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dnk

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Posts posted by dnk


  1. [TABLE=width: 700]

    [TR]

    [TD]Weapon[/TD]

    [TD]Helmet Head[/TD]

    [TD]Plate Carrier

    [/TD]

    [TD]Tac Vest[/TD]

    [TD]Unarmored Chest[/TD]

    [TD]Arm[/TD]

    [TD]Leg[/TD]

    [/TR]

    [TR]

    [TD]7.62 ABR[/TD]

    [TD]17/45/100% (2)[/TD]

    [TD]29-35% (3-4)[/TD]

    [TD]35-37% (3)[/TD]

    [TD]100%[/TD]

    [TD]25%[/TD]

    [TD]44-50%[/TD]

    [/TR]

    [TR]

    [TD]6.5 MX[/TD]

    [TD]32/100% (2)[/TD]

    [TD]10-25% (5-6)[/TD]

    [TD]23-30% (4)[/TD]

    [TD]100%[/TD]

    [TD]17-22%[/TD]

    [TD]31-36%[/TD]

    [/TR]

    [TR]

    [TD]5.56 SOAR[/TD]

    [TD]17/100% (2)[/TD]

    [TD]7-15% (5-7)[/TD]

    [TD]7-17% (5-7)[/TD]

    [TD]100%[/TD]

    [TD]5-10%[/TD]

    [TD]16-19%[/TD]

    [/TR]

    [TR]

    [TD].45 Vermin[/TD]

    [TD]22/100% (2)[/TD]

    [TD]10% (7)[/TD]

    [TD]12% (5)[/TD]

    [TD]100%[/TD]

    [TD]15-25%[/TD]

    [TD]25%[/TD]

    [/TR]

    [TR]

    [TD]9mm Pistol[/TD]

    [TD]10/100% (2)[/TD]

    [TD]5% (9)[/TD]

    [TD]7% (6)[/TD]

    [TD]100%[/TD]

    [TD]10%[/TD]

    [TD]5-13%[/TD]

    [/TR]

    [/TABLE]

    UPDATED WITH 556 STANAG

    Here are the rough damage ranges for each weapon at close range. Generally, a second head shot always kills, as does a 4th or 5th chest shot. It seems scripted in that way, since even the 9mm can kill in 6 shots. The SOAR is probably bugged, since EVERY shot has the almost exact same percentage (usually there's a random factor), and it's always too low.

    After extensive testing in editor, these are the values I came up with.

    You can set it up in the editor easily. Run: [this] execVM "hurt.sqf" for each soldier you place, then have a "hurt.sqf" in the folder with this:

    _oldhealth = 1;

    _guy = _this select 0;

    while {true} do {

    sleep 1;

    if ((_oldhealth)!=(getdammage _guy)) then {

    _guy sidechat format["ow %1",(getdammage _guy)-_oldhealth];

    };

    _oldhealth = getdammage _guy;

    };

    Note that I said it was scripted (senso lato), in that after X shots given a certain armor, there is a very high likelihood that the next shot will be fatal, regardless of current damage. So after 4 .45 shots the health is still ~50%, but the 5th shot gets a big bump up to 52% to finish him off almost every time. I'm not sure if this works for arms and legs, though. Not sure I like this, since I'd rather the values were higher overall without some scripted "X shot death" thing.

    And in general I find the values a bit low for my taste, particularly for PvP. The table is for close range, and the lower caliber bullets lose a lot of their killing power at range. Yeah, 6+ shots even from 6.5 at 300m for a kill probably is common now. I guess that's somewhat realistic with 2035 body armor... not a huge fan for gameplay, and I don't like the non-1 shot helmet, even for 7.62. I get the feeling a helmet isn't stopping such a round from killing or severely incapacitating you even at a distance.

    I want to echo others who have said that if this is the way BI wants to go with the damage system, we NEED some sort of effect for being hit, like falling down or something more than a small jerk/nothing as it currently is. Turning everyone into bullet sponges makes for tedious gameplay, even if it means you live longer (which is always nice, except when "you" is the guy I'm shooting at :P).


  2. UPDATED

    Here are the rough damage ranges for each weapon at close range. Generally, a second head shot always kills, as does a 4th or 5th chest shot. It seems scripted in that way, since even the 9mm can kill in 6 shots.

    [TABLE]

    [TR]

    [TD]Weapon

    [/TD]

    [TD]Helmet Head[/TD]

    [TD]Plate Carrier

    [/TD]

    [TD]Tac Vest[/TD]

    [TD]Unarmored Chest[/TD]

    [TD]Arm[/TD]

    [TD]Leg[/TD]

    [/TR]

    [TR]

    [TD]7.62 ABR[/TD]

    [TD]17/45/100% (2)[/TD]

    [TD]29-35% (3-4)[/TD]

    [TD]35-37% (3)[/TD]

    [TD]100%[/TD]

    [TD]25%[/TD]

    [TD]44-50%[/TD]

    [/TR]

    [TR]

    [TD]6.5 MX[/TD]

    [TD]32/100% (2)[/TD]

    [TD]10-25% (5-6)[/TD]

    [TD]23-30% (4)[/TD]

    [TD]100%[/TD]

    [TD]17-22%[/TD]

    [TD]31-36%[/TD]

    [/TR]

    [TR]

    [TD]5.56 SOAR[/TD]

    [TD]17/100% (2)[/TD]

    [TD]7-15% (5-7)[/TD]

    [TD]7-17% (5-7)[/TD]

    [TD]100%[/TD]

    [TD]5-10%[/TD]

    [TD]16-19%[/TD]

    [/TR]

    [TR]

    [TD].45 Vermin[/TD]

    [TD]22/100% (2)[/TD]

    [TD]10% (7)[/TD]

    [TD]12% (5)[/TD]

    [TD]100%[/TD]

    [TD]15-25%[/TD]

    [TD]25%[/TD]

    [/TR]

    [TR]

    [TD]9mm Pistol[/TD]

    [TD]10/100% (2)[/TD]

    [TD]5% (9)[/TD]

    [TD]7% (6)[/TD]

    [TD]100%[/TD]

    [TD]10%[/TD]

    [TD]5-13%

    [/TD]

    [/TR]

    [/TABLE]


  3. This isn't devbranch specific, but I'm pretty sure it's a mistake from the current main build patch:

    556 SOAR is the weakest gun in the game. Weaker than the 9mm pistol even. It takes 20 shots to an armored chest to kill, whereas even the 9mm can do it in 5-6 shots every time. Clearly this is wrong. Unarmored shots still only do 10% damage to the chest.

    Basically, don't use 556 until this gets fixed.


  4. ;2570308']Overview of the hardcoded settings:

    (skill and precision is adjusted by AI skill though)

                Recruit    Regular    Veteran    Mercenary
    skillFriendly        0.65    0.75    0.85    1    
    precisionFriendly    0.65    1    1    1    
    skillEnemy        0.4    0.6    0.85    0.85    
    precisionEnemy        0.4    0.5    0.75    0.85    
    
    myArmorCoef        1.5    1.2    1    1    
    groupArmorCoef        1.5    1.2    1    1    
    
    peripheralVisionAid    0.8    0.9    0.6    0.25    
    visionAid        0.8    0    0    0    
    
    HealSpeedMedicMedikit    0.15    0.125    0.1    0.08    
    HealSpeedMedicFAK    0.12    0.1    0.08    0.064    
    HealSpeedMedic        0.12    0.1    0.08    0.064    
    HealSpeedSoldierFAK    0.06    0.05    0.04    0.032    
    HealSpeedSoldier    0.06    0.05    0.04    0.032    
    BleedingRate        0.005    0.007    0.009    0.011    
    
    CancelThreshold        0    0    0    0    
    CancelTime        2    2    2    2    
    
    DivingLimitMultiplier    1.2    1    0.8    0.65    
    
    recoilCoef        0.8    1    1.2    1.5    
    autoReload        0    0    0    0    
    animSpeedCoef        0    0    0    0    
    

    wait, so these are tweakable in a file somewhere then?


  5. As soon we [HSO] get our complete collection of existing or *planned addons..we will open a public server offering

    an Ultra-Uber-Sadistic environment for us and other kinky players.

    You..can take that to the bank :D

    This would be pretty cool.

    The community really does need like a "new features" addon collection at least. Something that takes in a lot of community wishes and creates a standardized package. Something that has:

    • RWS
    • Weapon resting scripts
    • ACSE / JSRS
    • ASR AI
    • TPW mods

    Something like that, I'm sure I missed a few. Aside from the sheer boredom of playstyles/missions, I can't play big COOPs without these things since otherwise it just lacks the necessary immersion/challenge to make it worthwhile. For me it's generally SP+mods or PVP.


  6. Easy to script. Run it in a loop somewhere: {_dam = getdammage _x; if (_dam > _x getvariable "currentdam" + 0.2) then {_x setdammage 1}; _x setvariable ["currentdam",_dam];}foreach allunits;

    Change 0.2 to whatever you like, but that would be about an arm hit. Alternatively, just to increase damage (3x modifier):

    {_dam = getdammage _x; _diff = _x getvariable "currentdam" - _dam; if (_diff > 0) then {_x setdammage (_diff * 3)}; _x setvariable ["currentdam",_dam];}foreach allunits;

    That may or may not work...

    If the mission lacks a loop, a crude way is to just add while{true}do{ xxxxx}; where xxxxx is all the code above. Add that to each unit's initialization, or add it to the init.sqf. For a quick 3min script, it may cause some performance issues, and for more complex missions might be an issue.

    all_units = allunits - player; {_dam = getdammage _x; _diff = _x getvariable "currentdam" - _dam; if (_diff > 0) then {_x setdammage (_diff * 3)}; _x setvariable ["currentdam",_dam]; all_units = allunits - player;}foreach allunits;

    That may exclude the player from this effect. Or cause your computer to explode. One of the two.


  7. Are you saying that in single player your heaviest used core is only running at 50% ? Have you, by any chance, set Performance Monitor to only show one cpu graph? ( Task Manager > Perfromance tab > View > Processor History )
    My heaviest core is around 50-65% I think. Total is around 40-50%.
    What issues, specifically, does more than 4 cores cause for Arma 3?
    Hell if I know, but apparently something. I don't engineer the things, and any attempt to explain a possible reason would be the most half-assed of technical speculation: Could be more complex or shared cache management. The AMDs in particular have shared caches and front-end components, which may be where the performance is being hit most (especially for AI). Lots of little overhead and latencies resulting in large waits per frame, resulting in lower performance in FPS. You'd need far better observational tools than the freely available MS technet stuff to get at that, though.

    Additionally, Arma might have lower performance for these processors since it's all still mostly limited by the first core, which might be less of an issue with other games, especially ones without the complex AI that Arma has (which all seems to run off that 1 thread on that 1 core and holds the rest of the simulation up). Other games wouldn't have such an effect, and all the cores would be used more, making it seem comparatively that these 8c processors were underperforming considerably in Arma.

    Let's keep in mind that a lot of low-performance issues are subjective as much as objective - players expecting X FPS at Y settings based on experiences with other games, then complaining when they get 1/2 X or have to use 1/2 Y or something of that nature. And then there are clear cases where something's just wrong and it's not just subjective... but a lot of complaints are seemingly subjectively based on expectations, and as such this lack of real support for more than fully utilizing 2 or 4 cores can create a "performance issue" for the user, even if objectively their system is running as would be expected for the engine and quality settings.


  8. I have. At 1000m VD game runs flawlessly on Ultra settings. Beyond 1500 game runs like crap no matter what settings.
    AND WITH LOWER QUALITY SETTINGS WHAT VD CAN YOU GET?

    Seriously, I've spent more time responding to you than it takes to change your ULTRA ULTRA settings down one or two notches to test this quickly. You especially set the object quality to high and you have a monstrous geometry to calculate and monstrous amounts of data to reference at each increase of VD because the models drawn out into the distance remain pretty high detail (with high detail textures to boot). On the lower settings you get LOD switches pretty quickly with distance, plus a lower %age of models shown, which makes a HUGE difference when you increase the area of the scene from 2Mm2 (1500VD) to 11Mm2 (3500VD). I have no issues with a 3500VD because my object/tex quality is on low/standard always, and the models are mostly not displayed beyond 2000m and those that are have very low poly counts. In fact, there's no appreciable difference in FPS between 1000m and 3500m VD for me, save when I turn quickly and need to suddenly load a bunch of new models/textures/terrain up (and on the lowest quality settings, this is not much of an issue).

    Did you look at CPU usage graphs I posted? Not one single core of my CPU reaches beyond 50% utilization.
    Nor do mine, and I have an i5 3350P.
    Are you even aware of the BIS filemapping API ? RAM latency is NOT the issue.
    Some sort of latency has to be the issue. Whether it's RAM or CPU architecture related or graphics memory bus related I don't know. Clearly, the simulation has a lot it needs to do, but something is holding it up from fully using resources. What is it?

    You can explain further how the filemapping API gets around RAM latency. I would be interested to hear about it.


  9. Depends. On Recruit, there are "spotting" markers. On Regular, there are "periferal view" ones. Both can't be disabled - they are tied to the difficulty "level".

    Also, AI skill sliders have different range on different difficulties.

    So, I hope there actually is a modifiable recoil option.

    Yes, this stuff really bothers me. I get that "the dots" would not be possible on higher difficulties, but why in the world aren't they toggleable in the lower settings? I usually run lower settings because they give me all the options, but then I'm stuck with immersion- and challenge-breaking dots and now I don't get to choose my preferred recoil either... I have to choose to have either super-accurate AI without dots and high recoil OR realistic-accuracy AI with dots and low recoil. I have no other options.

    This sort of stuff is a lot less excusable. Just add a bloody check box or slider for these "features"...


  10. Have you tried lowering the settings other than resolution and a few minor settings? That's all I noticed you mention... The reason your hardware might not be doing anything is because you have it loading up a TON of data every frame. I specifically mentioned texture and object quality settings, but VD is important also.

    Have you tried even turning all your settings to the lowest option yet, then moving each up to see where it starts to eat into your performance too much, then balancing your quality/performance to taste? It seems like you haven't from what I'm reading...


  11. These are not the bottlenecks of the game. CPU cycles are, and they have been for the last 12 years that I have been playing these games. My cpu is running at 4.8Ghz and it generally runs the Arma series pretty well.
    Right, and the CPU runs at 40-50% usually for me. Why is that?
    There is nothing exotic about a cpu with 4+ cores and it looks like desparate fanboi-ism to try and claim that somehow this is an issue. Arma 2 ran well on an overclocked hexacore, particularly if you offloaded the AI to a headless client using one of the spare cores. Arma 3 will as well.
    fanboy fanboy fanboy!

    Fact is like 2% of gamers have more than 4 cores. Anything more complex and far rarer than a standard (2 and 4 cores) is "exotic" in my book. What's your non"fanboy!" definition of "exotic" when referencing computer hardware?

    I'm not saying all players with these have problems, but certainly when I see these performance threads, usually there's some oddity in the rig, something that you'll never see outside of the ~3% of hardcore computer users. They're "oddities" specifically because they're extremely rare in the general gaming population. Certainly, they may seem more common because the enthusiast custom builders are far more likely to take part in forums, and far far more likely to complain if they think the game isn't living up to very high standards of quality settings (not actual quality, mind you) and FPS.


  12. It really is necessary for the next installation. Probably necessary for this current one also. I don't think I could ever run certain settings on their highest levels because 4GB would be totally insufficient to handle all the data without lots of hiccups.

    The time has passed where the 32-bit addressing limitations are no longer acceptable. I can understand why the switch wasn't made for A3, given how stretched their resources were, but it's a major issue now that we're still stuck in 32-bit space, and I think quite a few performance complaints boil down to RAM usage (or lack thereof). Point is, performance may already be heavily constrained by RAM limits, and any future releases are going to see that constraint only tighten much harder as quality expectations (and RAM requirements) rise. They need to spend a lot of resources now on making the transition for the future.


  13. what I am saying is - give us an example of something in the Arma engine that BIS have specifically optimized for lower end hardware, at the expense of better hardware. Because that seems to be what you are claiming.
    No. I'm just claiming they didn't take into account exotic hardware when designing things and/or that exotic hardware may have issues with the bottlenecks of the game (latency/bandwidth/memory, I think). SLI/X'fire further complicate this particular issue, which may just lead to drastically lowered FPS. Likewise, 8-core CPUs won't see any major performance boost over an equivalent 4- or even sometimes 2-core since the game is mostly limited by just 1 of the CPU cores for the main thread. Given that things like SLI, >4-cores, and such are very uncommon setups, it's understandable that BI didn't spend a lot of resources on designing for them.

    I don't use the term "optimize" since it's a very vague and nearly meaningless buzzword, so don't ever read that into my statements.


  14. Ultra

    Ultra

    Ultra

    Ultra

    Ultra

    Ultra

    Ultra

    Ultra

    3800VD

    Particularly texture and object quality should be tried on Standard or High at most. How many GBs in that GPU? Less than 1.5GB and I wouldn't go higher than High for texture quality. It gets eaten up quickly.

    This game is horribly capped by bandwidth/latency issues. That's what I've gathered from months on these forums and personal testing. The core/CPU don't get used so much because of all the waiting around for RAM and data to get transferred from it to the processing centers, and then handled by those. When you set everything to "Ultra", you're creating massive loads of data. Also since it's all one one thread basically, any little wait caused by the engine can hold everything else up, leading to this underutilization. If the GPU core isn't being fully utilized, why is that? I can think of one obvious thing, the most simple answer: it's having to wait too much for a bottleneck somewhere in the data stream. Might just be all that ULTRA QUALITY data you're sending at it. How big are all those files...?

    Also make sure your graphics driver is up to date. It made a considerable impact in some cases for me. Certain performance issues I was having that weren't clearly caused by the GPU were fixed all the same.

    PS This is exactly what some posters have been saying: your quality expectations are way too high. You can't just set everything to "ultra" and a big VD and expect it to run at 50FPS on any hardware currently available. If this isn't the case, someone show evidence to me.


  15. @Bvrettski

    LOL I love you guys.....

    but I'm calling you out for stat padding...since calling people out is what the cool kids do.....

    How is giving you a graph of the past 30 days without any qualifications "stat padding"? They're not my stats, and you can't pad stats if you don't make them or take them from a biased source.
    Yup the trend is up on weekends and holidays. So is every other game on the face of the planet.
    At least I gave stats to back up my claims. By the way, the stats are clearly up during weekdays, off-peak hours, and generally at all times. At any rate, the thread is about the MP "dying", and clearly it isn't. It might not be gaining quickly, but it also isn't losing anyone (to the contrary...).
    I'm not really calling you out. Thats would be a waste of time. Everyone sees things as they want to...but thanks for making some of my points DNK.
    I figured you were claiming that the MP was in bad shape. Here I see that it isn't, that there are a variety of popular missions to choose from. Is it the fact that they're all popular missions that were "copied" from A2? I don't understand what the issue is with that... that the community liked certain missions and decided to continue to play them in the updated engine/game... this is a problem? The thread that you started was literally about "MP dying". It isn't. That's been shown multiple times now. I do not understand your other points apparently... please restate them clearly, this thread has gone on some time and they're buried now I guess.
    Might be 8:30 am where you are but the timestamp on my post says 11:30 PM..thats when I got on to post in the forums not when I took the screenshot...so your just plain wrong. Again
    What is your point again? You clearly live in a not-too-popular timezone for Arma, then you seem to say it's Arma/BI's issue that no one plays at your time... Yeah, no one plays when I'm on either since I'm in +7GMT. I'm not generalizing about how MP has issues because of that...

    @ Varanon/NeuroFunker

    that all, doesn't cover the fact, people repeat all the same things over and over, in selfcopying threads. They seem to be lazy or something, to read the forums, where it's being discussed for ages, instead making all the same therads, all the same posts. I'm not denying that arma has it's flaws, and like in everything on our damn world, there is no limit for perfection!
    Since I know I'm being targeted too (I have called people whiners)... This. It's not just this but the outright enmity such posters show for the devs, at times personally. It's a mixture of entitlement, unrealistic expectations, and disrespect towards both the devs and community. I return it in kind sometimes, but I always back up my claims with argument and evidence. Mostly I find a lack of substance on the other end, not always but very often. There have been plenty of posters who come in, whine, bad-mouth devs if not the community as a whole, demand a bunch of unrealistic things claiming they're owed it, claim the devs are misleading everyone to make money, and when you make a substantive response, you often find nothing on the other side.

    Yes, I could be a bit less rude in my responses. I am aware of this and have been trying (sometimes unsuccessfully) to be more polite. I'm afraid sometimes I offend people who really aren't as bad as some of these other posters.

    What statistics ? Numbers ? The only numbers I have seen here are from someone who counters the idea of a healthy MP. So if he can come up with numbers, why can't you ?
    You mean the statistics Bvrettski posted from the site I've linked to 3-4 times in this thread before that? You know, a giant colored graph should suffice. I've posted numbers a bunch of times. I did so on the first page. Post 16. That should've ended the thread, but here it goes on and on and on. You do realize I'm arguing that MP is not "dying"? I'm not sure how I could argue about MP being "healthy" or not, since that's a very subjective claim and hard to really support or negate. The numbers seem pretty healthy, upward in trend, mostly PvP but there are decent COOP and mixed PvP/vAI servers also.
    I don't know. Maybe quote the statics or provide a link to it ?
    Post 16, my last post. A few others in between. The only reasons there are numbers in this thread is because I've put them here. Only recently has the OP bothered to supply his own, which don't negate any I've posted, and mostly come from the site I posted on the first page.
    That is because AI can cause a lot of lag. Not because people like PvP.
    Or because the COOP community hasn't moved over 95% of their missions OR ACE and wants to keep on with A2/OA. That's what the A2/OA numbers show, mostly COOP players. That's not BI's issue or whatever, it's just understandable since many of the communities and missions would have a hard time moving over to a new game with or without a flawed MP (and it's not totally flawed by any means). They will move slowly, and much faster when an ACE-like mod comes about, but that can take literal years.

  16. The three factions have the exact same names for the infantry and the exact same infantry classes. They are basically generic faction 1, 2 and 3 with unrealistically balanced weaponry and random vehicles.
    Well, the fictional universe is one where the Iranians have continued to advance while the West has stagnated and both sides have reached a rough parity. Having a rough balance therefore is expected. You have to look at this game as more of a Russia-USA matchup as in A2, than Insurgent-USA as in OA.

    They'd need to have more assets in the game to start imbalancing things, otherwise players would complain that one side is missing an X.


  17. @KrA

    You really need to work on clearly communicating things. Your first line mentioned the difficulty of long-range sniping. Then you mention shooting at 2km. Even now with the edit you've mentioned 1.5km, which is still ridiculously far, which leads me to believe that I was actually right and you are complaining specifically about long-range sniping being too difficult due to sway, in which case my prior comments stand.

    I thought I was wrong and you were complaining about some sway bug, but now I'm pretty sure I was right and you were complaining about sway making extreme-long-range sniping too difficult, which it should be. And if we don't have all these other things factored in (wind particularly), then we need that sway. Fact is, right now sniping's too easy, and just about any player can load up with a super-weapon and annihilate 50 AI from a good perch without issues. It's a gameplay issue more than anything. Easy sniping is fing boring as hell, and it makes games boring as hell when 2/3rds of the players want to do that instead of something slightly exciting.

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