caracal
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I would like to modify the conflict gamemode. I opened the CTI_Campaign_Eden and created a new sub-world. From what I understand a sub world is a layer on top of the base content. I would like to change things in conflict, like move a building or a cap area. However all of these items are locked. Is it possible to unlock locked things?
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Hello I have question about what can be configured in a conflict scenario: 1. Is there a way to change the cap timer? The timer that appears when one side caps most of the purple flags. In the ingame server hosting UI it appears there is no variable. 2. "Allow players to transmit on enemy radios". Does that mean players can talk to enemy players if they loot a radio? 3. What is the "Disable transmission UI" and "Disable direct speech UI" for? What is the purpose of this being a server setting when it exists as a client setting? 4. What is "network view distance"?
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Strafing speed is so fast players prefer strafing over taking cover (video)
caracal posted a topic in Arma Reforger - General
Here is a gif showing the very fast strafing speeds of players and how players prefer strafing over taking cover: https://imgur.com/a/Fbyvrk3 Strafing speed should be reduced -
Suggestion: Remove rank restriction from placeable mgs
caracal posted a topic in Arma Reforger - General
Because by the time players get to higher ranks they will prefer using btrs and helicopters instead of going through the trouble of setting up a construction truck and then driving it to a location to build a mg. -
Suggestion: Keep mobile spawns (trucks and radios) very limited
caracal posted a topic in Arma Reforger - General
I think what makes this game better than Squad is that when players attack a town they have to get there from a spawn point (another town) that is often 1-2 kilometers away. That effort and investment makes firefights more intense because there is more to lose than in Squad. So please do not replicate what Squad has, which is convenient spawns placed by squad leaders and firebases close to the action. Because that turned Squad into an arcade fps game, and the avoidance of that kept Reforger from turning into an arcade shooter. So I would like to suggest to not make spawning close to the action easy or convenient. In the current conflict gamemode there are 2 ways for close spawns which are deployed radios and command trucks. Their availability should be limited more than it is now (or completely removed). -
Suggestion: Please do NOT copy Squad's suppression system
caracal posted a topic in Arma Reforger - General
Squad is a fun game however its suppression system is a simplification that relies too much on screen blur and vignette. Vignettes and "color correction" ruins the visuals of a game. And in Reforger players will spend a lot of time in firefights with bullets whizzing by. So the better way to do suppression is: Copy Red Orchestra 2 suppression (the part with the aim twitch). In RO2 when a bullet whizzes past the left of a character, that character's camera view is genty swayed a minimal amount towards the bullet after it passes. It feels like a gentle but firm push on the shoulder pushing it back. It is a very short effect and it just is enough to throw off the character's aim. That would be better than copying what squad has. Because Reforger is good because it avoided a lot of what squad does. -
Suggestion: Option to hold scopes further away from the camera
caracal posted a topic in Arma Reforger - General
Currently most scopes in the game fill out the entire screen which takes away a lot of the "magic" of picture in picture scopes. Could you add a hotkey to perhaps smoothly (or in steps, or in one step) move the weapon and scope further away from the eyes? -
I would like the opposite, the game having less vehicles however simulated at higher detail. Most of the fun from Reforger is based on the low amount of assets (compared to previous arma games) however a much higher quality. For example I like that they put so much animation detail into getting into all the vehicles with their get in animations over having more vehicles with just cloned entry animations or no entry animations at all.
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I have noticed in a lot of close combat situations players using the fast strafe speed to dodge enemy fire. it is not as bad as in EFT (because in reforger one is often enough to end the fight) however it is still a bit too fast.
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The game already has a very detailed damage model. if you hit a truck with an rpg it accounts for what materials it hits . If the warhead goes through the door it will mostly fragment through empty space in the interior. if the engine block is hit it will be different. in its current state the damage model is WAAAAAY more advanced than any other fps game.
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Please allow for more nighttime battles on conflict servers
caracal replied to caracal's topic in Arma Reforger - General
I don't think it would wear off. Night battles are fun because of the extra confusion and all the tracers. If nvg would be added then even price would not be able to balance it, because everyone would just camp in the base until they can afford nvg. Also the game looks very nice at night with the different light sources. And the tactical choices, like using a car to illuminate an area, or using light signals to communicate.- 4 replies
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Please allow for more nighttime battles on conflict servers
caracal posted a topic in Arma Reforger - General
Please allow for more night time battles on the official conflict servers. By that I mean slower time acceleration and more mission starts that are time around dusk or deep in the night. Because Night time offers the tactical choice of keeping your flashlights off or to use tracers to show your friends what you shoot at (with the trade off of the enemy seeing it too) It adds to the gameplay of coordination and teamplay because of the extra effort needed to coordinate among the more disorienting things I would like also like to sugges to NOT make night vision a part of conflict mode, because once they are added to the game it will be like all previous arma games: no one will have a night battle anymore, it will all just be green, and that would then give the developers an incentive to not work on night time graphics or night time gameplay anymore. Also no one would use flares, and no one will even dare go out of base unless they equipped night vision goggles. Reforger is basically the first fps game where dark nights are a solid part of the game and not just a backdrop for a "zero dark thirty" fantasy.- 4 replies
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Additonal feedback: Steering rate setting Steering rate setting: Can you add a steering rate setting in options? So the rate of steering can be lowered or increased? I feel like currently I have to very quickly tap A or D to steer and not accidently oversteer. Engines turning off when exiting car: Make turning engines off a toggle, so it does not automatically turn off everytime you quickly want to get out of the car to check something.
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Does reforger or will it have have stick shift like in dayz, and weapon deployment like in arma3?
caracal replied to caracal's topic in Arma Reforger - General
Does it mean the game has the underlying logic for it and the mod just enables it, like a hidden feature? Or is the mod sort of a hack to simulate it? I think weapon deployment is an integral feature to a modern realistic fps like this. So it would be great for a dev to confirm it. -
I would disagree. There should be situations where the AI is aware of players before the players see them. Or the game would just be a target shooting exercise.