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Might want to change the title or add a note; it's not just the Titan - the issue occurs with the PCML too, but not with the RPG-42.

Also, it seems to only occur when the AI is in an elevated position. Down on the street he will engage it no problem.

Edited by 2nd Ranger

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Might want to change the title or add a note; it's not just the Titan - the issue occurs with the PCML too, but not with the RPG-42.

Also, it seems to only occur when the AI is in an elevated position. Down on the street he will engage it no problem.

Tested this myself. It seems it affects the PCML as well. However, I tested multiple different elevations and it didn't have any effect at all. I placed the target uphill, didn't engage. I place both at the runway, didn't engage.

Edited the ticket.

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Swapped it out for a Madrid and he wouldn't attack either. T-100 or Kaymsh? Those he smoked!

Yes, I think I tested it with all wheeled military vehicles and the results are the same for those, tracked vehicles don't seem to be affected.

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I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay!

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I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay!

Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically!

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Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically!

They have splash damage now too :)

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Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically!

thats a engine side limitation.

they can solve it the same way that they did in ARMA2, where the gun fires multipile bullets per shoot, with decent dispersion

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they can solve it the same way that they did in ARMA2, where the gun fires multipile bullets per shoot, with decent dispersion

I think that's not quite correct. I think they use the same method here, where for example a shilka have an enormouse damage per trigger pull, to simulate the high ROF. The game still fires 1 bullet. The ammo counter just decrease it in a fixed amount of by 5 or 10, but you're still fire only 1 bullet. The proof is, you still only sees one bullet splash/explosion when it hits the ground.

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Tested this myself. It seems it affects the PCML as well. However, I tested multiple different elevations and it didn't have any effect at all. I placed the target uphill, didn't engage. I place both at the runway, didn't engage.

Edited the ticket.

AI AT doesn't engage lighter or "lighter" vehicles with a launcher when he is alone and not discovered or attacked. 2 AI's or more (grouped), and they do use the launchers.

Edited by Azzur33

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snakes can still open doors (on Altis). spotted in NATO showcase.

by bad mission design, BI refused to ditch the current flawed ambient life system for official missions. this breaks immersion as it looks weird.

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I think that's not quite correct. I think they use the same method here, where for example a shilka have an enormouse damage per trigger pull, to simulate the high ROF. The game still fires 1 bullet. The ammo counter just decrease it in a fixed amount of by 5 or 10, but you're still fire only 1 bullet. The proof is, you still only sees one bullet splash/explosion when it hits the ground.

in arma 2 they fired 5 bullets per "shot" to give the impression of a high rate of fire, what happened was they all had diffrent angles so they spread out

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same mirror-projection on the suv:

cwa6sqsbxctl.jpg

ejxwav6d9ip6.jpg

strange seatexture:

64lmedphjzo4.jpg

rsfj3qglsbov.jpg

gca11bey9dw7.jpg

cwlg3oc6om2.jpg

the water look down "cheat" should really be fixed!

and the flying soldiers are still present ? i thought that was fixed. but yesterday i got them back in MP on dedicated server:

these "flying soldier" doesn´t only look strange, they can also damage and destroy your mainrotor, or chopper randomly, hard

to recreate!

also dont forget the jumping vehicles:

http://feedback.arma3.com/view.php?id=14277

(please fix this,its really there for a long time , since alpha)

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again or the buildings are to weak or the 35/30/40 mm guns are too powerful

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AI AT doesn't engage lighter or "lighter" vehicles with a launcher when he is alone and not discovered or attacked. 2 AI's or more (grouped), and they do use the launchers.

If that's intended then I can't find any logic behind it... It's like a situation where ZSU wouldn't engage enemy attack helicopter unless there are other ZSU's around (or the helicopter sees the AAA)...

Edit:

Can't repro. I placed maybe a dozen AT specialist to one single group, placed them on the runway and put AFV in front of them. Didn't engage! Now I have dozen drooling A"I" on the ground aiming the puny little vehicle with their rifles... Like that's going to change anything.

Edited by Gekkibi

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Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing?

EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this.

Edited by KaneSvK

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Hi there, I had same problem too yesterday on MP. I changed my interface settings (position of UI elements), clicked apply and restarted game.

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Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing?

EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this.

The dev branch messed it up so you need to go in the layout options and just apply your settings and restart the game. Worked for me.

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If that's intended then I can't find any logic behind it... It's like a situation where ZSU wouldn't engage enemy attack helicopter unless there are other ZSU's around (or the helicopter sees the AAA)...

Edit:

Can't repro. I placed maybe a dozen AT specialist to one single group, placed them on the runway and put AFV in front of them. Didn't engage! Now I have dozen drooling A"I" on the ground aiming the puny little vehicle with their rifles... Like that's going to change anything.

I can't repro That. My guys engaged EVERY time. You should do a repro mission of that situation too.

I tried AFV's, Marids, differend locations, 1-12 AI's and every time they destroyed it.

And yes, I noticed that the alone AI-AT does engage too. He just waits a bit longer, when the target is APC.

So, being "alone" is not an issue, not using launcher at APC's is not an issue.

But the rooftop placement May be an issue:

In some cases, if the AI goes prone, he loses the line of sight to the vehicle. When alone, no-one is ordering him to engage target that, when grouped, someone in the group would see and point.

I don't know the purpose of the longer wait though, AT does engage heavier tanks immediately.

Edited by Azzur33

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I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay!

7.62 vs buildings, and they collapse? How can you love that? :P

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I've had a few days off of Arma and had a quick fly around today to see the changes. It turns out the AH-9 miniguns now mince buildings, and I love it! I was finding it hard to justify ever firing them barring a deterrent as they're so hard to hit infantry with. Now they can swoop in, destroy enemy cover with miniguns and let the infantry rip. I admit I'd prefer an increased rate of fire, but this is definitely a step forward for gameplay!

I wonder if the miniguns' damage was increased or the buildings' health was decreased.

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I can't repro That. My guys engaged EVERY time. You should do a repro mission of that situation too.

I tried AFV's, Marids, differend locations, 1-12 AI's and every time they destroyed it.

I stand corrected. It seems I didn't wait long enough, little less than 10 seconds.

And yes, I noticed that the alone AI-AT does engage too. He just waits a bit longer, when the target is APC.

So, being "alone" is not an issue, not using launcher at APC's is not an issue.

Hmm, true. It takes 15 seconds for him to prep his launcher when on level terrain.

But the rooftop placement May be an issue:

In some cases, if the AI goes prone, he loses the line of sight to the vehicle. When alone, no-one is ordering him to engage target that, when grouped, someone in the group would see and point.

Nope, try putting this setUnitPos "MIDDLE" to the units init field.

I don't know the purpose of the longer wait though, AT does engage heavier tanks immediately.

Ya, definitely a bug.

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Nope, try putting this setUnitPos "MIDDLE" to the units init field.

He did engage from the roof of the barracks building though.

And he does engage if the APC is on the valley or on higher ground.

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Hi, i seem to have hud problem since the latest dev branch update. As soon as i load a mission it ll throw couple of variables errors and my hud placement is all wrong , even though it's layout is set the right way in settings. I tried it without mods, tired game cache verification but no luck. Anybody else have experienced such a thing?

EDIT: alright, i was wrong it has nothing to do with dev branch, i get the same thing in stable branch :/, no idea what caused this.

I had the same problem. Go to your layout under game options. Everything in that layout screen will still be where you had it but you still see the messed up ones with it. Ignore the messed up ones. Click on every item on your layout screen. You don't have to move them, just click on them. It kinda tells the game that you just put them there, even though you didn't. save and exit the entire game then restart it. Everything should be back to normal after restart.

Edited by Victim9l3

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