Bouben
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Everything posted by Bouben
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I have found the original AO method (before this dev update) to be superior to what we have now on any settings. It really made some stuff look really photorealistic (mainly indoors). Now it is just fancy and somehow effected.
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I was rarely killed while running horizontally or diagonally to the enemy in ARMA 2 and 3. No matter the version.
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Yes it does. At least on my PC.
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Well, this does not sound very good yet.
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I am experiencing tanks missing their static armored targets. I suppose this tweak has impact on this? I mean, this is exactly what I wanted for AI (ability of turret gunners to miss) but I am not sure if tanks are supposed to miss another tank (target locking should be hi-tech enough, no?). However, turret gunners should be definitely able to miss infantry more so this is a welcomed tweak. Thank you BIS.
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It would be great to have it functional.
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I have found a new bug: Squad leaders won't order their soldiers to rearm from dead bodies if they are out of ammo. They will however order them to rearm from vehicles and crates. Maybe a bug connected to optimized dead bodies? Can somebody else confirm this, please? Thanks.
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Thank you :-)
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"Simulation of dead bodies has been optimized." So what does this mean exactly?
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Not enough. And they aim too fast with their turrets.
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Definitely, but I as a player am able to miss sometimes so AI has to be too. And there needs to be that delay that would make turret crew human-like and not sentry-gun-like.
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Maturin, all I say is TPW made taking cover automatic for players which is, for me personally, much easier than to go prone with some delay (reflexes) after I noticed I got hit. It saved my in-game life many times because TPW fall is instant while my reactions can take couple of seconds some time. I also say that there definitely needs to be more penalization for getting hit both for players and AI. I am just not sure what should be implemented in order to achieve this. Active ragdoll is, I suppose, out of question for BIS. So some kind of randomized stumbling animation or a huge aiming and fatigue penalization may be a solution. But I don't really know. I just don't want to see that same single and slow (and elegant) animation of units falling down again and again after each hit. It looks stupid with multiple hits. Call of Duty series (keep it calm guys!) has good animations for AI when they got hit. Something like that would be quite good. PS: have you seen that reality video where cops are trying to shoot those robbers covered in armor while they are just walking calmly and shooting back at police?
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I absolutely don't care who (how many enemy soldiers) shoot those shots to be honest. All I care is that without TPW I get killed more often on the spot than with "automatictakecovermechanismbyTPW". A truth. Period.
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It does not matter how many buttons the gunner has to press IRL. What matters is a sensitivity of his controller that makes him less precise IRL than in Arma (not even mentioning combat stress etc.). As you can miss a target by aiming with your mouse the same thing can and should happen to AI turret crews with their joysticks. So yes, make them more effective in spotting with FLIR but give them aiming errors so that they can not snipe. The way it is now is not realistic at all. Look up some videos of turrets targeting infantry (Syria is a good source now). There is a lot of corrections happening when leading a turret on a target before the gunner starts firing. That should be in Arma too.
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Man, buy what you want but that is a truth. I don't know what your precision setting is but I am often killed from distance by enemy machinegunners and team leaders by multiple consecutive shots. Also, when you are fired upon by a group of enemies, there is a lot of bullets that can hit you. And TPW saves my life in those situations - very often.
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Well, I can't agree. With TPW Fall, the game is much easier for me. When I get hit I immediately fall on the ground because of TPW and this behaviour saved my virtual life so many times. Not falling is actually more hardcore, because you get more bullets in your body before you manage to go prone or hide. TPW fall is an instant "take cover mechanism". Also the TPW fall make units fall again and again and again after each shot and it can look quite stupid with multiple non-lethal hits in a fast sequence (active ragdoll as in GTA would solve it - not expecting BIS to implement it). But I definitely agree there should be some stronger penalization for AI after they got hit (but I saw this "reality show" cop video where bank robbers with strong body armour just calmly walk and shoot on police and bullets hitting them did absolutely nothing to them - so it is not that unrealistic).
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Terrain Improvement (dev branch)
Bouben replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Camouflage system is still necessary because units in distance have very strange lighting that makes them contrasting against the rest of the environment. -
[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So offer the stuff to BIS then! -
They can have FLIR or SuperAutomaticSpottingMachine100000 but a gunner IRL still has to press buttons on a joystick or whatever. That means mistakes in aiming and it also means taking more time with aiming. And that is what I am talking about. Vehicles with FLIR should not have aim bot and vehicles without FLIR should have more problem spotting and also - no aim bot. Manned turrets should be spraying, not sniping.
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On the other hand, the turrets' ability to pinpoint infantry very fast and precisely should be toned down. There should be some possibility of a mistake from an AI gunner when aiming or scanning for an infantry in grass etc. Right now it behaves more like a sentry gun with a super-reflexes than a manned turret. This is something I wanted to have fixed since OFP. It would be more realistic, more fun.
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Impossible to use in combat because of automatic behaviour switching.
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Yes, very cool ideas.
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[WIP] bCombat infantry AI Mod [SP]
Bouben replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I can confirm this happened to me in vanilla too. Quite often few months ago. -
Thank you for your "two cents". Nice info. Yes, this is exactly what I was talking about. If this is not solved (this would probably be a new feature...), then there can be only limited improvement in AI combat. Especially in CQB. This is an absolutely crucial AI behaviour. I mean, if you are static behind an obstacle then you can just go prone in the open with less weapon sway and lower profile.
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OK, that is cool. I understand that.
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