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Arma 2 1.06 Patch Suggestions

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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.

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I would also like it if BIS fixed the damn ladders on the international hotel. Ether remove them or make them work.

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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.

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add flir to tanks..remove the unrealistic radar.

make the more realistic even for who love to use vehicles :)

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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.

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Fix the mobile HQ bug in multiplayer, when it gets deployed it sometimes ends up in the sea and ruins the entire game.

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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.

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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.

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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.

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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.

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^ 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.

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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.

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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.

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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.

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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)

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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:

blurrywindows3.jpg

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 by SASrecon

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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.

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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?

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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!

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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 by Spooky Lynx

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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.

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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.

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Allow us to sort maps by type e.g. Mission Editor, Campaign, Single mission, Adversarial

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