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PMartin

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About PMartin

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  1. Yesterday I've played a lot with this, using WWaicover and TPWEBS (I just wanted to see how would they work together). I couldn't see which mod was doing what, but they all seemed to work at some extent. Highlights were a 6 blufor x 8 redfor at 600m, as soon as contact was made everyone dropped down and started looking for cover (I guess that, since the panic function was removed, it was WWaicover that did this), two minutes later, with lot's of inaccurate (as intended) suppressing fire, everyone was spread out, each one in their cover, moving slowly towards the enemy positions, covering several los, opposed to vanilla where they just stay in position and you have to micromanage every movement. Very good behavior. And a 8 blufor x 14 redfor urban combat, where half of my men were killed, with lot's of flanking from the ai. A very long and tense firefight. On both cases the map was flooded with waypoints (which would break a mission), but I just used MCC's blueforce tracker to remove those whenever the AI became unresponsive, but i think that happened only once. Also I think I had to use unstuck unit from WWaimenu at some point, don't know what caused it. My main suggestion would be a function to remove all the waypoints created by FFIS, but only after the area is clear, or a button to do so. I like the waypoints system, It makes your teammates very independent and the enemies flank a lot. Good edit sproyd.
  2. PMartin

    Why is my head so woobly?

    It's thanks to idle animations, I guess. It won't happen when you're holding a weapon.
  3. PMartin

    AI Reporting contact

    I remember the first time I played OFP, it was 2006 and I had been playing the original Ghost Recon for a long time. One of the first thing that caught my attention in the AI is that they reported contacts, not just, like OGR did, "Enemy Spotted", but gave me direction and distance. When I first heard "10 O'CLOCK, ENEMY, MAN, 200" I got really excited. But after 7 years of OFP/ARMA, mostly playing offline (english isn't my native language, so I never felt to confident to join a clan or something -- but now I will, soon -- and more "casual" servers weren't that attractive to me) you start realizing that the mechanic distance and clock reporting isn't too effective. Even now in ARMA 3 where they report the bearing. (On a side note, less precise reporting of contacts wouldn't be such a problem if the AI used suppressing fire and could be suppressed, because without suppression, when a enemy sees you, starts firing, and your fellow AI reports him, even if you start spraying at 200m, 10o'clock, the enemy won't care and will continue shooting you, and since he knows exactly where you are because he saw you first, the only thing you can do is hope that there's enough time to get to cover). So, clock relative reports are really awkward, because you have to first discover where the team leader is facing, and then look at the direction. But let's say a contact is reported to be 10 o'clock, 75 meters. That's really close, most of the time you won't have to look for a long time before seeing the enemy, and that's great. But let's say the contact is within 200m of distance, on the bottom of a mountain that is 500m tall and you can see the whole of it. You'll have to look for a long time before spotting the enemy, because not only 10 O'clock now covers a lot more area (think of a cone of vision, the farther the contact is, the bigger the area in which the contact could be is). Am I suggesting that every contact that is at a distance bigger than 100m should be reported with a bearing? No, that isn't intuitive. You would have to open the compass every time a contact is reported. I'm not suggesting that they should report like "Hey, I see movement behind those rocks, man! They're going to flank us from our left!" either, for obvious reasons. What I'm saying is that there should be a concern to improve the AI reporting. Here are some suggestions (these are for us to discuss, not for the devs, if anything good come out of this then we should create some tickets) 1. First of all, if it is to remain the same system, it should be like this: Clock is used for close range ONLY when the squad is in formation (to avoid having to look at the little clock that appears in the corner or, in higher difficulties, to where the leader is facing). N, NW, etc. should be for close range when the squad isn't in formation. Bearings should be used for longer distances, but how far? I don't know, help me out on this one. (If it is to close maybe getting behind cover and checking the compass will take to much time, which takes me to number 2...) 2. I don't quite get the reasons to why there isn't a compass integrated to the HUD. I get it that it's a lot more immersive to look at a compass like you where really taking it out of your pockets and all, but one of the functions of the compass in ARMA IS a compromise for something that can't be done in a video game right now. That is communicating directions properly (be it AI communicating or humans). In real life you don't tell your squad mate to take his compass out of his pocket just to find out where exactly the fire is coming from. SO, I guess that there should be a compass with bearings in hud. Maybe the bearings shouldn't be exact, not exact, how can I express this? Maybe it should be just 30º ... 40º... without the numbers in between, so the "K" compass doesn't becomes redundant. I don't know. 3. There should be a way to ask for the AI to re-report contacts. If you're the leader you can just press 2 and you'll see a list of all the contacts, but if you're not you can't get distracted or else you never know where that enemy is. 4. This one is something bigger: The AI should be less "casual" about contacts. Less like "Contact, Sniper, 10O'clock, 800m" you know, no big deal, he's shooting at us and all, but that's part of the job, right? Take as much time as you need to find him. There's a lot o thing that should be done here. First of all, to increase the sense of urgency when someone starts shooting, the AI should yell "take cover". It may sound stupid, but it adds a lot to the immersion, and I'm ashamed of how many years I've spent with the stupid habit of trying to find the enemy before taking cover. (Mostly because the AI doesn't take cover immediately too, again, no suppression, so I would unconsciously think there isn't too much danger). Besides yelling "get down", there should be more phrases. Like, after a few seconds a target has been reported something like "Goddamit, someone light up that bastard at 100m, NW!" (or something shorter). Also something like: A target is reported and then some of the AI says "I've got no visual!". What does it do? Let's say you're trying to find the bastard who's shooting at you, and you're crouched next to unit 2, and then unit 2 yells that he can't see the target. You, obviously will try to change your position to someplace you can see. Makes sense, doesn't it? 5. The longest shot: References. This is a real big thing, and maybe feasible just on arma 4 or something, but there's got to be a practical way for the AI to report targets with a decent reference. Something in the lines of "Contact, infantry, NW, 200m, behind the truck!", "Near a blue house", "Behind a tree", "Inside the house", "Second floor". I know everyone must at some point thought at it. In my case, when I did I realized it was a bad thing because It could be too confusing, considering it was awfully confusing being told to go to that tree, 3 o'clock, when at 3 o'clock there was a forest. And also because they would have to record a whole bunch of new sentences and it would be a lot of work. Anyway, it isn't so much work if you just record sentences like "Near, Behind, Inside" and "A rock, A Blue/yellow/big/small house, a tree, a car/ifrit/hmmmv, a tank/tiger/titan..." and "In the, on the, at the" "Forest/ defile/ beach/ plantation/ mountain/ river/ trench". Just these sentences would make spotting a lot easier and a lot more immersive. Don't you think? Anyway, aside from that I made myself quite clear on how much I think suppression is important, but that's something else. What do you guys think? Sorry for the colossal post, I just think this is important. I think that the single player of ARMA should be as strong as its multiplayer.
  4. PMartin

    Tech wise (arma3 vs other huge map games)

    At first I was disappointed with Stratis, but recently I was able to increase the graphical settings due to performance tweaks... And god, the terrain is beautiful. It's very well thought and made me realize how similar the Mediterranean landscape is with the Brazilian. It has great details that bring a lot to realism, like the brown dry grass among the green one... And also I've never played a game where the temperature changes where so well represented visually. All thanks to the incredible new lighting and fog. Early morning in agia marina is beautiful. I think it's a great achievement tech-wise. Even more on such a old engine.
  5. I tried both changing to the suggested tagline and changing the arma2 folder to Program Files (Arquivos de Programas was actually a old folder from my win xp, which wasn't in English) and neither solved the problem. BUT then after a few tries Six showed that the mod needed to be updated, and then I did and it started working perfect. I don't know if there was a new updated for the mod or Play with six recognized that everything was in a new folder and then updated it. Whatever it was, thanks .Kju, great mod! I'll alt+tab back to the game now.
  6. This is my modline, tried it also without any other mods.
  7. Also getting this. Maybe it has something to do with the new devlopment branch version (I guess it is 55. something), since it changed several animations.
  8. PMartin

    Suppression Effect missing in ARMA3

    (first post) I mostly agree with no screen effects for suppression. Although I like the effect when a grenade explodes near you. There's a dirt overlay and your head/aim moves up, like an involuntary reflex or some kind of blast wave (but I think the aim should really go down on the grenade reflex, point at the floor, instead of at the sky, because as an involuntary reflex it's more natural to curl yourself to protect your face, and looking up looks more like Sgt. Elias being shot in platoon. Maybe I should create a ticket for it?) Forcing the suppression effect is cheating in my opinion. Like a lot of arma players, I come from Original Ghost Recon, and that game was incredible on making you feel really suppressed. It had no artificial effect, but every time someone started shooting at you, you would get a little scared. And I think it was all thanks to an unbelievable EXCELLENT sound work. The bullet's whizzing near your head still to this day make my finger twitch to the crouch button. And with all respect to BIS, but I'm impressed that AI suppressing is still missing since OFP... I remember back in 2005/06 when I first played Brothers in Arms and that game changed my whole outlook on every realistic/semi-realistic shooting game. Suppression in that game is one of the main mechanics, and although they made you REALLY inaccurate to compensate for how close-quarters most firefights were, suppression, cover and flanking were really impressive and seemed really simple, like, not some overly complicated AI scripting. Every enemy and team mate, on contact, would seek cover and return fire in a natural and fluid way;
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