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About acesential

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  1. Some feedback in regards to the Steel Pegasus missions: That's my feedback though- would definitely like to hear what other people feel about it.
  2. I may give it a replay- see if that fixes my issue.
  3. Oh, something I failed to mention before-
  4. Been playing through the first Beyond Hope mission- I've been enjoying the set up, though I'm pretty rusty it seems- the AI is readily handing my ass to me. A bug I encountered though- I will post more bugs I encounter. So far, I'm having a good time. Edited: added spoiler tags. Apologies.
  5. Searched around for an answer to this, but I couldn't find anything, so here we go! In the campaign, in the latest stable branch update of 1.70, there are voice acting lines missing. These lines are the ones mission offering characters would say before you walk off to the briefing with Miller. This has happened so far in every instance of approaching the character in camp Maxwell. I've replicated the issue in the latest dev branch as well. While this isn't a huge problem in of itself- the campaign still plays and functions fine and as far as I can observe, there are no missing lines in other situations. However, it is a little awkward that the characters just stand there staring at you for a few seconds before the "start briefing" selection pops up. Plus the lines better contextualize the mission you're about to go on and offer some bits of character interaction, which I personally appreciate.
  6. I think the biggest problem with this, other than it likely being unfeasible in the RV engine, is that it would mean that AI controlled soldiers would be able to perform things that players can't. One of the (hallmarks? Benefits) of ARMA is that the AI can't do things that the player can't do. You won't see them doing anything like dive to the side with a special animation because the player opened fire on them, for example. There is something to be said about the differences between playing against players and playing against AI (Something that I heard they addressed with Civilization VI with the AI leader agendas), but I don't think more convincing AI cover animations would solve the underlying issues regarding taking cover.
  7. acesential

    Visual Upgrade – Feedback

    HDR exhibits some odd behavior during the nighttime showcase. When you look towards the horizon, the entire screen dims. Not sure if this is related to the overly dark nights people have been mentioning. Either way, I made a ticket. https://feedback.bistudio.com/T117202
  8. acesential

    AI - suppress command

    Now with the player having the ability to command their subordinates to lay down suppressing fire, will other AI leaders have this ability as well? As it currently stands, the AI is fairly "shoot to kill" at the moment, only firing when they have a strong chance of eventually being able to hit you (with an extra couple of shots once they lose LoS). Letting them suppress the player would make it a lot less clear (and interesting) whether or not the cover you take is safe.
  9. acesential

    Weapon Switching on the Move

    Since the feedback tracker is down, figure this is the best place to mention this- Attempting to swap weapons while crouch-running results in either the weapon changing in the top right but the animation not playing until you stop moving, or the character sliding around on one knee. Happened a few times while testing in the virtual arsenal.
  10. acesential

    Audio Tweaking (dev branch)

    I remember that for a time they were trying something new with the animation system, where the soldiers would have a much more dramatic reaction to getting shot, before snapping back into the "firing" position. Whatever happened to that?
  11. acesential

    Audio Tweaking (dev branch)

    Well now I'm incredibly excited~
  12. acesential

    Terrain Improvement (dev branch)

    So I guess we are to assume that the response about the ponds is the same as the response to mid-range textures? "Not impossible to do, just lacking the manpower to do it adequately."
  13. acesential

    Suppression (dev branch)

    I've observed this every now and again, but I think it's mostly emergent behavior from the new AI action of avoiding areas that are saturated with fire. Nothing explicit as a "search for cover because I'm suppressed" action.
  14. acesential

    Audio Tweaking (dev branch)

    I'm very much liking the improvements in sounds and the changes they undergo depending on the environments. Attenuation, tails, and so on. They're coming along great. That being said, I'm curious about how said effects are being handled from sources other than the player. It seems that the tail effect for shooters other than the player are not as dramatic, or, even, they don't occur at all. Perhaps I'm missing something, but if anyone could enlighten me about this, or if someone could point to me some mention of development of that on this thread, I would greatly appreciate it!
  15. acesential

    Audio Tweaking (dev branch)

    Just tested it out- I don't notice much difference between the sound inside and outside when a firefight is happening. Tested this in the editor in Pyrgos- running in and out of buildings as a civilian while a firefight occurred in the streets.