cri74 10 Posted March 17, 2010 implement a battle-recorder to stop cheaters/hackers. Share this post Link to post Share on other sites
Drumheller 19 Posted March 21, 2010 Please update some or all of the large closed door buildings in Chernarus to be enterable for MOUT. I'm talking about the 2-3 story factory buildings and apartment buildings, etc. Share this post Link to post Share on other sites
Angle 10 Posted March 23, 2010 I would also like it if BIS fixed the damn ladders on the international hotel. Ether remove them or make them work. Share this post Link to post Share on other sites
wraith_v 11 Posted March 25, 2010 1. Being able to move in the map view. Currently when switching your character stops moving. You could move in ofp and it actually made it easier to cross country fast by moving in the map view especially if you sped up time and didn't have to deal with an fps issue. So could this be fixed? Not sure if this has been said before but you can still move while in map mode. When you open the map your character stops and moves to the crouched position, just press a movement key and he'll stand and begin moving again. Share this post Link to post Share on other sites
*LK1* 10 Posted March 28, 2010 add flir to tanks..remove the unrealistic radar. make the more realistic even for who love to use vehicles :) Share this post Link to post Share on other sites
spooky lynx 73 Posted March 28, 2010 Please remove the explosion of non-amphibious vehicles in the water. Only the crew should get dammage in the case of sinking. And the implemention of some kind of towing script for getting such vehicles out of the water should be very useful. Share this post Link to post Share on other sites
Lethn 10 Posted March 28, 2010 Fix the mobile HQ bug in multiplayer, when it gets deployed it sometimes ends up in the sea and ruins the entire game. Share this post Link to post Share on other sites
rübe 127 Posted March 29, 2010 Fix the mobile HQ bug in multiplayer, when it gets deployed it sometimes ends up in the sea and ruins the entire game. I'm pretty sure that's a scripting/mission problem and not a but with the game itself. Share this post Link to post Share on other sites
Xerxes-17 10 Posted March 29, 2010 If anything, RPG7 aiming by the Ai needs to be fixed. It's absolutely atrocious how often they miss. RPG18's are usually better because of this as they at least hit the damn target. Share this post Link to post Share on other sites
-=Grunt=- 10 Posted March 29, 2010 Don't know if BIS controls this but please add a "time before kick" feature to BattlEye. Since sometimes my connection spikes due to sharing for a few seconds and in those few seconds, I get kicked out of the game by BattlEye. This can get very frustrating specially in Warfare where you lose all of your units when you get kicked. I suggest giving a player with high ping 3-5 minutes before BattlEye does a kick. EDIT: And it's not just me thats getting connection/ping spikes, I see a lot of people in other servers that get kicked when theirs spike. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 30, 2010 Decrease engagement range of the 30mm cannons on the Tunguska, at this point in time the vehicle will engage at ranges it couldn't possibly ever hope to hit with it's cannons. Testing extensively has revealed the Tunguska will not engage targets inside of 3-4km range with it's missiles and only targets at certain altitudes. Tunguska's #1 default weapon should be missiles and it should only swap to cannons when a target is at most, 1.5km away. It also needs the aiming fixed up, it cannot hit even a basic MI-8 that is moving due to unreliable ballistics prediction, this also applies to the ZSU-23-4. Share this post Link to post Share on other sites
Flash Thunder 10 Posted March 30, 2010 ^ I agree with you on the Tunguska. Please increase reload time on launchers and Machine guns like the SMAW and Javelin, PKM, SAWm249,m240,mk 48 mod 0 and RPK. Improve the collision detection and clipping issues Add seperate Tree Drawing Distance option Fix the AI wont regroup and move when engaged and in danger mode after 1.05 this is gamebreaking. When using BIS multiplayer template such as "Sector Control" you shouldn't have to be limited in how much you can edit, there shouldn't be any editing points I dont see the cause for this, maybe im just dumb though. Splash damage increase on Cobra and longbow turret, its too weak, I can shoot enemy hostiles dead on sometimes and they wont die, splash needs increase and the damage. AI need to be less of a bullet sponge and obey the same conditions of human players when wounded, why is it after being shot enough the AI is force to crawl around, but he can still clean me up with amazing precision? When my crosshairs are all over the god damn place and holding breathe does absolutely nothing :confused: :mad: MEDIC AI need to do their JOB, meaning stop worrying about targets 500 meters away and start dragging comrades to safety and administering Medical AID, their detection for finding wounded players needs improvement as well, currently running past wounded or getting lost when in buildings. parachutes stop movement immediately use as an exploit, can open chute 1 meter above the ground and not be killed by G forces. Add Allow 3rd person in Vehicles, so we can disable it for infantry but keep it for jets and so on. NVG goggles should have more film grain to make them less clear and useful, and shouldn't have to have Post Process on High, it should be default. Also stars should be less bright when using NVG's it looks like "Stary night" painting. :) AI ignoring grass and smoke in various tests of mine remove the drop gear in water unless scripted otherwise. Less panting and hard breathing after a small sprint, what are these people asthmatic? Can't even aim with my rifle after small sprints really annoying seeing how the AI doesnt flow the same suite. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 30, 2010 Can't even aim with my rifle after small sprints really annoying seeing how the AI doesnt flow the same suite. Pretty sure the AI does actually, numerous times I've seen them sprinting down the street at me while I've been moving forward slowly. Their aquisition time and 'ready' time for aiming is a lot longer than if they had just been walking. Share this post Link to post Share on other sites
SteveJA 12 Posted March 31, 2010 Ive only a couple of requests, both of witch have been well documented but il put this on here anyways. 1 Add a couple of break contact routines, one steady retreat, whilst covering each other, one being an all out rout (ie if some tanks enter the fray) 2 Just the medic thing, somethimes quite hilarious watching your mate bleed out with his medic running in circles around him, when its you, its not. Share this post Link to post Share on other sites
Muzza 0 Posted March 31, 2010 One thing that is sorely missing is a wounded crawling animation. At the moment people shot in the leg are able to crawl amazingly well, even though the crawling that they do utilises more leg muscle than walking does. Share this post Link to post Share on other sites
SteveJA 12 Posted March 31, 2010 One thing that is sorely missing is a wounded crawling animation. At the moment people shot in the leg are able to crawl amazingly well, even though the crawling that they do utilises more leg muscle than walking does. Yes thats a good point, id also like the AI react more when thier hit, kida like SHIT THAT HURT and only be able to accuratly shoot up to like 50m (ish) Share this post Link to post Share on other sites
SASrecon 0 Posted March 31, 2010 (edited) remove the drop gear in water unless scripted otherwise. Disagree, although I think it should be the case with AI (because at the moment they can't work out to go around a small lake instead of swimming right through it) Also think that all the tanks should have a view from inside where you can actually see outside without having to switch the direct-window view (with ctrl+v) where you can't see your speedometres etc. because the windows are using a pre-set texture thingy, instead of just putting a window in the vehicle model. I'll upload a pic later demonstrating this if I have time :cool: 2 more: http://img511.imageshack.us/img511/294/blurrywindows2.jpg http://img27.imageshack.us/img27/5536/blurrywindows.jpg While I was taking these pics I also found a gaping great hole visible from the gunner's seat while in 'inside vehicle mode' http://img127.imageshack.us/img127/6785/arma2gapinggreatholeinb.jpg Also in veteran mode, there is no way of being able to accurately aim your machine gun if you are a side-gunner (left/right gunner) because it's just a rectangular view-hole with no crosshairs/indication to which way your gun is pointing. Edited March 31, 2010 by SASrecon Share this post Link to post Share on other sites
Lethn 10 Posted April 3, 2010 Yes thats a good point, id also like the AI react more when thier hit, kida like SHIT THAT HURT and only be able to accuratly shoot up to like 50m (ish) I'd like to see that as well sometimes you have absolutely no idea in this game whether you've actually killed a damn enemy or not. I will point out though it would be nice if Bohemia put in all these features properly tested and NOT buggy because there is already an extremely retarded situation where you have to deal with A.I constantly moaning in pain even after you've given them first aid. Share this post Link to post Share on other sites
Angle 10 Posted April 3, 2010 When you climb up ladders with certain weapons (Sidearms and launchers) selected when you started climbing your character takes a step back and raises the weapon. And considering you just climbed up a ladder taking a step back has the tendency to make you fall to your death. Can you possibly change that animation so he takes a step forwards instead? Share this post Link to post Share on other sites
itax 0 Posted April 3, 2010 Disagree, although I think it should be the case with AI (because at the moment they can't work out to go around a small lake instead of swimming right through it)Also think that all the tanks should have a view from inside where you can actually see outside without having to switch the direct-window view (with ctrl+v) where you can't see your speedometres etc. because the windows are using a pre-set texture thingy, instead of just putting a window in the vehicle model. I'll upload a pic later demonstrating this if I have time :cool: 2 more: http://img511.imageshack.us/img511/294/blurrywindows2.jpg http://img27.imageshack.us/img27/5536/blurrywindows.jpg While I was taking these pics I also found a gaping great hole visible from the gunner's seat while in 'inside vehicle mode' http://img127.imageshack.us/img127/6785/arma2gapinggreatholeinb.jpg Also in veteran mode, there is no way of being able to accurately aim your machine gun if you are a side-gunner (left/right gunner) because it's just a rectangular view-hole with no crosshairs/indication to which way your gun is pointing. Totally agree with you :) In OFP, in every vehicle you could see everything through windows, but in arma2 they are useless! Share this post Link to post Share on other sites
Davidivov 10 Posted April 4, 2010 FRIENDLY fire! and yellow tracers! Share this post Link to post Share on other sites
spooky lynx 73 Posted April 4, 2010 (edited) Special editor menu, in which player can change firearms of infantry units (the same as in rearm boxes) before mossion start and without long init commands writing would be much appreciated. Yeah, and PLEASE remove the ability of using AA and SA missiles for using against ground targets!!! Edited April 4, 2010 by Spooky Lynx Share this post Link to post Share on other sites
nikiforos 450 Posted April 5, 2010 I hope that the new patch will further optimize the game so we can gain some more FPS. I have a good rig but still sometimes during multiple explosions I go down to 19 FPS and its lagging alot. Share this post Link to post Share on other sites
DomZ 15 Posted April 5, 2010 We need to be able to move squads around at speed under fire. The squad and high commanders needs to be able to do this. An extra Combat Move command might be the way to do this, because the current set of commands has become badly muddled and is insufficient for all situations. A BMP-3 has a crew of 3 with 7 infantry. The left and right front machine guns are for infantry to man when in the vehicle. Share this post Link to post Share on other sites
wraith_v 11 Posted April 8, 2010 Allow us to sort maps by type e.g. Mission Editor, Campaign, Single mission, Adversarial Share this post Link to post Share on other sites