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Shagulon

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Everything posted by Shagulon

  1. Shagulon

    really... no omnidirectional movement?

    "All I ask for is"... This is a clear case of thinking what your £19 outlay entitles you to not really adding up. You can point out bugs and issues, but you can't really make feature requests that frankly only benefit yourself or maybe a handful of guys. You have to ask yourself honestly "is this worth the effort for BIS to implement. It's pretty obviously way down any priority list.
  2. I kind hate this "bug". It snaps me out of immersion in the game. No human ever fires that regularly. I don't mind rof reducing with distance, leading up to full auto closer, but there could be at least a little randomisation. I can tell an AI shooting just by the constant rof...
  3. Shagulon

    An Old Trend renewed

    Care to try and prove this, or pretty much anything you pass of as solid fact? Their programmer was a guy who wasn't working on Arma 3 (CEO's brother - Maruk?), there was Dean Hall and Matt Lightfoot and they had a team of five... Arma 3 had what, 60 or 70 people working on it in total (granted far fewer dev resource but you get the picture here). They had some help from Ivan from time to time, and have used their mocap facilities etc, but I think you're putting 2 + 2 together and getting 5 again...
  4. I'm not thinking that, may I ask you not to speak for me?
  5. Are you supposed to be able to zero the IFV-Cheetah (35MM AA)? That things is a beast!
  6. Yea seen it, strange lighting issue on goggles. mustn't be subject to any shadows at a guess?
  7. Shagulon

    Player Gun Sounds Missing

    I don't get this and haven't heard of anyone else who does.
  8. Shagulon

    AI Discussion (dev branch)

    sorry should have been more specific. I played through the whole scenario not giving out orders to my squad. they follow through the town and engage intelligently, taking up great cover positions. My real praise was for the CQB of both my team mates and the EI, which is what everyone was kind of discussing in this thread. I'm sure that eventually some squad control improvements will happen, although I care much less about these as I prefer to play either multiplayer co-op or PvP.
  9. Windows XP is no longer even supported by Microsoft... time to move on ffs.
  10. Shagulon

    AI Discussion (dev branch)

    I recommend everyone play one of the missions from the workshop, its called "Assault on Charkia - SP". Its basically an infantry assault on a town on the new map Altis. I think it shows off pretty well the advances made with the AI. When I think back to ARMA 2, the improvement is pretty plain to see.
  11. Shagulon

    AI Discussion (dev branch)

    Ah sorry I should rephrase that then, they're not meant to go prone (as much) in CQB :) I hope they can work on that tendency to prone in CQB if they will (rightly) keep their turn speed slower.
  12. Shagulon

    AI Discussion (dev branch)

    They don't go prone in CQB, but the definition of CQB is <75m I believe. For Arma 3, perhaps this should be increased to say 150m? Whatever distance you can reliably hit a target while standing with whatever weapon you are carrying? Is there separate AI based on the different weapon types?
  13. Shagulon

    AI Discussion (dev branch)

    I don't think that Dwarden and metalcraze's posts are very constructive. Yes human turn speed etc isn't part of this thread, but no game mechanic can ever be considered in isolation. I think the turn speeds seem better/faster now, but the human player should have some limitations too. the system is taking shape nicely and I have high hopes it is going in the right direction, but still some distance to go. Keep up the excellent work though :)
  14. Shagulon

    AI Discussion (dev branch)

    After a brief play through, first on the infantry showcase, then a little invade and annex co-op (just me on the server though) I can report that it felt that the AI were a bit too inaccurate. I was able to take some decent cover and take on first one full 8 man squad, and then another that appeared part way through the fight. I was killed eventually but I have ripped through about 10 opfor. Really 1 vs 8 should mean I get pinned and dispatched fairly easily. I know that the server was on regular, and I'm not sure what accuracy settings they had. With regards to the infantry showcase, I was playing veteran, but I have altered the accuracy settings myself sometime ago when the AI used to snipe you easily. I think I either need to up the accuracy settings again, or BIS make it slightly harder for players to fire accurately. I think I might prefer the latter for longer firefights. There was mention of BIS releasing some recommended config settings. Anyone seen them yet?
  15. I don't understand, why would any SLI issue affect you if you have only 1 gfx card?
  16. One thing that is breaking my immersion and should be relatively easy to fix is the constant firing rate of the AI, especially for the OPFOR LMG. Sorry for those who haven't noticed this, but you can hear that constant "fire - pause - fire - pause" of the heavy 7.62 LMG for OPFOR (and perhaps other AI firing patterns). It is always the same. Would it be possible to have that be a little more random? It sounds very artificial right now.
  17. Shagulon

    Fatigue effects

    and one missile is 40KG?
  18. Shagulon

    Fatigue effects

    My fear for this debate is that the ones who don't want to have to think about things will win. Fatigue is a major issue, it should be something you have to contend with. If you want to carry 100KG of equipment you should be getting fatigued pretty quickly, especially going uphill. The system is still very forgiving, and it probably should be for gameplay reasons. If you need heavy weapons and ordinance, load it into a vehicle and have a forward base... You shouldn't be able to run around like an idiot with an LMG and rocket launcher, backpack full of rockets and four two hundred round belts on you. My fear is that this part of the game goes the same way as the big recoil debate, where that was made easier too. What constitutes a light load? An SMG and six clips? Do the soldiers have the option to not wear body armour? If no body armour and a little SMG, agreed you should get some fatigue benefits.
  19. Shagulon

    AI Discussion (dev branch)

    Hi, Played a few goes on the combined arms showcase, and am really starting to see things play much better. The AFV lasted until the end three times. It patrolled along the top of the mountain ridge above the base, out of range of most infantry threats, it was a joy to watch. Infantry go prone when required and take up good covered positions. The only down side to this is when they go prone behind cover which they can never hope to shoot over (not while under heavy fire when this might make perfect sense). Are you guys sneaking in AI updates and not listing them? Keep moving along the same lines you are, and this will be a very enjoyable release :)
  20. Shagulon

    Development Blog & Reveals

    I can cope as long as some of the expected content comes for free with the the episodes, or when they're ready. I don't really want to be paying for extra jets etc. I'm not even sure that would work in multiplayers? I look forward to quality finished work and am glad they honestly decided to pull the campaign to make it a good one - brave work BIS, well done :)
  21. While the campaign isn't finished, and won't be for release, be very aware that it will almost undoubtedly have the planning phase long since completed. Not much point in begging for this mission type or that feature.
  22. Shagulon

    AI Discussion (dev branch)

    Playing a mission tonight, engaging EI at about 300M that is inside a watch tower. I noticed that he kept lying down to engage and firing through the metal guards around the tower, then standing to acquire the target again, then returning to prone to fire. Some kind of in building or behind high cover check required? EDIT: After playing around an hours worth of domination tonight, I think I'm starting to see an overall improvement in the AI, seems to be going in the right direction. When they outnumber you, they seem extremely adept at pinning and flanking. Perhaps anecdotal but not too bad an AI, especially in trees. Keep the improvements coming.
  23. Shagulon

    AI Discussion (dev branch)

    Reducing AI accuracy would be great if they upped the difficulty of using weapons for the player. At the moment due to lots of people complaining, recoil is pretty minimal, and it is too easy hold a weapon steady even when standing. Heavy weapons handle the same as SMGs and it is generally a little too easy to hit things. Things can be balanced if the AI has its accuracy reduced no problem.
  24. Shagulon

    AI Discussion (dev branch)

    I'd like to report a pretty big improvement in the AI in the few combined arms scenarios I managed to squeeze in tonight. The AI advance stood up and in good cover, then when in position and under fire would go prone - excellent. Anyone notice how the AI did in CO-OP? No time to check.
  25. Shagulon

    AI Discussion (dev branch)

    there is precious little discussion about the Captain's AI log that I can see, which was my point. Much more discussion about people's pet peve's and Arma 2 (and how the thread has been derailed - I know I know) BUT if you all just prefer to bicker then whatever.
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