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Variable

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Everything posted by Variable

  1. Variable

    AI Discussion (dev branch)

    You want to be amazed by the AI aggressiveness, taking cover skill and ability to clear rooms? Play with ACE + ASR AI (and for good suppression measures TPWCAS), and set skillAI to 0.7 and precisionAI to 0.2.
  2. Variable

    AI Discussion (dev branch)

    It's been like that much more than two years I'm afraid. It's a long habit of mine to place the AI's sidearms in their vest or backpacks, or completely remove them. The cases in which they'll actually need to switch to their pistol are so rare that it's not worth the trouble given this issue.
  3. Variable

    New screen monitor

    Can you share what model did you order? I have a Samsung 4K 60hz monitor that I'd like to upgrade to a gsync one as well.
  4. Variable

    Combat Patrol

    With the risk of sounding like a broken record... Please allow to set respawn at zero in the UI.
  5. This is great. Any word on missile guidance depending on the aircraft active/passive systems and the weapon's sensors?
  6. Variable

    AI Discussion (dev branch)

    It seems like an age old bug that has been fixed in Arma 2 got unfixed. Detonating explosive reveal the player's position to the AI. I'm still not certain though, can someone confirm?
  7. Variable

    Tanks DLC Feedback

    It was holding positioin on the objective we were suppose to raid before it detected us (as the UAV operator, I failed to detect it on thermals because it was cool). So I'm pretty sure it was either Guard or Sentry. However, in any case (except for a specific waypoint), there should be some definition for an optimal weapon range the vehicle should attempt be in relation to the target it's engaging. Oh, and please make armored vehicles use proper HE rounds against concentrations of infantry. Sticking to machine-gun fire is lame when it comes to a tank or an IFV.
  8. Variable

    Tanks DLC Feedback

    AI armored vehicles have the absurd tendency to get way too close to the units they are engaging. This is not WW1, therefor tanks should take advantage of their extended weapons range so scenes like in the video below won't be as common. That BMP doomed itself when it started rolling towards the infantry.
  9. Variable

    ASR AI 3

    Question about TPWCAS and ASR AI interoperability. There's a setting in ASR AI to make units fall when hit. I think TPWCAS does that as well, so should we disable the feature on ASR AI when using TPWCAS?
  10. Variable

    Targeting improvements

    Bames, that was not what we request here.
  11. Variable

    Targeting improvements

    That's right. Oukej, please consider this change for future versions.
  12. Variable

    Targeting improvements

    Let's remove from Arma magnification sights because it "takes away the skill of learning to aim". Adapt the game mode to realism, not the other way around. Jeez.
  13. Variable

    Tanks DLC Feedback

    Luckily that's not how software development works. When adding new features developers open the code and learn it, and that makes it a great opportunity to fix bugs that have been there forever.
  14. Variable

    Tanks DLC Feedback

    On top of what was already said, here are my pet peeves that I'd like to see fixed or improved: Complete Lack of audio queues to replace tactile feedback when pressing buttons in the tank. Every single control should have some kind of sound when activating it. Overly stable sights. Tank or not, guns and machine guns are not rock solid, and their video sights should be affected when they discharge. To put it simply the view should mildly shake when firing. There's some kind of weirdness going on when trying to relay targets to AI. A lot of times the target is very visible and yet right clicking it as the tank commander does not produce a target report for the AI. An important issue is the poor radio protocol. Part of Arma 3 marketing was a new and improved AI radio protocol. However, the radio protocol was degraded constantly after OFP and Arma 3 was no exception: -The AI is no longer reporting what type of target it destroyed (remember OFP's "BMP is history"?) -The AI responds to orders even before the damn command was verbally completed(!) -It's no longer possible to order the AI (gunner, for example) to watch a certain relative angle (1 o'clock for example), only a certain point. This ability is especially important for armored vehicle commanding. It's not possible to order AI subordinates to load a different type of armament even if you are not their tank commander. That makes it impossible to have your own commanded tank using APDS while tank number 2 is ready with HE rounds. It should be possible to order the gunner of a vehicle to look at a certain point even if you are outside of the vehicle. The reverse command was completely broken at the past but it's still partially broken. When given the command to reverse the AI will take time to respond, time that will render you dead in a lot of situations. A fully working and aggressive response to reverse command is critical for tanks! I'll add more as other issues come to mind.
  15. Sometimes suppressed units switch to the sitting stance, looks a bit odd... the other stance changes look great. Lordprimate, is the sitting stance intentional?
  16. Variable

    AI Discussion (dev branch)

    Well, of course if they can easily make the AI automatically heal itself (and I might add, also other friendly units in the team) only when it's safe I'm all for it. Not a high priority gap, but still a requirement.
  17. Variable

    AI Discussion (dev branch)

    Have you ever seen an enemy AI medic getting shot? He immediately heals himself after the first bullet, only assuring the next shots will kill him. This will be the behavior for human commanded AI if BIS will agree with you. As long as the AI has its limitations, the "heal yourself" command must stay human controlled.
  18. We just saw suppressed AI rolling into cover. That was awesome!
  19. This is a forum thread, not every post is a reply to the post above it. The announcement Foxhound made has nothing to do with your question. Yes, TPWCAS is compatible with ASR AI.
  20. Variable

    Visual Upgrade – Feedback

    Another casualty of the Visual Upgrade and the lack of proper documentation - the 2017 mod team stopped working on it. http://2017mod.com
  21. Variable

    Targeting improvements

    Oukej can you please allow players to remove the "native" aircraft sights that block the CCIP, and rocket/gun hit indicators? As far as I can see, those can't be removed, and they obstruct valuable indicators.
  22. In a nutshell, vanilla suppression only decreases the AI accuracy, TPWCAS makes them go crouch and prone and take cover.
  23. We'll install the mod on a dedicated server, and I'll let you know if we encounter any problems. Thanks!
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