#reforger_feedback

1 messages · Page 31 of 1

stray frost
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And I'm also pretty sure that changing a radio frequency in a base doesn't suddenly give you possession of it and magically make your equipment appear at it.

graceful spindle
stray frost
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I don't see any player getting satisfaction from sitting in a bush to prevent base building for 40 minutes but here we are. Or digging down their own radios. Or killing their own teammates.

And I brought up that cheap tactic because that was what I used to do. I can't cover 4 directions at once but I can cover a single point pretty easily. I didn't sit there for an hour or anything but if I thought they were about to attack, I just pulled back to a bush and watched the radio tent.

... and that was before AP mines were in the game

stray frost
graceful spindle
#

How is it better?

stray frost
# graceful spindle How is it better?

Because taking a base in real life is more about controlling it than it is changing the radio. I wouldn't mind if changing the radio prevented reinforcements though.

Also it is a bit more anti-camper.

graceful spindle
stray frost
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I keep forgetting that I need to put all of my thoughts into one message because of the damn countdown...

I think ideally taking a base would work out more like Capture and Hold where you have to take different sections of it and hold them.

has realistic requirements

Do you know how many games of early Conflict I saw lost simply because one person snuck into the last base and changed the radio? Almost every single one.

graceful spindle
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So now its unrealistic methods of capture because it was too realistic... that is how I see it.

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I am not necessarily against the method of capture as much as the clairvoyant warning.

#

A warning of a radio being reconfigured would at least partially make sense... or even having to reconfigure more than one. Maybe the relay and the command.

stray frost
graceful spindle
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Yeah its full of obstacles that require compromises.

stray frost
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I don't mind changing the radio being a step in taking the base, like if it cut off reinforcements, but I think ideally it works more like Capture and Hold where you have to take all the assets available at the base (maybe up to a max number).

graceful spindle
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I have never played the Capture and Hold so I will have to check that out.

stray frost
# graceful spindle I have never played the Capture and Hold so I will have to check that out.

There's small zones (like 10m radius if I remember correctly) you have to walk into to take control over. Once you have control an enemy can walk in and get it back. Once you hold them for long enough you win.

In the case of Conflict, I would want it to be that each base asset gets one of those zones within X meters of the command tent up to a maximum number of assets.

It gives defenders a reason to build up bases more because it makes Capture take longer and requires attackers to clear out base structures instead of just sneaking into a corner and holding it.

With preplaced bases you could have additional areas that need to be captured. Like maybe that coal tower in Gorshenko(?) is an objective that needs to be cleared too.

My only concern here is that it might be too easy to block them off with barbed wire.

opal raven
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I've seen some custom Conflict modes that use multiple small capture zones per location, that's another option

gleaming jackal
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Feature suggestion: Hand(s) Slot enhancement.

I would like to see the concept of the hand(s) expanded for reforger or more so for Arma 4. We were introduced to the hand slot with one of the previous updates that we can place things like mortar shells, medical kits, or ammo bags in. I think it would really useful to see it expanded to allow for things like mg ammo cans, supplies, and more to allow players to do more things by hand and therefore carry more things around the battlefield as needed.

rocky onyx
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Supply system overhaul:

Physical Manpower System
Instead of players spawning directly at bases, they would take control of existing AI soldiers.

These AI units are generated at the Main Operating Base and must be transported via logistics (e.g. transport trucks) to other bases. This effectively introduces manpower as a secondary resource alongside the existing supply system.

AI units could passively defend bases or patrol. To reduce performance impact, they could remain inactive (e.g. in barracks) until a player spawns and takes control.

This would make reinforcement a physical process, increasing the importance of transport trucks while improving immersion.

solemn cloud
stray frost
rapid plinth
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There's so much inconsistency in the ammunition values, the penetration values use clearly inconsistent sources, someone needs to go through all of them tbh.

Randomly selected examples:

— M80 ball has the same drag as M118 special ball (should be higher)

—M61 ball has less drag than M118 special ball (should be higher)

—M80 and M118 (lead core) have more penetration than 7.62x54R LPS (steel core) ball

—7.62x54R 57-N-323S has 3x higher "tumbling" value than 7.62x54R 7N1 (7N1 should have the higher, has larger air pocket in tip and more rearward centre of gravity)

—M80 ball and M855 ball have the same mushrooming and tumbling multipliers (M855 tumbles and often fragments. M80 might tumble, not nearly as well)

—7.62x54R has a diameter of 8mm for some reason when it should be 7.9 mm, the same as 7.62x39.

—7N6 has mushrooming and tumbling multipliers of 0.2 and 0.2, it's barely behind M193 (0.2 and 0.25) and far ahead of M855 (0.1 and 0.1). This is wrong, it only tumbles (like the latter two rounds) and doesn't fragment at all (unlike the latter two rounds).

—M855A1 (added for "community use) has mushrooming and tumbling multipliers of 0.1 and 0.12. It's barely any better than M855, and far behind M193, and even 7N6 and 7N10. But the M855A1 is known to reliably tumble and fragment down to very low velocities.

—M80A1 (added for "community use) has mushrooming and tumbling multipliers of 0.1 and 0.1. It's the exact same as the regular M80 ball, which isn't particularly known for either. Yet M80A1 is known to have violent fragmentation like the M855A1. Not to mention the velocity is too high and so is the mass, which causes this round to be portrayed as having over 20% more muzzle energy than it should

And so on...

#

The mushrooming and tumbling values should be more consistent between rounds (needs some internal rules).
The penetration values should be calculated with aid of formula, not taken directly from sources (highly inconsistent).

copper glen
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I think this stuff should really go into the feedback tracker.

rapid plinth
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Now to think about doing that, for every incorrect value, for every type of ammunition 😵‍💫

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It's easy to say "yo this is wrong", but to go to Tracker I feel like I want to source everything so it does get fixed, which is also... too much effort.

agile mango
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Can we get a server browser filter for player view. Right now there is no indicator, which server use what view setting. Outside of the many different server names, which is a pain to search. Even DayZ has this filter.

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Some admins use 1PP, 1PV, hardcore, elite or first person... in the server name.

rigid raptor
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While Playing Reforger with my Friends i will stream it via Discord but will "GPU Hangs" Crash every 2 to 3 hours regulary but not streaming the last couple of days nor watching there Streames i had zero crashes, while nothing else changed with my Pc. ( 4070ti su 16gbvram, 32GB RAM, Ryzen 7 7800 x3d, 1440p)

boreal dune
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... okay so there is two feedback reporting websites
I dropped it here because I kept forgetting and saw goat post it in #enfusion_workshop
https://report.bistudio.com/issues/AREXP-174
Which one should I drop it in? feedback.bistudio or report.bistudio?

BI Studio - Feedback Tracker

M2HB (both turret and pintle mounts) have issues where the first 1-2 shots are on target (when tap firing), the remaining shots in a burst will be low and to...

graceful spindle
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Not sure if its same for Huey, but lights on MI will turn off about 30 seconds after you exit pilot seat. Get back in and they turn back on. Need to stay on as we use them to light up fields and runways at night to see incoming.

hybrid turret
# boreal dune Take a guess which of the KVPT's ammo ~~can ~~ **CAN'T** quickly set a vehicle o...

I recently discovered this and it's mind boggling. The MDZ 7-3-1 bullet is designed to set vehicles on fire if you hit the fuel tanks, yet dumping an entire belt of it on a Huey does not set the helicopter on fire. Meanwhile 5 tracer shots from the PKMT light it up. I noticed, however, that the MDZ does quite a bit of hull damage. Shooting a Huey at the the right spot can blow the entire helicopter up in less than a full belt. Of course this is impossible to do in a real game scenario where the helicopter is flying, unless you're very lucky with your shots.

quasi pawn
hybrid turret
boreal dune
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I haven't figured out why specifically
Maybe it's bullets with explosive effects nullify the incendiary damage
But any non-explosive incediary bullet tends to set vehicles on fire quickly.

I found this out when testing penetration on River's Kiowa and found out that incendiary does damage straight to the hull what ever sets it on fire...

graceful spindle
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I see a lot of people trying to play local conflict, and while it does show it is saving, it fails to load the saved file. It appears the game is looking in the wrong location for the save file. Please correct this. I found the location the save is located, but the process of relocating and renaming that save so it shows up is daunting to some and it has to be done for each save if you want to the latest save to load.

graceful spindle
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I may have missed this the whole 2000 hours I have in this game, but did the Radio Pack always show the radio and a backpack?

gentle iris
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—M80 and M118 (lead core) have more penetration than 7.62x54R LPS (steel core) ball
Soviet and RU data were claiming data in St3 steel, NATO in RHA or "unknown" steel. I might check it again since there could be indeed some error in conversion between.
As for mushrooming and tumbling, there was not that much tweaking in this regard so there might be changes needed. I didn't have that much time for it

rapid plinth
# gentle iris are you looking at same stats?

Yes but I meant drag as in the aerodynamics, not the "air drag" value itself.

When you add the mass, it works out to "airFriction" of about -0.00087 for both, when M118 should be much more aerodynamic: https://feedback.bistudio.com/T194053

As for the penetration, it's a problem with those sources. It's too rough and inconsistent, different testing methodology, different steels, even different definitions of what counts as penetration, and what doesn't. So there will be such errors taking the values directly from those sort of official stats. But it is clear a steel-core bullet of very similar diameter, velocity and weight should outperform a lead one.

rapid plinth
# gentle iris —M80 and M118 (lead core) have more penetration than 7.62x54R LPS (steel core) b...

Here is another example of how those stats can lead to poor outcomes.

Comparing the following rounds' penetrations, in Reforger:

.50 caliber M2 AP = 26.1 mm (v0 857 m/s, 19 mm @ 623 m/s)
12.7x108 mm B-32 API = 21.1 mm (v0 818 m/s, 20 mm @ 774 m/s)

The M2 AP has 24% more penetration.
This probably comes from the following penetration claims:

.50 caliber M2 AP = 0.75" of armor plate at 500 yards, or 500 metres depending on source
12.7 mm B-32 = 20 mm armor plate at 100 m (2P grade)

For reference, the .50 caliber M2 AP core is about 10.8 mm diameter, 47 mm length, and 26 grams in weight, made of manganese-molybdenum steel. The 12.7 mm B-32 core is about 10.8 mm diameter (or less), 53 mm length, and 30 grams in weight, made of U-12A high carbon tool steel. The .50 caliber M2 AP has m=45.17 g, v0=895 m/s (45" barrel, Reforger's 857 m/s is for 36" barrel aircraft machine gun). The 12.7 mm B-32 has m=48.3 g, v0=820 m/s.

If we assume the bullets are close enough in construction, which it would seem, and put them into the DeMarre equation, it shows B-32 should have 93% of the penetration of M2 AP. If you assume the same again, but this time use the figures for only the steel cores, it becomes 98%.

But in Reforger, the one has only 81% as much penetration as the other. So it is a strong indication something is up with these sources. There are some indications as to at least one potential reason why: some add that the 20 mm @ 100 m penetration for B-32, is with a 90% probability...

rapid plinth
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Another issue can be using different ranges, because the penetration changes linearly with velocity. For example, if we take an example bullet, 0.365 G7 BC at 895 m/s, velocity drops like so:

200 m: 851.4 m/s
600 m: 650.9 m/s

and let's say it has 30 mm penetration at 0 m, then realistically (ie, DeMarre equation) it should look like so:

200 m: 28 mm
600 m: 19 mm

However, if you now pretend those are sources for penetration, and run those back to the muzzle in Reforger,

200 m source: 29 mm penetration at muzzle
600 m source: 26 mm penetration at muzzle

Not crazy, but it is a noticeable difference.

rapid plinth
gentle iris
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200 m source: 29 mm penetration at muzzle
600 m source: 26 mm penetration at muzzle
indeed - that is also the thing where some tweaking is needed - after all, game is using simplified algorithm and doesn't take into account all the params. One thing which I actually sort of didn't consider (which happens in tests) is impact angle. i.e. those tests were performed with a bullet with reduced load to simulate speed at some designated distance https://www.kalashnikov.ru/poslednij-stalnoj-shlem-ssh-68-ispytaniya/

gentle iris
rapid plinth
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The current air drag of 0.0000097 for M118 matches this chart very well. But the 0.0000083 for the M80 doesn't match nicely at all!

rapid plinth
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It seems M80 needs a value somewhere between 0.0000093 and 0.0000096.

As for the 7.62x54R LPS, there isn't such detailed ballistic data available. There are tables in the pages of Soviet manuals, but the one in PK manual didn't seem super accurate to me, as it shows the bullet having a noticeably lower ballistic coefficient than the M80.

If you compare the shapes, this bullet has a longer nose than M80, and a longer boat tail. I would estimate the G7 coefficient is about 0.210 for the LPS.

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And a crude simulation showed as expected, LPS shape had ~6% less drag than M80 (at least, at one speed).

gentle iris
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as for m80, I might check it, this is the round which I did in the early stage and used this table (no G1/G7 calcs)

gentle iris
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one thing to consider - those values match the stadia reticles on i.e. tank sights if you make it in realistic way

dire urchin
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Hello. Sorry if it's a wrong channel, you were talking about ballistics and I thought I'd chime in.

I can't help but notice that in experimental version of the game, Side Air Drag Scale value in ShellMoveComponent no longer has any effect on shells. Is this by design? Should I post it on the tracker?

rapid plinth
peak cipher
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The character stance when mounting turret weapon compositions is too tall, not taking advantage of the sandbags as cover. Please try to lower the stance to make these turreted weapons appropriately effective.

rapid plinth
# gentle iris there are much detailed ballistic tables in soviet documents actually

The first one, the tables in the old manuals, is something I don't fully trust. This is the one I referred to above. Some of them are okay, some there is better data available (5.45 7N6 and 7.62x39 PS, for example, were measured by the US Army). These are pretty old, and it also was more than good enough for the purpose.
The second source actually gives a ballistic coefficient directly, but it's in a very outdated form.
Third one is from Nathaniel F, former TFB contributor, usually he does well, with good data or estimates, in this case, the 57-N-323-S is too low.

When I was saying there isn't "such detailed ballistic data", I meant, for example, in the blue velocity table that I posted above, the M118 was calculated with a drag curve developed for this round by the US Army, and the M80 was calculated with a drag curve obtained by radar tracking. I haven't found such detailed analyses and data for Russian bullets.

The main reason I can be so confident is that the exact bullet shapes are known, and they are in fact quite similar between LPS and M118. In this case, compared to the M118:

-the LPS meplat is finer,
-the LPS ogive is longer,
-the LPS ogive radius is the same,
-the LPS boat tail angle is superior.

This means the "form factor" of LPS should be somewhat superior to the M118. The G7 ballistic coefficient of the M118 is 0.239, the form factor is calculated as 173/7000/.308^2/.239 = 1.090. So, if it had the exact same shape as M118, the G7 coefficient of the LPS should be 148/7000/.311^2/1.090 = 0.200 G7. However, since it has a superior shape, it should be slightly higher—not by much. My guess would be a form factor of about 1.04 and ballistic coefficient of about 0.210 G7.

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In addition, a 152-grain 7N1 was measured by radar by Hornady, and returned a value of 0.216. Since the shapes of 7N1 and LPS are almost exact copies, apart from the boat tail (9 degrees vs 6 degrees), it should have an almost identical form factor, therefore, 148/152*0.216 = 0.210 🤔

However, a funny thing: when comparing current value (air drag 0.0000094, mass 0.00959 g) to proposed value (0.210 G7), it turns out, the round in Reforger is already a perfect match for this 🤔

#

However, the 7N14 needs adjusting to be identical to 7N1: it has the same shape and the same mass, just the core was altered.

#

In Reforger, it appears to have a higher velocity loss, when it should be identical aerodynamics as 7N1:

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Also: the table you provided for M80 is not bad. It corresponds to a G7 coefficient of 0.205 in the supersonic range, which should not provide that much different results than the table I provided. So there must have been an error at some point when setting the value.

Your chart, orange. Radar-derived, green. Almost identical. And current game velocity loss in blue.

graceful spindle
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Updated my Feedback Tracker Report as well but in regards to the TrackIR Snap issue..

With the problem existing when repairing or digging go to ...

Settings > Controllers > Headtracking > Set Freelook control (NO)
Start making repair and obviously the view stays focused.
Now return to Freelook control and set to (YES)
View with Headtracking now stays remarkably focused on the repair icon (initially).
Stop repairing and move around with character.
Return to repair and the TrackIR snap starts happening. Might be slight to begin with.
Stop repairing and move around more and the snap can become progressively worse.
Disabling Freelook control and re-enabling again seems to address it temporarily.

Snap severity seems to depend on angle of view. I can stand in same spot with repair prompt visible, hit F and view may snap 45 degrees to the left. Change my angle of view on the repair prompt by rotating player body, and it may then snap right 10 degrees, or down 10 degrees. Almost random.. but not.

glacial trellis
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So AI in Supply crates is the new Reforger Meta? If the team I'm on puts AI in crates then we can stop the enemy from advancing or vice versa. This should be fixed.

glacial trellis
glacial trellis
errant leaf
echo grove
long gale
stray frost
#

In Conflict, building mode at MOB should reveal any landmines that have been placed within the boundary area.

copper glen
stray frost
viral pecan
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Yesterday I took out Jeep with M2 for some anti air action (changed FMJ to API ammo) and it felt kind of underperforming in that role which was weird because API ammo should be perfect for that. I did some testing on game master and results were kind of surprising. It turns out that regular 5.54 tracer round ignites helicopters easier than 12.7 armor piercing incendiary 🤣

#

Results were kind of consistent, at worst it took same amount of rounds on both weapons to ignite. It definitely shouldn't be like that because aviation fuel is really hard if not impossible to ignite with tracer ammo and you actually need something like API to do that. In reforger it seems to be opposite way around.

copper glen
viral pecan
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Yes, it is 4:1 mix with AP. You pierce fuel tank with AP and ignite with incindeary “explosion”. And it still doesn’t make sense that you can be more effective with regular tracer gimmick than actual high caliber incindeary ammo.

#

If I remember correctly then before gunships there were realistic implementation of this. You could completely shred helos with high caliber API ammo and tracers were mainly used for correcting your fire against moving or stationary targets (for what they are actually intend for).

copper glen
viral pecan
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Yep thats why Incindeary is mixed with AP ammo, you penetrate the hull/tank and have a chance something flammable pouring out so your inciendary round can ignite it. NSV, BTR and BRDM all come with 4:1 mix by default.
Regular tracers would work with gasoline quite reliably but they don’t have enough burning material nor burning time to ignite aviation fuel.

gentle iris
stray frost
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Spent about 20 minutes sneaking into a base. Enemy UH1 lands, the LAW I stole from a guy who freshly spawned wouldn't fire. Possible he fired it but I'm not sure when he would have or why. I shoot the pilot and gunner of the UH1. Run up to it as my two teammates cover me. I set an explosive on it. Can't set the timer. Try again. Still can't. Set another charge. Can't set the timer. Try shooting it. It won't detonate. Go to connect the detonator, it seemingly doesn't work and I get shot.

One of my other teammates lights up the spot on the helicopter where the charges were. They don't detonate. He dies.

Our sniper tries to take them out but his shots don't work either. He at least survives and stays there for 30 minutes picking off guys. He runs out of sniper ammo. Goes to shoot 4 guys with his AK, gets 2, his game freezes and they kill him.

Game would be a lot more interesting if constant bugs would stop ruining the experience.

sullen folio
long gale
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There’s reports from nam I think of gi taking the c4 out of claymores and heating food with it I think

#

That and you can chew it though not sure why you’d wanna do that

stray frost
ornate marlin
stray frost
ornate marlin
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There is a max range to a detonator

stray frost
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I also had an issue where a building collapsed and I went into the rubble. My screen started shaking uncontrollably and eventually sent me back to the MP lobby although that was the second time I had been kicked to the MP lobby that game so it might have been unrelated to the shaking.

stray frost
# ornate marlin There is a max range to a detonator

I was standing right next to the explosives. I tried the timer, it didn't work, decided that suicide bomber was probably worth it to knock out the helicopter and have the wreckage make the pad unusable so I shot the charge at point blank (apparently forgetting that doesn't work) and then tried to connect the detonator while still standing right there but got shot so I'm not 100% sure it didn't work but it felt like it didn't.

I had a problem later in the game where I couldn't set the timer either but didn't have a detonator with me that time.

pseudo dome
#

Could any admin please come quickly to the server "[OFFICIAL] Test Server - 1PV Only (Drivers 3PV) - 27517001 - (EU-FFM)"? There’s an FIA player hiding inside a rock at our US MOB. I can’t figure out who the player is, and he also refuses to respawn because he knows he’s inside the area. Because of that, we can’t build anything at our MOB. Thank you.

wise loom
frank mountain
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Can you guys do some thing with the inventory screen i play survival servers and i search stuff like ever second.. and fps does not drop but the 1% lows drop alot ever sec when i open the inventory screen .,...

#

so its like 240 fps does not change but 1% go to 50 ever time i open inventory screen .something is very wrong with the inventory screen.

rapid plinth
#

The .50 caliber (12.7x99) rounds all have wrong velocity specifications. It's due to two things:

  1. velocity that was entered is the instrumental velocity taken at 78 feet from the muzzle.
  2. the instrumental velocities are specified from a 36-inch barrel, the M2HB has a 45" barrel.

In addition we are missing the very common M8 API, and the M10 Tracer is a WW2 aircraft round that should be replaced by M17 Tracer.

#

Current vs corrected specifications.

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A note: mass used here is the centre of the allowable range, which is quite large (on some of these, as much as 25 grains variation). Often you will see only the maximum allowable weight given, eg: "661 grains" advertised for M33 ball, actually the bullet usually weighs less.

An example, the M8 API, M20 API-T and M33 Ball all have the same shape, and the same instrumental velocity of 2,910 ft/s at 78 feet. This is often stated as "muzzle velocity", even in some military material.

However, calculate to muzzle from 78 feet: 2,910 ft/s → 2,950 ft/s
Then adjust for 45" barrel from 36" barrel: 2,950 ft/s → 3,045 ft/s

#

You can see similar in FM 23-65, the field manual for the .50 caliber Browning.

#

In addition there are official velocities for 36" and 45" barrels in some army technical manuals:

M2 Armor Piercing
Instrumental, 78 feet: 2810 ft/s
36" barrel, muzzle: 2845 ft/s
45" barrel, muzzle: 2935 ft/s

M8 API
Instrumental, 78 feet: 2910 ft/s
36" barrel, muzzle: 2950 ft/s
45" barrel, muzzle: 3045 ft/s

In both these cases the 45" is 3.2% faster than the 36".

Credit to Curly on the DCS World forum, who has done most all of the groundwork in finding this information.

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One last note: the actual velocity of a service gun could be lower. The firing table for the M8 API adjusted to 3,000 ft/s from 3,045 ft/s to account for barrel wear. I've seen similar in a manual for the KPVT: the velocity in that case was reduced by a whopping 5%. However, if one was to account for this barrel wear, then one would have to do the same for all weapons, at least the machine guns, otherwise it would not be an equal comparison.

Also, for interest: the 36" barrel probably stems from either the fact the first .50 caliber US machine gun, the M1921, used a 36" barrel, or that the aircraft version AN/M2 used a 36" barrel.

rapid plinth
# rapid plinth Current vs corrected specifications.

In addition "air drag" value for .50 caliber would have to be changed, as it is dependent on mass.

Most of these bullets have identical shapes, only differing in the mass and internal composition. However, while the M20 API-T may have the same shape, the burning tracer reduces the drag by a significant amount. Also, the M17 Tracer is a flat base bullet (not anymore, but was only changed to a boat tail in the 1990s, past Reforger's era).

Currently all the 12.7x99 rounds have the same air drag of 0.000028. However, it should look more like below.

#

It's possible to be fairly accurate because these bullets have been well-studied.

rapid plinth
#

Corrected values.

bright cedar
#

Thanks Arma, very cool (Truck was full it it took like a minute for it to go from 0/1500 to 1500/1500)

graceful spindle
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Do you also run into a supply drag failure, for example drag from truck to storage and it makes the sound of the transfer but it never does it? You have to do it a second time and it works from then on, for that vehicle at least.

bright cedar
graceful spindle
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I get it at command tent and have for a while. Usually can reproduce easily and I think I did a ticket, to which they responded they could not reproduce.

zinc river
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I just noticed this, I find it hard to hear if a sound is coming from high elevation, or lower elevation. On one occasion I heard a radio noise (like the one where you deploy your radio backpack) but could not find it. Turns out it was on the roof. Is it game limitation or just the nature of headphones?

copper glen
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Definitely not the nature of headphones.

graceful spindle
zinc river
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I hope it can be improved. Hopefully for Arma 4

agile mango
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What a shame, they removed the roman numeral for arma 4 nootlikethis

trim zealot
#

How do we report trolls in game to BI

trim zealot
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Sever 17516050 has a troll running wild on it right now

zenith wharf
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New update but cars still feel like shit, why are they glued to the ground

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Instead of worrying about whats actually broken like not being able to brush up against objects without the vehicles teleporting all over the place and getting bugged out, no, you mess with the one thing that was actually good in this game

graceful spindle
zenith wharf
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Its honestly ridiculous how this gets past testing if there even is any

long gale
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This is the testing

graceful spindle
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Yes the EXP is for testing and I'm sure they focus on certain things each time rather than jumping all over the board.

zenith wharf
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I would expect there to be some sort of internal testing even before sending to experimental

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Theres no way someone changed the physics and just pushed it to experimental without even trying first

graceful spindle
zenith wharf
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I just wouldn't think something so broken would need community feedback

graceful spindle
long gale
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Must I point out that this driving thing seems to be a subjective topic?Everyone seems to have different opinions on it

zenith wharf
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Nope, but I have a feeling somehow driving physics wont go back to what they were even with player feedback if they already took such a huge step in the wrong direction

graceful spindle
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You might be right. Is it this way in Stable? I don't really drive enough, at least not in the manner some seem to, to notice these things. I drive around more realistically so these things are less apparent to me.

zenith wharf
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I'll see when 1.7 comes out, but this is exactly about driving realistically, right now the EXP handling feels more like GTA or PUBG, they are going towards an arcade handling that doesn't fit the style of a "milsim" game, but until the stable update comes out I wont say anything else, but I'm not the only one that expresses this opinion.

graceful spindle
zenith wharf
#

At least the way the physics are right now in stable you get punished for driving too fast, in experimental, the cars have so much grip and turn so fast that you can drive like a maniac without any penalty

graceful spindle
#

It is Cro$$play after all, so it is already doomed to inherit some arcade like features, unfortunately.

zenith wharf
#

But why, if current physics are just fine

#

Literally just drove down tower Regina dirt road at full speed with the soviet jeep, never letting go of shift and made it down to mil levie with no problem, that shouldn't be possible, I did a hard turn at 100kmh on a dirt road and the car griped like it was on asphalt

agile mango
#

They probably reduce the car physics for the console performance nootlikethis

#

There is a reason why 1.6 has some racing/rally mods, it's just so good.

copper glen
errant leaf
graceful spindle
# errant leaf Really?? Darn, jeeps felt so good

At least that is how it felt to me. Might be fine to others. I drive very little so its hard for me to keep up with changes between versions. Also when I drive its usually on a more realistic level, so I'm not SHIFT key all the way trying to take corners like a Forumla One driver.. I only did this time to confirm what someone else stated.

long gale
#

Might just be my elite driving skills tho

zenith wharf
#

700 hours in this game, its all I play now in my spare time, if they dont rollback the vehicle handling then its time to find a new game

calm slate
#

Why is there still no collision on powerlines? This is important to help deal with the helicopter menace!

bright cedar
graceful spindle
# calm slate Why is there still no collision on powerlines? This is important to help deal wi...

Probably quite a challenge unless they made it just overly simple like heli touches line = result, the most simple being 1 result, which would probably be heli destroyed and lines remain. If they get more complex... what happens if lines take damage? Do they vanish or drop and hang from each pole? Does that kill power to whatever town it feeds and can that be repaired? Regardless of what they do, if anything, I have always flown as if power lines were collision objects, so if the do make it a thing, it won't really affect me.

calm slate
graceful spindle
calm slate
#

Even powerlines deal damage to only choppers but don’t take damage would be fine

copper glen
#

They said they would add it if they ever get performant rope physics.

smoky marlin
frigid lantern
#

You know for 4 years of development youd think theyd add some server features like admins being able to broadcast a server wide message or get this, customizable server welcome messages

frigid lantern
#

Kinda getting tired of my vehicles dissapearing because the admin is doing a cache clear and can only use text chat to globally let everyone know

calm slate
calm slate
copper glen
#

Didn't they say that this minimal implementation took very, very little dev time to add?

#

I don't think that adjusting some scenario config is appreciably impacting the speed of adding more QoL features, and 1.7 is mostly QoL features (outside of the performance and stability focus).

olive trail
#

that much is very clear.

main tide
#

I really hope someyhing bigger is cooking for 1.8

real dome
stray frost
main tide
stray frost
blissful sage
#

The biggest weirdness about Conflict is still the fact that it feels like the mode is designed for a clash of hundreds, but done with just a handful of players.

If AI were supposed to be playing a bigger part in this, it'd be nice to know - and to see stuff that makes that happen in terms of AI control and behaviour.

graceful spindle
#

Yeah that AI in general are pushovers. Even with a mod that increases their difficulty, it is nothing to take on staggering numbers either solo or with a freind or two and be able to wipe them out. The friendly AI squads are no better and probably best viewed as providing targets for the enemy AI to distract them.

#

The conflict we play requires capturing all bases on the map, so like Everon its 50 plus. AI have initial defenders followed by multiple waves coming in to prevent capture or take back, but due to AI lack of skill, its just a number game of literally 60 to 100 AI per base vs 2 to 3 of us.

#

Seems the main factor on AI is accuracy. You can pump that up and tell a difference, but their actual skill when it comes to how they attack seems to just be fixed and very little variation. They will funnel all day long as the one before them eats rounds.

calm slate
calm slate
graceful spindle
#

Yeah. Quite a few times I would be dead if the guy had not shouted first.

blissful sage
# graceful spindle Seems the main factor on AI is accuracy. You can pump that up and tell a differe...

I think a lot could be done with stuff like emplacements and suppression to make the AI good without being overbearing.

So stuff like guard towers, checkpoints, MGs and the like could serve as genuinely formidable defenses manned by the AI, and the AI could use suppression as a way to shut down players without needing a massive accuracy buff.

If the devs want to be as realistic as possible, then they could look at the effects of adrenaline and heart rate on stuff like perception and fine motor control (i.e. sway/dispersion).

#

Imagine if the AI actually manned stuff like checkpoints, watch towers, and bunkers, and was effective with them.

They'd act as genuinely decent defenders that couldn't be shut down by a single player off in the hills with a DMR.

blissful sage
sullen folio
# graceful spindle Yeah. Quite a few times I would be dead if the guy had not shouted first.

That is kind of the point.

"I walked 11 minutes through the forest and then I found myself on respawn screen"
It is rough enough when enemy players are the cause, but just getting quietly deleted by an AI would be a nightmare.

Dangerous hostile AI are easy. I can change three values and you'll get bodied like never before. The difficult part is making AI feel like a threat without being a problem.

If you think our AI's are easy, you are above the curve. It's essentially a skill issue. You are suffering from success my man.

graceful spindle
blissful sage
#

Suppression is the missing ingredient here IMO.

Game has no tangible suppression effects, even ones that are actually things reported and known about IRL like the loss of accuracy as heart rates rise and adrenaline spikes.

Add those in and you have a tool that can shut down players without necessarily killing them - something for AI to use that actually feels 'human'.

sullen folio
# graceful spindle What 3 values and can I change them?

You'd have to mod the specific character prefab but the important values are skill (Manages precision) and perception (don't have the specific name on hand rn but there is detection distance for auditory and visual detection range.

graceful spindle
sullen folio
blissful sage
#

Right now though, all they do is wander aimlessly, get used up on logi squads that inevitably lose the truck (and wander off), and otherwise have 0 actual impact.

Imagine if they were in defenses, and made taking bases a genuinely challenging affair.

zinc river
#

AI during Early Access was tough/aimboty/challenging... If they see you, you're dead. You have to flank them, while another team suppress/keep them their focus/distracted so that they won't see you're flanking them. Or maybe I suffer from success like Tholdrin said. I was just gotten used to AI behaviour.

#

Because AI back then was not particularly 'intelligent'. They simply single file to their objective/destination. They were just crack shot.

sullen folio
# zinc river Because AI back then was not particularly 'intelligent'. They simply single file...

Current AI behavior is much more complex - they will lay down suppressive fire, send some elements to flank you etc. etc.
They just aren't cheating anymore. If you break line of sight they no longer track your current position but work with the last known. They need to positively identify the target which takes a moment. If you shot from a distance they first need to piece together where did the shot come from and then start searching for the aggressor with binos...
They are a lot better at tracking moving targets though.
I remember a playtest where I had slightly overtuned the FIA elite machine gunner and we just got new updated target movement prediction... and my boy enforced a no-fly zone over the whole arland.

marble kindle
#

They're more complex, but 1 FIA boy with a pistol can take out an entire squad of AI defending a base. Replace the AI squad with a player and said FIA boy has no chance

wise loom
#

The FIA machine gunner is the most dangerous FIA bot, and that's not even the "elite" one. He will not miss and will gun you in a fraction of a second.
The FIA 2 man recon patrol also seem above the average.
I've been strafed a few times by the bots, while putting my sights on them.

The a.i. skill level is inconsistent because they can wipe you out before you even see them, but they can also just stand there and take it.
The a.i. can run for cover and suppress while some elements go for the flank, but often times they slowly crouch walk in the open being easy pickings.

wise loom
#

This is an example of the a.i. being crack shots. I was spotted by one to my left, but he wasn't even done announcing my presence when another one picked me faster than I could ever react to. Pay close attention and you can hear the bot to my left announcing my presence.

#

Stop the engine and park the vehicle a safe distance away from the point, but it doesn't even matter.
Also the a.i. have the ability to share ammo but those MG and RPG assistants are useless atm. Would like to see it change.

#

Also keep in mind that the a.i. can take you out like that, but they can also just stand there and take it, so its very inconsistent.

olive trail
#

fia ai should have different skill levels depend on their location on the map.

#

should dress different too, like civ clothing for the less skilled ai that can be found all over the map, and camo on higher skilled ai that garrison more important locations

dark epoch
#

I don't know your plans about AI, but I think US and USSR AI could have a much bigger impact on conflict if they were focused more on support/overwatch roles than direct combat.

Even if the bots don't fight well and are in small numbers, they could serve to improve situational awareness around bases and on important roads.
They could be spread in 1-man patrols around the base or at key overwatch positions instead of combat squads.

Same with roads, with checkpoints and car patrols. They don't have to be in great numbers, only one or two bots are enough if they alert the team about activity in an area and make noise.

Regarding recruitable bots, they could serve as "mobile spawns". What if your squad could have 1-3 bots following you around and when a squad member died, they could take control of a bot as a respawn? It would help maintain squad cohesion and would be less "gamey" than simply respawning since there's a physical soldier (bot) with you. They could also carry extra ammo or heavy equipment with you.

I think focusing on this kind of role would add more to conflict than making them a human-like adversary to fight against (I think they are as fun as it gets tbh).

stray frost
#

Never seen this happen to a gun before. Took it off of a guy who probably stepped on a mine. Gun damage would be nice. I feel like in real life this wouldn't be usable anymore.

long gale
stray frost
copper glen
solemn cloud
# dark epoch I don't know your plans about AI, but I think US and USSR AI could have a much b...

Fantastic idea here, now that numbers of recruits are limited i hope we can see them on the map with more info. Maybe when out of range of SL and when the AI is engaged in combat their marker would glow with a direction of fire pointer from their marker.
The mobile spawn should be a special group with an RTO, RTO should have to be alive and out of combat in order to spawn on. Isn't there an old server setting that is still available to turn this feature on for SLs?

calm slate
# copper glen What makes it so hard to believe? It is not relatively difficult to adjust some ...

OK, to start with, to date, there are 39 playable FIA related items mentioned in the Exp change logs. You can’t tell me that’s “1 hour of work”.

But, it’s not even about the effort required to “flick the switch” to bring in a 3rd faction. Sure, that might be mainly relatively trivial stuff.

It’s all the other gameplay / balance consideration effort required. How many players in FIA faction? Is it limited or unlimited? If limited what’s the right cap? How does supply work? How does respawn work? Can FIA win the game? Can FIA faction be eliminated? What are the FIA game win / elimination conditions? Does “enemy in the area” need to change? Can FIA align with USA/USSR? Do we let supplies get dragged? Can FIA loot arsenals? And on and on.

All these questions and more get asked and need answers which needs effort, then requires more dev effort to implement and then more dev effort to tweak and balance, etc.

That’s not “1 hour of effort”

long gale
#

The enemy in the area thing needs to go, it just serves as a tool for people to exploit rather than something actually useful

The cost of it does not outweigh its benefit

calm slate
long gale
calm slate
#

Yeah, but not rendering enemies is more complex than it seems. Does that mean gunshot effects and moving grass and bushes from enemies also need to be suppressed?

long gale
#

Im not sure how complex the solution needs to be, as im no game dev, but i know that the solution shouldn’t be what it is now

frigid lantern
stray frost
dark epoch
solemn cloud
# dark epoch Would be great if AI patrolled around the base and kept watch to make sneaking i...

I think the behavior might be there with s some of the FIA bots, I was on EXP last night for a bit to test driving and building and commanding AI out and noticed that I could not recruit some that were crouching around and patrolling around Levie military base IIRC?

Also that reminds me telling AI to get in a vehicle is still broken. For whatever reason they decided to run all the way to Transformer or somewhere i just gave up eventually. We need to be able to see these effers on the map of they're going to keep behaving like this so we can better help debug them.

fleet kindle
#

I just witnessed an awful exploit in Everon HQ Commander. Enemy players will tell their friends on various social apps to join the opposite team as them, where they spawn at Major Operating Bases and disassembling radio relays, cutting off radio access to every other base on the map.

#

Ts actually makes the game unplayable😭

rigid raptor
still juniper
#
  • Keep the vision blurry underwater and make clear underwater vision conditional on the use of items that enable it, such as diving goggles, etc.

  • Implement a variable for dynamic brightness/contrast so players can increase or decrease it, because personally, with an IPS panel monitor, I don't feel I have a sufficient contrast range to see everything happening in the game during high-contrast scenes. I often have to manually adjust my brightness/contrast/gamma, which is sometimes very annoying, and I frequently experience eye strain and headaches because of this — it genuinely discourages me from playing the game.

  • There really needs to be a better UI for interactions, especially for vehicles: when entering a vehicle, the available interaction option should not shift to a different one due to a micro mouse/joystick movement, because as it stands today, it is very easy to end up as a passenger when you intended to be the driver, for example. This is a real issue.

For vehicles:

  • There really needs to be a way to exit quickly/emergency exit, because for example if you are being shot at by an enemy, in the current state you cannot exit the vehicle in a normal/timely manner. An emergency exit solution should be added to address risks such as: explosions, enemy fire, accidents, etc.

  • Along those lines, it would also be great to have a movement/mechanic to take cover from gunfire while inside a vehicle (where physically possible).

graceful spindle
# still juniper - Keep the vision blurry underwater and make clear underwater vision conditional...

Not sure how much faster you would expect a vehicle exit to be. X / XX already exits Jeep and Hummer without doors in less than 3 seconds. Hummer and trucks with doors, and rear loading on LAV is about 3 seconds. That is pretty fast. LAV is right at about 5 seconds for the hatch exits, which makes sense because you are climbing up and out through a smaller opening. I think if any or these were quicker it would venture well into unrealistic.

copper glen
thick sail
#

immediate issue im seeing with 1.7 is no AI spawned in at any of the expected spawnpoints, im guessing due to FIA randomly spawning around the map and immediately hitting the active ai limit? driving 5 mins out of MOB, no FIA ai at all

graceful spindle
#

TrackIR snap view issue fixed! Thank you!

noble beacon
#

6008 - EU-FFM

There is no FIA AI spawn on Mil Base Levie

USSR capture it without any shoot

willow shell
#

Grenade Bug still present in 1.7

After throwing a smoke, you are no longer able to use frag grenades, as the smoke grenade is being forced into the number 4 slot (explosives). You also lose the frag grenade in that slot.

zinc river
#

Bush slow you down is great.

graceful spindle
#

Overall I think a very productive update and some nice changes. Not going to please everyone no matter what you do.

stray frost
#

Did they do anything to stop people from digging down the MOB radio tower (or other ones)?

faint tiger
#

If any of the devs can help us about faction limits ?
-playerLimits FIA:8

This setting in command line limit the whole server to 8 FIA. Should we add -playerLimits US:58 and -playerLimits USSR:58 for exemple ?

Any other way to do it in mission header maybe ? Tx for this huge update 🙂

silent mesa
#

where is ours 64 player servers ? thonk

faint tiger
desert wolf
#

The FIA limit can also be set using mission header

silent mesa
#

@desert wolf no first person servers ? 🙁

desert wolf
#

Not yet, but there are talks. Same with higher pop. Gotta release the update first, then we can alter servers.

silent mesa
#

this server have been there always but no EU or US server 😂

ornate shard
#

Making all assets usable in first person should probably be something that should be done first 🙂

thick sail
#

please move the group menu to the map screen, soo many people don't even know of this screen because its only accessible from the main menu (ESC) or by shortcut (Click P), if there was an option to click and access this on the map screen, perhaps even a mini interface for it, many more people would come across this.

Especially now that the current squad objective is displayed on the group menu, having this show up on the mini interface would consolidate alot of information all into the map screen.

It could then be toggled OFF / ON like the other map tools. Ideally this would be toggled ON by default so new players can't miss it.

#

Another QOL feature for the map would be a button to center the map onto your squad leader, like the Where Am I mod, but only for squad members to locate their leader

dark epoch
#

It's worth giving an UX pass on every action and feature tbh. IE why can't I invite people to my squad by looking at them similar to recruiting bots? Why so many clicks to mark things on the map (like arrows)? Why marking common intel requires so many clicks (sniper, BTR/LAV, FIA)? Many common gameplay actions related to teamwork could be simplified in this way

whole python
#

I dont know if this goes here or not, but the LOD of the scrim on the pasgt scrim helmet disappears far to early making it rather counterintuitive, I would upload a video but I can here because of perms or whatever

bright cedar
#

Bayonet paranormal activities continue, not only you randomly lose your bayonet, sometimes get two, now I got an American one despite not firing a single bullet or taking any shots this life (only crashed a Ural into tree once)

cinder flume
#

Driving should go back

#

Was much better before less arcadey, felt better could say more realistic

wise loom
jade thistle
#

LODS in general just seem more forced this patch then ever, maybe this is the attempt to squeeze performance.. preemptively push lod states.. "Optimized game" worryWeirdSmile

noble beacon
#

Game crashed 🙁

devout umbra
#

Can anyone explain if "renegades" is meant to be a separate faction? The "renegade" FIA player can't use the radio and shows up as grey in the player list and ingame

faint tiger
#

Unable to change team in Vanilla. With FIA it's a huge problem 🙁

People disconnect, reconnect and we have too much FIA

gritty arch
# cinder flume Driving should go back

100% this, the previous Driving model at last stable update was honestly fantastic, the M151A2, HMMWV and UAZ in particular where excellent. Apart from the LAV having a tendency to roll and drift too easily and also perform a nose stand on heavy breaking, and perhaps some minor gearing issues with heavy vic when going up hills I really couldn’t fault it.

Unless there was a legit reason behind the scenes as to why the handling was tweaked it baffles me that this is considered an improvement.

cinder flume
#

I agree they don’t feel like cars or trucks anymore (but I like the rpm change for the USA truck) the original car movement was amazing

split juniper
#

This is pretty minor but players in the FIA faction spawn without a watch. I don’t know if that’s intended or not

stray frost
#

You have to earn it! By robbing corpses

deep crest
#

A faction which only "win con" is to annoy all enemies into quitting. Cool addition

cinder flume
#

But tbh that’s the USA team in general

calm slate
split charm
#

I think I did the biggest FIA thing:

We had a heavy machine gun firing at us, so I took out the guy operating it. Then I went over to the heavy machine gun, loaded it into a car that was nearby, and brought it back to our base.

Peak of FIA 🤣

inner kestrel
#

There is no documentation about how to set this in your server JSON

marble kindle
thick sail
#

logistics interface is still buggy, showing inaccurate activities of logi teams.

2 teams were working fine, showing correct statuses, until Disco Green 1 flipped their truck.

When this happened, it seemed like Fixer Blue 1 took over Disco Green 1s resupply mission, despite having a damaged truck they cant use, and being spawned in before I joined, so their location and actual condition is unknown.

So once this happened, the activities stopped working, aswell as the destinations.

Havoc Blue 3 is still working, resupplying Seattle, though this is not showing on the screen.

Fixer Blue 1 stole the mission from Disco Green 1, saying theyre moving to resupply, but they're likely not operable, or stuck.

dark epoch
#

It could be interesting if bases low on supplies only allowed basic kits and vehicles. The loss of a spawn point wouldn't happen so suddenly and it would be cool to see a "scraping the barrel" effect

rustic pumice
#

GM we can no longer place assets below sea level only terrain and on server restarts, placed/saved assets are invisible

narrow mountain
# gritty arch 100% this, the previous Driving model at last stable update was honestly fantast...

The system was deeply broken, especially the brakes and gearing. I documented many of these bugs. For starters, being in neutral would basically delete your braking potential, and would cause instances where you definitely put the handbrake on, but your vehicle rolled away anyway. Other things like full driver assistance, if you tried to reverse down a hill, the gearing would get stuck in neutral and you would just slide down the hill with no way to stop it.

The lav breaks were wayyy too strong, hence the nose dives, it could literally stop on a dime. Yet put it in neutral, and your breaks would stop working entirely.

Also, going up hills or mild slopes was just painful.

So many crashes were not caused by players, but caused by these weird bugs, and the rewrite of the system fixed all of them (atleast the ones I have tested)

thick sail
#

The start of a new round in official servers seems to have new issues.

  • AI aren't spawning in at most locations
  • Dragging supplies into / out of trucks is delayed
  • Cannot see the current supplies stored in supply caches

This was still happening 30 mins into a new round.

graceful spindle
#

The issue that existed with view snap when repairing or digging seems to be fixed but replaced with a new one. Vaulting results in view snapping straight down and disarming AP mines results in view snapping hard right. __Have not determined what triggers it but will continue to test. __ Have created a combined report since they are both TrackIR and both snap view issues. https://report.bistudio.com/issues/ARGF-20

BI Studio - Feedback Tracker

ConflictPVEVanilla2.0 LinearConflict

bright cedar
#

Guns feel too specular, too white-ish with new lighting changes

#

Random 1.6 screens for comparison

#

Shoreline is very white too now

graceful spindle
bright cedar
lofty flax
#

This was also already told to them before the update. It really made a lot of metal stuff look bad 🙁
Also tailrotor on helis go in slomo now after turning for a min what was also sayd before the update

wise loom
#

Also wet surfaces are too bright, when there's not much natural light.
Wet sand and dirt paths are very weird looking.

lofty flax
#

And some other stuff so far

dumpstack in a restcallback crashes the server.
Overal fps feels worse then it was before
vehicles handeling is disgusting and every car flips like its some kind of cartoon.
the main menu now has 2 null pointer virtual machine crashes
peer tool doesn't work
console players are having client crashes all the time.

bright cedar
#

Sure its just as bad as previous versions, but still

#

Early access indoors

#

I kinda miss that lighting, you could properly see everything'

dark epoch
#

Try going on a slight downhill on neutral. IRL you'd just roll down like a skateboard. In the game you go slowly as if you were in 5th gear

noble beacon
#

6075 - EU-FFM

After the mission ended and the server rebooted, the bots did not spawn in the world and there were no bots at key points...

#

The Soviets and Americans capture them without firing a shot

noble beacon
fair dove
#

We need more error messages for server owners to help them determine which mod(s) is/are causing problems. Server will crash on boot with no crash reporter or any clues for what caused it to crash. It will just freeze for a sec and shut down completely.

livid folio
#

Bad update, mainly because you added character slowdown when pressing W+D and also W+A — the character moves very slowly.
So now you’re no longer mobile, you’re basically just easy cannon fodder for the enemy, even if your stamina is full.
meowsweats

twilit leaf
fair dove
#

Its driving me crazy seeing a weapon mod running on other servers, I try it on mine and boom crash, no error log or anything. I don't understand why a working mod would crash my server and then run fine without it.

versed hornet
#

They want to preach good modding practices but can’t even perform those same practices.

versed hornet
fair dove
#

I'm fed up, tired of the random crashing with no logs or crash reports simply from trying to run mods that run fine on other servers. They should at the very least tell me why they won't work or what is wrong or conflicting. But nope, just close the server and leave us hanging... 🤦‍♂️

versed hornet
#

It’s already easy to hack… the anti cheat doesn’t touch even the cheapest hacks, just give server owners a break, and give us actual logs

fair dove
#

I just saw in the exp channel that they are "looking at the logs," but what if they don't activate the crash reporter, do they even know about those crashes? My guess is no, they know nothing about my 100+ server crashes today trying to get a working configuration going.

fair dove
#

I think there is something seriously wrong if I'm not changing anything and the server is crashing at different points in the boot process, or succeeding just fine, it makes zero sense! I should not be getting different results when everything remains the same on my end.

dark epoch
#

glowing car

graceful spindle
marble reef
#

i think inertia is a bit overtuned

thick sail
#

when disconnecting then immediately reconnecting to a server, you’re put in a queue, even if the server is empty/low pop. It can take 1+ mins for the queue to connect you to the server.

rigid raptor
#

4070tisu16Gb, Ryzen 7 7800x3d, 32Gb Ram, 1440p, latest nvidea drivers and multiple crashes during a Session. One time 3 Crashes in 10 minutes all Gpu hangs. No crahes before 1.7

fair dove
slate violet
#

gm camera needs to be able to go underground, now that we can have tunnels etc.

stray frost
bright cedar
graceful spindle
graceful spindle
meager terrace
#

My game crashed all time one Ps5 what can i do

cunning blaze
#

Servers currently unstable
Scoped rifle has some visual glitches too

jagged dune
#

good game

fair oak
#

its shit

tacit violet
#

animations look worse than A3 meowsweats

#

ofc it's still very new so I guess it's ok

turbid vortex
#

why does it look weird

scarlet nimbus
#

im sure you guys know but animations are bugging prequently

lusty lichen
#

You cannot quick-switch items in your inventory (swapping a hat for another hat)

knotty shard
#

LAW rocket sticks through the tube

copper latch
ripe sigil
tacit violet
#

I'm still watching the stream meowsweats

old coyote
#

lack of showcase scenario or something similar to virtual arsenal is a bit disappointing

ripe sigil
#

What bothers me about the videos is how blurry everything looks past 500 mtrs

#

Waiting for a 4k review on youtube before buying

grand current
#

Well can`t run on Linux 😦

ripe sigil
#

The stream itself was very good, better than anything I've seen in the past from BI

#

And I am sure Reforger is selling like hot cake right now!

ripe sigil
tacit violet
#

I don't 🤣

ripe sigil
# tacit violet I don't 🤣

Bad PR department that is all. I bet they are giving free copies to streamers who have contributed 1/10 of what you did!

#

But on the other side you still have all the love from the community which cannot be bought!

frigid sentinel
#

found a feature

#

if you inspect and then press tab the ground texture go all fucked

ripe sigil
#

If you don't get reforger then it is perhaps because BI doesn't want you out of A3 yet!

dawn creek
#

Setting blood to <10% and then setting it back to 100% crashes the player you set

ripe sigil
frigid sentinel
#

lol

#

cant wait for arma 4 but reforger might be a good squad replacer

dawn creek
#

You can also walk ontop of the net camo

#

uhh

frigid sentinel
#

yeah it is going to be good squad alternative

dawn creek
#

Okay the AI is extremely questionable, it just kinda shoots around you even if its standing right beside you lol

low flax
#

misson editor 😦

ripe sigil
dawn creek
#

Its really bad lol

bronze isle
#

Anyone else having foliage randomly flash white?

lyric notch
#

oh shit

lyric notch
dawn creek
#

Like their aim is so bad they can't hit a barndoor at point blank range literally

#

They shoot everywhere BUT you

#

I wish I could post a video lol

lyric notch
#

is there anything in the settings to increase accuracy?

#

like in arma 3?

dawn creek
#

Dunno how to host servers

#

I'll see if its in GM

#

Nope no way to edit accuracy

restive knoll
#

Pip scopes are bugged it seems

#

weird glitch around it

ripe sigil
#

How are FPSs (Frames per second) compared to A3? And does it stutter?

vast pendant
#

I keep getting "Internal error has occurred" and its kicking me from the game

kind parcel
#

The scattered UAZs is painful to see. There are 1 or 2 every corner you take.

dawn creek
#

No copy paste in GM mode 😠

gusty zodiac
#

Can't finish the Tutorial where i need to drive up.

dawn creek
#

Also ladders just.. don't work lol

knotty shard
old coyote
#

a3 runs and looks a lot better on my pc :>

rugged rune
#

I have less FPS than in heavily modded A3 when just being in the editor. Much stuttering, memory leaked after 15 minutes

#

PC is almost as good as it gets

old coyote
#

tried joining 10 games now but always get kicked out

lyric notch
#

dang, this game runs like shit

rugged rune
#

Either way - today I learned you can refund from Steam directly back to your wallet)

dawn creek
#

I have no problem running the game at max settings on a RTX 3080, better preformance then I do on arma 3

upbeat stratus
#

cant post screenshots of the glitches due to server settings

gusty zodiac
#

For me it feels like a step back on PC, i can't chnage Keybindings and i can't tell that Reforger should ignore my other connected devices like the Warthog Throthlle

night mauve
#

Running on nearly max with an gtx1080

#

stable 60fps

gusty zodiac
#

can't

night mauve
#

what keybind

#

i have changed some of mine at least

flint elk
#

Way better perform then a3, cant change keybinds for aiming so far, other then that constant good frames

frigid sentinel
#

i think it would be added later

#

it is an early acsses and already runs far smother then most

night mauve
#

i can change em?

flint elk
#

i cant swap from press to aim to hold :/

#

not a big issue but not something i like

dawn creek
#

If you put your camera just above water your fps drops to like, 0 lol

gusty zodiac
#

Ok to move the vehicle i was need to unplug my other USB Devices like Warthog Throttle since i can't disable them in the menu like in Arma 3.

tulip rampart
#

one minor thing that bugs me is you can't use the mouse buttons as keybinds

lean scaffold
late wing
#

So, turning on Hardware anti-aliasing causes the game to render the mouth and eyeballs in front of the camera lol

upbeat stratus
blazing sonnet
#

I picked up 2 LAWs in the tutorial and they are invisible, i can't drop them or equip anything else

mighty olive
#

need mission editor

ripe sigil
frigid yacht
#

TAB key doesn't seem to work in the UI. Eg. when trying to log into the BI account from main menu

ripe sigil
#

The UI as a whole looks too much like squad

frigid yacht
#

Also SPACEBAR is a default "next"/"ok" key, even when trying to put in password. But SPACEBAR obviously adds space to the password instead of logging you in.
Actually, it's impossible to type in password at all. Or to copy-paste it - for some reason some additional characters are added to typed in password on each keypress

ripe sigil
#

The A2 UI was the apex of BI in my opinion

#

Also the inventory kinda sucks too

mystic pendant
#

I'm unable to bind my mouse buttons... I want my direct communication and radio communication buttons on my Mouse4 and Mouse 5 buttons, but they won't bind.

calm hamlet
#

The transition from the first to third person camera feels so odd

ripe sigil
#

Players mini teleport around in MP... the net code needs some years of work still

calm hamlet
vocal linden
#

im kinda baffled at the performance, I 100% agree with @old coyote that it performs worst and looks worst then Arma 3

#

its very strange

hardy vault
#

Are graphical gliches worth reporting? Like in the tutorial scenario i had weird glitches when scoped in and moving mouse down (mixed colors in the environment, like i'd be watching an old TV from 1989 with the wrong channel frequency)

lyric notch
#

Yes, I have better performance in arma 3 than reforger for some reason

calm hamlet
vocal linden
calm hamlet
#

Elaborate

vocal linden
#

i have to play on low graphics and it looks worst then Arma 3

#

and i play arma 3 on high graphics with 100 mods and still get more fps

#

im actually baffled

calm hamlet
#

Well I would expect a newer game to take more to run it than an old game, that's the case for every other game out there

stoic tide
#

favourite bug so far: getting in BTR gunner spot makes it fall through the ground

vocal linden
#

like people with beast rigs are struggling

rapid ether
#

Love the game so far, just keep getting disconnected

stoic tide
#

I'm able to max it out with my 3080 fine enough

#

the pip is very pretty

old coyote
#

3080 costs 800 bucks still, tho

#

can't expect everyone to have one 😄

stoic tide
#

yeah indeed, this is a next gen game

vocal linden
#

Yeah like you are running top of the end

calm hamlet
slow cradle
#

I cannot join Servers, it just says connection failed. I already restartet, updated graphics driver and deactivated my firewall.

vocal linden
#

Its definitely the root for me, like yeah newer games take more processing power but im talking about running Arma 3 on high to max graphics with like 200 AI and still getting more fps then I get on Arma Reforger

#

like im talking KC Liberation

#

that doesnt seem right at all

hallow dew
slow cradle
#

i did.

lean scaffold
#

Antialiasing looks super weird. Like its non existent even when turned up to max and dropping fps to 30

feral gust
#

Sniper scope is busted.. textures and models don't load correctly when scoped in... placed a wrecked tank and looked like i was playing a roblox fps game lol

vocal linden
old coyote
#

i'm curious how it runs on console

vocal linden
#

Squad runs better then this

#

im not even joking

old coyote
#

doesnt squad have much smaller maps

vocal linden
#

yeah sure but like i mean worrythink just seems weird

#

i was playing the tutorial too 😂

old coyote
#

not really, map size can be a big factor

vocal linden
#

fair

old coyote
#

in any case, if it's running like that for me without any ai, then i don't want to know how a real sp mission feels like

vocal linden
#

yeah fr

frigid yacht
#

How did Squad work on it's first day? 😄

ripe sigil
#

The dynamic lightning draw distance is like 50 mtrs... I would say Stalker's dynamic lightning is better even thou that game is 10+ years older

vocal linden
#

im just providing my feedback

#

still hyped obviously

solid burrow
#

The wheel was reinvented for no reason, you had a functioning Zeus interface in ArmA 3, and it was oversimplified to be complete trash in Reforger.

Even an option to go back to the old UI (or the old style of UI) for Game Master would be infinitely better than whatever we have right now

heady shuttle
#

Redacted faces doesn't work whenever you toggle UI in Armavision

lean scaffold
old coyote
#

i couldnt even figure out how to place spawn points 😄

#

or other units

#

i managed to place 1 soldier and play as it

peak halo
#

The UI seems to be built for console, because to be entirely honest the UI from Arma 3 simply wouldn't work with a controller

solid burrow
#

Yeah, and it's terrible

feral gust
#

yeah i don't like that either... but the UI is modable so i'd expect a UI mod to be one of the first mods available

peak halo
#

I don't really want to have to rely on mods in order to fix a game. The game has just come out, so it'll be a while before anything gets done, if anything will.

solid burrow
#

I'm hoping if the Zeus UI gets shit on enough they'll make it better in A4

#

At least provide an option

candid tinsel
#

Yes I would like to see an advan c ed UI for PC players

solid burrow
#

This UI would be completely fine if you could just press a "Use ArmA 3 Game Master UI" button on PC

feral gust
vocal linden
#

@old coyote when i turn my View distance down to 1000m i get 60 fps from 2.5km xDDD

#

well i guess thats a bit fair 😂

stiff pike
vocal linden
#

love you too bohemia

feral gust
#

the game has basic functions.. its designed with consoles in mind thus simple ui..

solid burrow
quartz cosmos
#

Selecting "Main Lighting" in the object prefabs when using the object brush will cause the workbench tool to crash (Only tested for me and only selecting it in the menu not placing it)

vocal linden
feral gust
#

im more concerned with not being able to figure out how to give AI control / waypoints etc

stiff pike
tidal trout
#

will there be air vehicles?

stiff pike
#

console focus is really bad for an arma game

lean scaffold
stiff pike
#

like having a list of 75 pages for objects to place with giant icons, cause you cant operate a small list on your TV with a controller. But than imagine some mods. Enjoy scrolling through 300+ pages

lean scaffold
#

And the art style feels so generic. Like those trash bus driver simulator or whatever games

solid burrow
#

ArmA being on console isn't an inherent problem but PC players NEED to be able to seperate themselves from the console playerbase.

On top of being able to revert the UI you should be able to host larger sessions, that either console players will get a warning for (You will suffer reduced performance or whatever) or just not be able to connect to sessions that have these console limitations disabled

solid burrow
#

And?

rain surge
#

not ArmA

peak halo
candid tinsel
#

I love the complexity of Arma 3 can't imagine it simplified

stiff pike
feral gust
#

its only an issue for those that are too impatient and want everything there way now... console is the new demographic target... it would not work with A3 ui... simple as that.. they have made the UI modable.. .they could of just said tuff luck and left it as is..

opal ether
#

First time in my ArmA history my GPU usage is around 100% 😄

candid tinsel
#

I HOPE Bohimia will see that the PC crowd needs a hard-core mode

marsh eagle
#

I love ArmA Reforger

slow cradle
solid burrow
marsh eagle
#

I cant wait to explore it tbh

solid burrow
#

You're literally crying about people saying "we don't like this decision" in a FEEDBACK.CHANNEL.

stiff pike
candid tinsel
#

I am willing to donate 39.00 and my time to make Arma 4 great

placid quiver
#

Openable windows like we had in Sahrani would be pretty great, especially now we can vault over stuff

peak halo
placid quiver
#

Also why does this channel not have slow mode

feral gust
solid burrow
#

In the FEEDBACK CHANNEL

#

If only there was a feedback channel

plush quarry
#

Can't join servers 2/5 i'd say it's ok

placid quiver
#

Oooookay I'm gonna wait for this to calm down before giving feedback

lean scaffold
#

at least the vehicle handling feels good i guess

feral gust
solid burrow
vocal linden
gentle iris
#

What an absolute waste of money

stiff pike
#

I feel like its a mistage going for that "wider audience" i know its very common for devs to do, but almost always fails and they end up alienating their old fanbase, and not getting significant parts of a new one

solid burrow
rain surge
stiff pike
solid burrow
#

Yup

tacit violet
#

agreed

solid burrow
#

Going to alienate your fanbase in a niche genre is an outstanding move that cannot go poorly.

peak halo
#

Just wondering, what is everyone else's opinion on the AI, if you're messed around with it

lean scaffold
rain surge
#

Was said to us that the AI is still in early state

solid burrow
peak halo
#

My apologies

stiff pike
#

cant test any further tho, already refunded it

gentle iris
#

its a milsim and the combat on it is bad

tacit oar
#

as well as that ai only engage eachother at very close range

gentle iris
#

are you saying the combat is in alpha also?

solid burrow
#

I'm installing it and I'm going to give it a go on CTI.

Not expecting amazing things but if I can have enough PvP fun I'll keep it around, I guess

#

Definitely sticking to ArmA 3 for Zeus

stiff pike
#

i would not call enforger milsim, they even speficicly stated in their leaked marketing document that they dont want to go for milsim anymore, but "tacitcal shooter or military shooter" or something, forgot the wording

#

but not milsim anymore

solid burrow
#

"Let's abandon the one thing that makes our series unique to chase trends, what could go wrong?"

slow cradle
solid burrow
#

kekw

stiff pike
#

i am baffled that they would release arma without an editor

solid burrow
#

Definitely not picking up A4 at launch, if it's going to be like this

stiff pike
#

jep that would end all the classic milsim units, ours too

solid burrow
#

Like, there's a lot there for MILSIM, too.

Like the fact that TFAR is just a part of the game now

old coyote
#

i cant drive through a closed gate, but if i just touch a fence it furiously explodes

solid burrow
#

But the gameplay itself is yikes

#

If I want Squad, I'd play Squad

#

I was so hyped for this too

grand current
#

YES! I MADE the game run on Linux!

solid burrow
timid vale
#

connection failed when joining game

#

any tips

safe otter
#

First I would thank the developers for the hard work they have put in to this game, kudos to that.
But as the developer said they are open for feedbacks I would love share my 2 cents of thought.
1)This game now feels like it is designed for more pvp gameplay(like squad, battlefield) rather than the original arma slowpased gameplay, you can bunny hop, not much care to fatigue, negligible recoil.
2)Missed the Arma 3 game master menu and usability, which was the main selling point of this game(I feel like Arma is deviating from it's own core and unique features).
3)This game was popular and had players playing it for ages just because it was one of a kinf game which made us feel like it's not just a game but more like a miltary simulator, but removing that arma feels like it is just like the other run and shoot games.
4)If BI is now wanting to change the playerbase from milsim players to players who play battlefield and fortnite, I would say they are doing a big mistake.
I would just request just stick to your uniqueness.
Give us more tougher controls, more complex keybind, more realistic with realistic recoil everything that would make it more realistic but don't make the game easier.
When you learn arma(which you never do) it feels kinda rewarding but now it's like just other game.
This was my own humble thought , not disagreeing with any one.
And sorry for the broken english.

turbid vortex
#

The oversimplification of controls to fit for consoles is a big no from me.

safe otter
empty zinc
#

Can someone help me ? i have an issue, when i try to connect to a server, i can selct my groups etc.. my friends see me in the game and can hit me, but i can't see anybody or use vehcile or static weapon, and after that i get kicked like 30s after. I already try to uninstall and reinstall the game, restart my computer, battleye etc.. etc.. how can i fix that ? pretty annoying since i just can't play the game with that issue

vocal linden
#

-> people forgetting CBA adds like half the controls

safe otter
#

it really made me depressed

turbid vortex
# paper wharf Such as?

The complete Arma 3 interaction menu and character movement, and the slowpace of the previous Arma is gone.

paper wharf
lean scaffold
turbid vortex
#

Just was about to say, scrollwheel wasn't perfect either, but this feels way empty...

paper wharf
flint elk
#

this feels better are yall nuts? lol

safe otter
paper wharf
#

Accommodating != Focusing

flint elk
paper wharf
#

Lots of hot takes in this channel from just a tech demo

vocal linden
#

people forget how much mods added to arma

flint elk
#

^

vocal linden
turbid vortex
paper wharf
#

But let's not forget, OFP was on consoles and it was straight fire

safe otter
peak halo
turbid vortex
pine flicker
#

it can be on controller, just better it doesnt come at a cost for PC players

peak halo
hushed coyote
#

Does anyone know any way to get your progress back in the tutorial? I progressed a fair way in but had to walk away. Hit save and return to menu then, when I used the continue option, it plopped me back to the beginning.

turbid vortex
paper wharf
turbid vortex
#

PC didn't compensate for controllers.

flint elk
#

^ LOL

lean scaffold
peak halo
paper wharf
safe otter
flint elk
flint elk
hushed coyote
paper wharf
safe otter
flint elk
#

alot of entitled folk here xD

lean scaffold
paper wharf
#

Not sure what you meant

flint elk
#

^ like i said entitled people bruv

peak halo
flint elk
worthy stirrup
slow cradle
humble eagle
#

A long time Arma fan. Played the original OFP. This is just garbage. Even bigger garbage than A3 lmao.

flint elk
paper wharf
empty zinc
# twilit hazel i got the same problem

it's pretty curious, i can ear ppl in voice chat, or see ppl connected or point get captured, but can't see ppl and get kick like i can't find where the bug is

hushed coyote
slow cradle
#

also, porting to console will result in the game being console optimized at best, like ark

peak halo
slow cradle
#

do you want arma with the optimization of ark?

lean scaffold
paper wharf
#

I just haven't heard any real justification for the console hate? What features do you think they cut from Arma 3 to Reforger?

paper wharf
flint elk
#

thats the point there is no other reason for hate other then to do so

peak halo
#

From what I've seen, the UI is a major one, and the AI Budget in the game master mode is also a major annoyance.

paper wharf
feral gust
hushed coyote
slow cradle
#

arma reforger seems like a individual centered military shooter

#

which isn't good

#

don't be an individual

paper wharf
solid burrow
#

-UI is massively downgraded for no reason other than to work better on consoles with PC players having no choice to return to the old one
-AI Budget in Zeus
-Object Budget in Zeus
-Scripting Budget in Zeus
-AI control is bad
-Player limits are nerfed

Literally none of these issues would be prevalent without console ports

safe otter
lean scaffold
hushed coyote
paper wharf
#

Can't get better unless it changes first

hushed coyote
#

Personally, I love the trimmed down UI.

paper wharf
slow cradle
#

like it breaks in multiplayer

hushed coyote
#

AI control in ARMA 3 was ass, so I wouldn't really hold that against them either... hah

nova ember
#

paid $30 for a tech demo.... Please help.

safe otter
solid burrow
#

The Zeus UI is holy shit levels of bad.

You need to flip through pages of shit just to find what you want, or filter it

slow cradle
solid burrow
#

When in ArmA 3 it was literally:
NATO > Cars > Hunter
And you got what you wanted

paper wharf
nova ember
slow cradle
#

you all have the same loadout, but you always feel alone

solid burrow
#

So yes, it's worse

nova ember
paper wharf
slow cradle
solid burrow
#

You have to flip through pages just to find a unit because the pictures take up wasted space

solid burrow
#

In ArmA 3 it's literally just go to the units section

#

No pages needed

#

No filtering necessary

paper wharf
lean scaffold
solid burrow
#

I understood the ArmA 3 Zeus UI in under an hour lmao

paper wharf
safe otter
paper wharf
solid burrow
#

It's not even hard, going into a faction, and then seeing a list of unit types isn't hard

slow cradle
solid burrow
#

If it's hard to see a faction and get lost, then that's not a game problem

hushed coyote
slow cradle
#

gg

paper wharf
lean scaffold
#

on pc at least

solid burrow
#

It's far slower on PC

lean scaffold
#

for controller totally different story

solid burrow
#

"I need to spawn in this unit to combat my players, time to go through filters and pages just to find it!"
vs
click, click, click "and it's spawned"

peak halo
lean scaffold
#

imo its crucial that we get seperate uis for console and pc with the option to switch if you want to

slow cradle
paper wharf
safe otter
solid burrow
slow cradle
solid burrow
#

If they're getting lost there, that's not because ArmA is hard to learn

slow cradle
#

but now it's in reforger

peak halo
acoustic sandal
#

certain parts of the map means blue pixelated squares in the bottom of the screen and a really gittery 50 (m2)

feral gust
solid burrow
#

Where do I find NATO Cars?

lean scaffold
# paper wharf Filters

why would i want to click through 5 filters if in the old version i could just scroll the list for 2 seconds and find the unit i want :/

paper wharf
spiral agate
#

where should i post bugs in reforger?

safe otter
# paper wharf Filters

bro, not everyone remembers the names of everything, suppose you want to use a wall or a fence, you don't need to see 1000 of picture in your screen, rather you can just see the list of wall or fence and hover on it to see the tiny picture.

astral valley
safe otter
#

which was clean

solid burrow
paper wharf
solid burrow
#

No it's not

#

It's literally slower

lean scaffold
safe otter
paper wharf
peak halo
solid burrow
#

Being slower is the exact opposite of being efficient

paper wharf
solid burrow
#

I was able to navigate and locate assets I wanted in ArmA 3 in under 10 minutes

safe otter
solid burrow
#

Regularly

#

It wasn't hard

solid burrow
#

If people are getting lost that's not because ArmA editor is bad.

paper wharf
#

BI disagrees with you I guess?

slow cradle
#

this is clearly being done for consistency across platforms

cosmic latch
#

Well I think the Reforger editor suffers most from not being an editor, can't even save your mission

paper wharf
safe otter
paper wharf
solid burrow
#

If you want to find a NATO dude and you get lost looking for the "NATO" faction then it's obviously an intelligence issue

cosmic latch
nova ember
#

Yoooooooooooooooooo, who with me in the Refund SQUAD!

slow cradle
#

it's less of "BI disagrees" and more of "BI doesn't want to deal with each platform having their own special UI that modders cater to individually"

paper wharf
coral rose
paper wharf
#

:)

safe otter
paper wharf
#

Tech demo

solid burrow
safe otter
slow cradle
solid burrow
slow cradle
#

you're simping for a company that makes more in an hour than you make in a day

paper wharf
lean scaffold
cosmic latch
#

fr fr

solid burrow
cosmic latch
#

literally no point in communities trying to do anything with reforger if they can't even make a scenario lol

slow cradle
#

at least there's modding tools

paper wharf
slow cradle
#

how are the modding tools, actually

peak halo
safe otter
peak halo
#

The great thing about what BI is doing is that modding seems to be really accessible

#

Which is amazing!

slow cradle
#

if you're on windows, of course

safe otter
slow cradle
#

i'm really sour about how they go out of their way to make it impossible to run reforger on linux

paper wharf
slow cradle
#

can i launch this without battleye?

safe otter
hollow yew
#

The control setup on PC with selecting grenades etc is so bad

slow cradle
#

you need to go to an absurdly old version of proton to get the battleye installation screen

hollow yew
#

Console support has ruined this

slow cradle
#

and then it stops there

paper wharf
slow cradle
#

it doesn't even try to work on later versions

opaque lagoon
#

Yo can we keep this for feedback not for childish arguing?

slow cradle
#

so yes, they've gone out of their way to make it exclusive to microsoft windows on PC

opaque lagoon
#

would throw bugs/pictures in here but y'all don't shut the fuck up with stupid shit

paper wharf
paper wharf
hollow yew
slow cradle
paper wharf
#

I figured they wouldn't bother, seeing as they left Arma 3 linux in the dust

hollow yew
#

If they do console support for A4 it will ruin the franchise

slow cradle
#

please stop taking authoritative stances on subjects you don't understand please

paper wharf
slow cradle
#

how much is bohemia paying you to sit here

#

i really hope it's an hourly rate

paper wharf
#

I don't

#

I don't know how you took that as me arguing?

slow cradle
#

what are you doing here if you're not arguing? clearly you're arguing now

#

and you have been for the past hour or so

hollow yew
#

the death animations look worse than A3

slow cradle
#

i've told you the answer to that???

#

it was the first thing i said, you argued over if it does or doesn't

safe otter
vocal linden
#

im kinda worried about the console feel myself but i dont wanna be toxic about it

slow cradle
#

ez block

paper wharf
peak halo
hollow yew
#

AI is also worse than A3 lmao

solid burrow
vocal linden
#

like rn im way more willing to go open A3 and play it atleast the performance is good

slow cradle
hollow yew
#

they managed to make a A3 default arsenal even worse

peak halo
slow cradle
#

like if this was released as Arma Reforger Free as a multiplayer demo until it's out of EA

#

then there would be less issues

paper wharf
slow cradle
#

but as is, it's just a multiplayer sandbox akin to argo but $30

safe otter
#

I just wish arma devs will take feedback from the veteran players rather than new players who will play the game from console and make arma 4 accordingly.

vocal linden
#

i have to agree with Bigfry on his review of Arma Reforger and where Bohemia is going. It just doesn't feel right, but I dont think we'll see them withdraw from Consoles. They are already committed to it

solid burrow
#

You're being the former

slow cradle
#

we'll see a rise of indie milsim titles in unreal engine in the coming years from advancements there

paper wharf
slow cradle
#

and have a new arma we can latch on to

paper wharf
#

Idk, the rework of the tools for Enfusion is a huge game changer

#

I'd argue that's where the real bread is

slow cradle
paper wharf
hollow yew
#

refunding this shit rn

slow cradle
#

did you read diary of a wimpy kid for the pictures, i wonder

hollow yew
#

idk what they thought to be doing with this

lean tinsel
#

this is a dame wacky feedback channel

hollow yew
#

doesn't feel like Arma and it feels worse than BF2042 in quality

peak halo
paper wharf
peak halo
#

We disagree on the state of the game and the direction of it, doesn't give anyone the right to be a dick

slow cradle
#

a big picture of what you want can be better for some

#

but on PC it's almost always better to have the name of what you want, and the picture when you scroll over it

peak halo
#

You're basically asking if they're illiterate, doesn't really seem in good faith

lean tinsel
#

i think he means do you seek instant gameplay, or a bigger vision of the game and its mechanics

paper wharf
#

But I do think they should add a "legacy UI" option

peak halo
#

Honestly, having played more of it, I personally think it needs a lot more

#

The movement seems a lot more arcade then A3

vocal linden
#

im not expecting gods work tho tbh

#

its literally a preview build

#

like everyone needs to know this bitch is literally a tech demo

peak halo
#

I basically sprinted towards a jeep fired an RPG and hit directly onto it

slow cradle
#

movement in A3 did kind of suck dick though

slow cradle
#

sprinting especially, and truly i knew no one that used the movement volume slider apart from knocking it down to its lowest

paper wharf
#

I like that you can climb over shit now

slow cradle
peak halo
#

Doesn't mean that movement needs to be directly taken from A3, as the vaulting and movement sliders are really nice

vocal linden
slow cradle
vocal linden
#

like we cant expect magic from bohemia no matter how good A3 was

slow cradle
#

moving in a battlefield isn't like moving in quake

hollow yew
# paper wharf What didn't you like?

the best thing about this game is that it isn't A4, because its bad. Also it is not worth the 30€s I paid for it.
no steam worskhop (Ik there is one from Bohemia)

this game has:

  • god graphics (I get like 40 fps with one guy placed down)
  • awful UI everywhere
  • chrashes a lot
  • no air assets
  • death animations look worse than ZDOOM ones
  • mod downloader has barely any info about the download time and progress...
  • has console version which is bad for a Arma game
  • can't lean like in Arma 3 (because of console support)
  • no stances like in Arma 3 (because of console support)
  • no bipod's or resting weapons on surfaces (prob console support, but I think its like passivly done, still feels bad)
  • crossplay with consoles (Arma is a PC game, bringing it to consoles will ruin it if they keep this stuff for A4)
  • can't drive in vehicles with any form of Joystick connected to the PC
  • settings for controls are bad, can't enable or disable input from controllers in the options
    Its basically Argo but with more money behind just the same as bad.
  • hella weird aiming for the 50 cal on the humvee
  • in the BTR you can close the front windows but can't use periscopes
  • the arsenal is god awful, way worse than what we have in A3 atm
  • From what I heard setting up servers is awful.
  • movement is more janky than in A3

Game freezes when:
I place a unit
I select multiple units
I try to rotate my camera

cosmic latch
#

Even in the gamemaster as is, there's way less functionality. I can't even change the behavior of AI, or formations, or anything other than movement orders. Everything seems to be structured to better cater to console players, but I think PC is definitely going to see a noticeable difference in features compared to A3 Zeus and whatnot

safe otter
peak halo
#

But the player seems to be way too accurate for when moving quickly

slow cradle
#

guys if you get trench foot in A4 it's apart of the realism

#

you do realize what arma is as a franchise right

#

this isn't rising storm

peak halo
slow cradle
#

it'd be nice if it was cheaper for A3 owners

novel quail
#

Controls are fucking terrible

Love graphics

Love sound design

Guns could use a little more power

slow cradle
#

this would be a perfectly fine bohemia game if it wasn't attached to their military simulation franchise

vocal linden
novel quail
#

I love accidentally using my fucking scroll wheel while trying to sprint to cover, only to slow down to a snails pace

slow cradle
lean tinsel
#

ok firstly, everyone is getting different things hardware wise with settings cause some play zeus buttery smooth others don't.

vocal linden
#

obviously they are asking the community for a lot and they know that, but BI in part is that community. The devs understand what they ask so I dont think its fair to treat that as if they are just milking us for money.

slow cradle
#

and then suddenly they release something completely out of touch with the other games

novel quail
#

This is an arcade game bro, this isn't arma

slow cradle
#

this is a rising storm/squad mashup released as a milsim game

novel quail
#

It's like squad but worse

slow cradle
#

it would be fine if it wasn't marketed towards arma fans

slow cradle
vocal linden
#

i dont like Console gamers shitting on my experience but like its not like console damn for arma wasnt there

vocal linden
#

it was a huge demand

peak halo
slow cradle
#

I do not believe BE support is enabled

pine flicker
#

someone needs to mod back in the space program bugs now that the new engine has like stable physics lmao

paper wharf
novel quail
slow cradle
vocal linden
novel quail
#

They slapped arma on basically squad but worse

#

And called it a day

stiff pike
peak halo
stiff pike
#

its not arma anymore

novel quail
#

Like my brother in christ, don't spend your 20 dollars. Go buy squad

#

It Is this but less buggy, with superior mechanics

lean tinsel
#

jesus christ, this is just argo's movement and gun play

#

simple as that

novel quail
#

Exactly it's overpriced argo

lean tinsel
#

YET

#

it's not

slow cradle
#

i bought arma refunder and immediately refunded when it somehow ran worse than arma 3 on the better performing dayz engine

peak halo
novel quail
#

Dude I opened my inventory, exited out and it was like I was on lsd

lean tinsel
#

because this is designed for feedback, buging

novel quail
#

My entire screen became a fuckin rainbow for 30 seconds

hollow yew
lean tinsel
#

and its a tech demo on its literal first hours

low flax
#

I miss scenario editor

vocal linden
#

the performance is god awful on older hardware that i felt i ran HARDER Missions and games on then Arma Reforger

#

no doubt in my mind that the optimization is god awful

paper wharf
lean tinsel
#

atleast we are back on topic from, me refund

low flax
#

I was getting 50fps with about 30 ai fighting

novel quail
peak halo
lean tinsel
#

i never read milsim

stiff pike
# lean tinsel because this is designed for feedback, buging

yes but when you are looking for feedback you cant have your base design WAY off, its like the battlefield devs releasing the new battlefield alpha thats just a CSGO clone and going "hey can you give us feedback on our new battlefield" its just so far off the Arma baseline that feedback is not going to cut it, i am afraid

lean tinsel
#

i just saw a tech demo for milsims to test

slow cradle
#

it's just frustrating having been a fan of arma for so long, waiting and reading into rumors

#

and then playing rising storm 2: european front

novel quail
vocal linden
# low flax I was getting 50fps with about 30 ai fighting

i mean i was running 5k view distance on arma 3 with 200 ai and 70+ players and getting 30 fps with like high to ultra graphics and somehow i play Arma reforger with 2.5km view distance and zero ai with medium graphics and get literally 15 fps

lean tinsel
#

i don't mind

vocal linden
#

thats not normal even on my old ass hardware

novel quail
vocal linden
#

yeah fr

low flax
#

I was expecting bugs to begin with

stiff pike
#

performance was great for me, way better than arma 3

#

i just dont like the gameplay tho

lean tinsel
#

also yea, its a mixed bag on performance

quasi agate
low flax
#

I want my darling editor back

slow cradle
novel quail
#

I have a 3090 and that fancy stuff, it ran OK but the gameplay was boring and I'd periodically reach areas that had 5 fps

wooden minnow
#

this is the first game ill return, its absolute shit and i cant connect to any server except empty ones. thanks for nothing

slow cradle
#

there's no helis, arty, tanks

stiff pike
#

if there is one good think its the graphics and performance, really smooth for me

slow cradle
#

or boats

vocal linden
low flax
#

You can flush toilets lol

vocal linden
#

well i cant play ARF but i can play A3 4Head

stiff pike
#

i am running it in 3440*1440 on a 2700x and a vega 56 with locked 60fps on high-ultra

vocal linden
#

great quote

novel quail
lean tinsel
#

this is just like arma 3, mixed bag all across the board

novel quail
#

Runs arma t 60

stiff pike
#

only minor drops sometimes

merry totem
#

Local host servers perhaps so I can play with friends in a controlled environment?

stiff pike
#

no you cant

slow cradle
#

i was watching psisyn and he was getting 60 fps on high settings with his rtx 3080

stiff pike
#

you cant even give passwords or kick players rn

quasi agate
#

it aint a full arma title and keep in mind how horrible arma 3 started guys

quasi agate
#

just saying

vocal linden
#

ofc he'll get 60 fps

#

like what?

lean tinsel
#

someone just said they got 15 with one

slow cradle
#

just saying

stiff pike
novel quail
lean tinsel
#

yea

quasi agate
lean tinsel
#

which is just like arma 3

merry totem
novel quail
#

Like in the barnhouse, I suddenly dropped to 5 fps then got sent under the map

slow cradle
#

arma 3 had great movement for what it's trying to convey

quasi agate
#

i agree

vocal linden
#

like that just seems really bad

slow cradle
#

it's a military simulation, maneuvering yourself on a battlefield is awkward and clunky

novel quail
#

I think they should've delayed it till it had launch ready mod support and local servers

#

Atleast