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NeoHazard

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Posts posted by NeoHazard


  1. agreed with OP. I've been hitting wrong actions over and over because something like a distant vehicle or an AI will cross my cursor as i'm going to select something and my choice is automatically switched to whatever random command.

    here's a thought. the new action options that pop up should at least add themselves at the bottom of the menu with a 5 or 10 second delay before they disappear so that as your cursor crosses a multitude of physical options for mounts or attacks, a list forms at the bottom that you could choose from. and if your currently selected option is "stop" or something, it stays at "stop"

    I mean, its great and all to use number keys, but sometimes you hit the wrong key and have to go back and fiddle anyway. might as well fix what we're talking about here.


  2. I've been playing with the standard stock Warfare (OA) module in zargabad in the last beta and with this new beta I notice that the warfare module doesn't initiate as it did ofr me. The voting screen comes up, I vote for an AI commander, the commander starts building factories and barracks, but the warfare doesnt start. No base capture is selected and nothing happens from there. It worked fine in the last beta, so I wonder what happened.


  3. Has anyone noticed that the AI seem to prefer the prone position? Especially those opposite to you? I've seen AI in close quarter combat that go straight to prone even though you're only 10 meters away where it would be the dumbest choice to do so. I rarely ever see OPFOR in a crouch. I actually can't think of the last time I've seen OPFOR moving around or aiming in a crouch position.


  4. why is everyone saying use a mic?? its a bug don't try to pretend it isn't. cant we just get it fixed? Sure there is a "work around" (like all things in the BIS universe) but is it so hard to fix and acknowledge simple problem instead of berating the OP for not using a mic? ITS A BUG, it annoys and confuses new players, it makes the game feel clunky. You people always want to know "why is arma not popular?" well, it's partly because of stupid bugs like this that would take 2 seconds to fix.

    AFAIK this also happens when you open the map.

    Imo 1 thing that would be worth a thousand "Dev Heavens" would be for the devs to play online for a few hours every week. Bugs like this would jump out of the screen at them and we would have a much more fluid and enjoyable experience as a result.

    thankyou! jeez. haha, I remember playing with u on TAW server(i think) for a little while. one of the few people who was actually a legit player and not an A-hole.


  5. perhaps a new slider should be implemented for the AI, or two seperate ones? Combat Experience Slider and Marksmanship Slider. That way the entire skill level doesnt have a bearing on how good of a shot the AI is versus how well they react to being shot at. The combat experience slider could also be dynamic in so that as an AI unit lives through a singular combat experience it gets more accomodated to its situation and starts to take more chances or react differently somehow.


  6. Hello all, I've been having trouble during multiplayer gameplay.

    My joystick throttle is currently binded with the (Analog) Thrust control in the controls menu. I'm also using TrackIR and all of my other joystick commands are programmed as you would expect on a standard cheap saitek st290pro.

    The problem is this. I'll be flying a helicopter, any helicopter, and when I go to type to other players, I press the chat command and start typing, all of the sudden the helicopters collective goes down for whatever stupid reason even though it's maxed on the joystick and I begin to descend.

    It's sooo stupid. I even got some lame overly testy "squad" team pissy at me because I had hit the ground and lost a chopper because I was trying to communicate intentions.

    Whats up with this?

    EDIT: The way I have found to get around this now is to set the throttle stick Z+ amd Z- to Increase and Decrease thrust. it seems to work fine that way, no descent while typing. But I would still suggest fixing the analog(ue) selection for this.

    EDIT2: Also noticing that when I press ESC to go to the menu in the air while throttle is set to Analogue, the Helo starts descending. If I use the seperate bindings on my throttle stick, then press ESC for the menu, the Helo maintains level flight. I'll be sticking with seperate bindings thankyou very much....


  7. i actually noticed this while playing online. I had actually landed very gently.... perfectly actually and I got the engine failure indicator and couldnt liftoff again. It was a pretty miserable sight. Then all these hardcore squad/clan dudes started griping at my for leaving the chopper there like i could do anything about it. Something seems wrong with the collision structure. I think the tailrotor has been made weak to be affected by gunfire and cause failures and thats translating to horrible handling of ground contact.


  8. Hi all, I've been playing on a few servers here and there, mostly squad-managed servers.

    I'm getting pretty irritated with the amount of "seriousness" that these people conduct themselves in. It's to the point of being downright childish. I remember being into starting squadrons for combat flight simulators when I was a young kid and trying to command people and all that garbage. I think all of that is a big waste of time right now.

    I'm looking for a squad with regular players that have a coop server using domination or some such similar combat map. I don't want to attend any training or practices. I don't want to HAVE to use any chat programs other than what the game comes with, and even then I play at night mostly, when I need to be quiet so I use headphones and shut the F up.

    I don't want to be griped at for taking a friggen helicopter, or accidently blowing something up or inadvertently killing team members. Just want to go on and have some fun semi-coordinated cooperative play. Not some crazy sadistic gay virtual military regiment where I have to "report in" or some nonsense.

    Like this for instance, say we're all playing and a chat conversation happens, let it happen dont tell people to shut up or do something else. Just be polite. Its a friggen game.

    If anyone is interested or has this going on, PM me.


  9. yes, the bipod feature issue has erked me as well. Oh well, hopefully we'll see something done with weapon specifics in future title releases. I'm sure there are at least some dozen field modifications other than optics(which i understand that those would need to be calibrated) that could be implemented in the engine.


  10. Has there been any talk about weapon modification options in the field? I noticed while I was playing online, over the course of the little warfare op, I used all my machinegun ammo for suppression and had no better option but to gank an M16 with a grenade launcher off of a dead takistani. While using the weapon I couldnt put down the launcher sights which greatly restricted visibility while not using the grenade launcher. It was manageable but I would have liked to of been able to press a button and bam, flip them down.

    Also it would be nice to be able to attach/detach optics, silencers, grenade launchers(affect aim sensitivity/speed?). I'm not saying you would generally have a little baggy full of weapon mods on you all the time, but maybe the MHQ or supply truck would, get what I'm saying? Just a suggestion.


  11. Unfortunately you still wasted your time by not providing insight or thoughts on specifically why that is happening. Saying "I receive poor performance in this beta compared to other versions" is not going to help other people verify your claims or fix what may be a significant problem in future betas.

    Providing your example mission and empirical evidence will.

    hey JACK did you even read through this thread?

    your dipshit comment is a waste of bandwidth. i'm sick of morons on this forum who can't act peaceably. must be a warmongerish type of mentality in people who play games like this. as if, you can't help but be in a state of conflict by acting like a petty jackass in constructing sentances to be aggressive in nature. i seriously don't need that attitude. I provided the information about the mission, I have my system specs in the sig and a description of the problem at hand with theories communicated amongst other board members. what are YOU going to help me with? youre not a developer. what the hell are you going to do for me? huh? youre just yet another dude who decided to be a dick to me in your sorry excuse for a helpful reply. go stick a gun barrel up your ass and call it a life.


  12. Ambient Civilians is what is killing your performance. I doubt it would be any different in 1.54 with that same mission

    no, what I'm saying is that IT IS different, otherwise I wouldn't have wasted my time posting. see, I used the exact same mission as a testbed on 1.54 release as well as the last 4 betas prior to it. I saw nothing but improvement from all those betas and the 1.54 patch up until now.

    @Polar Bear.... My AI are definitely fighting/operating just the same during my little battle scenario on this mission on the bare 1.54 build without beta. I don't see what you're talking about. It must be an isolated instance. I could even command my own squad to move to areas and they hop to it.

    In conclusion, neither of these explanations appear to be the culprit verifiably. HOWEVER that isnt to say that whatever change to the AI that was made didn't have some adverse affect to cause this. The problem is that I had better performance with the beta patch prior to the 1.54 patch than I am having with this current beta. SO if the problem people have described as "AI not doing anything" was still in the beta prior to 1.54 than maybe that adds more evidence against it.


  13. Ok, so after trying this beta out briefly on my zargabad test mission(sort of a benchmark for performance at least) I'm noticing a bit of a drop in performance from the main patch. I think I'm going to pass on this beta. no immediate crashes with it, but I have some really good performance with the 1.54 patch and this beta kills that. I don't know what was changed, but for my system, it likes it the other way ;)

    EDIT: I guess I should explain my test mission, I use this to test out performance in the city and outside the city looking in, to determine the most taxing part of this sim. Within the city I have 3 taki squads randomly generating within the city perimeter with 1 vehicle support each. Outside of the city on a hill peak to the east I have a US army outpost with a moderate amount of sandbags, H-barriers, tents, 4 supports vehicles, 3 tanks, and 2 helis with about 50 soldiers stationed with high/sub command links to defend it. Approaching the outpost from the city are another 3 squads of taki rebels with 3 support armors. Ambient modules include vehicles, civ (OA), animals, and combat. This mission should have a reasonable amount of AI computation going on to help me determine if gameplay is feasible. I just move my player character with his small 4 man squad around for starting points to test various areas of taxation as well as combat bog.


  14. That's funny...I opened Takistan in the editor and placed an M1 Abrams, HMMWV, and a Fuel truck (blank map, no scripts, no addons). I selected them one by one and told them to go to different areas of the map; and low and behold they all went to the nearest road, and drove down it as far as they could until they had to break off and move to the waypoint (even secondary dirt roads). I did this several times; and 90% of the time it was the same results. Once the fuel truck got stuck in a town trying to navigate the corners. And the tank tended to go off road more and take straighter lines towards it's waypoints; which it's a tank...it's supposed to go offroad. Yes you have to micro-manage a little around obstacles; but generally I can plan a route, point and click as they travel, and they will get there. Maybe you should try to plan your routes better instead of just sending them up a mountain lol!

    Sounds like a classic case of "blaming the equipment and not the operator"

    Hmmmmmmm, I don't see that as an option in a hostile area. You can't really hunker down in a hut and pull out your map to reroute your units waypoint by waypoint while taki's are closing in and the rest of your AI is just lolligagging on some.... ****


  15. Big D, whatever you guys are doing over there, keep it up. I'm seeing some performance improvement on my test mission in zargabad, I dont know if you did any optimizations of anything along those lines for this patch, but it seems to be getting better either way. Also, might be a fluke but I had an AI gunner in my humvee and he was super responsive at eliminating targets with the nade-tosser, in both the open desert area and the streets for vehicle cqc. No problems yet... but then I haven't really tested more than 1% of what there is to do in this sim.


  16. IMVHO AI drivers need to make far more use of roads in Takistan! This was way better in Chernarus (one of the early A2 patches fixed it brilliantly)

    At the moment, AI vehics just seem to draw a simple straight line to their objective, ignoring the mountain in front of them. Few things in this life more frustrating than watching a T34 trying to climb a mountain. Like watching paint dry, flake off the wall, then decompose into its constituent elements. Then evolve into single-cell lifeforms, undergo eons of blind mutations before finally reaching consciousness. Then study Psychology, realise it's not really conscious; the whole thing's just a terrible, darwinian illusion and it actually has no more self-awareness than the dumb flakes of paint it used to be. Then listen to Morrissey, write bleak poetry and slowly drink itself to death. :)

    And just as we seem to be getting somewhere, woops there's a rock and, oh yes, we're upside down (again), wheeee! :803:

    ROADS ARE THERE FOR A PURPOSE ;)

    LMFAO! props for accuracy.

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