#reforger_feedback
1 messages · Page 31 of 1
but standing within a certain distance of it, while the progress bar completes does? OK
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
No, I don't like that either but it's better than a radio.
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.
But to change the radio, especially with the time it takes to reconfigure a tower, has realistic requirements, which includes controlling the area but on an even more realistic level.
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.
So now its unrealistic methods of capture because it was too realistic... that is how I see it.
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.
The whole thing is a mess when it comes to realism. Realistically bases have people at them. They're never left undefended and they normally have non-combat staff in them. And you don't control the base until all the people are dead at the base but in this game that would just be walking into them.
Yeah its full of obstacles that require compromises.
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).
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.
I've seen some custom Conflict modes that use multiple small capture zones per location, that's another option
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.
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.
This is a great idea, can't barbed wire now just be poked with a bayonet though? Ideally it should require the knife to be equipped at hand like the med-kit and then interacted upon, and maybe bolt cutters could be added to speed up process?
I guess the other incentive to not barbed wiring all of them is that people spawn in them so they need a way out. And most can probably be cleared by tossing some grenades into them and then you can dig stuff down too.
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).
I think this stuff should really go into the feedback tracker.
You are correct but the tracker feels formal, and I don't want to right now write a novel giving sources for everything I say, it would be a huge project
So I just put some quick comments in here
For example, this is what I wrote, for a single value, for a single type of ammunition
Now to think about doing that, for every incorrect value, for every type of ammunition 😵💫
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.
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.
Some admins use 1PP, 1PV, hardcore, elite or first person... in the server name.
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)
Take a guess which of the KVPT's ammo ~~can ~~ CAN'T quickly set a vehicle on fire
||Hint: it's IAI - Instant Action Incendiary||
... 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?
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.
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.
Would depend on where you are hitting. the fuel tanks are located on the lower sides and near the rear of the cargo space by the fuel port. High velocity tracer rounds can also achieve this result. Total of 1-3 kpvt well placed shots should do the trick.
I know, but the MDZ 7-3-1 ammo seems bugged, unless I am somehow not hitting the fuel tanks, but I doubt it.
Here it is
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...
Perhaps related to this? https://feedback.bistudio.com/T192282
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.
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?
are you looking at same stats?
—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
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.
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...
take a look at it - the air drag that we use in model is simpler than G1/G7 - at some point it will diverge, so you need to set some balance
https://books.google.nl/books?id=A64US-2Em2YC&pg=PA50&lpg=PA50&dq=m118+SB+ballistic+coefficient&source=bl&ots=AsVo5TJ5sl&sig=ACfU3U1ThuDUC38g-3v8zCP7cbOQtS7eMA&hl=pl&sa=X&ved=2ahUKEwj4uaSSy_D2AhUq7rsIHXhkDJIQ6AF6BAgwEAM#v=onepage&q=m118 SB ballistic coefficient&f=false I was using also G1 originally from this book
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.
I tried a lot of them, but with 18% higher mass and the same or better "form factor" the M118 should lose velocity at lower rate than M80. In addition for sanity check, the 7.62x54R LPS ball in real life is also slightly better ballistic coefficient than M80, by about 5%.
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/
And have you passed it through some G1/G7 calculators?
Not sure if you mean to obtain a ballistic coefficient from a firing table, or to obtain a firing table from a ballistic coefficient. But there's already very accurate data available for the M118 and the M80. This is as accurate a table as you will find:
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!
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.
And a crude simulation showed as expected, LPS shape had ~6% less drag than M80 (at least, at one speed).
there are much detailed ballistic tables in soviet documents actually
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)
one thing to consider - those values match the stadia reticles on i.e. tank sights if you make it in realistic way
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?
Yes, it's not necessary anymore with wind drift improvements, just make the regular "air drag" correct, and the amount of wind drift will be also correct automatically.
Formula for wind drift IRL = crosswind speed × (time of flight - range ÷ muzzle velocity)
Which only requires the standard "air drag" to compute.
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.
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.
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:
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.
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.
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.
Supply crates can be destroyed in 1.7 with explosives
Wrong clip mb
Lol. I was gonna say. Yeah I know you can still put ai in crates in 1.7 experimental.
Stops the nasty surprise I guess
Yes, when your character ads he doesnt bob head down, no animation nust camera swap, having the characters head bob down would be better
Yeah that shouldnt be a thing
oh wow
we need more explosion animations like this
You can see the smouldering wreck of the other one to the left of it
Truth be told I was testing some stuff with camo netting
In Conflict, building mode at MOB should reveal any landmines that have been placed within the boundary area.
I think this is a good one for the feedback tracker.
I'll try to remember tomorrow. Not sure if I have an account for the new one yet
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 🤣
It was same with the Mi-8
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.
You know that the M2 API belts don't have API for every round, right?
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).
Yeah, I reported that issue and they said it was intended: https://feedback.bistudio.com/T192282
Basically the API effect goes off on the hull and so doesn't hit the fuel tank on some vehicles.
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.
you are right, I guess I haven't ported some tweaks that I made for A4 already. I will try to implement your suggestions and thanks for such valuable feedback!
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.
Noted on the detonator and timer issues..
Btw. C4 charges are plastic explosive which is a highly stable material. You can't activate them by shooting.
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
I swear I've done that before but maybe it was a similar situation where I couldn't detonate the explosives and shot a mine near it instead.
Wait, so you could connect the detonator but not set the timer?
I don't think the detonator was working either but I got shot while I was trying to do it. I couldn't tell if I hadn't held it down long enough or if it wasn't working.
There is a max range to a detonator
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.
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.
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.
That's the FIA meta. Recruit a bot and get him stuck somewhere so enemy in the area..
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.
The .50 caliber (12.7x99) rounds all have wrong velocity specifications. It's due to two things:
- velocity that was entered is the instrumental velocity taken at 78 feet from the muzzle.
- 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.
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.
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.
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.
Thanks Arma, very cool (Truck was full it it took like a minute for it to go from 0/1500 to 1500/1500)
Math is hard. CPUs are just now catching up with doing addition and subtraction.
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.
Yep, happens each game, I think it does it for the new containers only
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.
Yes back in Feb of 25.. In the video I used the hospital but it does it at command tent as well and I think it can happen with almost any transfer. https://feedback.bistudio.com/T188216
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?
Definitely not the nature of headphones.
IMO elevation audio is lacking, if it exists at all. I will have to pay more attention next time I play but it is something I have noticed.
I hope it can be improved. Hopefully for Arma 4
What a shame, they removed the roman numeral for arma 4 
How do we report trolls in game to BI
Sever 17516050 has a troll running wild on it right now
New update but cars still feel like shit, why are they glued to the ground
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
Have not tested all vehicles, but have to agree that the Jeep handling, having extensive experience IRL with them, is very unrealistic. It is almost glued to the ground. Braking on any surface is nearly instant.
Its honestly ridiculous how this gets past testing if there even is any
This is the testing
Yes the EXP is for testing and I'm sure they focus on certain things each time rather than jumping all over the board.
I would expect there to be some sort of internal testing even before sending to experimental
Theres no way someone changed the physics and just pushed it to experimental without even trying first
But it is EXP. So the update is pushed to get community feedback.
I just wouldn't think something so broken would need community feedback
Then would you prefer they have no EXP, just push updates to Stable and say here it is, live with it until we decide to address it?
Must I point out that this driving thing seems to be a subjective topic?Everyone seems to have different opinions on it
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
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.
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.
Well.. I have to call you on that. The way people drive in the game is not how someone would drive unless they just were seeking death. But if they do, then it should perform realistically, slide off the road, roll, whatever, so I am with you on that.
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
It is Cro$$play after all, so it is already doomed to inherit some arcade like features, unfortunately.
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
They probably reduce the car physics for the console performance 
There is a reason why 1.6 has some racing/rally mods, it's just so good.
You should give your feedback in #1498660819175477319.
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.
Trucks are weird now tho
Might just be my elite driving skills tho
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
Why is there still no collision on powerlines? This is important to help deal with the helicopter menace!
Agreed, it could tame Huey spam a little
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.
I would have expected collision on powerlines with electrical update, but I’m starting to suspect that’s not happening
Me too but just not sure how they would do it.
Any solution is better than nothing at all
Even powerlines deal damage to only choppers but don’t take damage would be fine
They said they would add it if they ever get performant rope physics.
+1, same with falling trees dropping on someone and doing 0 damage
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
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
Yes! Honestly, its ridiculous that hasn’t been tweaked. It’s immersion breaking big time
This is what annoys me about playable FIA. The dev team has limited resources and they prioritize something that at best is debatable if it will make Conflict better (I think not), but there’s a long list of “small” tweaks and fixes that would add so much to QoL / gameplay. How about a warning message on offical servers that there’s a restart in 2 mins? Even basic stuff like that
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).
Yeah, 1 hour
that much is very clear.
Really it took only 1 hour to add a variation of conflict that adds playable FIA? 💀
I really hope someyhing bigger is cooking for 1.8
Yuh atleast thats what a dev said
chants Mal-den! chants Mal-den! chants
i was hoping electricity. Or at least tracked apc's coupled with working periscopes.
I'd rather have a new terrain but I wouldn't mind those either
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.
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.
If there’s anyone that believes that I have a bridge to sell them! 😂
Here’s a super simple suggestion for BI to make fighting the AI more challenging: get them to shut their damn mouths!
Constant chatter is what gives them away 1/2 the time! “krycí palba, krycí palba, krycí palba”…if they’d just shut up they might last a bit longer and present a greater challenge! 😂
Yeah. Quite a few times I would be dead if the guy had not shouted first.
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.
Honestly, I feel like the greatest potential for AI is in defending and shutting down bad plays.
Combine them with defenses and decent suppression effects and they could easily shut down bad and solo attacks.
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.
What 3 values and can I change them?
I feel like there's also an issue of making them good without making them overbearing.
It's damned easy to make an aimbot, less so something that shuts down players while feeling like a challenge they can overcome if they came at it right.
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'.
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.
Ok I am running a mod that increases those specifically... assuming it is working correctly. (CRX Enfusion)
Depends on the character set up - for example what weapon they are using etc.
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.
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.
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.
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
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.
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.
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
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).
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.
Had that happen to me a while back I’ll try and find the clip
#reforger_troubleshooting message
here it is
I'm assuming it's explosive damage burned into the rifle similar to what happens if the gun is shot, right?
Maybe
What makes it so hard to believe? It is not relatively difficult to adjust some config files and add spawn points.
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?
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”
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
I see it as better than not having it. From recollection it was not included originally, so you could use it to spy around the area Game Master style and call out attackers - there needs to be a solution for that
It was not in originally, and people using it to find others really wasn’t that common in my experience.
(It is also easily defeated with repositioning)
However I do agree that a solution should be created, and I propose not rendering enemies when in it
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?
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
I'd rather them being able to see me when defending rather than me not being able to build anything becauze some tard went afk in a bush SOMEWHERE within 150m.
Its a ridiculous mechanic that makes no sense and like lyricclock said, its just being used to grief and troll
I feel like you should still be able to build but maybe have to do it from first person
Would be great if AI patrolled around the base and kept watch to make sneaking in harder
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.
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😭
It sometimes is awful the way players exploit the game in Vanilla, but luckily there are vanilla Community Server with GM
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Keep the vision blurry underwater and make clear underwater vision conditional on the use of items that enable it, such as diving goggles, etc.
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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.
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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:
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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.
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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).
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.
1.7 (currently experimental, expected on stable tomorrow) removes the ability to disassemble the last radio at a base.
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
TrackIR snap view issue fixed! Thank you!
6008 - EU-FFM
There is no FIA AI spawn on Mil Base Levie
USSR capture it without any shoot
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.
Bush slow you down is great.
Overall I think a very productive update and some nice changes. Not going to please everyone no matter what you do.
Did they do anything to stop people from digging down the MOB radio tower (or other ones)?
Yes
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 🙂
where is ours 64 player servers ? 
a huge thank you and to the team for updated wiki.
@desert wolf no first person servers ? 🙁
Not yet, but there are talks. Same with higher pop. Gotta release the update first, then we can alter servers.
this server have been there always but no EU or US server 😂
Making all assets usable in first person should probably be something that should be done first 🙂
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
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
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
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)
Driving should go back
Was much better before less arcadey, felt better could say more realistic
ik what you mean. Over distance the LOD changes the model to one without the scrim.
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" 
Game crashed 🙁
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
Unable to change team in Vanilla. With FIA it's a huge problem 🙁
People disconnect, reconnect and we have too much FIA
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.
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
This is pretty minor but players in the FIA faction spawn without a watch. I don’t know if that’s intended or not
Can’t afford one
You have to earn it! By robbing corpses
A faction which only "win con" is to annoy all enemies into quitting. Cool addition
Played a game before the USA team quit after being slapped back to mob🤣
But tbh that’s the USA team in general
Dude, don’t even get me started on the Commander UX! It’s diabolical
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 🤣
There is no documentation about how to set this in your server JSON
Maybe you know how already and are just reporting, but this was posted earlier #reforger_experimental message FYI
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.
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
GM we can no longer place assets below sea level only terrain and on server restarts, placed/saved assets are invisible
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)
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.
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
Guns feel too specular, too white-ish with new lighting changes
Random 1.6 screens for comparison
Shoreline is very white too now
They do. Seem to have some weird glow to them. As it gets darker, the inside edge of your palm where you hold the gun almost glows at times, where light would not even reach it. I pointed this out a while back in EXP. #reforger_experimental message
Oh wow, this looks bad
Random 1.6 for comparison
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
Also wet surfaces are too bright, when there's not much natural light.
Wet sand and dirt paths are very weird looking.
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.
Meanwhile indoors contrast
Sure its just as bad as previous versions, but still
Early access indoors
I kinda miss that lighting, you could properly see everything'
The gears are still weird I feel like. Engine braking doesn't seem to work, 1st gear and neutral feel the same. You roll back even in 1st gear and even in neutral you seem to have a weird slowdown effect (linear damping maybe iDK)
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
Look, It's so weirdly slow.
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
Clarification: They do exist at some locations. This may be due to a prioritization issue.
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.
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.

+1 for this - Especially some more logging for identifying "trouble" prefabs - If there is a Replication error, please can we have verbose logs that show the offending prefab
JIP Errors are the most egregious, mods often come with misconfigured Rpl components and trying to find the offending prefab in mission files is awful
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.
Yep broken. Yet acceptable enough to push to main branch, what a joke
They want to preach good modding practices but can’t even perform those same practices.
Their excuses for not having errors more descriptive is that exposing certain things will make it easier for people to hack, yet every patch we see hackers minutes to hours after release.
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... 🤦♂️
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
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.
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.
glowing car
Goes with the glowing weapons.
i think inertia is a bit overtuned
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.
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
apparently they know about that and pushed it to stable anyways
gm camera needs to be able to go underground, now that we can have tunnels etc.
I was going to post that too:
Had this in 1.6 recently
I have had a couple of crashes and reconnected. Both times put in empty queue but joined when timer hit 10 seconds both times.
TrackIR Snap still an issue. Showing snap and then that TrackIR is truly centered.
My game crashed all time one Ps5 what can i do
Servers currently unstable
Scoped rifle has some visual glitches too
good game
its shit
why does it look weird
im sure you guys know but animations are bugging prequently
You cannot quick-switch items in your inventory (swapping a hat for another hat)
Some trucks glide when being destroyed
Ural-4320 (Command Truck)
Ural-4320 (Fuel Truck)
Ural-4320 (Transport Truck)
M934A1 (Command Truck)
M934A1 (Fuel Truck)
M934A1 (Transport Truck)
https://cdn.discordapp.com/attachments/797595793795055711/976181218028703784/2022-05.mp4
You played it or just by looking at the videos?
videos
I'm still watching the stream 
lack of showcase scenario or something similar to virtual arsenal is a bit disappointing
What bothers me about the videos is how blurry everything looks past 500 mtrs
Waiting for a 4k review on youtube before buying
Well can`t run on Linux 😦
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!
I expect BI to at least give you a free copy after all your contributions!
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!
found a feature
if you inspect and then press tab the ground texture go all fucked
If you don't get reforger then it is perhaps because BI doesn't want you out of A3 yet!
Setting blood to <10% and then setting it back to 100% crashes the player you set
I am pretty sure the game is full of these "features" right now! 😅
yeah it is going to be good squad alternative
Okay the AI is extremely questionable, it just kinda shoots around you even if its standing right beside you lol
misson editor 😦
But at least it reacts realistically to being shot or does it stand like a painless robot like in A3?
They don't react at all
Its really bad lol
Anyone else having foliage randomly flash white?
oh shit
So would you say the ai is worse than arma 3?
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
How are FPSs (Frames per second) compared to A3? And does it stutter?
I keep getting "Internal error has occurred" and its kicking me from the game
The scattered UAZs is painful to see. There are 1 or 2 every corner you take.
No copy paste in GM mode 😠
Can't finish the Tutorial where i need to drive up.
Also ladders just.. don't work lol
Exiting a vic which is flipped will put you under the map
i have ~40 fps with worse graphics
a3 runs and looks a lot better on my pc :>
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
tried joining 10 games now but always get kicked out
dang, this game runs like shit
Either way - today I learned you can refund from Steam directly back to your wallet)
I have no problem running the game at max settings on a RTX 3080, better preformance then I do on arma 3
cant post screenshots of the glitches due to server settings
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
u can change keybindings?
can't
Way better perform then a3, cant change keybinds for aiming so far, other then that constant good frames
i think it would be added later
it is an early acsses and already runs far smother then most
"ant change keybinds for aiming so far"
i can change em?
If you put your camera just above water your fps drops to like, 0 lol
https://cdn.discordapp.com/attachments/750891220707967068/976191941228245012/Arma_Reforger_Screenshot_2022.05.17_-_19.37.04.77.png
(I forgor to install counter strike source)
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.
one minor thing that bugs me is you can't use the mouse buttons as keybinds
try placing like 50 units in game master lol
So, turning on Hardware anti-aliasing causes the game to render the mouth and eyeballs in front of the camera lol
#Leshii413-1 bug report. Photos tweeted here. Have more in reply to said tweet due to this discord limitations.
I picked up 2 LAWs in the tutorial and they are invisible, i can't drop them or equip anything else
need mission editor
This was supposed to be the fix for the lack of multi threading and GPU utilisation!
TAB key doesn't seem to work in the UI. Eg. when trying to log into the BI account from main menu
The UI as a whole looks too much like squad
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
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.
The transition from the first to third person camera feels so odd
Players mini teleport around in MP... the net code needs some years of work still
How can you say how long it will take for the net code to be better ? lmao
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
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)
Yes, I have better performance in arma 3 than reforger for some reason
Looks worse than arma 3? You have to be joking
Yes im deadass
Elaborate
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
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
favourite bug so far: getting in BTR gunner spot makes it fall through the ground
the performance seems iffy for everyone ive been watching on twitch tho
like people with beast rigs are struggling
Love the game so far, just keep getting disconnected
yeah indeed, this is a next gen game
Yeah like you are running top of the end
Ive been playing on ultra settings w 1440p on multiplayer servers and the fps hasn't been the root of any of the problems ive had with the game so far
I cannot join Servers, it just says connection failed. I already restartet, updated graphics driver and deactivated my firewall.
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
try linking your bohemia account if you did not do it yet
i did.
Antialiasing looks super weird. Like its non existent even when turned up to max and dropping fps to 30
its linked.
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
I dont know, Im disappointed by the performance.
i'm curious how it runs on console
doesnt squad have much smaller maps
not really, map size can be a big factor
fair
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
yeah fr
How did Squad work on it's first day? 😄
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
oh im not expecting the best
im just providing my feedback
still hyped obviously
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
Redacted faces doesn't work whenever you toggle UI in Armavision
100% agree UI needs a lot of work
i couldnt even figure out how to place spawn points 😄
or other units
i managed to place 1 soldier and play as it
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
Yeah, and it's terrible
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
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.
I'm hoping if the Zeus UI gets shit on enough they'll make it better in A4
At least provide an option
Yes I would like to see an advan c ed UI for PC players
This UI would be completely fine if you could just press a "Use ArmA 3 Game Master UI" button on PC
you do realise this is Arma right? Every release has relied on mods to fix the game lol
@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 😂
yes mods to fix it, but not mods to provide the basic game functions
love you too bohemia
Context processor and GPU?
the game has basic functions.. its designed with consoles in mind thus simple ui..
This. Just give us a "Return to ArmA 3 Zeus UI" button.
That should be a system included with the game
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)
FX 6300
RX 560 Series
im more concerned with not being able to figure out how to give AI control / waypoints etc
yep thats the main issue i have with it, beeing designed for console to grab that sweat console player money. While letting your whole fanbase wait so they can someday mod their console game to be halfway decent on pc
will there be air vehicles?
console focus is really bad for an arma game
100% agree all the ui elemets are way to big so they are readable on a tv
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
And the art style feels so generic. Like those trash bus driver simulator or whatever games
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
Its Arma
And?
not ArmA
Except for things like UI. And it still isn't a great practice to just accept issues and go on. We should assume that a new game should at least try and solve these major issues, and not cause new ones.
I love the complexity of Arma 3 can't imagine it simplified
yea Bohemia should decide if they want to be an Engine Studio and let the players make the game, or deliver something decent to expand upon. And right now i dont see the "deliver something decent" part
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..
First time in my ArmA history my GPU usage is around 100% 😄
I HOPE Bohimia will see that the PC crowd needs a hard-core mode
I love ArmA Reforger
and that's not a good thing and we should be able to (rightfully) criticize that
I cant wait to explore it tbh
You're literally crying about people saying "we don't like this decision" in a FEEDBACK.CHANNEL.
or they could stay with their audience and not try to go for console in they first place. alot of devs have fallen on their face with that over the years. Cause when you fail to get your new demographic AND got rid of your old one, your out of luck
I am willing to donate 39.00 and my time to make Arma 4 great
Openable windows like we had in Sahrani would be pretty great, especially now we can vault over stuff
What you're saying, which I don't believe is true mind you, is they're practically saying "fuck off" to their old Target demographic and going full in on a new one. That seems like it would go amazingly.
Also why does this channel not have slow mode
then you have only one option.. as its going ahead.. .leave the franchise and go find something else to play
Or, give feedback about it
In the FEEDBACK CHANNEL
If only there was a feedback channel
Can't join servers 2/5 i'd say it's ok
you are so unhelpful :D
Oooookay I'm gonna wait for this to calm down before giving feedback
at least the vehicle handling feels good i guess
more shit to worry about than the damn fucking ui thats going to get modded anyway
"posting feedback is bad because it's not the feedback I'M worried about"
like literally everything in arma 3 bro?
What an absolute waste of money
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
Especially because realistic military shooters in the vein of ArmA are a niche genre
Yeah some of our unit are refunding
trying to leave that niche to be a casual "tactic shooter" is the wrong path to go
Yup
agreed
Going to alienate your fanbase in a niche genre is an outstanding move that cannot go poorly.
Just wondering, what is everyone else's opinion on the AI, if you're messed around with it
it cant even drive vehicles. Enough said i think lol
Was said to us that the AI is still in early state
fucking yikes holy shit
Must have missed that
My apologies
all vehicles but the jeep and uaz could only turn to the left for me and go straight, but not turn right
cant test any further tho, already refunded it
its a milsim and the combat on it is bad
as well as that ai only engage eachother at very close range
are you saying the combat is in alpha also?
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
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
That's some real stupid shit right there lmao
"Let's abandon the one thing that makes our series unique to chase trends, what could go wrong?"
https://prnt.sc/rS5J8Y8_rS5R idk whats causing this
kekw
well if you are like me that playes mostly pve with your unit and spend hounderts of hours in editor, the content is just not there right now
i am baffled that they would release arma without an editor
Definitely not picking up A4 at launch, if it's going to be like this
jep that would end all the classic milsim units, ours too
Like, there's a lot there for MILSIM, too.
Like the fact that TFAR is just a part of the game now
i cant drive through a closed gate, but if i just touch a fence it furiously explodes
But the gameplay itself is yikes
If I want Squad, I'd play Squad
I was so hyped for this too
YES! I MADE the game run on Linux!

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.
I agree with this 100%, the game currently feels like Squad and PUBG mixed together, funky and overall weird.
The oversimplification of controls to fit for consoles is a big no from me.
it;s like dayz,squad and pubg mixed all together
Such as?
i hate it bro
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
-> people forgetting CBA adds like half the controls
it really made me depressed
The complete Arma 3 interaction menu and character movement, and the slowpace of the previous Arma is gone.
You prefer the scrollwheel menu to the context actions?
100% better than the current system in reforger
Just was about to say, scrollwheel wasn't perfect either, but this feels way empty...
Hard disagree from me
this feels better are yall nuts? lol
bro let me tell you honestly they are focusing on more for console players than pc players, which is making it not the game we played before
How do you figure? The UI changes?
Accommodating != Focusing
Mods make arma so that argument is kinda dumb < at least at the moment
Lots of hot takes in this channel from just a tech demo
people forget how much mods added to arma
^
literally tho
Should accommodate in fist place tbh...
Well you are entitled to your opinion I suppose
But let's not forget, OFP was on consoles and it was straight fire
not just the mods even the way the character jumps make it unrealistic
The reason for this game is to get feedback. If people give enough feedback Arma 4 isn't going to be like this. No need to be a total doomer
Well am just stating that a complicated game such as arma which has a huge learning curve which you enjoy learning, can't be simplified and placed on a controller.
OFP was on a controller
i got the same problem
it can be on controller, just better it doesnt come at a cost for PC players
And none of the others were
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.
And it was playable on PC just fine
Thanks for making my point for me
PC didn't compensate for controllers.
^ LOL
not the ri8 channel
How would anyone believe they can deliver a game with comparable depth to arma 3 by 2024/25 if this Tech Demo took them like 3 years?
Because they've been building the engine for a lot of the time as well. A lot of the issues with this game are with direction.
They are focusing on PC, with the intent to port to console
what?
and we don't want that.
Are you stupid this is an entire different engine
To bad welcome to a changing market.
Thanks, very helpful.
Tell me you haven't been listening to BI without telling me
if you ever would have played the game on pc you would never said that.
alot of entitled folk here xD
So what? Same engine as DayZ which they have like 5 years of experience with by now
What? I've played OFP (On console and PC), Arma 3, and Reforger
Not sure what you meant
^ like i said entitled people bruv
People are worried and are giving feedback. Stop trying to stop feedback in the feedback channel.
Idk just making something completely barebones from scratch. and how is that stopping it? calling out useless bullshit compared to legit feedback mhmk
its not the same engine dude. Why do you discuss on topics you have no idea about?
paying $30 and giving feedback isn't entitlement lol
A long time Arma fan. Played the original OFP. This is just garbage. Even bigger garbage than A3 lmao.
"We dont want it ported to console" is entitlement
Actually no. DayZ runs the Graphical pipeline, not the whole new Enfusion engine. This is the first title to be entirely on the new engine (At least that's my understanding)
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
Not really, it's valid feedback. If you go into a game with the intent to port it to console, that can, potentially, limit your feature set.
if you purchase a game in early access, that is an investment, and as part of the community of early adopters, you get to give the developers your two cents
also, porting to console will result in the game being console optimized at best, like ark
"We don't want features to be seemingly simplified due to the console release" isn't. Stop trying to dumb down grievances with the game.
do you want arma with the optimization of ark?
youre right, i confused the names sorry
I just haven't heard any real justification for the console hate? What features do you think they cut from Arma 3 to Reforger?
nw
have you tried commanding AI
thats the point there is no other reason for hate other then to do so
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.
No, is it ass?
its clunky at best... still havent figured it out myself
yup totally agree
I don't really think they'll cut much for it, I'm just pointing out that it's a direction that people may be worried about. Since they've asked for community feedback, it's not really entitlement to give that feedback.
arma reforger seems like a individual centered military shooter
which isn't good
don't be an individual
I'm not calling people entitles. I'm, just saying it's a weird concern that I don't really get tbh
-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
the UI is a lot of change for a veteran arma palyer
Developing for 2 platforms takes a lot more resources, so naturally the overall quality must be lower. I dont mind too much myself as long as we get a ui made for pc though
You aren't, but others were.
Can't get better unless it changes first
Personally, I love the trimmed down UI.
Same
64 players is impossible atm
like it breaks in multiplayer
AI control in ARMA 3 was ass, so I wouldn't really hold that against them either... hah
paid $30 for a tech demo.... Please help.
yup, good point but will they put resources just for pc players, time will tell
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
arma refunder 😎
When in ArmA 3 it was literally:
NATO > Cars > Hunter
And you got what you wanted
You know that as someone who knows the interface. This interface is wayyyy more intuitive for new players
not yet, but it is just Squad but by Bohemia
one of the things i hate about squad is the individuality
you all have the same loadout, but you always feel alone
Intuitive, sure, but it's also slower and far more clunky and just a bunch of wasted space
So yes, it's worse
if you play by yourself in a shit server
I find it less clunky. Idk what you mean by wasted space
for sure
You have to flip through pages just to find a unit because the pictures take up wasted space
Filters
In ArmA 3 it's literally just go to the units section
No pages needed
No filtering necessary
Again. You know that as someone who has spent a lot of time in the Arma 3 UI. New players really really struggle
Wasted space by the huge image for each unit for example ^^
I understood the ArmA 3 Zeus UI in under an hour lmao
Would a UI resizing option be satisfactory?
that's the reward when you learn the hard part
Learning to navigate the UI should not be a "Reward". That's bad game design
It's not even hard, going into a faction, and then seeing a list of unit types isn't hard
so therefore we should punish the people who got used to it by making it hard for everybody to understand
If it's hard to see a faction and get lost, then that's not a game problem
It's meant to give players a sense of pride and accomplishment. lmao
gg
No. It's just new. Just like everything new in life, you have to get used to it
I just dont think the grid as a unit selection works well in general
on pc at least
It's far slower on PC
for controller totally different story
"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"
It so much slower. And that's genuinely insulting the intelligence of people who haven't played Arma before. The A3 interface was incredibly easy to learn.
imo its crucial that we get seperate uis for console and pc with the option to switch if you want to
time to go amazon shopping for the right entity for me!
You and I have different experiences. I have had several new mission makers in my unit complain about the eden interface
Nah bro, not everyone uses the Game Master, some do, and honestly arma 3 Game Master UI was better than reforger, with bigger pictures it take more space, and when we will install mods we have to scroll for ages to find the ri8 unit.
Filters
That's not an Eden problem if they're having trouble clicking on a faction, and then "Men" and then a unit
imagine navigating arma 3 spawn menus to find CUP units
If they're getting lost there, that's not because ArmA is hard to learn
but now it's in reforger
Building missions is different then just spawning Units. Spawning units is easier and incredibly easy to do in A3. I do not know what your orq-mates were doing.
certain parts of the map means blue pixelated squares in the bottom of the screen and a really gittery 50 (m2)
player limits are determined via the config file.. not by an arbitrary cap... unless those are console servers
bro I need help I clicked NATO and got lost
Where do I find NATO Cars?
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 :/
New players might not have factions memorized like you or I. Regardless it's a moot point. I'm sure we'll have a UI overhaul at some point
where should i post bugs in reforger?
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.
Mods might be able to replace the assets menu in future if it's such a pain 😉
which was clean
Then...fucking explore the factions? You don't need to know every faction to know clicking on buttons leads to units
Okay. But this is more efficient. Calm down, these are opinions
jfc just because mods can fix it doesnt mean its not bad design
bro the only one who is getting excited is you
I'm just having a discussion
Just go through the factions? The game gives you a preview of what the unit looks like.
Being slower is the exact opposite of being efficient
It's easier to navigate and locate assets for new players
I was able to navigate and locate assets I wanted in ArmA 3 in under 10 minutes
same here bro just presenting our own thoughts, we may differ in thoughts but end of the day we all want a good game from BI
Ok
If people are getting lost that's not because ArmA editor is bad.
BI disagrees with you I guess?
on what front
this is clearly being done for consistency across platforms
Well I think the Reforger editor suffers most from not being an editor, can't even save your mission
They changed the UI. So obviously they think it's better than how it used to be
i second to that
It's more akin to Zeus than Eden
If you want to find a NATO dude and you get lost looking for the "NATO" faction then it's obviously an intelligence issue
Ok
Sure, but how do I make a scenario then?
Yoooooooooooooooooo, who with me in the Refund SQUAD!
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"
Idk
i just did it
Sounds more efficient to me
:)
Bro how can they mess up the Eden Editor, That was the selling point of this game and made it unique than other games.
Arma 4 will have it. Reforger does not
Tech demo
"It's slower in every way but it might make it easier for modders for like 5 minutes, so it's more effecient"
kekw
i hope it my man
i don't understand what you're arguing or who is paying you to argue, but you clearly don't have any real points here

you're simping for a company that makes more in an hour than you make in a day
Joke flew so far over your head I have to call the FAA
What really bothers me is that they mentioned that you cant save your missions from game master and then dropped an off handed comment about how modders will find a way around that. Gave me the impression that they wont add a real mission editor anytime soon
fr fr
Sorry, I was just lowering my intelligence level to that of your unit mates
literally no point in communities trying to do anything with reforger if they can't even make a scenario lol
at least there's modding tools
Don't forget your scuba gear
how are the modding tools, actually
RIP those cool custom missions
Modding tools do seem really nice, from what I've seen
heard it's easier now
The great thing about what BI is doing is that modding seems to be really accessible
Which is amazing!
if you're on windows, of course
it 's now more graphically.
i'm really sour about how they go out of their way to make it impossible to run reforger on linux
How do you figure they went out of their way?
can i launch this without battleye?
have you ever believed anyone in your life?
The control setup on PC with selecting grenades etc is so bad
you need to go to an absurdly old version of proton to get the battleye installation screen
Console support has ruined this
and then it stops there
You should strive to seek clarification in life. It reduces misunderstanding
it doesn't even try to work on later versions
Yo can we keep this for feedback not for childish arguing?
so yes, they've gone out of their way to make it exclusive to microsoft windows on PC
would throw bugs/pictures in here but y'all don't shut the fuck up with stupid shit
hmmmm
Press the number rather than Tab + Scrollwheel
Does it run on Linux once you get BE up?
Still worse than Arma 3
i don't think you understand the battleye situation on linux
I figured they wouldn't bother, seeing as they left Arma 3 linux in the dust
If they do console support for A4 it will ruin the franchise
please stop taking authoritative stances on subjects you don't understand please
I prefer it. I was never a fan of yeeting a grenade out of your ass. Now you have to physically hold it and throw it
I'm asking a question?
I don't
I don't know how you took that as me arguing?
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
the death animations look worse than A3
Does it run on Linux?
i've told you the answer to that???
it was the first thing i said, you argued over if it does or doesn't
legs keeps floating in the air, animations are worse than arma 3
im kinda worried about the console feel myself but i dont wanna be toxic about it
ez block
You said BE doesn't work, I was just asking if you could get the game to launch without it. Pelase relax. I didn't intend to come off as hostile at any point. I'm sorry if I did
Most people I don't think actually are, and its kinda getting blown out of proportion. Toxic that is.
AI is also worse than A3 lmao
Literally every post you make is "If you say anything bad about reforger I will be purposefully contrarian to your post or call your validity into question"
like rn im way more willing to go open A3 and play it atleast the performance is good
i think the main issue people are having is that it costs half as much as a AAA game for a tech demo
they managed to make a A3 default arsenal even worse
I can't make that complaint, I play Star Citizen
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
Am I not allowed to disagree? I try to present good faith counter-arguments but people seem to take it personally? I don't get it
but as is, it's just a multiplayer sandbox akin to argo but $30
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.
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
There is a difference between being contrarian and just disagreeing
You're being the former
there are competing games, thank god
we'll see a rise of indie milsim titles in unreal engine in the coming years from advancements there
I feel that I've presented valid counter-points. But if you disagree that's fair
and have a new arma we can latch on to
Idk, the rework of the tools for Enfusion is a huge game changer
I'd argue that's where the real bread is
you're presenting counter-points to obvious issues, it's not skepticism it's lazy trolling
The only things I've argued is that the UI is subjective, I prefer it over the old UI. And that it's a tech demo, not a full game
refunding this shit rn
did you read diary of a wimpy kid for the pictures, i wonder
idk what they thought to be doing with this
this is a dame wacky feedback channel
doesn't feel like Arma and it feels worse than BF2042 in quality
No need for insults. Disagreements are needed, not just insulting people because they like the game.
What didn't you like?
We disagree on the state of the game and the direction of it, doesn't give anyone the right to be a dick
it's a legitimate question, it tells whether they value seeing it over reading it
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
You're basically asking if they're illiterate, doesn't really seem in good faith
i think he means do you seek instant gameplay, or a bigger vision of the game and its mechanics
I have mild dyslexia. I prefer the large pictures as an accessibility thing and would prefer they keep it as an option. What works best for you doesn't work best for everyone
But I do think they should add a "legacy UI" option
Honestly, having played more of it, I personally think it needs a lot more
The movement seems a lot more arcade then A3
im not expecting gods work tho tbh
its literally a preview build
like everyone needs to know this bitch is literally a tech demo
I basically sprinted towards a jeep fired an RPG and hit directly onto it
movement in A3 did kind of suck dick though
$30 is a big asking price for a tech demo
sprinting especially, and truly i knew no one that used the movement volume slider apart from knocking it down to its lowest
I like that you can climb over shit now
then don't pay it 😀
Doesn't mean that movement needs to be directly taken from A3, as the vaulting and movement sliders are really nice
what are we suppose to expect bohemia to make something that they promise will be of scale not even comparable to arma 3 for free????
that's...the point?
like we cant expect magic from bohemia no matter how good A3 was
moving in a battlefield isn't like moving in quake
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
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
yeah bro it's like BI is now targeting run and gun gameplay playerbase
But the player seems to be way too accurate for when moving quickly
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
I mean, if they're making this and asking for feedback, they could have made it a bit cheaper. The game costs as much as Base Arma 3
it'd be nice if it was cheaper for A3 owners
Controls are fucking terrible
Love graphics
Love sound design
Guns could use a little more power
this would be a perfectly fine bohemia game if it wasn't attached to their military simulation franchise
we should be supporting BI as much as we can instead of spitting toxicity at BI
I love accidentally using my fucking scroll wheel while trying to sprint to cover, only to slow down to a snails pace
what do you think happens when a community's feedback isn't heard for years
ok firstly, everyone is getting different things hardware wise with settings cause some play zeus buttery smooth others don't.
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.
and then suddenly they release something completely out of touch with the other games
This is an arcade game bro, this isn't arma
this is a rising storm/squad mashup released as a milsim game
It's like squad but worse
how is it out of touch??
it would be fine if it wasn't marketed towards arma fans
Not OOB
i dont like Console gamers shitting on my experience but like its not like console damn for arma wasnt there
Agreed,
it was a huge demand
That's a line that's used to generally shut up feedback. People don't have to be happy with this product.
I do not believe BE support is enabled
someone needs to mod back in the space program bugs now that the new engine has like stable physics lmao
Sure I can see those all as valid complaints if you expect Reforger to be a fully fledged game.
But It's a tech demo, if you can't live with bugs and limited content, then it's not for you, that's why they also announced Arma 4 on the horizon.
I don't mean to come across as a dick, but they made that very clear in the announcement.
It's a tech demo that isn't arma
this is dayz modded to be a military shooter
you dont have to be toxic about it, just lay down the feedback dont be like "shit game refunding"
even as a tech demo, its demo-nstration that they are going the wrong way
Its a game that's meant to get feedback on where BI is taking the franchise. Its kinda more then a Tech Demo
its not arma anymore
Like my brother in christ, don't spend your 20 dollars. Go buy squad
It Is this but less buggy, with superior mechanics
Exactly it's overpriced argo
i bought arma refunder and immediately refunded when it somehow ran worse than arma 3 on the better performing dayz engine
You're right, but don't just go "We have to support BI", because we don't. If they aren't taking the franchise in a good direction people aren't forced to support them.
Dude I opened my inventory, exited out and it was like I was on lsd
because this is designed for feedback, buging
My entire screen became a fuckin rainbow for 30 seconds
Even as a tech demo it is bad. Half of what I said is not limited content. Its core functions of the game and how you play it. I see a inventory system as the core functionality of a game. Same with movement etc.
and its a tech demo on its literal first hours
now im not gonna lie
I miss scenario editor
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
70% of those point's were just game bugs that are going to be patched eventually
atleast we are back on topic from, me refund
I was getting 50fps with about 30 ai fighting
Dude it's a 30 dollar game, no matter how you put it people spent money on it and expect a solid milsim like experience like every arma game before It (apart from argo and tactics)
Also, ngl, if you wanna convince the devs to change their minds on the topic, maybe don't call the game Arma: Refunder
i never read milsim
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
i just saw a tech demo for milsims to test
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
Dude it's a 30 dollar experience, or tech demo. And it's just terrible
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
i don't mind
thats not normal even on my old ass hardware
Game consumes ram for some reason
yeah fr
I was expecting bugs to begin with
performance was great for me, way better than arma 3
i just dont like the gameplay tho
also yea, its a mixed bag on performance
same
I want my darling editor back
keep in mind there's not nearly as much going on right now either
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
this is the first game ill return, its absolute shit and i cant connect to any server except empty ones. thanks for nothing
there's no helis, arty, tanks
if there is one good think its the graphics and performance, really smooth for me
or boats
and i remember the quote from Arma Stream being like we want older hardware to be able to play arma reforger just like arma 3
You can flush toilets lol
well i cant play ARF but i can play A3 
i am running it in 3440*1440 on a 2700x and a vega 56 with locked 60fps on high-ultra
great quote
Friend with a 1050 was running 5-15 fps on servers
this is just like arma 3, mixed bag all across the board
Runs arma t 60
only minor drops sometimes
Local host servers perhaps so I can play with friends in a controlled environment?
no you cant
i was watching psisyn and he was getting 60 fps on high settings with his rtx 3080
you cant even give passwords or kick players rn
You've gotta find an empty
it aint a full arma title and keep in mind how horrible arma 3 started guys
thats a 800 processor
just saying
someone just said they got 15 with one
arma 3 didn't start with arcade movement
just saying
yes arma 3 was a buggy mess but at least it felt like a arma game, this feels like buggy squad
At random places
yea
arma 3 had horrible movement right
which is just like arma 3
Its the feedback channel, and I was giving feedback. Not looking for replys stating the obvious
Like in the barnhouse, I suddenly dropped to 5 fps then got sent under the map
arma 3 had great movement for what it's trying to convey
i agree
my fps was jumping like i turned down the VD to like 1k and somehow got 15 extra frames
like that just seems really bad
it's a military simulation, maneuvering yourself on a battlefield is awkward and clunky
just seems weird