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fabrizio_t

unit SKILL value has negligible effect on shooting accuracy

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This is a serius problem that exists from release and still applies to the latest beta (build 59025).

Unit skill as set in editor has little to no effect on AI shooting (and spotting) performance and this is a big letdown.

Lowly skilled units are able to take out enemies with a single burst from close to medium range (300m.).

More details here:

http://dev-heaven.net/issues/show/4483

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I dont get it, the precisionFriendly and Enemy are set to 1, and you complain that the AI is too accurate?

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Unit skill as set in editor has little to no effect on AI shooting (and spotting) performance

Think he's saying that no matter what you set the skill levels at in the editor , the config file values are used so there's no sense in adjustnig the skill levels of the AI in the editor as the levels are meaningless.

If that's true it DEFINITELY needs to be fixed.

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Yeah, I think that the skill level only relates to response time and will to live right now, which will hopefully change to make the ai at least slighly less accurate.

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Think he's saying that no matter what you set the skill levels at in the editor , the config file values are used so there's no sense in adjustnig the skill levels of the AI in the editor as the levels are meaningless.

If that's true it DEFINITELY needs to be fixed.

Exactly. Sorry if it wasn't clear, my english is not that good.

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Think he's saying that no matter what you set the skill levels at in the editor , the config file values are used so there's no sense in adjustnig the skill levels of the AI in the editor as the levels are meaningless.

If that's true it DEFINITELY needs to be fixed.

Why? You can just lower it in the config? At 1.0 they are supposed so uber that they should never miss anyway. :confused:

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Why? You can just lower it in the config? At 1.0 they are supposed so uber that they should never miss anyway. :confused:

Sorry, i think you are missing the point.

To my knowledge the values set into the profile file act as a "multiplier" for editor base skill, not as a override (in this case skill slider in editor would be completely useless).

What i am saying is that there is no noticeable difference in shooting accuracy for units with 100% (editor) skill versus units with zeroed (editor) skill (20% is the minimum skill you can set in editor).

You may be comfortable with it, i am not since that defeats the whole tactical point of having "quality" soldiers couterbalancing "quantity".

Think about real word and any kind of asymmetrical war: special forces operations, counter-terrorism, counter-insurgency: all these scenarios are not renderable in a satisfactory way with the current "flattened" editor skill settings in ArmA2.

So in short shooting accuracy for highly skilled units is fine, shooting accuracy for lowly skilled units should be tweaked to be way lower.

Edited by fabrizio_T

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