#reforger_feedback
1 messages · Page 26 of 1
Yeah lazy me just right click
Same here. I didn't know.. but now I do so that will be quite a game changer.
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.
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
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
feedback ticket for refresh input detection button?
Nevermind. I'll bring it up internally.
No clue if it's even technically possible through, so don't expect anything.
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.
on PC?
Yep
Anyone else getting a Workshop time out error?
Idk if it's a current version thing but they load for me when I scroll down
My mods are getting stuck at 91%
For me it didn't load more than 50 for several months/versions.
cursed
maybe there's a "load only first 50 servers" setting
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..
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.
BI gave the AI superhuman accuracy with RPGs against moving vehicles specifically, in order to try and mitigate the strategy of "blaze through every FIA checkpoint and worry about clearing them never" lmao
Fly in a gentle curve and the AI can no longer snipe you like that. Players become much more dangerous at that point.
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).
Huh, I forgot that was possible before.
I very much prefer how the gun show up in other games where it's low on the screen.
Our characters need longer necks.
Maybe it's FOV setting? Left is 90 degrees, right is 70 degrees
Maybe it should be like some Halo games, where the aim point is significantly lower than the center of the screen.
Isn't the camera in the characters mouth of something? Seem to remember it's not at eye level. Could be mistaken.
the two screenshots I posted has the same fov in both games. it's 68.
Yeah think it's more camera positioning
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
Personally prefer the Reforger method, having less of it faked makes it feel more immersive
I like the higher one. The scope blocks part of the screen which gives a slight disadvantage to using it close up.
If my understanding of how this works is right, you are correct. The camera bone on the player model is at about mouth level, in the center of the head. There could be other factors in camera placement that I'm not aware of, though.
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.
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.
there is extra offset applied at prefab level 😉
Right, I figured, I just can't find where that's set. In any case, thanks for the insight.
I can't recall where either, I just know its there 🙂
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.
yet another reason to hate 3rd person.
Personally, i don't subscribe to the idea in video games that everything need to have a con.
Not everything has to have one but some things I do like having them. As much as I love GoldenEye I don't want everyone in Reforger running around with every weapon type on the map.... sometimes two of them
Everyone running x6 scopes and suppressors on wcs makes for a terrible experience.
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.
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.
Have you ever held up a weapon with an optic attached to a carry handle or riser?
no
I did however use the soviet scope and another scope similar to it. they look nothing like they do ingame.
5 people died in different places without a single shot
This is the server for the entire reforger game, you need to find the discord for the server you are playing on
I played on official server xD
I remember looking at unreal games and the projectiles spawned in a dot in the middle of the camera making the weapon just an animated prop. Yuck!
That's how most games do it.
@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
Depends on the game, cod does a ray tracer, BF4 materialize the bullet from the middle of the camera while tarkov has a full simulation (without wind)
As a person who shoots competition, optics do obscure your vision. It takes a lot of training to be mechanically precise while drawing and aiming with optics. Red dot vs magnified optics the red dot is generally easier to get on target with.
I won't say it doesn't at all, but it's nowhere near how it is represented in reforger, not even close. unless of course you are a cyclopes
Yeah it shouldnt be so in your face maybe blur it more or something
Red dots are way easier than irons, especially for beginners so I dont get what you mean in this context.
Yeah Reforger is guilty of the video game cliche where your fov magically decreases when ADS.
I made a mod that removes it but now I believe it is in vanilla settings and you can adjust the magic zoom level.
But how would you maintain a wide FOV while also zooming to 1:1?
I don't understand what you mean
You're saying it's magic that FOV decreases with aiming down sight. But I don't understand how else it could work.
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.
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
Again try the mod to see this. It does not touch the right click zoom thing of Arma, which is another discussion entirely.
Also the reason we can zoom without optics.
I can't because if I close the workbench the wall generator bug will return. 😅 But I'll try to remember to test it next time I'm in game.
There is some setting in vanilla now in gameplay or somewhere where you can decrease a slider to have a similar effect
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 🙏🏻
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.
Thanks a lot
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.
Also the red dots and holos should be blurred out more to simulate having 2 eyes instead of aiming through a gopro
The best would be to make it a vr game
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.
Bro the storage space for mods on console is so bad, can't even play more then one server atp
I think Xbox is 25GB limit. Not sure about PS5
Same
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.
It is ridiculous how many folks pit helipads on frontline bases or refuse to dismantle existing ones due to shifting contact lines
Commander should be able to issue orders such as build certain emplacement at xxx or dismantle emplacement at xxx, even supply transfer
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.
Yep, allowing a rear base having an helipad where nothing else than helis can be spawned would partially sovle this issue
Commander should be able to issue orders such as build certain emplacement at xxx or dismantle emplacement at xxx, even supply transfer
yep
Server owners! 📣
Your #ArmaReforger community servers can now officially support themselves with our new monetization policy.
Learn how to apply and the limits of the program here 👇
https://t.co/9p2XxLPFtQ
Horrible change, that makes Arma look goofy.
Literally the same as arma 3, nothing new in a decade
Imho very few servers will actually legally be able to monetize. Id say most likely are the life servers.
Its more about having a legal and official way to have donnation from the community, before, servers will have donnations but it would be unoficial and issue occured
this system is not for donations, donations are fine as long as nothing is received in return
First and last lines :
yes, that is not a change. you have always been allowed to accept donations
as long as there is nothing in return
so banana arm?
yes what is wrong with this?
alpha male dwarf in some aspects but certainly not in the arms
Totally normal monke arms
peak male perfomance
hey @ornate shard , Realism Overhaul series is your work, right ?
Supply breadcrumbs
1 Round of 7.62, take it or leave it
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
What a great progress with Reforger, groundbreaking optimizations allowing for 999 players, all servers are full due to how good the game is!
Not to mention at least 999 players in queue, they are on for a long wait.
It is the only option, since all the other servers are full.
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
I set up my cpu maximum usage to 80% and the tools been crashing every few minutes.
I don't expect that making it run natively would give you a massive performance boost.
Rfgs performance issues mostly effect all platforms in the same manner; all volumetric effects are ridiculously expensive
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.
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.
I would just pause the tracking while getting out of a vehicle personally. Worked fine for me
It could be related to the new free look bugs.
For me it is mixed feelings, in vehicles new system is complete disaster compared to 1.2 and even 1.3 (I have same problem, game just don’t hold zero and it is drifting all the time when flying or driving ) but when on foot, current version implementation works really well.
Who plays with a track ir on foot? Not me
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.
Dang. What hardware/drivers/display server/etc.?
Have not experienced this issue. Can you post a screen capture of your in game TrackIR settings and TrackIR? I had to tweak settings in game a bit but its working like it did prior to the update.
Use it the entire game. To me its use is merited as much, if not more on foot.
Not experiencing this issue either. From your explanation it sounds more like freelook is making your view drift. I would disable all freelook options and see if it still happens.
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
Thank you Arma, very cool
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'"
help please
this is reforger. head to #arma3_troubleshooting
Same thing in reforger, it is battleeye issue again.
Just like Players
Some of them are horrendous shots, some of them dome you in 1 bullet
Seems good to me
Ai accuracy is fine, if anything they need to be more accurate
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
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
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.
It's a radius around the box of the truck not the truck itself. You also need to be closer in it. The idea is you backup to it to access your tools.
What if you keep all your tools in glove compartment, and box is just empty?
LOL I ain't fitting my snap on tool box in the glove compartment 😂
Its a big truck, it has big glove compartment, for big gloves
A mutlitool for any socket size revolutionary everonian tech
https://www.reddit.com/r/ArmaReforger/comments/1i6v4dj/when_russians_fly_american_helicopters/
https://www.reddit.com/r/ArmaReforger/comments/1fe8h6w/its_always_a_pleasure_to_shoot_down_a_helicopter/
https://www.reddit.com/r/ArmaReforger/comments/1jj9uhw/my_best_heli_takedown_so_far/
shooting a moving helicopter down with an rpg is a right of passage for every player.
I shot down a moving heli with a grenade launcher too. the controls are too easy anyone can do it.
AI almost always miss me with RPGs
You're just unlucky
They are particularly good when you fly straight. They'll miss if you fly at a slight curve.
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
No, its just bugged
do you have supplies in the truck?
Yes, lots, even tried unloading supplies nearby, no change
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.
BI your game is compromised, cheaters every night on your official servers RIP Reforger
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
Impossiburu!
Arma Reforger is protected by BattlEye gold standard of anti-cheat.
id rather dip my balls in acid than play official, you should go to some community server that has active admins 😄 saves a lot of headache
You realize you can dip your balls in more pleasurable things?
I'm an Arma Man so my balls would dissolve the acid anyway.
(drool emoji)
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.
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 🤓
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
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.
does Reforger have a gamma setting? i feel like i looked for that and could not locate it, or were you talking about monitor specific vs in game setting?
I use my monitor settings.
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?
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
But it sounds like they are having "the HDR issue."
it's very noticable when the weather is cloudy or when the sun is coming up
yeah i was playing on one of the W.C.S. sort of 'modern' modded servers
You could test by running around a bit in game master without mods to see if it is different.
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
It has more rockets, but the way in which they fire is realistic
In real life, you have to hold the trigger to fire the whole salvo. Iyou can fire a couple at a time. DCS simulates this well
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
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..
hueys are move maneuverable and have better handling and the mi8 top speed is not that much greater then a huey
Only a bit faster is enough to avoid being caught, in reforger that's not the case
yes well not accounting for acceleration
the mi8 is a big boi he takes alot more to get moving
yeah, cruise speed
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?
How did you unlock the Titanfall 2 DLC?
I thought the same 
Use the gunners on the helicopter to stop the Huey chasing you
Not the point
I'm saying the speed doesn't matter, the Mi-8 mogs the Huey
yea its not a sports car
it need alot of time to get to that speed
Oh cool, this should def be put forward to devs, also about the top speed I agree it is too slow, artificial drag imposed by devs as a balance are the reason for this
To balance what? Balance should be in equipment cost, not in equipment performance.
Damn them tacticool weapon grips
Backpacks are not supposed to show when someone is inside a vehicle so I was surprised to see this inside the Mi-8.
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.
Esc to leave menus becomes non responsive at times.. slow .
It is a known issue that it doesn't work on the inventory when the mouse is over the player.
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.
Probably becaue it is new, but it is known.
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.
Pretty sure they said they are looking into the order changing.
how do you turn it off on heli?
Turn on heli mouse control
I found out why my trackir didn't hold center, because of this setting
Sounds odd. Personally not having any centering issues. Is it just when in the heli?
Two things;
- One of the players got stuck with a bandage in his hand tonight and then couldn't stand up. I couldn't reproduce that.
- 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
Ballistic drop compensatation
He did the math and mortared it
its a 2kg bullet
Heavy stuff
They don't mess around when they say 7.62*51 hits with more energy
Its 7.62x1000, long and thin, just like...
I am glad you stopped there, last place I want to be exposed is in the feedback channel
Is it just me or changing rocket pods on controller does not work?
Not sure if anyone noticed yet, but grenade bug is not fixed.
this is the second time they couldn't kill that bug
Its like to test they throw 4, it don't stick.. fixed.
it will be hilarious if this bug survived and carrier over to a4
Is mousewheel adjusted movement speed broken?
Yes it’s a bug
Showing me the stamina bar is actually more realistic than hiding it.
Don't even mention it
I genuinely thought I had misconfigured my new mouse
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?
only RickJamesBish reported it's still not fixed I think, possible he is trolling.That said it always was intermittent you could throw 20 grenades and be fine. I never had it offline it was surely a replication thing.
My brother had a bandage get stuck in his hand and couldn't move. I had to shoot my own brother in the head 😭
This game is ripping my family apart!
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
Yeah there are some crazy animation bugs, many times where my character has had a Parkinson's episode on the trigger
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
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...
Likely network related. It did not happen to me but to a friend on our server. I had advised everyone on the server to wait a second before throwing consecutive grenades to reduce it happening. In this case it happened after throwing just one grenade, getting stuck on the second. Walking onto something and falling off reset it as usual.
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?
- 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.
- 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.
- 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.
played the last of us and can't get this out of my head, interiors in reforger would look great if players had indirect shadows
made a mockup on photoshop of how that would look compared to current game (second image)
https://cdn.discordapp.com/attachments/1298357911323545600/1383507399494860922/indirect_shadow_example_ON.png?ex=684f0b2c&is=684db9ac&hm=d00e6c24c60e692bf877dedffbf018e86d1cac1b486ecaba5687694737171fab&
https://cdn.discordapp.com/attachments/1298357911323545600/1383507399121309787/indirect_shadow_example_OFF.png?ex=684f0b2c&is=684db9ac&hm=082b7a29341c495647bba5f7d75719bb4be1923099c955cbdfc6c97437606eb5&
They've said that it isn't possible to do with how VOIP is implemented right now.
I actually had it happen to me last week. But only once so far
They were planning on having separate supply's but they decided not too
(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.
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.
Nope. I like it
I guess if you like going around your a** to get to your elbow.. it would be appealing.
Don't what that is. Never experienced it. Don't have problem with it.
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.
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
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.
It definitely adds granularity that doesn't exist otherwise.
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. 
It also gives away somebody surviving
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?
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.
About 3) does this stack? Every vehicle point (lets say 4 light vehicle points) adds up?
No, only each Unique service type. If you open your map and hover over the bases, you'll see what kinds of services they have
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
Hmm interesting
-
Im hugging the command tent all of us are.
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0 enemies present on the base positive on that.
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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
Since one of the more recent updates, the number of connections to that base matters. So if RU has more connections than US on that base then it will take longer for US to take them it would for RU to take back.
There's one more factor: the number of radio connections from enemy bases to the point.
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.
What's the math on base connections? How long does 1 person take to cap, what's the increase per person?
Ok that's makes more sense
fuel depo is the only one that dosent count
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 )
So being next to the tent or actually inside the tent increase the value by a lot?
Yea I had times where just getting closer to the tent stopped the cap for my mates to spawn in
It is just being within 50m that counts. Getting closer than that doesn't contest the cap more.
Lol, love it how ppl just make up things
Uh what you saying marko?
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.
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?
Its a bug with reloading the mission. Ussauly server would become unjoinable if it didnt fully restart
Ah ok. Hopefully it gets fixed
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.
A lot more manual fun actions to further facilitate ammunition management and immersion, and point shoot would be an amazing addition ATM the way aiming works in reforger is very static
Yes please, it really feels like im fighting the Terminator sometimes with how AI can just tank rounds until they drop
Players also tank rounds until they drop.
most importantly, AI that stagger and react to being shot.
You make it sound like that affects AIs in gray zone
ai doesnt even need to aim at you in grayzone. they can curve bullet like angelina julie in that movie.
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.
Does number of buildings really matter anymore? Wasn't it removed in 1.3 I think?
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.
It does. Antenna connections were only added.
This capture mechanic changed in minor details many times I think, hard to keep up. For the most part people just don't know how is it working.
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
Yeah noticed this and was like wtf 🤣
Fancy game engines, just use notepad fr 🤣
yeah i really like the concept of the Organ/ballistics system in greyzone, that you actually need to hit vital areas to drop someone, although im sure someone would think thats too hardcore for vanilla arma. Since they added cavity system this rounds are alot more lethal. in prior patches all ammo types were varying degrees of needles.
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.
Will the adjustable movement and stance bug be fixed?
yes.
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.
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.
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
They've said it will be in the next update.
Please fix nights on xbox, you can't see a thing and fight back
Thank you Bi. for the 1.4.45
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.
light?
No bur having seen PC vs Xbox atleast let us see the same amount of stuff
Does upping the brightness on your TV/Monitor not work? Because it's not really on the Devs if consoles render nights differently
I'm on a good 4K TV, and I've tried but it doesn't help much
FWIW most PC players with good visibility at night are using external apps to up their brightness, TV helps only a little.
patch have been good for the past couple hours, getting better client performance but more crashes to desktop - still great
pc
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.
Created a ticket: https://feedback.bistudio.com/T192755
There is no difference in how the game renders nights on PC and Xbox, as far as I'm aware. There was a bug where it was worse on the PlayStation version, but it was fixed.
An adjustable gamma slider would be great, but highly exploited
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.
Yeah the noise shader is quite cool but not nearly as apparent as it should be
Otherwise: I recommend bringing flares at night.
This would immediately lead to rampant abuse of the system
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... 
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?
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.
Just before this channel turns in to the new #ip_rights_violations violations channel: #ip_rights_violations message #ip_rights_violations message
Clear and defined answers from @neat cove
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).
A lot of them also went the CDLC route and may still be supporting those efforts.
True! Quite like the CDLC route cause you're getting a fair bit of content plus QC for your money.
The eyeball / turret bug is back! 😬
Bro what 😮
Its back try it!
Oh no. I found something that makes Everon 99.8% perfect only.
Where is that? 
I need to go back and get the coordinates! I had nightmares over it.
017 060
We were trying to not lose the game but as always the US team was garbage.
A Pyramid in Everon!
Sure its already been mentioned, but solid concrete floors, like in a barn, sound like loose tiles.
I've reported a bunch of things like this at one point but I don't think they ever got fixed. I guess I should go back and double check one of these days
(You should still report it though)
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
it's a mod related bug, so you should report it to the mod makers.
Understood, thanks!
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.
It is all still in.
I still hear rain hitting vehicles. One place I do find it either non existent or extremely lacking, is in tin roof barns like at the supply depot East / South East of Le Moule. Rain sound would be dominant in a structure like this.
Is it just me or have some objects from the distance always been looking so bad when looking through the scope?
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.
I wrote something about this and was surprised no one cared about it.
https://discord.com/channels/105462288051380224/1284630026049945762
Also the performance of PIP is terrible.
It still makes sounds for vehicles and bushes, but I remember it making them for roof tiling (also metal roofing), barrels, vehicle wrecks, and tents.
You could be right. I do know that when I entered the tin roof barn, I hit me immediately that the sound did not seem right. I had not noticed it before but could be wrong.
I don't know. 5 people seemed to care. Definitely needs to be addressed. I personally do not have an issue with performance PIP but I have heard others complain. I also don't watch numbers so there might be an impact when I do use them, just not enough for me to notice.
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.
pip + rain is death
pip + rain + night + dynamic lights is torture
I can confirm... at least on my end PIP also has really bad performance. Complained a while ago and folks told me its just how it is
PiP without the issues of PiP would be pretty sick
Turned on my FPS counter and I do get a decrease but not to that extent, which is why i probabaly don't notice. Generally 10 fps or less.
Snooped the files... i think its just my head playing games. There's samples for tarp, metal and glass, but its for the vehicles only
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?
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.
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
Also 93ms latency is enough to notice weird things like this.
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.
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.
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
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.
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
maybe just unfortunate packet loss at the time when the stance was originally supposed to be changed etc
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.
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
seems like no connection to backend ? or very bad backend connection
when downloading something, it downloads fine
it's something related to resetting connection when ping is high or smt
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
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.
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
i think if multiple bullets are in your body you will not just stand up
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
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.
Bullet caliber can make a huge difference, and if you're wearing a vest or not etc. it's not a black and white thing here.
This may be why I put like half a mag each into 2 soviets yesterday and they didn't die. I was on a slope like that, so maybe they just went elsewhere server-side.
It was probably regular old desync or latency.
They were standing completely still, so I'm not sure
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.
if yuou read my original message again you can see that im talking about when the round goes through your vest nad not when it stops it
its a dumb mechanic that you can self revive after suffering massive blood loss and multiple bullet wounds
I guess it isn't massive blood loss if you come out of it. Plenty of people have survived multiple bullet wounds. I guess I might prefer outside revives if the mechanics of it were better (or I didn't suck at it maybe)
Yeah, massive blood loss is usually when keeps you down and/or kills you in vanilla after you go unconscious.
he's talking about with a vest on
the vest doesnt stop all bullets
like actually do all you people think that vests from the 80s stop every single bullet without injuring the soldier
again, getting punched in the stomach = bullet stopped. that's what he means
but im specifically talking about people getting up after getting shot and bleeding (meaning the bullet wasnt stopped)
if you want me to address this then it's because it's a game
🤣 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.
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.
Even if you're not bleeding and just got knocked out?
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.
It happens all the time
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.
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.
Yeah lol wtf there is no light cone at all, how the bug does this happen?
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.
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
The animation does that, but the camera does not. Looking ADS, iron sights or magnified optics, closing left eye for example, the silhouette of your face (nose), fills the left peripheral of your right eyes view. Thinking about it, that is probably part of the obstacle they face (pun intended).
actually the camera snaps away from its position within the head to the target position of ads on the gun, this imo is quite a good system
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.
To start with, there are no mouse controls for ground vehicles.
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
More humvee variants and ability to shoot while on vehicle! (Especially like jeeps with no roof stuffs)
Pretty sure they said that one wasn't happening in AR
The Game runs Flawlessly on Linux , dear devs dont change that.....leave it at it is.
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.
Dont think so, I have learned to hit targets serverside so if they ever add it I'm going to be massively underperforming
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?
Aware of this... hence the "please make the vehicles controls more like heli" request. If I'm not mistaken (but could be as I usually am) it used to be an option and they removed it. No reason I can think of as to why you would not have the same options for both.
iam still hoping they add function so you can change your vehicle speed using mouse scroll like in character movement, console players can adjust speed fluently why not pc players
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.
Mouse control for ground vehicles was never a thing in Reforger. It was in A3.
I find it kind of ridiculous that people can survive direct hits from 25mm APDS-T
hitreg
I was playing the game by myself and they were standing still on an airfield right in front of my LAV
they can also survive multiple hits from 50. cal
It's not fun to get one shot
A direct hit with 25mm has always killed, in my experience.
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
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.
I was hitting them in their chest and back
True
Playing this game kinda feels like your in the walking dead sometimes
If you dont headshot someone they will get back up
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.
I tried punching someone the other day without holding a weapon in my hand and my arms didnt work
Also tried it with an ammo can full of 5.56 and another with 223. Just kept dropping them.
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.
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.
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
lol its not much
There is a LOD system in place, it's just not every day that we get nicely detailed roof
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)
Yeah, the PIP would look so good, this PS example is great
PIP performs so poorly I'm considering not even using it, and I'm on a 4080..
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..?)
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
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?
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
Having to essentially render the gameworld twice, especially in high fidelity games, fries GPU
Yeah but those other games aren't made by Arma devs. Arma devs might find a way to make it better.
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
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.
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.
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?
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
In theory it sounds plausible but in practice idk. I think that's up to the Enfusion programmers.
PIP settings are needed for sure.
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.
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
Sry melle so I need to go to that forum, make an acc, then make a thread woth the suggestion?
Yes, than make a ticket, and the good side is that developers who get assigned to the ticket can give or ask for feedback to you personally, or other people who will also support the issue in your ticket.
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
@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 😁
2d scope over 3d scope.
No, if anything there should be higher resolution
I just noticed grenades float on ponds now. They don't sink. They do sink in the ocean though
On the flip side, I don't notice this sound bug happening either https://feedback.bistudio.com/T187261. Maybe they're related somehow?
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
Shift + Click satisfactory style
I'm on XBOX so cant
Oh that's not actually a thing
Oh lol I thought you were implying it was
You have discovered peak Bacon humour 
Lol 😂
I personally think that loading things should take time per item.
Stop updating and adding things and fix your fucken servers, they are absolutely cancerous.. official or modded
Cancerous? As in the people who play them?
Please go back to destruction being persistent on server restarts. It used to save these states, but now everything goes back to original.
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.
Turn off the driving assist and W/forward no longer automatically turns on the engine.
and address the supplies not being detected forcing setting them out and crushing vehicles
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.
That is better but I think having start be its own thing would work better overall. Flying heli is more complicated but you don't hold shift or cyclic forward to fire the engine up. Maybe I shouldnt have said that... they might make that a feature. 😬 Thanks for the tip though. Will definitely go with that option over full assist.
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.
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?
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.
Disassembling radios is main tactic in Confict, you cut off enemy spawn AND bases down the radio connection chain
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...
You also have to place radio far from main tent so single enemy can't diassemble it
I am not 100% sure it's still the case, but last I remember, dissassembling only works while you're actively capturing the base.
~~i thought this was fixed, unless it was about something else
Fixed: Deployable radio was confused by players without a group~~
nvm, you meant antena i presume
I also got a bit confused 😅
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.
Thanks again for this. I set that to none and also use the mouse steering mod. So nice to not have to hear the vehicle start back up when your 10 yards away.
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
i wish garbage system wasnt necessary, maybe some kind optimization like they did in space engineers when all floating stuff could clang the server they change that all those stuff were put inside small cargo
no I meant the deployable radio, it’s bugged
But dismantling radios generally does work. It doesn't if it is a radio that is no longer valid (like everyone left the group).
I’ve not been able to dismantle a single enemy radio the past few days
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.
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.
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
That's a xbox/Sony thing
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.
stamina is completely dependent on speed, not action. this is why you regen stamina when going up hill and lose stamina going down hill.
Think about how easy climbing Everest would be
Very difficult
WE NEED MORE GB FOR CONSOLE LIKE 100 MORE OR LESS
It would allow people to not have to redownload mods 538523 times, sometimes
And people will start complaining that their whole drive is taken by Arma, and can't play other games anymore 🤷
they chose less
Yall remember when the Xbox 360 released with like 4gb total?
I still remember where I had my games on cassette tapes for the Commodore 64... wait, I still have it laying around here 🤣
Same with my first computer, Tandy from Radio Shack. Loaded games from cassette. And most of the games were text based with very crude static images if you were lucky.
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 🤣
Grenades don't sink in ponds. They do sink in the ocean though
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.
Yeah that fence wall could use some upkeep
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 😅
Intercom systems with the correct helmets in vehicles that have them would be pretty awesome.
You are really overthinking things if you think this is a legit issue. Current way you could assume the bag is going between legs or on under seat or even in the trunk just without an extra action for it.
Nah, that's for passengers, not the actual crew/pilots. Pilots should put their bags in the trunk
realism overhaul has that FWIW 😄
I am aware. It would be cool if it were a vanilla feature.
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.
the conflict preset has fuel consumption to 10x
Not for the helicopters.
Anti Air in vanilla when?
Or tracers, BTR, BRDM, or scoped NSV emplacements if playing on soviet side.
BTR/BRDM gets HE ammo that destroys Rotors in a few hits
Good luck hitting anything when visual hits are lying and you have to actually aim one body in front of the helicopter with 0 visual hit confirmation (apart from heli starting to smoke)
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
Somehow helicopters are coming down from the sky like flies so you definetly can hit them.
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.
It can be the most powerful asset in soviet team if positioned properly. Viewangle, zoom and cartige power have no match in the game.
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).
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.
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).
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...
LAV is unlocked at lieutenant, not captain. That was changed before it made it to the stable client.
So in singleplayer spawning with a saved loadout gives you guns without flash hiders
I wonder if they will add different kinds of craters. That's what sells it. Battlefield that looks like it.
The old battlefield games had this type of hit registration. Actually they had a slight compensation, where there is a ghost hitbox behind the moving object. It seems Arma Reforger is just raw, with no lag compensation at all, and most players are completely unaware of it.
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.
Looks like an rpg invitation, would still be quite cool however!
this will be level one, level too get sandbag added to it and level three is concrete. rts style
They've said they are looking into movement stuff. I'm not sure they'll change it though.
Sounds like a alarm
If you're talking about the wooden tower in Reforger it's a tower for hunting deer not a military watch tower
...unless the deer are the enemy
The Milideery 
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.
I just tell people to switch to my frequency when we find others to work with us.
Kind of like it the way it is. Seems easy enough and allows people to listen to other frequencies if they don't want to join the group too
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.
I liked it when objectives had associated frequencies and we could ask others to go to them 😢
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”
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
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
FWIW, the large radio backpack extended range only works between large radio backpacks in case you didn't know, agree otherwise
I agree that there should be an easier way to do that but at least the Defend waypoint prevents them from running across an entire city to get you... or at least does in my experience
CRX Enfusion gives you a lot of options to make this if that helps #1050433454388547644
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
Playerbase is also a problem, especially seeing people making the tik toks just make me cringe
The radios just change their transmission range, not their antenna sensitivity. A radio backpack can transmit just fine to further handheld radios. It just won't receive anything back if those handheld radios respond from out of range.
So, the radio backpack only works between other backpacks? A radio is for 2-way Comms
It still functions one-way.
Radio can be for one way comms if you need it to be
@warped schooner is this true?
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.
Hey! That's not entirely true. I always stop at 4 caps and if the team has the advantage I ask for a hold on the 5th (Saint Pierre..).
You capture all those bases, haul supply, build stuff and then when everyone is more or less ranked up and we're no longer fighting bots, someone ends it.
Here a noober took saint pierre.
And according to some opinions, you don't play Conflict correctly.
How is this correct if the game mode is flawed to begin with?
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.
Where are the bases in this version?
This, my buddy and i wrangled like 10 guys from our team one time and we won as US in 45 minutes
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
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.
Do you think making it so that bases which are only connected via radio towers (Entre/Regina towers) should not count as "points" unless there is another connection from other bases? Would prevent the 2min rush from MB Levie to St. Pierre via Tower Regina from ending the game
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
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.
Thousands of hours of vanilla Conflict later...
Because we decided not to go for a shit win.
Superior FIA forces could not be defeated 💪
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
A real win is when you take the last base from the other side, not the FIA.
The real lose is joining the US side when it has significantly more players.
cannot be deleted
Landmines and C4 would like a word
The real lose is joining the soviet side when you know that it has all the experienced players and the US is full of newbies who don't know what to do even if you tell them.
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
If you just get an easy win (or have to hold off on winning because you have so many more people/beg others not to end the game), what is even the point of joining the stacked side?
It just so happened that for once the Soviet side wasn't so strong, but you know very well that the soviet team wins even if outnumbered by ten players. I played almost exclusively on the soviet during exp because the US always had more players but on stable the players on the US side are terrible,
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
Once you recruit them and take off with them the a.i. become.. slow. The only thing they can do is create a distraction and speed up the capture of a base. Players should not be able to recruit a.i. that they didn't spawn.
They don't speed up the capture of bases anymore.
Yep, they're only truly useful as mortarmen or a distraction. Even in relatively large numbers a single player can easily handle 5-10. As mortarmen they're incredibly OP imo, you can just instantly call highly accurate strikes anywhere
Also for early warnings on attacks, since AI defending a base will raise the alarm and slow down the push.
Its just another Conflict flaw. A guy joins a game and is a private, goes to a base where I built a barracks and placed some defenders. Recruits and takes them all, then gets killed.
"The limit for this base has been reached".
You no longer have a.i. to help defend Coastal Chotain, Morton or whatever..
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
..
I thought bases end up like this because people steal AI from them but more often its just bugged, you place AI but nothing happens and AI limit gets used up
Yes but people do recruit and take a.i. from bases as well.
The a.i. will detect the attackers and suppress their position so they are valuable when you are building a base. It will let you know where you are being attacked from.
I think most players are so bad they don't even realize that the barbed wire on base compositions should face the outside...
Yes people do that but often AI gets killed relatively quickly unless they're specifically moved to the back or something. I personally had this bug happen to me at least 4 times already, on 3 different vanilla Confict servers, so I think that's the main cause of the problem
What happens when you open Armavision with the map
Probably a network desync.
That brings back memories
I will just post this image, from SA blogpost for no reason at all
I member 🥲
humvee phone home
https://youtu.be/qRRH8BqSQUA?si=P-4RnEtLV7ECNry1
heres a old video of me driving in that pose lol
GPU: NVIDIA GeForce RTX 3070
CPU: AMD Ryzen 7 5800X3D 8-Core Processor
Memory: 32 GB RAM (31.93 GB RAM usable)
Current resolution: 2560 x 1440, 59Hz
Operating system:
Keep your hands on the wheel
Servers that are choking won't spawn AI, and some (bad) servers will disable AI spawns entirely
Can yall add a way to change or kbm sens and keybinds for ps5
I dislike how when a shed is destroyed, everything under or even around it despawn with it.
we already had that in Arma 2 back then
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..
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.)
It's Sony/PSN thing
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.
I often see enemy name tags pop up on the left without hearing any voice, indicating they're nearby.
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...
Also went to the trouble of looking for that guy name in the player list for IFF. Thankfully it was a small pop server.
Also, player list is STILL not in alphabetical order 🫣
Yeah, great example. I don't know if console players use push to talk or something, but it seems they hot-mic a lot 😆
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.
Tiles don't work like that
It's amazing craftsmanship, I don't know what you are talking about!
Crazy they'd neglect a hero asset like that
Or its just stucco with tiles painted on it 
So unrealistic, refunded!1
Literally unplayable
I don't think flashlights are blinding enough to disorient enemies. You're just putting a sign "Shoot Me" for the enemy
aren't those flashlights super weak in real life too?
Don't know, but if it flash directly into my eyes, I was expecting to be a bit more blinded...
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
Yes, they are extremely mediocre especially with any of the filters, later generations improved in terms of globe brightness, I have heard that french versions are brighter again
I currently have one with original globe from Vietnam, the filters however merged to the cap through some sort of chemical reaction
Black magic indeed. Guessing outer corner is painted
No, why would they?
Well if they're corner tiles, their size is all over the place. Busted, unrealistic, reported, refunded 
Tiled ovens and stoves are the peak of czech slavic black magicery
peak of slavic engineering
These old vintage flashlights aren't that bright the us fulton mx991 flashlight is said to only have 100 lumens. A surefire m600 tactical flashlight from 2006 has like 1000 lumens
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.
Not just czech. I have one in ny living room
Tho it has rather even corner tiles
Holy shit, the Czech are magic
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
You know you can cut them, right?
Not bend them though
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
Not really, it's originally two tiles (or one tile broken in two), joined together early on, sculpted into a single tile.
They do make caps for outside corners. The one in the model would be a bit of a custom job.
Well, yeah, they aren't exactly cheap installs
Imagine making this custom corner tile 😁
fair enough :D
Unplayable /s
Amphibious vehicles are useless in the water in reforger
Well yea they are only ment either cross a river without having to wait for engineers or make a short trip from ship to land
Yeah we walked around the bay Power plant faster then the lav could swim
The speeds are realistic though.
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
The speed of amphibious vehicles man..
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
Sometimes you spawn and a nuke goes off somewhere
Could we maybe get Helicopter Airstrike for GM Fire Support options, that be a cool feature with the mortars and the other ones
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.
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.
Can BI maybe include a house model with doors, windows and ladder to the github samples repository?
I unlocked deep fried trees
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
guess server authoritative vehicles didnt prevent such shenanigans after all
Yeah distant lights do look nasty.
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.
🎖️...
GPU on long service leave
It would be out of place, only real things we did late cold war was going over to Africa for peacekeeping
refund please. The edge is not straight for the gray surface
See here? Straight edge, clear case of russian bias
The latest in soviet cheese. Use KZS with US body armor and helmet..
I reckon that should count as the games system false flag auto kick
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.
I think enemy bots still attack you even if you're in full enemy gear
What the texture blend?
i think that only the pants and shirt count ATM
i like the fact the the system is there but it needs alittle more work
webbing should never count for false flag
helmets, vest and bags should count towards a common defacter of being "false flag" as well as weapons
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.
Yea
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 
if only we could use the rear door?
That too. Though fixing the main one is needed too
I'm talking about your own bots.
So if they see you in an enemy uniform or wearing part of an enemy uniform; they target you as an enemy.
Don't you love pressing R by accident and changing 4 to 16 rockets in Mi-8 to waste them ALL at once?
wearing partial kit with no unit patches doesn't count 😏
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.
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.
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
flashbacks to constant artillery barrages in A1 Warfare intensifies
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.
That is an option set by the GM. You can choose to set it to Unlimited, Use Supplies or a Set Number. Currently the pack does not always detect supplies in a vehicle so most of the time that option fails to work.
Pesonally feel the radio pack spawning needs to go bye bye.
What should be done to radio backpacks IMO:
- Get rid of "Transport Request" to it completely.
- 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.
such a good location for that composition
Yeah, good luck sleeping there with all these transformers humming near you
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
yeah fr transformer hum is among top 10 most annoying sounds
Its when you enable supplies and backpack respawn (not deployed that uses supplies normally)
Fun fact: did you know that when the fast travel option first came, you would be able to fast travel to any base that is an enemy base and in range and maybe radio backpack.
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
Not following. When you deploy a backpack near supplies, for exampel a truck loaded with supplies, it should detect and pull from those supplies. It does not do this, at least not consistently.
I don't know about that issue. I am saying how if a guy wears the backpack radio and people respawn on him.
Oh.. yeah that needs to go away. Unlimited, full loadout respawns and no cost. They just need to do away with radio respawns all together.
why do you guys fix a problem which is realistic
Fixed: Vehicle horn was stuck when the driver was killed
1.4 update
It would stay stuck even after the driver was removed and a new driver entered. Would also sometimes "detach" from the vehicle and youd have an emtpy point in space blaring horn noise forever
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.
Agree with the transport request thing its still stupid that you can teleport in this game
I stopped playing for a while then, I'm so glad they removed that.
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.
What about the m17 plotting board
Barracks give a larger discount than AI tent FWIW, and radio backpacks do only work in radio range, just in case you didn't know
Mobile Command Trucks should make some sort of noise, even if it's just the engine being on. Something needs to power that antenna.
They don't give a bigger discount, it should be half the respawn cost either way. The advantage of the bigger one is more supply storage. I'm pretty sure you can transport request to a deployed radio beyond radio range.
If the enemy team puts a truck up, the only way you can take it down is if someone on the other team does. It's impossible to scrape every forest for a truck
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
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.
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
It would also be great for mortar ranging.
Might be to technical as the aiming stake is just a red and white stick
It would just be a mortar specific protractor
Raw performance before faking it is essentially what devs have said which I can completely agree with, and tbf upscalers like dlss have no place in arma, I praise devs for taking this approach, too many games are built on top of requiring an upscaler to be playable
No offense, but this take makes zero sense when FSR is already in the game...
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.
free performance uplift at what cost?
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
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.
the specifics don't really matter in this case, devs are focused on optimizing current and upcoming gameplay features and so rendering features are not of utmost priority, in my experience DLSS does not handle vegetation well at all, same can be said for distant detail
The protector currently in the game work well. Although it is a bit clunky.
the m17 would be god tier for mortars and would be some think that the US side can have
1st of all Nvidia is proprietary garbage, the devs did the right thing with selecting FSR at the time since it works with every current gpu. 2nd the performance impact is not fixed by having frame gen enabled.
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.
That looks like the bug where the gun doesn't shoot on the server side.
but I got a successful head shot at the beginning of the video on prone AI
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.
It was actually desynced before this. Noticed and hit record. Killed the prone AI but could not kill standing one. So I guess it would have had to desync, resync for me to get the headshot (only player on server) or one of his AI team shot him right as I took the shot, then desync again.
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.
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.
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?
Regardless of quality, the devs have made it clear that adding DLSS is not a priority.
-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
DLSS haters have no clue what DLSS even is; it's hilarious.
And it's usually some guy who can't even run DLSS, playing at 1080p
No one is a dlss hater, they simply acknowledge its limitations, and in this context it is simply unnecessary for reforger at this point in time
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.
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
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.
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?
Sounds like you were in the stress test server. Is that correct?
Yeah, went for 128 players ones
They put those on weak hardware intentionally to see how the game plays in those cases is my best guess.
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.
mods really deregulate the whole game
its what happens when you let people have too much freedoms
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.
it is very easily modified
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.
Im hoping its a place holder as it is abit silly
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
they could add a mechanic to full on ban players who kill medics and everyone will still kill medics because they suck.
Play on a rp server if you wanna rp so much medic. There you can just complain and get ppl reported if they kill you with out initiating
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.)
Disabled in on my dedicated with -forceDisableNightGrain
There would be no way to ensure that they don't report intel which can invalid thier protected statis
Nice, it is a bit overpowering atm
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
Yeah this grain is making me wanna punch a comically sized hole through my monitor! 😅
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?
they should just do 'game night' and be done with it
TBF, theoretically? Realistically accurate. As it gets darker our eyes rely more on rod cells which are more sensitive to brightness but are less "accurate", similar to literal film grain! Theoretically accurate.... :P
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
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.
Oh no, I'm not siding against you, I agree that it is a terrible addition (in the way it has been inplemented)
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
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.
Assembly and dissassembly heavy weapons in exp 1.5 is a bit too fast.
I'd say its compensated by amount of time you spend carrying it all and dropping in one place
I’d say carry speed is ok for such a heavy weapon,dropping is pretty much instant and 5 sec for assembly and dissassembly is no way realistic compared to real life. My prediction is that they will become new toxic meta if they keep current setting up and tear down speed.
On the grain at night. Its realistic. You're seeing from someone eyes using video tapes. So 80's vibes 🤣
It is possible that most of the players are not real, but just AI.
This is a modern solution for filling servers
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
noticed something was off
https://feedback.bistudio.com/T192755
do we have ETA for this or a fix?
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.
I think there should just be a generic liters capacity and both items and supplies utilize that
Based, that would be awesome!
We need better official servers that dont crash every 10 minutes and dont run at 15fps
let me guess, you are on the stress test server?
no just the normal servers
I hardly see the official servers crash anymore. When were they crashing every 10 minutes?
this still persists any way to turn off mouse smoothing ?
[Feature Request] (Conflict - Everon) Distribute objects into layers - https://feedback.bistudio.com/T184465
Same problem for new Conflict...

server owners can disable it rn
Need face paint
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.
iirc this was acknowledge as a bug which was fixed then came back
Well dang, I missed that window where it was fixed. So its a bug... in other words a long term feature.
it is such a pain to get to captain to use the mortars just for gunships to be more effective anyways
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.
its also an issue on the normal version
Didn't notice it on regular, but seems much more pronounced on Experimental.
Had my fps dipping into the single digits.
this is from the experimental..... not complaining tbh, its working preatty well so far
This screenshot reminds me of the game 2 screenshots back in like 2004 or something
I can place the mortar inside a building and fire through the ceiling)
No way really?
Pretty sure it will just hit the ceiling and stop there.
This was always a thing
I feel like 3 things might really help with improving Conflict, in addition to what's already there in Experimental:-
-
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).
-
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.
-
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.
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.
being able to set squad sizes would be amazing
Aks-74 would be perfect for the recon group classes
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.
This house has materials switched around. Shooting the walls produces metal sparks, shooting roof produces rocks while shooting the foundation produces wood.
New SCP spotted
Thanks, Arma
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
also can we get FIA convoys/vehicle patrols in conflict?
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.
In my limited experience with flare guns on boats, flares actually remain relatively bright until theyre out. Its obviously not an instant cutoff from light to dark but the time it takes them to dim where you can see it happening is pretty short. Military flares may be different, however
As long it's not instant I would be happy. Now it just feels a bit off...
This is the best example I can find. It also showed the flares don't instantly lit up, it brighten up bit by bit. https://www.youtube.com/watch?v=aSJTnVmI3Q0
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.
I find the download button to not be very obvious if you are downloading mods for the first time. It doesn't stick out the way it should.
Yep, that too. And it feels like part of the lag may come from the fact that the mod managers seems to rely on constantly checking in with the server. With the ArmA 3 launcher, dependencies were listed as part of your downloaded mods, so the experience was much much smoother.
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.
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?
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.
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
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.
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...
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
Or we should go though all the assets in the game that have ridiculous construction blocking
I know that quite a few of the weed plants and chain link fences have a 1.5 meter exclusion zone
Endless repair / stable
those little wheels currently dont have a use
Correct, but still a bug.
This too, the algorithm needs to be much more forgiving and exclude much more objects. For example right now even the metal poles from not yet built buildings end up blocking placement
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
i know red raspberry, dog rose and stinging nettle plants in game are abit of a building blocker
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.
Go back to the driver everyone is saying is the most stable.. I think 5.60.xxx. Not sure of exact. Im on 590.26 trying out Smooth Motion for 4090 and have not had any issues so far.
Did this already. I remember something similar happening last time I updated, but they managed to fix that after some time.
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.
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.
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.
Making scopes work like they do in A3 would make them the best choice for both gameplay and performance, and would significantly reduce the downsides of having a magnified optic in most cases. I hope they don't ever do this.
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.
A3 scopes give you a magnified view over your entire screen with a very small amount of occlusion. The result is that you can see much more around your target area than IRL, which is a significant advantage.
With PIP scopes, you have significant blind spots around your magnified view. This is similar to real life.
if you have your zoom settings to 100 then its the same, no?
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.
Yes. Which does not give a gameplay advantage, but instead works as it should.
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.
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.
Right, which is why they provide the 2D scopes option.
Yeah. What's your point? Are you worried about freelook applying that same zoom level? if so, there's already a solution to this which was implemented in Tarkov and, I believe, Squad. When you freelook, the more you pull your head away from the optic, the less zoom you get. Edit: Saw your above reply. The solution has already been created to this small issue.
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.
This is how I wish they had done it. Maybe even tighter.
Exactly.
It also isn't just when you move your head. You can see around the scope, and if that is zoomed in, you get significantly more field of view and significantly less occlusion than you should (compared to IRL).
You do not get more FOV if everything zooms in along with your optic, like in Arma 3. That is objectively incorrect. You see less, it just at least doesn't look like a silly black tube sight from 2002.
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.
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.
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...
cant believe with binocs and scopes we still have the muddy mess
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
Well to be fair it’s like that so people don’t get insane powers too quick. Much like mortars and APCs you shouldn’t rush getting them, you need to take the time playing as infantry and light arms before getting upgrades.
It also helps reduce ego fighting, which is very important.
Not the APC, the ammo for it. You get free BTR-70 at start of the game.
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.
No reason to restrict the ammo, BTR is far from being overpowered, its just an arbitrary restriction
Well we can agree to disagree.
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.
Mass is most likely taken into account for penetration and terminal ballistics not the flight path itself, dont know exactly how it works under the hood but that is my guess
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...
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.
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.
Floating rocks. South West of Andre's Beacon, near the Rushes
aliens
No, it's not "more realistic".
If your bullet doesn't slow down the same amount, then you don't put the same slow-down value.
But they have gone more and more into putting real life values to configure assets instead of game-y values. They'd clearly rather put in the mass and drag over just the drag.
Still hoping for the combat knives to work in hand
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.
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.
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.
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.
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.
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:
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:
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...
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.
has happened to me a few times aswell but they changed it to ctrl r on exp which is better
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
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
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
Obstruction checks really need some fine tuning, sometimes its ridiculous
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
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.
Some random stuff, teddy bear, pot of flowers, mine and ratchet inside
Duct Tape, bubblegum, a stapler, hello kitty bandaids - everything a medic needs
2gal of saline and an enema
For when you still feel that Malinovka from last night 
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.
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
This and spawn positions with enemies nearby should be excluded from list of possible spawn positions in a base
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.
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...
A3 top, AR bottom, 600 meters
400 meters, ARMA 3 guys have clean silhouettes, but inconsistent silhouettes and the legs disappearing on Reforger guys.
