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Agree with all of the above. Here is my list. - New original terrain for Arma 4, at least as big as Altis, with large topographical variety. Everon is great with mountains, fields, lakes and forests to hide. Altis was too flat and barren in my opinion. - Winter variant of the Arma 4 base map (or second separate map). - Abandoned russian missile launch facility. Something with a post apocalyptic feel. - 12km distance view or more, not the 5 we have now. - Civilian life. - Advanced wildlife (more advanced than Arma 3) - System for war crimes / prisoners of war. AI can surrender. - Sling Loading. - Firing from vehicles. - Rappelling from helis and buildings. - Diving. Aquatic wildlife. - Advanced flight model for planes and helis. - Possibility to land without gear deployed. Crash / emergency landing without the plane exploding. - Able to break cars headlights. - Engine failed ignition. If vehicle damaged sometimes it dies on you or you have to turn the key multiple times before it starts. - More advanced medic system. Medic classes. Dragging bodies. Limping. Medevac system. (Love the bleeding mechanic reforger already has). - Attack and transport planes. (yes for radar and dynamic loadouts, or anything Bohemia is willing to implement for added fun and realism). Ejection seats. Parachutes. Supersonic bang. - Keep the analog feel Reforger has. It's great to have modern tanks with auto laser range and thermal optics, but it's also super cool to sometimes work with a simple mortar without electronics, so you have to make your calculations yourself with a map and compass and hope to strike a target 5 km away. I want that kind of gameplay. - Nuke. - Realistic system to unflip or tow vehicle. - Full building destruction. Heavy vehicles can crush trees and demolish the wall of a house like a bulldozer. - Glowsticks. - Virtual Arsenal. Test area like Arma 3 with bullet paths, see through vehicles, damage zones... and also in game to customize character with 360 degrees camera view, full gear and weapon list, etc. - Scenario Editor. - SP/Coop campaign. (Tac-ops, Laws of War DLC and Old Man from Arma 3 are great exemples). - Anti-Material rifles that can hit a target up to 2300 meters away like the Cheytac. - Proper material penetration. At the moment some surfaces like walls of houses block everything. I think a 50 bmg can shatter a hollow cinder block with ease, or anything that Everon houses are made of. - Full fleet of military vehicles and weapons for all factions of course. APC, IFV, Tank, Helicopters, Planes, Drones, Boats, you name it. - Better vehicle destruction simulation. Better fire effect than what we have now. Damage to turrets. Reactive armor. - Animations for reloading static weapons and ammo/shells inside vehicles. - Visual cue for pierced gas tank. Gas puddle forming or a stream of gas leaking (like in GTA for exemple). - Free drawing on map. Not just lines. - Better visuals for tracer rounds at night. Shooting the miniguns of a little bird in Arma 3 was so pretty at night, could even draw cirlces in the sky. - Placing explosives on vehicles. BF3 C4 style. - Advanced AI suppression. - Aircraft carrier. - Escape the island scenarios. - Realistic use and behavior of suppressors. Don't want to see lone wannabe specops soldiers everywhere on conflict with their suppressed m16 and m21. Less fun because less noise on the battelfield, and also because finding the location of players shooting at you with suppressors becomes impossible. - Fog. - Integrated extra long range radios in vehicles, especially aircraft. - Magazine repack.
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Hello, First I would like to know if Bohemia also reads feedback here or only on the feedback tracker ? I find that the tracker is good for bugs and quick requests, but the forum allows more people to join the discussion when a larger topic about the gameplay is brought up. Anyway, here is a bullet list of what I think should be improved for the medic mechanics : - Conflict : The field hospital should be constructible at the start of the game on the main base. Currently you need to be a sergeant, so a lot of players are forced to spawn ambulances only to rob them of all their medical items. - Conflict : The medic role isn't enough specialized. What I mean is everyone can heal themselves, rendering the role of medic not very useful. I saw in the field manual that there is a note about specializations, so maybe this is already a feature for the future ? - In general : Players wake up from their unconscious state 95 percent of the time without being treated. Again this makes the role of a medic not very useful. Maybe this is because we can't drag bodies yet ? I hope it will be possible in the future. I think a downed player shouldn't be able to heal himself alone because of the shock and the pain, if the wound is somewhat severe. - In general : Maybe establish some medical items that can only be used by a medic (that would require to add classes in the game, which are not present at the moment). - What I like : When taking a shot to the throat you don't die instantly, but the wound is so severe than you bleed out in 10 seconds anyway, I find this detail really nice. Also the fact that when you take a shot to the foot for example, taking more shots to the same foot doesn't deal anymore damage. I support this kind of detail. - In general : Maybe for life threatening wounds, only if the player is brought back at a field hospital or put in an ambulance he would be allowed to be treated. This would render the use of an ambulance and medic useful (the medic would be the only one able to treat soldiers at the field hospita/ambulance). Maybe this would be impractical in PvP where players aren't organized, which brings me to the following point. - In general : Maybe establish two levels of medical systems, like in Arma 3 for the flight models. A basic one and an advanced one. The basic one would be more appropriate for quick conflict game mode where players want to get in the heat of the battle quickly, fast respawns, no real medic use, etc. And an advanced one where wounds are permanent, like limping in Arma 3, unless treated in an ambulance or a field hospital, and where players can't heal themselves if unconscious/under shock. - In general : Maybe bandages shouldn't always stop the bleeding entirely. Only if a soldier climbs aboard a medic vehicle he would be allowed to be entirely stabilized. The player after bandaging himself would still have a lot of time to live but there would be this feeling of urgency, you know you don't bleed out fast but if a medic doesn't come for you know you will die. This would bring for very interesting gameplay where a team would shout for help on the radio, and call for a medic fast. - Conflict : Maybe the conflict game mode, or a new one will bring some kind of AI roleplay ? For example civilians in towns. If some are injured, treating them or getting them back to safety would earn your faction some sort of points. Maybe shooting at ambulances would be considered a war crime and the player would lose a rank if he destroys it (like with a teamkill). - Conflict : I never used a saline bag or a tourniquet once in 50 hours of conflict gameplay since the update. I think something should be reworked here in order to make theses item more useful, or to force players to need them. Again on a public server players don't really care about their lives so you end up dying much more often. I'm guilty of that reckless behavior too, but when everyone is playing Rambo to the objectives, I do the same. Maybe this is the reason. This is why I hope the medical system will receive advanced mechanics that will be more useful for PvE maybe. - In general : In another post I talked about healing allies being clunky. I understand now why it's done that way and not with an interface. It is in fact more immersive, more analog style, a thing that I really like about Arma Reforger. I found that with a bit of practice you get used to it. I still think it needs some rework though, don't really know how but, I trust you will find a way. In general, I think being shot should be more punitive (if not deadly). But having to deal with the debuff of wounds would probably encourage players to respawn instead of continuing to fight. This is why I think there should be two levels of medical systems, a casual one, and a hardcore one where players would be forced to really think twice before running in a firefight or peak out of their cover when suppressed. That way everyone would be able to choose the server on which they want to play. Well that's all that is on the top of my head, I'll come back and edit the post if I think of something else. Thanks for everything Bohemia, courage.
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Bohemia?! What's taking so long..
Lone Penguin replied to WhoTookMyNickName's topic in Arma Reforger - General
I'm sure we'll get a mission editor in Arma 4. It's just out of scope for what Reforger was planned to be. If too complicated to set up for Xbox controls, I'm asking Bohemia to make it at least an exclusive feature for PC players. This is a fundamental tool for the Arma game, I could spend hundreds of hours in the Arma 3 editor, I'm sure a lot of players did, so we need something user friendly like this again for us people who are not modders and love to imagine scenarios. -
Maybe a fix to the forced windowed mode issue : Go to settings, set the Window mode to "Windowed" (if it isn't already). Then lower your resolution to something like 1280x720 (something smaller than your screen). Switch back to "Borderless fullscreen" in Window Mode. Now set the render scale to 100%. Now the game should stay in borderless fullscreen forever. Just don't touch the Window mode option anymore, or that will make the issue come back. If it does just repeat the procedure.
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Yes. I will sound a bit harsh but it honestly feels like a downgrade to me. Original environment lighting was so nice, and the first time I saw the cloud shadows after buying the game I was so stoked, never seen something like it in any other game. Also when the sun was low its light was giving an orange hue to the nature and the player's weapon, which was beautiful. It doesn't anymore. To illustrate my point I tinkered a little bit more with game master today and took some screenshots to compare the two versions. First before and after : https://imgur.com/a/4WFyOEr Notice the pretty orange hue in the first. Second before and after : https://imgur.com/a/eQdj67W No more cloud shadows. Third before and after : https://imgur.com/a/gmJwyAh Fourth before and after : https://imgur.com/a/VqE5H4r No more bright warm sunlight. Hope the new lighting system is not final and that Bohemia will continue on improving it, or revert back to the old one. Same for gun sounds. The original lighting was chef kiss (at least for the sunlight) and really brought up the beauty of Everon. Those cloud shadows were awesome, like in real life when you look at the ground from an airplane. Sad I am. Edit : Maybe I was a bit quick to judge the new gun sounds/reverb. They seem to have more punch, the more I play the more i get used to them. The M16 still feels weird though. Still hope to get the cloud shadows back. Sunny Everon looks great (apart from the new sunglasses/auto-exposure effect that prevents the shiny pretty light now) but cloudy weather make the textures super flat, and the sun doesn't shine between two passages of clouds like before.
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Hello, a quick (not very constructive) feedback on the latest update Nice new features : The platoon channel isn't permanent anymore and can be changed on a secondary radio canal. Thank you for this ! Red stop lights shine on the ground at night. Very cool. Incremental shutters on BTR 70 (and new entering animation). Didn't think of that, quite useful. Hope we will have the periscopes thingy functional in Arma 4 so we can drive with shutters closed. Obviously mines, and we can even mark them with little red flags. Love the analog style that the game design of Arma takes / is headed towards. No more little red dots on HUD like Arma 3. Everything happens in the environment. Mixed feelings : The new guns sounds. Especially the M16. I loved its gunshot sound before the update, it was crisp with a satisfying metallic noise, now it's kind of deep and muffled and doesn't sound as awesome. I'm sad because shooting with it isn't as nice anymore haha ^^ but obviously I can only talk for myself. Maybe it's because I'm not used to it yet and it feels weird, I don't know. (please old m16 sound š„) Would really like to know the opinion of others on this. The sunlight. Don't really know what happened to it but something definitely happened. Cloudy weather doesn't have the super cool cloud shadows that were present before the update, and the bright sunlight doesn't feel as comfy and shiny. Before the update when the clouds were breaking the sun bathed Everon in a warm and cozy light that made all the environment pop a lot more, it was really pretty. Now I feel like it doesn't anymore ? The game still crashes occasionally on multiplayer for me. I always click "Send" on the dialog box that pops up when it happens so I hope it will help you continue fix these bugs. š Something not related but I hope the inventory UI will be revamped for Arma 4. A lot of items have the same thumbnails (like soviet carrier belts), so we have to check one by one what it is by hovering the mouse, a bit tedious. Having the name of the item next to the thumbnail like it Arma 3 would help identify it a lot quicker. Because the thumbnails take different amount of space in the UI the inventory feels messy, but maybe that's just me. I probably prefer lists of items like in Arma 3. Would be better to have to scroll through stuff in a box rather than typing A or E to go to next/previous page. Pages don't feel as natural as an infinite list. Hopefully we will have categories of items in tabs or something similar. It's not really clear what type of magazine is compatible with a weapon (for example the 45 rounds AK mag is compatible with the regular AK, but we can't know before testing it). Also inventory thumbnails take forever to load but it's probably something you are already aware of. Hope we will get something like the virtual arsenal from Arma 3, that was awesome to test gear quickly and equip a soldier with a list of available stuff on the left of the screen (VR isn't really cold war so maybe adapt the design to fit the era) That's all I think. Thank you for your work !
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Slow development and overall dissapointment
Lone Penguin replied to bugeater36's topic in Arma Reforger - General
Weāll never know the entire truth of the situation, maybe you are right to be concerned about the future of Arma, but I wouldnāt go as far as to say that it is Ā« game over Ā» for the series. We all have our ideal Arma in mind, and I think weāll never have 100% of what we wish for, there will always be something that could be different or better. I'm afraid Arma will never be āone the best selling and most played games to dateā, Bohemia just donāt have the money to meet that kind of expectations. As a player that isnāt a developer nor a modder, all I can do is hope for one of my favorite game to be the best it can be, because I have no other way of contributing. The outcome of the game is out of my control anyway, so I donāt think getting angry will change anything. My strategy is to try and give moral support to the creators behind the project, because I think that sending positive vibes will maybe motivate them to give their best. In the worst case scenario, if Arma 4 proves to be a disappointment, Iāll just keep silent and move on. I see no other useful behavior, and I donāt like conflict anyway ^^. Now here is my theory behind the situation. I donāt think Bohemia are dishonest. I think they had a product that worked well in a controlled environment (their computers and local network), but when released to the world revealed itself to be unstable. Shit happens. Astronautsā lives were lost during space programs. Scientists were confident that their rocket was ready for use, but still exploded at launch. Coding is really difficult, it involves too much external parameters to be completely bullet proof. Iām not simping, I just find myself obliged to have empathy for the humans that are behind the project. They are not immune to mistakes, and coding an engine is hard, thatās how I explain myself the huge delay in the game development, but maybe Iām wrong. I personally donāt find the game unplayable, I would like to know why you think that way. It doesnāt have a lot of features and assets but almost everything that is implemented works fine. The only real issues are crashes and unstable network. Which is why I think Bohemia concentrates all of its developerās power on the engine stability. I think a lot of the assets planned on the roadmap are already done, they are just waiting to release them. (Some screenshots show for example civilian vehicles already moddeled, and some fix updates talk about helicopters). Releasing a big feature/asset update after the core game is fixed will allow Bohemia to regain players and keep them on the long term. Releasing features in a game that still crashes will just create more frustration among players. Ā« Nice helicopters Bohemia, but I canāt even play your game, is this how you treat your community? Ā» I already imagine comments like these. Fancy stuff is the ultimate trump card to regain players, and it would be unwise to use it with the game still unstable. This is why no fancy stuff for now. If this is indeed their strategy, I understand it and would have done the same. Something you stated I have to disagree with. āModders have already covered a lot of the stuff on the roadmapā. Would like to know what you have in mind. Building destruction, freeform building for conflict, electricity network, wildlife, ai vehicle driving, unconscious state of character, fuel system⦠I donāt think Iāve seen any of these features as mods. That is pretty much everything that is on the roadmap, apart from new weapons and vehicles. And the modded weapons and vehicles I happened to test were reusing sounds and animations already present in the game, so made by Bohemia⦠Thatās subjective but for example I personally prefer to wait for vanilla helicopters. Iām pretty sure their 3D models, sounds, and flight physics will be vastly superior to what we have with mods now. Not to belittle the work of modders, they do amazing stuff for free which Iām not able to do and thanks to them I had a lot of fun in Arma 3, but they just donāt have the time and money of a studio, thatās why saying that they are doing the job of Bohemia creators is unfair I think. Bohemia does live records of military vehicles and weapons sounds, travel to different countries to take pictures of the environment and recreate hand crafted maps⦠that is work that takes time, effort and money. They just donāt have the same priorities and workflow that modders have. Comparing their work would be unfair. Modders can release broken and work in progress stuff, and even abandon a project when they donāt feel like going on anymore. A studio canāt, at least not to that extent. The whole situation weāre actually in proves it. Now for the lack of communication. I agree with you Bohemia are scarce in the info they give us, but in my opinion not telling everything is different than lying, and I just think they keep things for themselves because the game industry is a business after all. As you said they have a marketing image to maintain, they spent some money to build it, and it would be too risky to openly talk about all the problems that the game might have. Thatās how the capitalist world works, I donāt really know what we can do about that. When the internet is angry, sometimes silence is the best strategy. Apart from not buying their games, I donāt know if openly complaining will change something if there is indeed malicious intent at Bohemia. You know a couple months ago I too wished for more frequent news to be released, but I thought about it rationally and asked myself, what would Bohemia tell us if they would give 30 minutes weekly interviews ? If the code is broken, the code is broken, there is nothing much else to do than taking the time to fix it. I donāt think they would have anything informative to tell us, so they donāt. They already stated āguys, we are aware the code is broken, that wasnāt expected, we are fixing it, please wait, sorry.ā I think Bohemia are indeed exchanging with the community, but probably only with what I would call valuable members, not random dudes on forums like us. Known modders, administrators of famous milsim communities, hosts of busy multiplayer servers etc⦠People that are worth investing time to communicate with, that will give valuable info on how to fix and improve the game. For everyone else we can can report an issue or give feedback on the feedback tracker. Suppose Bohemia would give an interview, and would say exactly what I've theorized. "The engine is broken and it takes a heck of a lot of time to fix it, and we don't want to release features until it's fixed". Would that be satisfying for you ? I'm curious ^^. Again, I don't think the community is letting slide what is happening. Just look at the huge amounts of bad reviews on Steam and the tons of complaints on forums. I think Bohemia knows that a lot of players aren't happy, I don't know if complaining even more will change anything, that's just what I'm trying to say, but maybe I'm wrong. I've not set the bar way too low, I didn't even set it in the first place haha. Don't expect anything, and you wonāt be disappointed, that's the philosophy I try to go by (easier said than done). I personally would like a game that mixes the war simulation and open world of Arma, BeamNG vehicle physics, civilian life of Grand Theft Auto, and smooth gun animations of Battlefield. I know that will never happen, so I stopped wishing for it. Iāll be honest Iām a bit disappointed too at the state of things, so I understand what youāre feeling, but I see all these angry people already and I just donāt want to rub salt in the wound. I try to be original and give emotional support instead of complaining on stuff that are out of my control anyway ^^. Anyway, May 17 is coming soon, the date of the first anniversary of Arma Reforger, let's hope Bohemia has prepared something nice for the occasion.- 25 replies
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Slow development and overall dissapointment
Lone Penguin replied to bugeater36's topic in Arma Reforger - General
Bohemia stated that they have been a little ambitious with the release schedule of the milestone updates, and according to them that is due to the technical difficulties they are encountering with their new enfusion engine, which they built from the ground up. I'm no developer but I assume this in itself is no easy task. They are focusing for now on a lot of invisible code work to make the game more stable before adding new features (take a look at the huge list of crash fixes in the 0.9.8.50 update report). We don't see a lot of progress from a player's point of view but behind the scenes a lot of things are being fixed without us knowing. Day by day the engine is being worked on to be ready for Arma 4. That is the intent of Arma Reforger after all. You bring up all the negative aspects of the game's current state, but it would be unfair to forget about all the good things the new engine brings for the Arma series too. It runs quite smooth, the graphics and lighting are really pretty, the physics and audio have been reworked, (we will have full destruction of interior furniture and buildings in the future), working radios, vehicles animations, etc... This is all real proof of the effort that was already done by the people at Bohemia. I'm not a modder but I think a lot of them are super happy about the new tools they have access to thanks to the new engine, and that too is probably a lot of code work that we don't see if we don't use them. I wasn't able to play multiplayer for a month after the initial release so I understand the frustration of the bugs that still remain but, don't forget we are in early access. Why not give Bohemia the time to improve the game that is still in preview stage, wait for the 1.0 update, and then judge Arma Reforger for what it will be on the official release ? If the game won't meet the expectations, then everyone will be in their rights to complain. I say let's wait, cheer on Bohemia for the time being, help them by reporting the bugs, and hope for the best š- 25 replies
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Enemy uniforms and stolen radios (07.10.2022 dev report)
Lone Penguin replied to Akibuua-FIN-'s topic in Arma Reforger - General
I think the stolen radio feature will become extra relevant when the "full freeform building" update will roll out, so I'm in favor of keeping it in the game. Can't wait to play conflict mode with this feature. We will have to form recon teams to try and locate the ennemy's outposts, and come up with strategies to build and hide our own bases. Stealing an ennemy radio might prove very useful to get intel about their plans if they aren't too careful. Conflict sure promises to be an awesome gamemode in the future. Good luck Bohemia ! -
It already dropped my dude ^^ By the way, I was wrong about the island. Does someone know if it is indeed inspired from a real life location ? I admit I'm a little bit sad that it doesn't have a Norwegian seeting with red little houses as I thought it would, but really cool to have a new terrain nonetheless ! (I don't understand the whole Malden islands concept though. Malden is a mediterranean island whereas Everon / Arland are located in the baltic ^^) The bunkers are really cool (still not true underground but heh, maybe one day ^^) can't wait to see the lights working in them. I hope the overall indoor lighting of the enfusion engine will be improved, because as of now when you are in a closed space during the day (for exemple in the crypt of a church on Everon), it's not dark at all inside as it should be. Having the door open of a room without windows really should flood it with light and when it's closed everything should go dark. In the bunkers the flashlight during the day barely works at all for example. Hope to see those red stops lights of vehicles illuminating the ground like they do in the screenshots ! (And maybe even the smoke of the exhaust fumes, I remember Mafia II did this)
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Hello, Does someone know what the bullet icons in front of players names mean ? They are displayed on the player list. Sometimes there is none, sometimes one bullet and rarely 3 bullets. See screenshot link below, I marked the area in red. It's doesn't seem to be linked to rank nor squad leader, so what are they for ? Thank you š https://imgur.com/a/VxMz9D4
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Enemy uniforms and stolen radios (07.10.2022 dev report)
Lone Penguin replied to Akibuua-FIN-'s topic in Arma Reforger - General
I'm using this thread to make a request to the devs about an aspect of the radio. Can you do something about the permanent broadcast of the platoon channel ? I understand the logic behind it, but it's super annoying when other players use it as a casual conversation channel. This should be an emergency only or important intel only channel. Because of all the noise, I always end up switching off my radio altogether to play in silence but then I can't transmit or receive on my group channel anymore. My request is to have the possibility to turn off the platoon channel without disabling the entire radio, so I can still talk with my direct teammates in peace and silence when we need it. (Or if you have another solution of course). Thanks ! -
Hello, I spotted a VOR antenna next to Everon's airport, and I was asking myself if it was just there for the looks or if it was planned to be functional in upcoming updates or Arma 4. I'm asking because it's the first time I see this asset in Arma, and due to the fact that we are in 1989 (so still no GPS in the army if what I read is right ?), I was wondering if there will be some kind of simple navigation systems for aircrafts to navigate in bad weather. I know we are not in Microsoft Flight Simulator, and obviously this is a small island with only one runway so probably not necessary but I always find these kind of details and mechanics awesome. ^^ (I learned about VORs in FSX so when I saw it I was, Woo ! I know what this is ! x) I have to say I really dig this analog era for Arma. Without a position marker on the map it should prove to be really fun and challenging for helos to drop out and pick up troops at night without gps to navigate. There will be more use of flares, flashlights, radio communication and use of time and compass. Really cool ! (Especially with the upcoming electricity mechanic of the island, during a blackout no more city lights for helos to locate themselves in the sky !)
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Should we do bets on the real life location ? ^^ Seems to me Bohemia often uses real life places for their maps in Arma. Since they called this Arland, it will probably be one of the Aland Islands. They said it will be a summer setting so no snow for now unfortunately. Anyway, I'm betting on Sottunga, I don't know why, it has an Arma feel to it. It's not really 4x4 km though. Google Maps Photo Edit 11.11.2022 : Okay after seeing the new screenshot, seems the new island has some hills, which Sottunga doesn't have, being mostly flat. So I'll place my new bet on Kumlinge. I hesitate with the Vardo island too because to me the shape of its borders, configuration of its roads and presence of big lakes is more interesting, but Kumlinge has an airstrip so... Also, the screenshot inside the generator room is super intriguing ! I hope this means improvement of lighting and gameplay inside underground locations / facilities ? Can't wait for the new solo/co-op game mode too ! I love scenarios, and the Arma 3 engine already proved to be able at making awesome gameplay mechanics (I'm looking at your Laws of War DLC and the "rewind time" campaign), so I can't wait to see how scripted events and interactions will look like in Arma Reforger/4 scenarios !
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Iām digging up this topic to add my two cents on AI behavior. Two things : - AI is too aggressive and doesnāt care for their life when engaged by a visible target. The side who engages first should have the advantage. - AI should not be able to pinpoint your position inside an enclosed vehicle (ex BTR 70). 1. When engaged first, AI sees you from very far away and returns fire immediately even before taking cover. Too often this ends up in a fight where you have to take down all the enemies as fast as possible and pray that their randomized aiming doesnāt kill you first. This is particularly infuriating when you try to do suppressive fire. Because the AI doesnāt care for their lives, and you as the player do, you end up being the one running for cover after they return fire from their open position without another care in the world. Now you are at disadvantage because youāre the one who have to peek out to return fire, even though you saw and shot first. And let me say you should be returning fire quickly, because AI if not given the defend command start tracking you down like youāre the most wanted criminal in the world. This results in a dilemma, peeking out and risk death, or stay behind cover and risk an enemy approaching you from the side and killing you too. How it should be : When idle AI are engaged by players and bullets start to crack past their head, they should have a few seconds of āpanic stateā where they run for cover, or if no cover just run. Now that a couple enemies made it to cover, they are at a disadvantage because they are the one who have to peek out if they want to return fire. If they do so, the players can shoot them first with less risk of being killed, or just continue suppressive fire and prevent the enemy from coming out. The priority of AI should not be to try and seek you from an open position unless you are really close, and should not return fire on the way. Maybe a small percentage of chosen Rambo soldiers could⦠As a player when I start taking fire I don't stay still and start looking for the ennemy, I run or hide. AI should too. The AI have also the annoying tendency of hunting you down if not given the ādefendā command from the game master. This might be cool in some scenarios, but when under fire I donāt think that the first thought of the AI should be āhey look an enemy ! He has a sniper rifle, shoots from a window and we are in the middle of field. Letās run towards his position and track him down while he shoots at us. He is probably alone anyway and we donāt risk stumbling upon a whole squad that might kill usā. The only scenario where the AI runs for cover and doesnāt return fire, and thatās nice, is when I snipe them down from 500m away hidden in a bush and they donāt have a way to see me. They run backwards and hide in forests and behind walls. But what would be cool is that once they are behind cover, they could do suppressive fire in the approximate direction of the sniper position if they can hear it. 2. As of know AI automatically knows if a vehicle is occupied and where the enemy is situated inside the vehicle, resulting in AI sniping you down like they see through walls. It would be nice to implement some code for the IA to randomize where they shoot at a vehicle (or maybe only at the driver and gunner position if they see the vehicle and turret moving). But if the vehicle is parked, the engine off and the turret immobile, the enemy should not automatically know if the vehicle is occupied and engage it, so that if someone wants to hide in the passenger compartment they could do so and have a chance at surviving. On the contrary maybe add a feature in game master (I think it was not present in Arma 3 zeus), for the AI to engage an empty target, as if they wanted to sabotage it, or maybe because they donāt know if itās occupied or not, they decide to shoot at it nonetheless. Of course, Iām not talking about jeeps where you clearly see if someone is sitting inside or not. In conclusion, AI should value their life more, and have a configurable percentage of nearsightedness and reckless behavior. Moreover, they shouldn't know if there is still someone alive in a vehicle if there is no sign of it being occupied or still occupied after being hit already.
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