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BlueWolf

Bugs,Quirks, & Suggestions.

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I am going to list bugs I come across and post them here (in no particular order),

in hopes devs decide to add them to a todo list or an admin

bumps this post to: correct place/to a dark corner to collect dust.

*sry* if I could not find the proper place to post I did try search..

so for the time being if anyone else cares to add please add them here.

__________________________________________________ _______________

1) In the SecOps insert mission in single player mode 9/10 times the Venom

helu drops the team too high of alt and hurts every1 before the mission even

kicks off.. imediately after on the ground usualy #6 -the medic corpsman

always walks towards the choppers rear roter & gets stuck walking/hurt.

2) Rain/battle eye not responding causes undesirable lag sometimes

& causes pilots to crash killing everyone on board making very unhappy

campers..

I suggest an auto emergency landing script if pilots ping is too high/kicked,

atleast this will save players from constantly haveing torearm at base &

get killed on the way there from simple game quirks.

3) If pilots bail out with passengers on board there should be a warning

message seen (similar to: missile incoming): [bold Red] Pilot has Ejected!

4) Enemy AI are at times too deadly, & the Friendly AI are too useless..

the enemys can see you threw grass cover & bushes whereas the player

can't.. so too often players get killed before they can even realize there is

an enemy nearby so a suggestion: optionaly having a small transparent mini

map [switch] in the top corner so players don't have to constantly check

the map would be nice.

As for the current friendly ai they seem to have no other purpose except

to observe & take random pot shots before being killed sometimes doing

nothing at all being stuck in slow & stupid mode..

It would be nice if friendly ai acted more like players such as finding places

near the lead player to find & take cover -crouching behind nearby objects

to stay out of the open/hidden all of this built into the ai mechanics without

the players babysitting threw tons of time consuming command menus

meanwhile leaving the player in such a vulnerable state.

5) static model structure object placements such as warfare buildings sometimes

do not magnetize to the map and oddly float above the map

from what apears at bad poly angles.

6) Modern Gun scopes such as the EOTech sites need to have

more of a layered camera zoom filter because it's too hard to see anything corrently

so 9/10 optionally they all grab the sniper rifle (or play BF3/MW3

for the good AR optics.)

*Zoomed Out*

eotech.jpg

*Zoomed In*

board_BDDAPA87_6146_2.jpg

Other then some of these issues this is really a

fantastic game so keep up the hard work devs!

If i think of more ile add them.. thanks.

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ArmA2 Community Issue Tracker

2. that can be achieved mission side.

3. lol!...no

4. the Nth time. The AI deadlines can be set, for both friendly and enemy AI. They CANNOT see through bushes

kAetUEISzt8

There is no need for a minimap. Most of the players play without Enemy AI showing up on the map anyways.

5.while they could be sunken into the ground some more, the usually they flow because they are placed onto hills and ridges alike...

6.lol!...no

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It's nice that someone wrotes down what we did not like in version 1.59...but mate...actual version is 1.60 in two or three days and a lot have already patched to 1.60 RC

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I don't think the "AI sees through bushes/foliage" issues ever had to do with plant objects, but with the grass made by setting terrain detail on in the video options. This is the first game which allows for such high rendering of grass, and on maps like Chernarus it gives a clear advantage to the AI that it is invisible to them. So, I play with it disabled personally.

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Get yourself a GPS if you want a minimap on your screen. Most officers carry them.

The friendly AI is exactly identical to enemy AI, only a bit smarter if you're using default settings. If they seem useless, it's because you are an inexperienced commander. They don't see through solid objects like houses and bushes. They are coded to take cover, suppress, flank and other things, but don't do it too well because this is an open-world game that has to run on commercially-available PCs. BIS could make an AI that takes cover perfectly, but then they would be no good for driving, flying or doing anything but hiding behind walls.

Edited by maturin

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well I presume wrong about the trees but I cant tell you how many times I have

been shot in heavy tree cover not knowing what direction the fire even came from

I saw the vid & that is good.

as for the: lol.. no's

It would be nice to know when pilots eject!

And that's realistically looking threw EOTech AR Optics

what players want to see & feel ..Authenticity, or as close to it as possible.

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