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steele6

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Everything posted by steele6

  1. steele6

    AI Discussion (dev branch)

    With AI being responsive to suppression, is there any plans to make AI consider suppressing enemy targets or enemy targets that are known to have enemies extremely close by (sandbag with AI crouching below)? And is there any regard to the 'suppressive Fire command' in commanding your troops? And in future could the AI, being given a 'move command' suppress enemy troops in a bounding maneuver? Ie, hopefullythis AI suppression feature will be developed on in future
  2. steele6

    Who else would like to see more drones?

    I think it would actually be interesting to see a more limited addition of drones. not full scale tanks and helicopters like troop transports, but perhaps an armed variant of the unmanned ground vehicle aready in the game, or a 50.cal armed recon drone these would add dimensions to the infantry combat while keeping the fighting interesting.
  3. Hi guys, so we've seen some great features come in to arma by way of DLC, Firing from vehicles, sling loading (Helicopters) Zeus multiplayer gun-play improvements weapon-resting/bipods what feature do you think is not resource intensive (consider the 31 rounds in weapon example given by BIS), is encouraging to multiplayer and teamwork like the idea of marksmen DLC and helicopters DLC, but not complex or unrewarding to incorporate to arma? what about an improved medical/casualty system, not to the same extent as some mods go, that spectrum should be left to mods, but what about loss of arm movements if hit in the arm? blood trails, bandaging, something simple to do in combat, but more immersive than the current system. what about buddy-dragging thats better implemented than arma 2? what about a more human-like AI - AI should trip and fall (and quickly get up) when under fire and trip over rocks, they should swear (not given on the radio, so it only adds immersion, not cluttering up your UI.) comments on the weather, terrain, a dead car or person they come across "poor bastard" etc.) and underwater combat? since the Alpha it seems its been ignored? what else can we add? basically, little features that are cheap to implement, but have the effect of improving the immersion or feeling of combat.
  4. I think what I had in mind here is small improvements that have a big impact, IE: Firing from vehicles, its a small thing, but it adds alot onto functionality. server locks/adjustable FOV are pretty insignificant and should (obviously) improved over-time, not as part of a specific DLC improved nightvision? by making it full screen? nah, its more immersive having only part of your screen in nightvision mode. but that's my opinion. FLIR fixes would be ineresting, what about body clothes that reduce your heat signiture. so AAF/CSAT troops less visible, but terrorists FIA are more visible? that would be a minor feature.. blind-fire isn't usable really, AI and most players arent affected by suppression like in COD/battlefield/rainbow six, as those games are more close quarters where that would be effective. I think this shouldn't be improved. jump/climb, nah, sure its immersive, but this would be pretty difficult to implement if I take BIS/s side here, and it doesnt add any direct benefits to gameplay in my opinion magazine repack, I see its use, but I dont think its of huge impact on the game, just fire off the 4 rounds you have left in the clip at your enemies. I really dont think this should be an advertised new DLC feature. its too small bamboo bush would be a bug fix, not a DLC new feature. I see where you are going, there maybe should be a big more visible deterioration of an enemy's ability when we shoot them, but its too minor of a feature. pretty sure thats a feature already these features are neccessary for playing the game. in real life, I would know immediately what stance I am in, but for a game, we need these indicators to help. removing these features would defintely hurt the games immserion. pretty sure you can turn some of these off though. 3rd person I use alot just to view my character and is optional anyway( i believe) also, its a small feature, not a DLC headline a cool suggestion, but maybe this could be expanded, what about more weapon customization? but it wouldnt have a big impact on gameplay like firing from vehicles for example. we've come along way frtom OFP/Arma and even arma 2 with regard to animations. not perfect, but damn, I am very happy with this so far. ragdoll is difficult to implement for MP and its current implementation is pretty decent. not perfect, but its ok. i think there should be other features that have more priority. I dont understand? vehicle physics? they already have put extensive work into vehicle physics that it could come to just subjective interpretation. its fine how it is IMHO. here I agree, the medical and repair animations/system needs work. something else should be done. desync fixes are hard to work on, and its something to do over time, animation fixes, I think they have improved so much since arma 1 that they are pretty much perfect, there are some niggles, like the first aid and repair fixes.
  5. Hi BIS, seeing as you have developed a fantastic slingload system with Arma 3 as part of your Helicopter DLC addon, what about implementing a rope down feature for cargo infantry in the ghosthawk and other transport hellicopters? its great as a SF insertion, or for use as an extraction of VIP or SF in a heavily built up area. you've done it in Take on Helicopters, why not Arma 3? the cinematics would be awesome in missions!
  6. Does anyone know how to unpack the showcase missions (or any single player missions ) so that I can load them in the editor in order to learn from them? thanks in advance.
  7. you can't give effective, accurate fire anyway. in real life, if someone was behind me, it would be the same. go try out paintball, (or go to afghanistan and ask some angry fella's there to help you out :)* ) its pretty close to how arma 3 does it anyway.
  8. steele6

    No women at all

    Look, this debate is irrelevant there is no point to putting women soldiers in the game, for gameplay reasons they would perform the same. (IE: a soldier can't get pregnant) as much as a male avatar can't err.... make love to a lady. if any at all, the woman's avatar's model would have to have slightly less endurance/carrying capacity than the male model. thatssss it. they can shoot the same, fly the same, talk the same. I really don't see any point in including them for"immersion" you'd have women, sure, but then the new skeleton would need to be tested, probably new animations made (that's pretty expensive) and, for real, who in game cares about civillians in game? they are just AI. they can't kill me. so what if there is only males as civillians in game. as one cannot make love in arma3( thankfully, have you seen the mass effect romance scenes? its very lame. ) whether you see male civillians are female civillians it makes no difference the only benefit is "immersion" (AKA real life, as men and women are everywhere in real-life, we expect them to be in game as well, tending to flowers, fixing cars, cowering in their houses while being bombed etc. but, please, we are all grown-ups and we can recognise the difference between a game and real-life. so gender does not matter in a shooter game. ---------- Post added at 09:55 ---------- Previous post was at 09:54 ---------- any side debate about whether women should be able to serve in military forces in real life is irrelevant.
  9. damn straight, take the sniper rifle, put an AI facing away from you behind you, about 100-300 meters away, and try 180 shoot him. its difficult to say the least. (thats the optimal engagement range anyway. )
  10. I agree with the above post, so what if its unrealistic, its a good way to represent my avatar in game, and I have absolutely no complaints. lets move on with our arma 3 lives.
  11. I'd love this! I think this would be great.
  12. I'd love the dev's fleshing out the AAF faction wouldn't it be cool to have a futuristic LIGHT TANK for AAF faction it would fit in the "malta" faction idea, and it gives a unique tank to another faction (different compared to the slammer and t-100) it could have less armour, and a smaller gun, yet maybe a "stealth tank" - reduced FLIR heat signature, and a slightly faster reload rate and maybe an auto-cannon (like the AMX-30 series of tanks) that would be really cool.
  13. guys, we are complaining about the way they have named something. I mean, really? guys? it doesnt matter.
  14. look man, it doesnt affect they way you play the game. no-one does that crazy stuff in the video above, because you still get shot. this is an unimportant critque of arma 3, and resources should be diverted elsewhere. its that simple.
  15. see folks, there is no benefit to playing this game COD-like, where you can turn around so fast and nail that guy in the corner running at you with a knife. no one can do that in arma 3 anyway.
  16. indeed, while I aint been shot at, in Black Hawk Down by that mark bowden fella, the US forces used "green point" ammo, which penetrated stuff, but it didnt kill you out right, you didnt "stay down" some tough, wiry, african fella's could laugh it off, and keep shooting.* *albeit with some khat to get the heart racing a bit faster.
  17. dude. grab a gun, in real life, now, quickly point it left and right, as fast as you can.. now, I'm a average, non military human being*. so I don't work out everyday to "Born in the USA" while using the gun on the fire range. I can move the rifle pretty fast. see how your body stays put, but only your hands move? so now, arma3 moves the gun at the same time as your body. it can't move your arms separately to your body. so, the "rigid arms" movement of arma 3 is equal to a real life "non rigid arms" movement. I don't see any complaint here. if we were to change it to a "realistic system", then we go back to clunky arma 2 stuff. and that was terrible compared to now. *quite handsome, I'd say, too! :cool:
  18. big deal? I like the artistic licence given to the artists. some weapons are fake, some are based on a prototype in real life. but, obviously this is a game. so its got to be balanced. realism? some ATGM's shoot out to 20Km's away. that would suck in arma 3, becuse of balance, so I'm happy how things are. names? whether I name my gun "assault Rifle 1" or " Death Dealing KIller of Terrorists! mark 1, 4" does that really impact the game?
  19. steele6

    Separate controls needed for vehicle weapons

    why? you haven't justified your OP. I don't really find any complaints with it.
  20. steele6

    The Gau-19 is made by General Dynamics.

    soo you made an entire thread, complaining about PACT having access to some look alike of a GAU-19, and you consdier this important to make a thread? com'on guys? really?
  21. honestly, the system is fine as it is. its not super sensitive like COD, and its maybe a little less than BF3. honestly, when has this effect of animations affected your game in arma3? your close range fights of COD era are rare and you can't "beat" anyone by superiour running/quick circling etc. I'd rather the dev's focus on more important stuff.
  22. Lol, examples please? remember those clunky animations from OFP to arma 2? well, with engine improvements, they are gone in arma3! so they CAN fix engine problems. outside of the clunky animations from previous iterations, there are no major problems with the arma 3 engine. performance is difficult under all engines, its not feasible to "start again" with a new engine, neither is it practical to licence an engine such as cryengine 3 (cost) no, there is no competition in this league. COD/BF3 are not realistic shooters, by any sense of the word. even BF2, which the old school gamers loved. just because there isn't a market for a product, doesnt mean it won't sell. consider the case of Star citizen. most developers/publishers considered it a dead market. yet it has raised 26 million green backs from DONATIONS! you could also mention innovators like Steve Jobs here. 1), are you running mods? 2) this is impossible, if I ain't tweaked my super -AI settings and run the game on regular difficulty, this does not occur. either something is wrong with your mods that you have installed, or you fail to appreciate the fact that, in arma, it takes maybe 3 or 4 rounds (if rifle ammo) to kill someone. I think thats fair, reasonable, and its adjustable. AI is quite accurate, yes, I'd love it to be tuned down, so that suppressive fire is used more than "killing" fire. not to the innacuracy of AI in COD/Bf3/OFP:DR, but the dev's are working on this. wind? i can't imagine this being a factor at 300m. cover? well, when i hit the deck behind a rock, they can't hit me. simple. I've even been able to position myself behind a tree (quite a thin trunk, ) and they can't hurt me. its all about positioning and blocking line of sight. yo're exaggerating, its not... helping your arguments. you appear to be younger than you probably are. the AI is deadly if I'm out of cover, within 300m, if I'm in cover, no problem. i can't play the game like COD/bf3. I like it like that. 1) while I do take cover behind rocks, I don't hug the thing, and the target reticle shows you if you are aiming at the rock. stick your head out a bit more, and shoot. its really no big deal. I can't understand why people complain about this. this problem is maybe only credible when fighting in CQB, in houses. in urban enviroments its fine. unless you go into a house. switching to pistols/smg's would be better anyway. programmers/artists/ designers can't change things in a day. or a week. serious problems take longer. the animation fixes took about two years ( on and off, given arma3's development history. ) also, they "feature lock" stuff when it gets close to a proper update/campaign episode release. maybe just ignore the game, and come back in three months with an open mind, and a better, positive attitude, given that BIS is run by humans, not by God, who can click fingers and make stuff happen.
  23. Ok! I absolutely love the campaign, best I have ever played music and voices add to the tension and drama, each mission is tense and exciting, I love how you get the feeling of the circumstances, the enemy layout and friendly layout, the stakes and forces involved with the Command structure feature I also love the rearming features. it works perfectly, and the lovely voice acting that makes each character feel real. ---------- Post added at 09:07 ---------- Previous post was at 08:58 ---------- Hi everyone can anyone confirm a few things for us mission makers, it may be my impression, but I noticed a few really cool features of the arma 3 campaign I hope the BIS guys are going to get a wiki going up on how to put these features in our own missions the Force disposal chart (you can click on the icon of the squad and see the whole NATO force structure, its really cool. ) ammo and weapon transferrance to each mission (not exactly a new feature, but its really cool nonetheless) is it just me, or does some of the helicopter flying (especially the first little bird, in the first mission) seem scripted? how do they do it? it doesnt seem to land like a normal AI controlled helicopter would, when given a land order. campaign mission structure, its cool how you return to the base each time, how do they do that? its cool AI squad-mates seem to presist ( I think, if the one fellow survives, he carries on the the next mission. (I think? I'm not sure. )
  24. I would love an LHD or carrier type ship for Arma 3 (maybe, at best, one for both sides.) it does kinda fit in for the story, as NATO needs to reinforce the area, why not have the players retreat back to a carrier. it would really be fantastic, and fun, and a great immersion setting for campaign designers.
  25. Hi everyone, I'd like to propose a few general "improvements" to the AI of the Arma series, based on a few general ideas, as policy. 1) a general decrease by accuracy, coupled with an increase in suppresssive/non-sniper fire. currently, the AI only really fires if they are specifically targetting an enemy (ie: attempting to kill the chap) if the AI could open fire in order to suppress or cause more general morale damaging fire at the enemy (and maybe increasing standard loadouts by a few mags to compensate) generally, I'd like the AI to open fire more, at a general direction, IE: say the enemy fireteam is hidden behind a wall, but have crouched down, you so can't see them. the AI knows they are there. surely the AI should be constantly firing at the wall ( not on full auto, but say, 3 bursts every few seconds) AI should not be sniper's -as -riflemen everywhere they go. you'll notice the Auto-rifleman (armed with an MG) is more suppressive in general in arma 3, what if his general "trigger-happiness" is given to all the AI soldiers? 2) an increase in movement time when moving from cover to cover. (this includes player ordered moves) AI should be fast, keeping up with the (generally player led squad) not crouching down, waiting a 15 second time period (unless actively pinned down under point 1, during which time the AI unit should be shouting: underfire/pinned, so we know its state, see point 3) before moving. although there have been improvements in this area, if the general accuracy is lowered, it should make AI survive more. one demonstration of this the medic, when called to assist an injured person, the AI moves from cover to cover, in a very slow way, taking along time until he finally goes to heal the injured person. please go try this out if ou arent aware of the problem. 3) Morale effects should be more tangible. and visible and gameplay emhancing. (ie: generally, more aspects of what the AI is doing should be communicated to the player, in an obivous, unambigious way) consider Operation flashpoint Dragon Rising (all negative stereotypes aside) had quite a nice moral system.: you fired at the AI, they crouched and returned fire. you achieved overwhelming superiority of fire( some thing you yanks advocate in warfare in general anyway.) * the AI would go prone, stop firing and try to withdraw. this was a very obvious system, and was wonderful. I'd advise you go fiddle in the editor of that game and try it out. so: in general: faster AI waypoint movement when in cover/danger; less accuracy, more trigger happy, and more visible and obvious morale improvements. you'll notice, I'm not asking for a hefty change in animations/ resources from BI, although I admit the programming and changing of AI behaviours is difficult and tedious and expensive to change, I think it would be cool. also, I'm not trying to "COD/Battlefieldify" the AI, where they can't shoot straight to save themselves or like in OFP DR, but I'd like a balance of default behavior between arma and COD AI stuff. (if you get where I'm going.) thanks for your time! also, I hope this is in the right forum, the "general" thread so its more debated, instead of buried in the AI dev branch thread, as thats specifically about the problems current with the AI BIS is changing/improving. whereas this is more about the general idea/future of the AI. *I jest! I jest! yanks are agreeable fellows, in moderation :)
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