Clayman 20 Posted April 14, 2011 Update A2 content to OA standards :rolleyes: Share this post Link to post Share on other sites
thedudeabides 40 Posted April 14, 2011 When merging or copy and pasting playable units from one mission to another, for the units not to have to be reset to playable Share this post Link to post Share on other sites
runforrest 10 Posted April 14, 2011 -mp/jip, revive/respawn - compatible modules!!(especially SOM) -jip,revive/respawn - synchronization of clients (weather,time,tasks,loadout) > all that is already there as workarounds from the comunity, but setting it up is pain in the 455 !! -fix AI getting stuck when using pistols -subfolders in mpmissions folder PLZ PLZ PLZ -towns on takistan/zargabad still need better performance Share this post Link to post Share on other sites
SPC.Spets 21 Posted April 14, 2011 when merging or copy and pasting playable units from one mission to another, for the units not to have to be reset to playable + 1 Share this post Link to post Share on other sites
celery 8 Posted April 14, 2011 What about a more detailed editor DATE and WHEATER? sometimes I need to make a night mission and I need to put a full moon light because theres no NV available What's the problem right now? You can set the date and time to such that there is a full moon. Share this post Link to post Share on other sites
SPC.Spets 21 Posted April 14, 2011 What's the problem right now? You can set the date and time to such that there is a full moon. but I have to test every night date to see if there is a full moon, I dont know, maybe a little icon showing the moon state :p Another one: a better Bulldozer, I just need a copy&paste feature there :( Share this post Link to post Share on other sites
coopr 10 Posted April 14, 2011 coopr maybe read the changelogs and tell us where BIS made only AI fixes and forgot about improving "some non ai feature requests and fixes"? :rolleyes:If you play only pvp you shouldn't be worried about more AI fixes and improvements... Otherwise someone could also suggest "No pvp improvements or testing speedy + funny but unrealistic features!" :p Maybe you should read the changelog lol? And compare the ai fixes and features to The non related ai features and fixes? And what is unrealistic and funny about my suggestions? The whole ai thing is funny and unrealistic. And only slows further development down in my opinion. If we get flashlights and lasers on weapons which every human player can use with out a problem. The devs have to code another 2 weeks because people are whining why there idiot ai teammate doesn't use them. Soon after that people start to whine that ai is giving there position away because they always have there flashlights on and yet another 2 weeks of code. Etc etc etc etc just a simple and stupid example but I think the reasons why we see so less new features coming in patches. Share this post Link to post Share on other sites
viper[cww] 14 Posted April 14, 2011 (edited) One that has always bugged me is when you kill the AI that is in a group while using a suppressed weapon, all other AI know that he is down, wounded/killed regardless of their position relative to him, so for example if I shoot an opfor who is at the back of his group by some distance, all other AI in that group are aware he is dead. It would be much better if they are only aware of his health status by line of sight, in other words they have to see that he is down before they go into combat status. Also to tie into this perhaps making the AI less aware of suppressed weapons at the moment there is no effect while using suppressed weapons against the AI, they seem to know that a shot has been fired regardless of their range from the shooter, making the suppressed weapon in-effective (fyi I know what a suppressed weapon is, and I know they still make a the slightest sound, they reduce the sound and muzzle flash from a fired weapon) And the circle that represents where vehicles are or where enemy is, (white circle, red circle) while looking away from them or at them is a bit of an immersion breaker... wondered if its a setting I could change, but it isn't as far as my testing found. Edited April 15, 2011 by VIPER[CWW] Share this post Link to post Share on other sites
Bulldog72 10 Posted April 15, 2011 Beef up multi-player server security. A lot. What's currently available is still not good enough. Share this post Link to post Share on other sites
schmambuman 10 Posted April 15, 2011 I don't really post here a lot, so apologies if I'm ignorant. Things I would like to see in a patch, if possible, are: Updates to reload speeds, and animations if possible. Right now, you can reload a SAW about as fast as you can the M9, and even the RPG, and it kind of kills the realism. Tone down the "swing gun around like a maniac while sprinting" animation. It looks pretty silly, to tell you the truth, to see a guy with a 20 pound rifle swinging it around like a very light sack of potatoes. The civilian "sprint with hands perfectly straight, fingers perfectly extended" is a little odd, but I can live with it." I would love for there to be more advanced graphics options, but not really super necessary. Right now, I play ARMA on a macbook 13" pro on a windows XP partition. Pretty bad, yeah. Anyways, sorry if this has been asked already. Share this post Link to post Share on other sites
BasileyOne 10 Posted April 15, 2011 Beef up multi-player server security. A lot.What's currently available is still not good enough. nice idea,but a guess how its can be done ? [w/o huge CPU overhead, i hope] switching to PB ? adapting FADE-style countering to BE behaviour[make it more FADE-ish] to counter re-engineering, more tamper-resistant? Share this post Link to post Share on other sites
domokun 515 Posted April 15, 2011 ;1898237']One that has always bugged me is when you kill the AI that is in a group while using a suppressed weapon' date=' all other AI know that he is down, wounded/killed regardless of their position relative to him, so for example if I shoot an opfor who is at the back of his group by some distance, all other AI in that group are aware he is dead.It would be much better if they are only aware of his health status by line of sight, in other words they have to see that he is down before they go into combat status. Also to tie into this perhaps making the AI less aware of suppressed weapons at the moment there is no effect while using suppressed weapons against the AI, they seem to know that a shot has been fired regardless of their range from the shooter, making the suppressed weapon in-effective (fyi I know what a suppressed weapon is, and I know they still make a the slightest sound, they reduce the sound and muzzle flash from a fired weapon) And the circle that represents where vehicles are or where enemy is, (white circle, red circle) while looking away from them or at them is a bit of an immersion breaker... wondered if its a setting I could change, but it isn't as far as my testing found.[/quote'] I couldn't agree more with the problem of neutralising an isolated AI only to have their platoon magically aware of your location. I can understand if they used a radio to alert them but it that case it would be nice to see an animation. Imagine looking through your scope to see your target, lying wounded and speaking into a radio. THEN you know you're compromised. As for the circles, these options can be turned off. IIRC its in your options menu. IIRC the Veteran pre-set disables these "aids". If not you can always use a mod to tweak such aids. The PvP clan have got some here. Share this post Link to post Share on other sites
roguetrooper 2 Posted April 15, 2011 Soldiers should have no prefigured names/descriptions. I.e. when you place an AA-specialist in the editor (or createUnit on the fly), he remains an "AA soldier" by name all the time, no matter what weapons he actually has. When you order your group to attack a unit or loot a dead one, you always see that stupid description and even with the weapon in ( ) behind the name according to the description in the editor, regardless of the weapon the unit is actually now wielding. They all should just be "soldier" or "man". Further specifications should be made when you recognize the unit's weapon. Especially the ingame-display of the editor's weapon name in ( ) behind the name is somehow annoying. Any unidentified human being should just be "man" (maybe also "woman" when you are near/binocular'ed enough to identify it), any as hostile identified infantry should just be "soldier" (red name). Sure, in harder modes you don't see these names. But the difficulty settings from the main menu don't say anything about how difficult your actual mission is. Even on the easiest level you can have hellish hardmode A.I. (scripting). Share this post Link to post Share on other sites
nyles 11 Posted April 15, 2011 FuseDistance not working for missiles SACLOS missile range too short Certain missiles lack manual guidance Some cars can drive faster off-road than on roads Bullets lose too much damage over distance Aircraft countermeasures too effective Freelook inside vehicles with AI crew sometimes stops working Add additional "preparation" time when selecting launchers Player cannot lower handgun or launchers Cannot raise lowered weapon from crouch stance Weapons with TI scopes to be treated like machineguns in inventory AI warping at distance Implement single-use weapons (AT) Vehicles should not need to turn engine on to rotate main turret MG Nest model uses low LOD over distance (warfare town defense issue) Add new (useful) content to increase variety. To this day I simply can't understand why there has not been a small DLC or patch, which provides cheap and easy reskins of already available models for different factions. M113 for US, Ka60 for Russians, BTR60 for Guerrilla, BMP2/Shilka/BRDM2/AN2 for Russians, T55 for CDF, and so forth... Improve High Command module to allow for more reliable control and increase command options. Given that CTI is still a very prominent MP mode, it would be really useful for commanders to get a better command and control interface on the strategic level. I suppose there are plenty more... Share this post Link to post Share on other sites
ziiip 1 Posted April 15, 2011 Grass is (mostly?) dependent on the terrain detail setting. Object detail determines its density and terrain detail determines how far its drawn. Share this post Link to post Share on other sites
Bulldog72 10 Posted April 15, 2011 nice idea,but a guess how its can be done ? [w/o huge CPU overhead, i hope]switching to PB ? adapting FADE-style countering to BE behaviour[make it more FADE-ish] to counter re-engineering, more tamper-resistant? I honestly don't know enough about the internals of Arma2, FADE or PB to make detailed suggestions. That's for ppl with bigger brains to figure out. Only thing that I do know (from own painful experiences) is that what we have now is not enough. True, you cant do any real damage or something besides ruining everyones game. Still, this needs to stop and should be an important focus for further development. Share this post Link to post Share on other sites
76 0 Posted April 15, 2011 Maybe you should read the changelog lol? And compare the ai fixes and features to The non related ai features and fixes? And what is unrealistic and funny about my suggestions? The whole ai thing is funny and unrealistic. And only slows further development down in my opinion. If we get flashlights and lasers on weapons which every human player can use with out a problem. The devs have to code another 2 weeks because people are whining why there idiot ai teammate doesn't use them. Soon after that people start to whine that ai is giving there position away because they always have there flashlights on and yet another 2 weeks of code. Etc etc etc etc just a simple and stupid example but I think the reasons why we see so less new features coming in patches. BI need to put more attention into the PLAYER VS PLAYER aspect of the game. Share this post Link to post Share on other sites
xeno 234 Posted April 16, 2011 (edited) BI need to put more attention into the PLAYER VS PLAYER aspect of the game. Indeed. And into the COOP aspect of the game, and the RPG aspect of the game and of course, the CTI aspect of the game, and the <add whateverotherMPaspectyoulike> of the game, aka improving the MP experience for all people. Because this is the only game where MP is not stuck in one game mode. Xeno Edited April 16, 2011 by Xeno Share this post Link to post Share on other sites
ArmAriffic 10 Posted April 16, 2011 Fix the ******* CQB Share this post Link to post Share on other sites
Zipper5 74 Posted April 16, 2011 SP and MP need to be concentrated on in equal measures at the least, as the game advertises itself as offering both. There is a huge divide of the playerbase in terms of who exclusively plays SP or who exclusively plays MP, therefore BIS needs to balance which one gets attention. Share this post Link to post Share on other sites
Dieter66 10 Posted April 16, 2011 - AI warping at distance - realistic armor penetration - KSK woodland camo - fix BAF medics - cannot raise lowered weapon from crouch stance - Update A2 content to OA standards Share this post Link to post Share on other sites
Cyteless 10 Posted April 16, 2011 - AI warping at distance- realistic armor penetration - KSK woodland camo - fix BAF medics - cannot raise lowered weapon from crouch stance - Update A2 content to OA standards If you press the "fire/shoot" button when you're crouched, your weapon will be raised. Share this post Link to post Share on other sites
kireta21 13 Posted April 16, 2011 - AI warping at distance- realistic armor penetration - KSK woodland camo - fix BAF medics - cannot raise lowered weapon from crouch stance - Update A2 content to OA standards Armor penetration is impossible without engine tweaks, surely won't be added. I mean, seriously, we're asking for it since good old OFP. As for updated A2 content it would be enough to update soldier models to allow backpack proxy, as everything else can be done with mods. But that's just my opinion. Share this post Link to post Share on other sites
BasileyOne 10 Posted April 17, 2011 more modern GPU's utilization for performance benefits. same about mult-core CPU's[6x's meant] Share this post Link to post Share on other sites
-=seany=- 5 Posted April 17, 2011 Fix Bug with In game Anti Aliasing causing white, flickering, pixels on ONLY Operation Arrowhead Takistani trees and bushes. Chernarus is not affected. It's extremely irritating having to put up with the jaggies in 2011. http://dev-heaven.net/issues/15668 Fix Bug where some Takistani (with face mask) soldiers have no face texture at certain distances, its just white. This is really taking a lot of difficulty out of Domination for me. Its like all the AI's have an IR strobe on their face...making them stupidly easy to spot. http://dev-heaven.net/issues/17538 Share this post Link to post Share on other sites