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SASrecon

Patch 1.05 suggestions

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"Heal that machinegunner"

"Engage that sniper"

Without HUD help there is no way to know where the target is located.

If the AI team leader could tell us where the target is located it would be great. The AI team leader could use map coordinates, or compass directions, or directions relative to the squad (front, left, etc).

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stop enemy pilots being stuck in the sky when you shoot their chopper down, whether it be dead or alive loads get stuck in mid air.

2 dead ones above a town last night in broken parachutes at side of each other. looked really stupid. Another time I could hear groaning and it was an injured pilot stood up in mid air about 100ft up.

!!

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This addition of "suggested orders" that come up instead of the list of order numbers is a big distraction, it forces you to look at the text and scroll on the list of orders with your mouse, very often what happens is I select a soldier, I realize that the order I want is not there in the quick list, I have to hit backspace, then backspace again, I get lost, reselect soldiers, make sure I do keystrokes in the right order just to be able to finally give the order that in Flashpoint or Arma I would have been able to give in half a second.

)

you don't have to hit backspace if you don't see the order in the quick list. just use the digit numbers as you always did in operation flashpoint.

ex:

-press F4 (you select a soldier and see the quick order menu on the left)

-press 4 then press 1

-the AI disembark

so I don't understand where is the problem about this quick order menu when you can just ignore it.

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add settings for the size of the (irritatingly huge) joystick dead zones (mainly a problem with using rudder pedals in helis, but shows in other places too)... iv got a lot of pretty accurate input hardware here thus i want ZERO dead zone (you know.... like in real life) but even by hacking settings files i cant seem to change this, with my steering wheel set to 900degree mode i have to turn the wheel about 30 degrees before the game registers any movement at all, even in 360degree mode the dead zone is FAR too big. (there is a reason why pretty much every computer game in the last 20 years has given us sensitivity AND dead zone settings... why is it missing here?!?!)

add a line of code to remove the steer too speed limit on vehicle controls when the user is using an analog input (makes perfect sense for driving on a keyboard, dont want the steering to instantly shoot to 100% lock just coz the user taps the key, but by god is it annoying when you have a gaming wheel strapped to the desk, you turn the wheel where you want it, then a second later, the little virtual guy finally does the same... just in time for you to crash into a tree)

[i think its fair to say that games should do their best to never knowingly break the immersion.. but the current steering system reminds me that im not connected to anything EVERY time i turn a corner in a car, and the delay makes driving a chore you have to do to get anywhere, not the fun it could be]

add a 'clear all menus' button, specifically for use with macros/programmable keyboards (i.e. say you have a key set to do '8,3' (formation wedge), but you are already in menu 1 (move)... hit that macro key and you will tell your guys to find cover, then call up the 'engage' menu)

also for use as a 'panic' button

unplug the thing which makes the fire button confirm something in a menu... you have a button specifically for that in the config and there is no need to cross the function (i for one would like to be able to interrupt setting up a command to shoot someone without the game sending whatever happens to be highlighted as the command (instead of shooting the gun)).

in combination with this you will also need to add an exception for those who DO want to use the fire button to execute menu items, then they can just config the fire key to both functions... basically 'if 'in a menu' do 'execute menu item', else 'fire gun'. (which it sorta already does, only it needs to be using two inputs to a single function, not a single input to two functions)

Why cant i toggle zoom on weapons with scopes?, i can do it by holding a button!

also nice, but certainly not what i would consider essential:

hook up the lean left/right buttons to work inside (some) vehicles, specifically the likes of AH1z, where it would be good to be able to lean closer to the glass to look down (or possibly lean to the side to look around the co-pilots (huge) head ;)... im not sure thats actually possible in real life tho, probably too much stuff in the way)

oh, also... in campaigns, give us a 'save and exit' option in the debrief menu after completing a mission, currently you force us to load the next mission then 'suspend'... its not like you need to trick us into playing the next mission immediately, you already have our money.

oooooh, and!... co-pilots/gunners can be a serious pain in the a' sometimes, buzzing around a target area in a gunship, you spot a Schilka and order 'switch to hellfires' to take it out before it gets you.... but no.... the idiot gunner has decided that he wants to shoot at riflemen with the cannon instead and will refuse to change. (i can see that one being a massive headache to fix, but it does wind me up at times)

---------- Post added at 06:39 PM ---------- Previous post was at 06:07 PM ----------

add the option to disable the "quick orders" menus that come up when you select one of your team members

amen,

i dont find it much of a problem, but i do NEVER use it, in favor of macros and just knowing how to navigate the menus.

Edited by OOPz

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So many small and annoying bugs and forgotten mistakes that have been there form the OFP and ArmA days. This is what drags this game down from time to time.

+1 on zGuba's suggestions.

Other then that you have the smaller annyoing things such as

AI

-Prevent AI (Gunner) from selecting weapons while in 'Manual Fire'

-AI does not follow the order 'Hold Fire' (as Alex72 suggested)

-Improving AI driving in columns (start and stop, start and stop, so on..)

-Adjust minimum height when AI aircraft attacks a target or adjust AI awareness/pathfinding to prevent AI crashing into a hill or trees.

-Improve pathfinding for AI drivers in vehicles. A specially from waypoint to waypoint in 'safe' or 'careless' mode.

All improved in betas - 19. december 09

Animation

-Adjust the casing/cartridge animation for the AK74 and AK74U. They fall straight down after exiting the chamber. This is not the case for the other weapons such as the AK107 and M16A4.

-Missing bolt animation on the SVD (sniper)

Others/mix

-Better turning on the C-130 (as G-Xavion suggested)

-On several vehicles you can't change sight view/zoom (as gunner) when you're using the secondary, third, fourth, etc. weapon. Can only change sight view when selecting the primary weapon.

-FAB500 bombs does not disappear after use on the Mi-24P (Russian).

-Remove or adjust (blurry edges) lightcones. Real life this can only be seen in fog or dense rain.

-Adjust colour coming from street lights, fires and fireplaces. They are rather yellow-greenish (And no, it's not my monitor. I can assure BI about that)

Edited by colossus

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I don't know about the rest of you guys, but there has been an option in the context-sensitive command menu called "suppress" since basically 1.00, and every time a patch is released, I'm hoping that clicking that option will get the selected AI troops to actually suppress a physical position, but unfortunately that's been wishful thinking thus far.

BIS, please make the "suppress" command work. The guys who did FFUR/SLX mod for the original Flashpoint were able to implement some form of a suppression system and the Codies have demonstrated in E3 that they have a working suppression system. Either add an "enemy position" that makes the AI fire upon some physical position or get rid of that option (preferably the former because I would like the game even more if I could tell my guys to lay down suppressing fire).

On another note, perhaps this change might not be implemented in 1.05, but an option to enter buildings (like demonstrated in OFP:DR) would be awesome. Not a huge make-or-break feature, but just another nice little feature if implemented. Thanks.

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I want the stance accuracy bug when crouching with rifles or standing with AT to be fixed. It's stupid that a reflex sight can misalign.

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change the way that ai are arranged on the bottom so crew members are right of the vechiles that they are riding and slightly off of bottom behind the member that is driving.

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Also, people have already mentioned AI driving and etc. numerous times, so I'll leave that be. I'd like to add, though, that the AI seems to be wildly allergic to crossing bridges: they'll risk swimming and losing their gear rather than cross a bridge. I don't know if this is realism or not, but I think at some point, the AI should be able to cross a bridge without suffering some kind of a stroke or seizure which causes them to run around in circles in the process.

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with deployment show where units will spawn out hi-light arrow or alike. Stop commanders putting where units end up jumping.

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-stop playing the little 'death music' after the player is killed, when the player switches to a live character (team switch function).

I want the stance accuracy bug when crouching with rifles or standing with AT to be fixed. It's stupid that a reflex sight can misalign.

I agree with this completely, it is very annoying.

I use the crouched position a lot during firefights and I have to press 'strafe left' or 'strafe right' very lightly & quickly every 2 seconds to realign the sights.

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Please BIS can you take a look at Piccoly's LandTex ground texture addon and maybe consider something similar? The ground textures are so blobby as it is now and it looks weird really. It look weird especially when flying. Just a bit smoother textures would be super. We can always use addons, but i think it appeals more if its in the core game, and its hard for many to go online as so few allows textures.

Borrowed Gaia's screenshot here: Ground textures ARMA2 original.

LandTex addon: LandTex ground textures

Alex

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I'm sure this has been said countless times but, since I enjoy beating dead horses (AND it bites me in the ass EVERY TIME I PLAY ARMA2!!!) PLEASE, PLEASE, PLEASE BIS:

Make "crossing railroad tracks" not impossible for the AI, especially supply trucks.

The funniest thing happened today...

I bought 6 supply trucks in Warfare to help get my my team SV up as well as make a buck. 30 minutes later, WTF, where are my trucks? ALL stuck on the rail road track going to Brezino.(SP?) So I drive over here, all pissed off and cussing.

AS SOON as I get there they move off the tracks and go!

It was like "Let's take a break.. Oh shit, the boss! Go!"

Honestly, I'm sure others have seen this before. Please ;( Fix this next patch.

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Config :

Please BIS, could you configure for the AV-8 the same VTOL as the F-35.

Thank you.

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UH-1y : Laserdesignator. Enable it, so you can use it do designate targets for the jets ( or even arty!). Also, have a visual clue in the sight that the laser is active

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All known and over and over reportet content errors are still in 1.04.

*paper thin russian MBTs (did you know that you can destroy a T-90 in seconds with a KORD, but you can't do this to a BMP)

*G36 Aimpoint still broken since 1.01

*RPG-VL still showing PG-7V model

*No working pitch indicator on all Mi-8/17/24 Helicopters

*Weapons not showing on Ka-52 Pylons.

These points form beagle are really important. Especially the wrong Aimpoint of the G36. Else, often its not really possible to use the G36.

Plus:

*Landing and starting of AI helicopters and planes (F35, Harrier) on the LHD carrier.

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I have a suggestion for next patch,how about you start fixing the damn AI,we're already at 1.4 and I didn't saw even one improvement to AI driving or AI flying.In the meantime we get fixes like " Fixed: Soldier were walking on non-existant heaps of debris from destroyed buildings." or 1000 options for mouse smoothing(looking at the history of the betas you sure do like to work on this one).

I'm kinda sick&tired for stopping my convoy every 20 meters because AI have suicidal tendencies or having to move my missions from forested areas because AI flies into trees or it's incapable to land normally.

One of the old problems with Hind not engaging targets got fixed by zGuba gameplay mod,do you expect the community to also fix the rest of the AI problems?

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my suggestions for 1.05

bring back option "heal" when i am near medician, now it is impossible to heal from medic from other team which i cannot give orders

also dear BIS, you know my ekhmmm "military realism" attitude

dear BIS please:

make weapons values sense:

you made AK74 and AKS74U difference IN MODEL PATH ONLY

while in real AKS74U is short barrel weapon

it cannot fire at 600 meters as you did it

such short barrel weapon looses accuracy in 200 meters

please fix it and lower down this range to 60-70% of full lenght rifle

cause it is nonsense when crew can kill from half kilometer with subcarbin :/

total nonsense

you had the same mistake in OFP, A1 and now you did the same mistake

please fix range of short self defence weapons or weapon to operate in buildings which is AKS74U it is not field rifle

while you gave 300meters max for M4 (really should be 350-400) ???

M4 worse twice than AKS74U ????????? please give 300 for AKS74U and mind also lower range for subsonic ammo which has lower powder

and you made M4SPR equal AKS74U ? !!!

second matter you made wrong in weapons config

SVD is not better than specialy designated M24, M40

you gave SVD max range 1300 meters while to M24 and M40 1000 meters

please change it

SVD has 4x scope, it is not good scope, Polish army modernised SVD with 6x scope to give it effective fire up to 800 meters and you gave 1300 to SVD, while super M40A3 is 300 meters lower ???

if you wanna stay with 1000 m for M24, than give SVD 900

you can give mid range 600 for M24 and 500 for SVD

SVD is not sniper weapon, it is marksman weapon, like DMR / M21

sniper weapon is modern Russian SV98 and such like weapons

other technology of barrel and etc.

SVD was "mass production marksman rifle to give team/platoon better range" while western sniper rifles are high accuracy weapons for super trained specialists

also 1300 meters for 4x scope, sorry, but western weapons have scopes like 10x magnification Leupold

PSO is magnifying like ACOG (4x)

please have that in mind and please do this for the sake of military realism

AKS74U cannot be better than M4 and like scoped M4

SVD cannot be better than M40A3

thanx

Edited by vilas

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give us a 'quit' option in the esc menu, frankly its irritating as hell when you do something stupid (or find a bug) resulting in half your team getting killed, then try to rage quit, having absolutely no option to just get the f' out of there without saving the massive arse up... shouldnt have to ctrl-alt-del just to get out of a mission without saving the final position.

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Fix how Tanks can shoot their mounted machine guns through the tanks body.

Also you can crawl through the T72 haven't tried the t90 but it was halarious! :D

Why does it take 3 SMAW rockets to destroy a T90 and T72 when Im aiming at its engine :confused:

Being able to switch to a dead soldier and being stuck their and you cannot access the Menu button, randomly happened today in a scenario....

Quicker Follow me Command, I cannot stress this....

Objectives don't show up on Map sometimes for scenarios and campaign for a while.

Optimize Tree's, especially Red and Orange when zoomed onto them they turn colors and drop your frame rate by at least 20 FPS, Not looking at red/orange trees I get around 45FPS. :mad:

G36 Aimpoint sight is not tuned in right, and is useless in CQB.

Makarev PM pistol is too weak, I shot someone 7 times in the center of mass before he died.....

RPG7's Iron sight is alittle to small, its only effective if you zoom in all the way.

Being able to give commands while using binoculars.

All mounted weapons have no animations????? Reloading themselves..

Sound effects for ambient objects and such fade when other sound effects are played, IE shooting a gun next to a campfire will make the fire stop crippling until the gunshot sound effect is completely done.

VOIP volume is too low, we need an option to be able to increase it by alot!

Buildings are very glitchy and are hit and miss on destruction sometimes they blow up sometimes they don't, A SMAW rocket and TOW should put a decent hole in a house or wodden wall.

AI are deaf, I can usually run up to an enemy and they won't turn around till my muzzle is in their back. :dancehead:

Alot of me complaining but keep up the hard work BIS its paying off.

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Armour penetration ... ?

No? Oh well.

* Countermeasures

* Left-click action - gggrrrrhhh :(

* Rain? We have drizzle but ...

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One thing came to mind: How about letting our vehicles reload ammo back to full? when we depleted 2/3 boxes and drive for a reammo we only get that last box full. Wouldnt you replace everything in real life?

So let us be able to reload completelly full instead of only the last mag.

For 1.05 or any patch down the road.

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Editor bug

I ran Arma2 with 1.04 installed, in windowed mode, with no addons running. While in the editor, alt tabbing through several applications (for mission scripting etc), I will often loose mouse control - completely - all applications and WinXP - and Arma2 will fail to show as well. The mouse dissappears from the screen and I can do nothing. I have to ctrl+alt+delete and force Amra2 shutdown via keyboard to get my mouse back.

I haven't tried much editing since then. Am I the only one with this problem? Haven't seen it mentioned anywhere else.

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Arma2 often change the language of the keyboard. I have a Swedish keyboard and sometimes Arma2 just starts using the English Keyboard. It's been like that since Arma1... I doesn't matter what settings I do in Windows (the problem is thee in XP as well as W7). That could be a thing to look into...

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