't have it, but why be against having it put in game along with a FSR update?

copper glen
#

Regardless of quality, the devs have made it clear that adding DLSS is not a priority.

worldly rampart
#

-addonDownloadDir "c:\reforgermods" -addonsDir "c:\reforgermods" doesn't seem to work. I am trying to avoid mods being uploaded to onedrive since it's bugged with file exclusion unless you have a business account.

#

Nevermind, might have been confusion. I didn't delete the onedrive files first before I started the game. So I don't know if it per default checks that folder as well for mods. So I might have f'd up

tribal edge
#

And it's usually some guy who can't even run DLSS, playing at 1080p

errant leaf
tribal edge
#

The game is heavily GPU-bound so it is very much necessary, especially for higher resolutions like 4K.

#

The transformer model upscaling from even 1080 to 4K works really well, much preferable to running SMAA (or any other post-processing AA) on native 4K from a visual standpoint, not to mention almost doubling the FPS. And in case the GPU has enough headroom, you run DLAA.

errant leaf
#

Devs have stated they want the most accurate visuals at the best raw performance, and that should always come first, the amount of gpu related bugs alone should be an indicator that further work needs to be done engine side before these nice addons are even considered

tribal edge
#

That's all good but the game would still benefit from DLSS, not as a crutch but as an added bonus. The level of shimmering I get even with MSAA at 4K is far too distracting and ugly, with a huge performance cost at that. I'd much rather have DLAA instead, which would yield better visuals and performance, compared to MSAA.

bright cedar
#

Went to play on official Confict servers a few times recently and holy hell how bad they are. People unloading at each other point blank with zero hits! Voice skipping, bases taking like 1 minute to load, its insane! How is this acceptable for people who bought the game to be put into this mess? Why is it so bad?

copper glen
#

Sounds like you were in the stress test server. Is that correct?

bright cedar
foggy wyvern
#

They put those on weak hardware intentionally to see how the game plays in those cases is my best guess.

copper glen
# bright cedar Yeah, went for 128 players ones

Yeah, those are meant for them to gather performance data on the worst cases. Hence the name.

A 128 player Conflict server with all the defaults (AI, view distance, garbage collection, etc.) is basically impossible to run well on any hardware.

hidden thistle
graceful spindle
#

New EXP.. start with a noticeably degraded base night image quality for those who don't cheat, in order to address those that do. No bueno . Hope this can be toggled at a later date or modded out because our private dedicated PVE is not affected by gamma cheats.

tulip wind
stark grail
#

The 50 cal, and mortar might need a rethinking on assembly using a shovel is a mechanic that some other games have how about using the wrench and a shovel for matting grass down like the asset of a clutter cutter.

hidden thistle
#

Im hoping its a place holder as it is abit silly

hollow ether
#

Can we get proper medic uniforms for both US and soviet? Currently players open fire on any person they see without a nametag and dont discriminate medics. This could also be implemented using the new uniform detection to deduct XP for killing an unarmed player in medic uniform, or punishing a player for harming another player while wearing medic uniform.

With 1.5 and the medical roles and XP for being a medic, this is still a big blocker, especially with the ambulance, as there is no incentive to drive into a warzone where you will be targetted despite the protection that a medic should be under

olive trail
#

they could add a mechanic to full on ban players who kill medics and everyone will still kill medics because they suck.

real dome
plush glen
#

With the new update (experimental) we now have a need and purpose for patches on uniforms.

Rank Patches, plus Squad Patches (Medics, MG Squads, Engineers etc.)

graceful spindle
hidden thistle
errant leaf
grave ibex
#

i'd rather fight an entire enemy armada of gamma boosters with wallhacks than deal with this fucking grain lol the game would be as equally unplayable at night either way

echo grove
grave ibex
#

I'm just afk tabbed out at base waiting for night to pass because the grain gives me aids in my brain. You're not going to be able to defeat a hardware based inequality like gamma without punishing everyone for it and it isn't realistic either, my eyes don't see digital confetti whenever I'm in the dark so why does my dude in a game that leverages realism suddenly go from 20-20 during the day to 20-200 at night?

olive trail
#

they should just do 'game night' and be done with it

lament vale
grave ibex
#

i've never cognizant of it to the level that is displayed in this update lol. i can also imagine the absolute havoc it's going to wreak on YT compression, it's already obliterated this image #reforger_experimental message

grave ibex
# tulip wind

theoretically realistic or not it's objectively a terrible addition and hinders all players regardless of their gamma settings, and to add insult to injury players who previously did not abuse gamma are now abusing gamma to alleviate the effects of the grain (reference the reply). I don't know how to adjust the gamma of my laptop's display so i'm just boned if this change remains.

lament vale
grave ibex
#

i will end my tirade with a desperate plea: please let people cheat with gamma because it'll be a thousand times more enjoyable than whatever counter measures are deployed against it if this is the best that can be thought of lol

zinc burrow
#

RPG 75 sight picture is wrong. you should be able to see all the lines and the ranging scale at the bottom from the aperture. proper sight picture has aperture touching the front sights outside perimeter. Arma 3 csla cdlc has it made proper by in large.

viral pecan
#

Assembly and dissassembly heavy weapons in exp 1.5 is a bit too fast.

bright cedar
viral pecan
zinc river
#

On the grain at night. Its realistic. You're seeing from someone eyes using video tapes. So 80's vibes 🤣

noble beacon
ornate shard
#

In 1.5 rifles no longe spawn muzzle smoke.
They are missing the CaseEjectingEffectComponent that spawns the muzzle smoke particles like Smoke_M16A2.ptc.
Machine guns still have them.

#

Oh so it only happens on M16 and AK74 so I guess something is wrong with the flash hider effects then.

#

Yeah muzzle flashes are also broken

errant leaf
#

noticed something was off

visual comet
marble kindle
#

This would probably conflict with the visible supplies - but the cars slowly filling up with crates as you fill up the inventory with items would be cool. It's weird anyway that a car can fit both full supplies AND a full inventory. Maybe these could balance eachother. 30% supplies 70% inventory or 50 50 etc.

ornate shard
hollow ether
#

We need better official servers that dont crash every 10 minutes and dont run at 15fps

real dome
hollow ether
copper glen
#

I hardly see the official servers crash anymore. When were they crashing every 10 minutes?

sharp arrow
#

this still persists any way to turn off mouse smoothing ?

noble beacon
bitter whale
#

Need face paint

graceful spindle
#

Who is the genius that came up with inventory auto arrange? Was there a meeting where it was agreed that having an item jump to new location , replacing the cell with a different item so it gets dropped by mistake would actually be a desirable function? Flip the switch already.

olive trail
#

iirc this was acknowledge as a bug which was fixed then came back

graceful spindle
#

Well dang, I missed that window where it was fixed. So its a bug... in other words a long term feature.

shrewd burrow
#

it is such a pain to get to captain to use the mortars just for gunships to be more effective anyways

blissful sage
#

Seems like the Experimental branch has a video memory issue.

I seem to have my FPS slowly degrade as I play, with it eventually dropping down to the single digits.

One workaround seems to be changing the texture quality; flipping the texture quality to another setting seems to restore FPS.

limber warren
blissful sage
hollow hawk
#

this is from the experimental..... not complaining tbh, its working preatty well so far

stray frost
lilac lake
#

I can place the mortar inside a building and fire through the ceiling)

solemn fossil
#

No way really?

copper glen
#

Pretty sure it will just hit the ceiling and stop there.

blissful sage
#

I feel like 3 things might really help with improving Conflict, in addition to what's already there in Experimental:-

  1. Restricting information that's immediately presented to squad members; disabling/muting command radio by default and only showing them the objective that's been set for their squad/group (or at least highlighting it prominently so there's no confusion about what they should focus on).

  2. Having an option for oversized groups to allow for a small number of leaders to lead large numbers of casual players who aren't and needn't be bothered with big picture stuff and often aren't interested in more complex tasks.

  3. Some way to push players towards forming and joining existing groups/squads, while pushing them away from making solo squads. Perhaps in the form of a discount on kit/equipment costs that scales with the number of players in the group.

copper glen
#

You already are limited in the groups you can create. If an empty assault squad exists already, a new one can't be made for the person who wants to just have a private one for their self.

hidden thistle
bitter whale
#

Aks-74 would be perfect for the recon group classes

blissful sage
#

One thing I noticed in the Experimental; seems like we can finally have sticky collective for controllers.

It'd be really nice if we had an indicator to show our collective value, so that this sticky collective option can be better used on controllers for a layout similar to Nuclear Option.

cedar bear
#

This house has materials switched around. Shooting the walls produces metal sparks, shooting roof produces rocks while shooting the foundation produces wood.

bright cedar
sick kelp
#

So I understand the whole “broken leg=slow walk” but I’m wondering if there’s a plan to implement the DayZ limping animation with that and the mechanic of passing out from the pain

sick kelp
#

also can we get FIA convoys/vehicle patrols in conflict?

zinc river
#

About flares, I think it would be better if their light not suddenly died out. Instead it should gradually dimmed out. Don't know how real-life works, but I would assumed it will gradually died out.

solemn fossil
zinc river
#

As long it's not instant I would be happy. Now it just feels a bit off...

drowsy kite
#

I am going to be honest. Compared to old ArmA 3 launcher, the new mod manager is quite poor. It struggles often to show dependencies. It doesn't always load mod dependencies depending how you enable the mod (via workshop vs via mod manager windows). Mod presets sometimes take an eternity to load. And often it does not inform you if a mod dependency is missing - in ArmA 3 it was super clear if that was the case, and what exactly was missing.

stray frost
drowsy kite
stray frost
#

Actually the entire UI is pretty much a step back from A3. Things just don't work well because of the console centric design. Can't tab between text fields. Buttons don't always become active when they should. Things like that.

drowsy kite
#

Overall a definite downgrade from ArmA 3. While not having to restart the game is neat, the actual process of loading mods, finding dependencies, having presets is far worse.

#

Also discovering new interesting/cool mods is frankly not really something you can do anymore with this Workshop. In stark contrast to ArmA 3.

#

Remember how you could easily tell when a mod was last updated?

weary solar
#

Arma 3 Jets DLC came with accidental unlocked horizon meant for Jets in 3rd person but forced it for helicopters in 3rd person, after much outcry BI changed it. Now its in Reforger and its awful again. I really want to love this game like I did A3 Please give some option to lock the horizon in Reforger.

rapid plinth
# drowsy kite Overall a definite downgrade from ArmA 3. While not having to restart the game i...

It's terrible and they need to work on it a lot.

The mod pages in this "workshop" have minimal images and information compared to Steam Workshop. You can't even get an idea of what the mod looks like or what you're downloading. You try to click the creator name to see their other mods and nothing happens.

I needed to download some mods the other day: impossible when joining the server because would lose connection before mods downloaded. Then had to find them in the workshop individually: didn't come up in search at all. They're "dependencies" so they are hidden in the details of another mod. Then had to delete the failed-to-download mods manually and restart the game because they were somehow blocking the downloads from restarting. Etc etc.

It's awful

copper glen
#

The mod pages in this "workshop" have minimal images and information compared to Steam Workshop.

That's on the mod authors, not on the in-game workshop.

zinc river
#

Can we seperate main menu music and the ingame music? I don't like to suddenly hear music in my playthrough, so I just set music audio in settings to 0 (zero). But that also means I don't get to hear main menu music...

bright cedar
#

You know what could be a cool feature for construction interface? A key to hold so building ghost locks position as soon as it becomes placeable (white)

#

Because right now when you need to tightly fit something it turns into minute long pixel hunt game

hidden thistle
graceful spindle
hidden thistle
graceful spindle
bright cedar
#

Or you often can't build a large net over existing buildings, but if you build the net first and then can easily place buildings under it

hidden thistle
#

i know red raspberry, dog rose and stinging nettle plants in game are abit of a building blocker

cedar bear
#

newest nvidia driver is making my entire pc freeze when playing both the stable branch and experimental branch of reforger. sometimes it will freeze 2-3 seconds at a time, sometimes indefinetly, forcing me to restart.

graceful spindle
cedar bear
graceful spindle
#

Bugs resurface though. Since it started with the new driver, roll back to the previous and see if the issue goes away and just stick with it for now.

bright cedar
#

Locking KPVT ammo behind 3rd rank is stupid. We utilized starting BTR-70 for hour, ran out of ammo but since we weren't capping we couldn't even rearm ourselves.

deep quiver
#

So I've got a bit of a suggestion mixed with a question. 2D Optics. Are there any plans to change them from the "black void" to something like how Arma 3 handles 2d optics? I ask because, thinking of performance and having played Arma 3 a bit yesterday, I'd really like to see 2D optics get a rework more in line with Battlefield 3/4, Arma 3, etc. I think it'd help out the console folks too, performance-wise. Heck, even on my PC (4090, 5800X3d, 32Gb RAM, SSD install) I notice that Picture-in-Picture hits performance pretty hard. I play in 4k, so that isn't exactly helping, BUT this is a thought I've had for awhile and never really took the time to spell out. So... Here it is. 2D scope rework? Bohemia plz.

copper glen
deep quiver
# copper glen Making scopes work like they do in A3 would make them the best choice for both g...

How would they be the best choice in terms of gameplay? Sorry, but that doesn't make sense. PiP scopes have the advantage of, as in real life if you shoot with both eyes open, having more situational awareness due to being able to see what is happening around your optic, and not just in your sight picture. 2D scopes being reworked to get rid of the black tube/void view is only going to help performance and make things both more functional and pleasing to the eye. As it stands, 2d optics have a significantly greater amount of "wobble", or sight picture loss, compared to PiP scopes. Really, PiP scopes hold all the advantage right now and it makes no sense to use 2d optics.

copper glen
olive trail
#

if you have your zoom settings to 100 then its the same, no?

copper glen
#

No, that only zooms in as much as the focus is allowed to zoom, which is meant to bring our screens closer to the angular resolution of our eyes.

In Arma 3, the entire screen zooms to the amount that your optic is. In Reforger, that would mean that using the ART II at full magnification would zoom your entire view to 9x.

deep quiver
copper glen
#

When I look through a scope IRL, I only get magnification in the scope. If I look around the scope, I don't get the same magnification as I do when I look through it.

rapid plinth
#

They could apply a stronger blur effect outside the scope to make it look nicer and reduce spotting advantages. A lot of people's hardware still can't render the scene twice and maintain acceptable frames.

copper glen
#

Right, which is why they provide the 2D scopes option.

deep quiver
graceful spindle
# deep quiver Yeah. What's your point? Are you worried about freelook applying that same zoom ...

The zoom out while turning head in ADS does make more sense. I tried to get them to make TrackIR the same way. It's nothing more than freelook controlled by another source, but they said that is the way it is intended. So with TrackIR, when glance from ADS to check surroundings, it is always zoomed in. Dont like that and don't like what @copper glen pointed out. Your entire view should not zoom. For those two reasons, I set my ADS and ironsights down to zero zoom.

graceful spindle
#

This is how I wish they had done it. Maybe even tighter.

copper glen
deep quiver
copper glen
#

You get more magnified field of view than the scope provides. This is objectively the case.

#

Hence you get more than you should. A downside of using a magnified optic is that your field of view in the target area significantly narrows. That's not the case when you can see around the sight with the same magnification.

graceful spindle
#

So this is with some gradient blur. I looked through the scopes and iron sights of all of firearms and if I had to mimic what I see, due to lack of peripheral vision on the screen, you have to exaggerate the effect for it to even matter. I do not have this much blur IRL. The little I do have is way out on the edge of my peripheral vision.

#

So there would need to be a transition from the center of ADS, to glancing left and right while still in ADS. The blur would have to dissipate gradually the further you glance away from center, then gradually return when you came back to center. Otherwise you would have this instant blur / no blur.

zinc river
#

Seems like when it's raining, you're in some kind of a 'bubble' where rain water splashes don't render. Is that intended? Seems like my screenshot didn't do a good job of showing my point...

graceful spindle
#

cant believe with binocs and scopes we still have the muddy mess

summer walrus
#

If somehow any dev sees this can yall add a way to search servers using the mods? For instance instead of having to click from server to server to see if they have a specific mod I want installed. If there was a button listed on the mod from the workshop to show all the servers with the specific mod currently installed, such as you have it set up to find servers for the scenarios in the workshop. It would make Finding servers %1000 easier

echo grove
#

It also helps reduce ego fighting, which is very important.

bright cedar
echo grove
#

Im aware

#

I ran a BTR for 5 hours yesterday, you still get a lot of ammo by default. If you’re not shooting sparingly that’s on you.

bright cedar
#

No reason to restrict the ammo, BTR is far from being overpowered, its just an arbitrary restriction

echo grove
#

Well we can agree to disagree.

rapid plinth
#

From what I'm seeing the new "air drag" still functions essentially exactly like old airFriction?

But they added "mass" in the formula to calculate it, for a reason I can't see. The old airFriction simply worked based on the velocities.

The new one works the same way fundamentally, but it seems now you have to make sure the mass in the bullet config matches whatever mass you used to calculate the air drag value? Why?

You used to be able to tell by looking. High airFriction, more drag, low airFriction, less drag.

But now bullet mass (without a diameter to go with it??) is in there, you can't tell anymore.

A value of -0.000005 and an identical value of -0.000005 could produce completely different results based on the bullet mass. It seems less intuitive and more complicated, for no reason. And the numbers are uglier, things like -0.000005 instead of simply -0.001 like old airFriction. Too many zeroes!

Am I missing something?

#

I was a bit shocked when I downloaded the ballistic spreadsheet from Bohemia Wiki and they had the following inputs to calculate "air drag": velocities, range, and mass. How can you require mass, without a diameter to go with it? If you don't have a diameter, what purpose does the mass serve? Mass by itself doesn't mean anything for drag.

Eg, a .45 ACP and a .300 PRC bullet have similar mass but very different drag coefficients.

And I guess the issue is besides ugly numbers, now airFriction or "air drag" value taken by itself is meaningless. Because without the value being in a config, with the matching mass, there's no indication of what mass was used in calculating that air drag. It's just one number.

#

For example, if someone in ARMA 2 or 3 told me a 5.56 had an airFriction of -0.00125, I could calculate the speed loss fairly precisely simply on that info. It would be about 31% at 300 metres. So simple.

But in Reforger an unknown mass is baked into the air drag numbers, so you can't do anything with it without knowing that mass! A 7.62 has a velocity of 820 m/s and a drag of -0.000005? Sorry, I can't help you at all without knowing the exact mass.

And it doesn't seem to work any differently once you know the mass. It's not a more accurate or realistic method. It seems to be the same thing with an unnecessary step.

errant leaf
#

Having precomputed kinetic energy at different parts of a ballistic trajectory would most likely be better in terms of performance

#

Maybe a physics scripter from BI could enlighten us...

rapid plinth
# errant leaf Mass is most likely taken into account for penetration and terminal ballistics n...

Tthe bullet mass is already a separate value.
I'm talking about when you need to calculate the air drag value it now involves the mass. It makes no sense to include the bullet mass to calculate a friction value for deceleration of the bullet, unless there was also a cross-sectional area. The projectile could be .30-calibre, or the size of a baseball.

And you can't tell what mass was used in the calculation from the final air drag number. Maybe there's some technical reason why it was done this way in the backend. But right now it just seems to serve no purpose except to obfuscate the meaning of the air drag values.

#

I mean in the end, the result in the game is the same. It's just strange way of doing it and you have to use more numbers to express the same meaning.

In ARMA 2 or ARMA 3, if you wanted a bullet which lost 50% of its velocity at 500 metres, you would say "airFriction = -0.00139". And that's it. It doesn't matter the mass, it's the same value for all bullets which lose 50% of their speed at 500 m.

In Reforger if you want a bullet which lost 50% of its velocity at 500 metres, you could say -0.0000055. Or you could say -0.0000133. Or you could say -0.0000028. There's now infinite possibilities. You have to make sure to link a mass with every one, so -0.0000055 at 4 grams. And -0.0000133 with 9.6 grams. And -0.0000028 with 2 grams.

The values are way harder to remember and to analyze, and you can no longer tell what will happen simply by looking at them.

copper glen
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I mean that's more realistic. Bullets with the same amount of drag don't automatically slow down the same amount regardless of mass. A projectile with more mass has more inertia.

zinc river
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Floating rocks. South West of Andre's Beacon, near the Rushes

rapid plinth
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If your bullet doesn't slow down the same amount, then you don't put the same slow-down value.

copper glen
trim zealot
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Still hoping for the combat knives to work in hand

rapid plinth
# copper glen But they have gone more and more into putting real life values to configure asse...

Not to be rude, but you do not understand the subject.

As I said, it works the exact same as before, it's just now presented in a confusing way. As a player you won't notice any difference because the results are identical.

The aerodynamics is based on real life in both methods. You take the real life figures and adjust until the game figures match.

But if you want to compare the ammo stats to see which is better, you now have to break out your calculator.

Here is an imperfect analogy: it's like if car magazines stopped putting zero-to-60 mph times, and started putting the 0-60 time divided by the car's weight.

The info is still there but that wouldn't tell you how quick the cars are unless you happen to have a pocket calculator. It doesn't make sense to do it that way.

copper glen
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If they have drag and weight values already for real rounds, it is better for them to just enter that and let the formula take care of it. This is the same they've been doing with a ton of things.

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Besides, they aren't configuring it this way for users to have easy comparisons. They are configuring it this way because that's the easiest way for them to get the values in the game.

Just like how racing games (...and Reforger) don't configure cars to have 0-60 times, they instead have power and torque curves, gear ratios, etc.

rapid plinth
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I suggest that you download the appropriate spreadsheets and try calculating some rounds for both ARMA 3 and for Reforger, compare the methods and results, and then come back, because you are making various assumptions that are incorrect. It's calculated the same general way for both games.

copper glen
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I'm not saying otherwise. I am saying that the values that are input are matching the physical characteristics instead of the intended output, just as in many other places in the game.

rapid plinth
# copper glen I'm not saying otherwise. I am saying that the values that are input are matchin...

I think I see what you're saying, but it's not correct.

I will show you how the aerodynamic parameter is calculated for ARMA 2, ARMA 3 and ARMA Reforger so you can see yourself.

First, to calculate bullet aero for ARMA 2 and 3.

Step 1: find the real life values: You can do this in various ways. Find them, or calculate them. Let's use a round that has a firing table ready to go, the 12.7x108mm B-32. There's one included in the back of various Soviet manuals:

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Step 2: use an ARMA airFriction calculating spreadsheet: There was one called "Community Ballistics Calculator" on Armaholic; there are probably more out there.

Enter the real life data (speeds and corresponding ranges). You only need 2 inputs on the ARMA side: the muzzle velocity, which should match your real life data, and the airFriction. From that the spreadsheet can calculate the game data.

Now simply adjust the airFriction value up or down by trial and error until it makes the calculated game data a good match with the real life data.

It's handy to use a chart for this to visualize it. It will not match perfectly, so you have to decide what range to attempt to match. Since this is a .50-calibre machine gun it may be commonly used at much longer ranges than small-calibre assault rifles.

And a value of -0.00053 seems to be a decent match to real life data over the common and useful range the weapon may have in the game:

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And it is done.

Your value is -0.00053. This number tells at what rate your bullet will lose speed.

==================================================================

And now, how does ARMA Reforger do this differently?

Let's calculate the "air drag" value for the same round in ARMA Reforger.

Step 1: multiply the ARMA 3 airFriction value by the bullet's weight in kg: yes, that is all.

You already did the work, because it is the exact same system! So we multiply the ARMA 3 airFriction of -0.00053 by the bullet weight of 0.0483 kg, and we get...

-0.0000256.

That is the number to put in the ARMA Reforger "air drag" parameter in the ammo prefab.

This number doesn't tell anyone anything. An unknown mass has been baked into it. You know the mass, but no one else does, including the game engine. The number is useless.

To make this number useful again, we need to tell the game engine the mass you multiplied it by. So we have to put "0.0483" in the "Mass" parameter of the ammo.

Now the game engine can use this information to undo this entire step!

Hopefully this helps you to see why I am so puzzled...

bright cedar
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Am I the only one who ends up pressing R by accident while flying? Putting 12 ripple quantity right after 4 on Mi-8 doesn't help it either, you end up with 12 by accident and waste all your rockets at once.

real dome
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has happened to me a few times aswell but they changed it to ctrl r on exp which is better

twilit mason
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The fact that the illegal read error crash is still a thing and they havent done anything to fix it yet is actually getting funny now, its been around since launch and they still cant be bothered to fix it and wonder why so many people on PC refuse to touch reforger

honest mist
# twilit mason The fact that the illegal read error crash is still a thing and they havent done...

The “illegal read” / access violation crash isn’t just one crash. It happens whenever the game tries to read or write memory it shouldn’t (like a variable it already removed from memory), These are definitely getting fixed all the time but its not super clear from the patch notes.
A lot of the time when a patch note says "Fixed: Possible crash when X" its one of these access violation crashes as they are one of the more common way for something to break that results in a crash

twilit mason
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its the fact that the game is borderline unplayable for me im getting the illegal read error popping up nearly every 10 minutes i try to play and no matter what I try nothing is fixing it, all I want is to be able to play without any errors popping up but this is genuinely causing me to debate uninstalling the game for good, there's no fix guides anywhere online to try and help and everything I have been suggested to try and do hasn't worked either

#

Ive had it happen seven times today in the space of less than 3 hours its insane

bright cedar
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Obstruction checks really need some fine tuning, sometimes its ridiculous

marble kindle
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Would be nice if the Medkit in the game would actually open, this works, but it's not great. There's already an open one with an interior in the gamefiles, it would just need a bone, some medical items inside and be synced to the existing animation of opening it

agile mango
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Please add a first person only filter, in the server browser. It's annoying to search for the fair servers, some admins use 1PP or 1PV or first person view in the server name.

brisk brook
marble kindle
solemn fossil
marble kindle
white ferry
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Arma Reforger Conflict Feedback:

Respawns on the frontline:

Bohemia attempts to encourage players to be careful with their lives. The Veteran EXP bonus for staying alive, while nice, remains insufficient to cow reckless and unrealistic behavior.

For a decently-stocked base, dozens to hundreds of respawns worth of supplies are held. Most players, myself included, see no problem in respawning repeatedly when killed and Shift-W-ing toward a nearby 'last-known' position of enemy forces. Even if I die, I know nearby friendly forces will hear the shots and be able to pin-point hostile forces, putting them at a disadvantage.

Not only is this the simplest way of defending a friendly base, but it invites strong, repeatable metagaming opportunity and undercuts enemy ambushes within friendly territory and all the effort invested within.

To combat the worthlessness of lives, a simple, but profound fix—institute a stacking EXP penalty when dying within a timer, perhaps named "Emergency Relief Cost."

For example, if someone dies while in a friendly base that has Enemy Nearby (unable to build,) they could respawn with information, but it would cost a small exp penalty. Respawning again within 5–10 minutes on the same base would increase and reapply this penalty, to the point where a player maybe lose rank if repeated three or more times.

This not only would encourage players to spawn at the next-closest base, but also make attacking vastly more efficient, as you don't have to worry as much about magically-replenishing garrisons nor the same players respawning again on the same area, making battles more chaotic, more decisive, and more uncertain.

I hope that this feedback will be looked upon and considered. Respawning in conflict has had a few issues, especially near the frontlines.

frigid lantern
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Being invincible when you spawn is absolutely ridiculous and should be taken out of the game. What kind of mil sim is this? I am actively attacking a base, not capping yet but clearing dudes out, some guy spawns infront of me, eats 30 bullets then shoots me because hes invincible when he spawns for some godforsaken reason

bright cedar
dark epoch
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The interaction system is better than previous arma titles, but it's still a friction point during gameplay IMO.

Some common actions shouldn't require looking for an interaction point or scrolling to select it.
Boarding vehicles, building structures and opening doors in buildings are types of actions that should be as simple as pressing/holding the interaction key when nearby.
It should be implicit that approaching a vehicle and tapping F makes you board it. And tapping F near a door opens it.
It shouldn't even need to be displayed.

Remember how bad it was when you had to switch to first person and interact with the door handle to exit a vehicle?

The interaction UI should be displayed only when the player wants, not all the time.

If pressing F was default action ("Get out" could be this key too) and interaction UI was displayed only when you double press F, it would be much better.

rapid plinth
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The character LODs still seem to have lots of flickering, shimmerig, and disappearing bits at range compared to ARMA 3. Same ranges for both images, ultra settings 1920x1080...

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A3 top, AR bottom, 600 meters

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400 meters, ARMA 3 guys have clean silhouettes, but inconsistent silhouettes and the legs disappearing on Reforger guys.