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Muahaha

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Posts posted by Muahaha


  1. New CIT ticket:

    Helicopters don't detect infantrymen (AA units especially) from acceptable range

    http://dev-heaven.net/issues/23388

    That's with infantrymen moving and in clear line of sight, no cover involved (tested on UTES airstrip).

    * Due to this issue helicopters are almost unable to defend themselves against AA infantry (they detect infantry as close as 50-100m.).

    * Also Close Air Support is problematic since helicopters and planes can't detect too well infantrymen on ground.

    Speculation: looks like a detection issue to me, not an identification issue.

    Need to be careful on the fix though as potentially fixing it allow chopper to target lock and shoot missiles on infantry.


  2. Nice! can't wait. Can I give a suggestion of having a hidden proned sniper for opfor that can potentially pin down the blufor squad? Saw a documentary where similar situation happens in RL fallujah that has a whole squad pinned down and require some drastic action taken (eg. air strike or a flanking maneuver) be great to see that translate in game.


  3. Seems that the traversing turret bug will be fixed in the next beta, and it is ture that in reality, it is commander's task to observe and send firing command to gunner if anyone out there who used to play tank simulation. I don't think that the military allows tank crews wasting gas by turning turrets for observation. lol.

    Btw, current changes really looks good and AI seems to be smarter in close combat, now the AI is nearly perfect except lacking of official dynamic shouting and more flexible close combat animation.

    Still missing the ability to use building as cover skill set. Other than that perfect.


  4. Managed to witness the harrier let go a massive payload, it was an nice sight to see. really adds in the overall mood.

    Does the suicide bomber shouts allahuakbar before denoting themselves? If yes I think I encountered 1 which didn't blow himself up but just ran pass by.

    1 thing I agree with the rest, is medics are too scarce. Waited a while before actually got healed by them.


  5. Edit: Testers, your input is required.

    I think units are getting into cover and then refusing to change direction to engage obvious threats.

    Situation: Enemy PMC gunman with a Guard waypoint takes up a position on a wall corner, in combat mode. He is facing east and I approach from the south, emerging at 10m. I can see his face in profile. He is making constant small movements with his legs, as if he can't quite get into a good shooting position. Ordinarily he would soon turn his head and see me, but this guy seems to have tunnel vision.

    I fire a full clip past his ear and am ignored. He does not turn his head when I shoot him twice in the legs. I even walk up to him and attempt to bandage his wounds, and he is still making small crawling motions and aiming east. I go on to kill the rest of his squad the same way as they stand in cover behind buildings and walls.

    When the enemies are on the move or aiming in the right the right direction, they are indeed much deadlier than in previous versions. However, they seem to be getting stuck in cover with tunnel vision and deafness.

    I didn't encounter the said issue, seems like it's stuck on an object. Was it it's initial starting pos or it went up to the spot?

    Not here. I have made a small mission that almost 100 % reproduces the error (I tested it like 10 times, and every time one got stuck)

    Probably my ASR skill mod then. They tends to swap their rifle and pistols around often, but never got stuck.


  6. This is a WIN! would definitely test out the new AI reaction. Thanks BIS

    Edit: did a few rounds of tests in the editor, can say that the CQB for AI has really improved alot, they will continue shooting multiple targets rather than shoot and move ,and the reaction is way quicker. Also did a test with the skills set, placing a group of 4 ACR with full skill and a group of 10 Taki militia with low skill, having quite a big number of tries where the ACR elites win the battle with 1 or 2 survivor left.

    All I can say is great beta! noticing that AI with handgun don't get stuck anymore, and they switch back to rifle, don't know whether it's an accidental fix.


  7. I think the word bots are taboo in BIS forum... as BIS uses more intelligent AIs than pre-scripted bots to run and gun in the mp world. And the AIs are in the mp games depending of course on the type of mp missions you are playing.

    so it's easy to add depending on the mp mission you are playing.

    eg. pvpscene's A&S has great AIs to fill in while waiting for real players.


  8. this is INTENSE! hiding behind the tank with enemy machine gun laying fire at my position and the behemoth infront of me fired it's cannon... instantly killing the machine gunner on the 1st floor building by blowing the whole damn floor up! INTENSE!

    really engaging mission you have there Rejenorst. Hope your Fallujah version comes soon...


  9. In BAF Lancers, I am still able to "converse" with civvies. I select Greeting (English), and they reply normally. Could you give an example of what you are seeing?

    Try put 2 groups of civvies in editor 1 chernarussians while the other Takistanis, if you approach the takis, they tends to greets you and you reply while the Chernarussians are quiet.

    Also a question to anyone testing this, does AI that travels in trucks/cars disembark and engage the enemy if engaged upon while in transit? Or they just disembark and mount again w/o engaging the enemy? The current beta seems to be the latter. Need further testing...

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