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Everything posted by OMAC
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Man, am I saddened by this. It seems that BI considers missions, really anything that can be made in editor, as of no value. Why not get poor community sods to do all the work for free? MANW is an obvious exception to that, but I'm talking about official BI playable content. All effort has been put into fancy MP modes like Zeus, End Game, DayZ :rolleyes:, and other stuff that I will most likely never play. What the heck does the playable content team do all day? Gosh do I wish the days of real DLC such as BAF, PMC, and even bugged ACR would come back. Dream on.
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Now I too have the blank entry in expansion menu after updating to current dev branch build. Does it have something to do with the new Launcher configuration? Perhaps it is meant as a menu separator between activated and deactivated mods?
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If -nolauncher is used, can mods still be activated and deactivated using old in-game Expansion menu? Edit: The answer is yes. Great!
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Please don't tell me that Marksman DLC will only include one related showcase as premium playable SP content. I don't consider drills, challenges, and VR training courses as playable content (certainly not content I would pay for). It looks like the FFV showcase will be provided to all as non-premium content (it is playable now, but has Marksman icon...:confused:). I wonder how much the standalone DLC will cost? :raisebrow: http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2906925&viewfull=1#post2906925
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Whoa! Awesome. :cool:
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Are there any mod folders in your a3 profile that contain missing or corrupted data?
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New scouting missions during "Survive"
OMAC replied to stormhawkv's topic in ARMA 3 - OFFICIAL MISSIONS
Don't worry about looting. Just take what you can and RTB Maxwell. The whole episode is almost over, and more equipment doesn't help for Tipping Point anyway. -
I just replayed using 1.40 stable, and didn't have the problem this time. Is your game up to date?
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Weapon Resting & Deployment Feedback
OMAC replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I agree with all this, especially with that emphasized in red and blue above. These are key (red one more so). I think the time to set up and remove deployment is about right - a second or two, and removing deployment typically takes a little longer than to set up, as there can be stance changes when you are deployed on low objects such as some rocks. And sometimes it is very difficult, even impossible, to deploy on some uneven surfaces such as boulders ( ). This is the problem. Resting most definitely IS a special state. IRL you always know your weapon is rested. There should be an indicator other than crosshair change, and there should be an brief (~0.5 sec) inertia penalty when un-resting. I will definitely try this eventhandler resting test. Excellent idea! If resting is happening all the time, it is true that resting indicators could be problematic. IRL resting would NOT occur all the time, only as a conscious choice, as it hinders snap aiming and fast movement just as deployment does, but to a much lesser degree. I think that there should be a ~2 second delay from when your weapon is positioned over or against a restable object before an indicator appears and resting benefits kick in. Then, having an indicator would be less distracting. Edit: just tried eventhandler technique for indicating when resting is active. As I wrote several posts ago, resting is basically useless. It provides only the most minor weapon stabilization compared to when not resting. Useless in medium to long range combat, and almost useless at shorter ranges. Especially with new recoil, shooting without deployment is a major drag (read: not fun*) unless you are in CQB or other very desperate situation with lots of enemy close to you. But as long as deployment works more or less as is, with possible increased ease of deployment on boulders, the current state of resting is ok, I guess, as it is apparently meant to provide only a (very) minor bonus for those who move tactically between cover/resting spots over just run and gun, as others have written. * especially for Arma novices. -
Weapon Resting & Deployment Feedback
OMAC replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I basically agree. I see resting as almost useless now, and I can barely even tell it's there without some sort of visual and/or audio indicator. It's nowhere near stable enough to depend on for accurate shooting in combat; deployment will be used 95% of the time unless in a VERY time-sensitive situation. If anything I would make resting even more stable (and add indicator of some kind), or just leave as is. -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
OMAC replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Congrats on the new release! I downloaded the 1.5.5 full map port from ArmaHolic, and vilas' smd_units.pbo isn't in there as it was in last version. Should it be? In addition, I can't get any animated objects to work, such as hangar doors, garage doors, red shed doors with locking bar, and window shutters. The animations work perfectly in 1.5.0.7. There is a SMD_A3.bikey file in the keys folder. Perhaps this release is meant to work with A3 and AiA? -
Campaign fixes? Where can I get some info about them? In two playthroughs on stable branch (1.38 and an earlier build), I never had problems completing Wet Work, either.
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Suppression + ROF dispersion + weapon resting/deployment = biggest, most awesome changes to Arma since 2009. :cool: And oukej reports that connections between buildings and terrains are being fixed (almost done), which should vastly reduce the impact of, and possibly eliminate entirely, the issue of stuck AI. This is unbelievably awesome as well. If anyone sees stuck AI in dev branch, please report the location of the stuck person in this ticket. ---------- Post added at 09:46 AM ---------- Previous post was at 09:43 AM ---------- Excellent post, and thanks for testing! :)
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Seems to me that aiRateOfFireDispersion could impact AI effectiveness (relative to skill) if they are not applying as much fire as before. Previously, when attacking, they would apply consistent, withering fire. Now I'm not so sure. Hopefully, when skill = 1, the ROFD param results in a similar ROF to what it was before 1.40. In Infantry Showcase, the CSAT AI did fire, and one NATO squad member was killed. But it was amazing how fast CSAT soldiers were detected, engaged, and killed by NATO squad. CSAT weren't firing very often relative to NATO, and when they did, their aim must have been faulty. It appeared as if ~5 CSAT soldiers had been removed from mission, which I think is not the case. NATO behaved as ninjas with impenetrable body armor. What someone should do is play the showcase with 1.40 stable and compare results with recent dev branch playthroughs... Perhaps I will do it. But BI QA team should do it also! ;) What was the previous distribution? I asked before what the relative skills of CSAT and NATO are in the showcase. You said NATO skill = 1. Is CSAT skill less than that generally, or the same? If CSAT skill is less, then I wonder why CSAT destroyed NATO 95% of the time before recent dev branch changes? I used to wonder if it was something regarding FSM scripting in the mission....
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Having some fun playing around with dev branch:
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Do these suggest that the suppressive effects of bullets are disabled by default? I woudn't think so, but I'm not sure... :confused:
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It seems apparent that 1) the aiming error introduced to AI by suppression and/or 2) the aiRateOfFireDispersion param default settings degrade AI effectiveness far too severely. I played Win episode on Veteran using 1.40 stable, and I barely fired 20 shots, so it looks like the ROFdispersion change is having a very profound effect, regardless of suppression which hadn't been implemented yet. I didn't fire a single shot in Resurgent West against opfor infantry when flanking Neochori. The only engagement was in Moral Fiber against the few opfor at the chapel early in mission. In Preventive Diplomacy, I fired two shots total when taking Solar station. Then there is the sudden easiness of formally brutal Infantry Showcase with suppression. New testing with dev builds suggest to me that both the effects of 1) and 2) above should be significantly decreased, or else the game becomes far too easy overall, even on high difficulties with high AI skill. BI should ask the playable content team who made the campaign and showcases to play their missions using new dev builds and see what they think. As I have written before, it is better to err slightly on the side of implementing new features that improve the overall game rather than insure balance of official missions in all cases. But even in new, custom missions, the AI, even with skill=1, seem too lame. I also noticed that, when suppressed, AI with skill=0.2 stand around too much, not firing. They should stay prone and crawl to cover when really pinned down, or run like hell to cover when first engaged. AI with higher skill behave better, stay prone longer, and return fire better. But their aim is nerfed too much now. As others have written, when pinned down, LMG gunners should spray the living hell out of your sector with lousy aim.
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I see AI flee quite frequently, like when I just played Infantry Showcase (described earlier), I killed one of 2 spotters, and the remaining one high-tailed it away from me down into valley and up other side. Only when he had a clear shot with some cover did he turn and engage me. Quite realistic. Unless allowFleeing is set to 0, hassled AI will indeed flee, and have since at least Arma 2. I wonder if the new suppression decreases courage value, which would in turn make units more likely to flee?
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Weapon Resting & Deployment Feedback
OMAC replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I wish that weapons could be a little more easily deployed on boulders. Sometimes it works very quickly, then, after I move away from boulder and come back to it, I can't get the deployment to happen even from the same direction (position relative to rock) and stance. Perhaps I've got to get more used to just resting, but I still think that there should be some indicator as whether the weapon is rested or not. -
As a brief diversion from the AI accuracy/suppression discussion, the issue of "stuck" AI in official missions is still very much a problem, and seriously impacts immersion. Can't there be an auto-unstick feature in the engine, or some way for a human squad leader to manually unstick his men and get them to keep up with him when on the move? http://feedback.arma3.com/view.php?id=5443 Please vote up. Ok, back to accuracy-suppression. :o ---------- Post added at 07:48 AM ---------- Previous post was at 07:45 AM ---------- Do you know the skill settings of the attacking CSAT in the infantry showcase?
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Ah ha. Thanks for reminding me about that fire dispersion change. I didn't notice that, but I wasn't looking for it. I will now. Friendly AI seemed very effective, did not appear to be significantly suppressed, and nailed every CSAT enemy almost immediately as they came over the ridge, which used to result in total death of the whole squad except for me, especially as CSAT has the sun at their backs. You are absolutely correct that CSAT nearly always cleaned house. Not any more. Not sure why...yet. ;) I played Death Valley again using 1.38, and it was a piece of cake, as I smartly had a MK200 MG with ARCO scope pilfered from dead greenbacks earlier in campaign. CSAT didn't stand a chance! But still all friendly AI died very early in mission. The Infantry Showcase is very fast moving and fluid now, and my squad moved right into the village almost without stopping. No more being pinned down in the valley as your whole squad dies around you. At the end of the mission, one of the spotters escaped and took off to the south, into the valley and up the south side. He shot at me, but seemed quite inaccurate. I deployed my weapon on the ground and nailed him from about 200m, even using that crappy ACO optic. Heh heh. ** But it appears to me that the new suppression really works, in that unsuppressed AI are very accurate, but when suppressed they are seriously stressed out, go prone, then seek cover, fire less effectively. The various recent changes all seem excellent, even if they need some tweaking, and will vastly improve the game. I agree that the changes are worth it even if they break balance in some missions.
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For all I know, BI may have changed the Infantry Showcase sometime over the last year or so given all the comments about the mission's brutality...
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Seems to me the biggest change was that friendly AI were more effective at neutralizing incoming forces (GREAT!) and perhaps that enemy AI were less effective in their aim. Perhaps the new AI suppression had something to do with the decreased CSAT effectiveness in their assault? I am not familiar with any changes to AI accuracy that may have recently been implemented. Weapon deployment did come in handy a few times when I was shooting at longer ranges, but that was mainly near end of mission hunting down spotters.
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I just completed Infantry Showcase on Veteran (all skill settings at default) using 1.43.129821 dev build with 0 reverts: This confirms what MAXZY wrote. But frankly, for the first time the showcase plays through more like what I would expect, and what you'd think BI intended. Before, all friendly AI are killed just after first autosave, way before Girna is reached. Now, all friendly AI except one made it to village unscathed. This is a HUGE change from before. More tests are needed to assess changes in AI accuracy. The mission seems a bit too easy now.
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[WIP] CorePatch: config patch for ArmA 2 OA
OMAC replied to goliath86's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
All smoke dischargers work for me with 1.63+corepatch....