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GShock

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Everything posted by GShock

  1. I am at the Adapt episode, trying to take that cistern past the highway. The village is full of enemy troops and there are a truck, a tank and at least 2 APCs. Just met with the 1st of the 2 support groups and the game has autosaved. Kouris (#6) is the only one of us who has an anti vehicle weapon but I have problems here. 1) Despite clearly seeing the APC I can't seem to "spot" it. Hence I can't give the targeting order unless I get so close the APC sees me (or my AI). 2) Even when I make it (generally someone else will point it out), the targeting order to kouris doesn't work. He won't shoot or he will be pulverized by the APC itself. Same goes with the engage order. Can anyone recommend how to make the AI shoot a vehicle? I don't have all day waiting for it to shoot and I've already shot dead my AI to take its RPG but the mission fails... what is the procedure to make an AI shoot his rpg?
  2. It is impossible to assess whether or not the new system is better until it is implemented in the AI (which still shoots unerringly from 200m with iron sights) and until a better damage model is implemented as well.
  3. The problem is not weaponsway or the eventual holding breath bug. The problem here is that things have become harder and, in my opinion, more realistic and better, for the player but the AI hasn't been tuned down to accomodate the increased difficulty. This is only true for AI vs player engagements. AI vs AI is extremely poor and the result is that in order to complete a showcase you must kill dozens whereas your entire team is regularly obliterated. All of them don't make 1/5th of your kills. I think the weaponsway and hold breath are ok. In some cases the holding breath seems not to work at all. The problem is that the AI doesn't really care. We're down to engagements at 200 meters and more where the AI can hit you easy with this swaying without zoomed optics. That is really lame and makes the game unplayable since you, on the other side, are forced to do the same WITH the harder system. I agree, this is a gamechanger (and a good one) but it needs to be better implemented with the AI. The 3 infantry-based showcase missions (Infantry, Combined Arms and Armed Assalult should be revised in view of the increased difficulty).
  4. The problem is not the sway nor the holding breath. I've come to realize the breathe could be improved a bit but the sway is ok. The problem is that the AI is a killer at any difficulty level (your own AI is totally useless in comparison) and with any non zoomed sight you're dead. I mentioned the combined arms showcase but you can see that in Infantry and in Armed Assault showcase. Things have become considerably harder (I am on devbranch) for the player but the AI seems to still be unaffected. On the contrary... you need multiple hits to do a kill and right now, there's a big sway (understandable, fatigue, equipment, stress, etc) and a harder breathing (possibly even broken). The AI is still aimbotting you happily, regardless of distance or absence of zoomed sights. I mostly end a mission (if I can end it alive) with someone else's gun and ammo. That says it all... It is harder to hit and very hard to kill but only for the player apparently.
  5. Actually the issue here is rather easy: as shown in the video when holding the right mouse button the weapon doesn't get any more stable. I think there's a bug in the swaying system but it would be nice if it was somehow confirmed officially so we could move along.
  6. You're not really outnumbered if you can keep your APC alive. The problem is that you can barely see the AI at all at 100m+ in the bushes while they shoot pretty good... then you shoot and hit you can see their bodies moving awkward but they don't just die that easy. A few devbranch updates ago bullets were more efficient now it seems I'm firing a peashooter again. Considering there's no zoomed sight, I thought it was the weaponsway but it isn't... I can really see I hit them and they don't die. It's the dmg model, again.
  7. Ah well... how many months after the release? I've been trying the Combined Arms mission at Regular difficulty in the DEV branch and 5 clips are not enough to complete half of it since you can't kill a guy with a full clip at times. At least the good news: it's not me.
  8. Every 2 or 3 months I come back to check the state of this game... this time I played 5 minutes a workshop mission, I started with 6 clips, I was killed after I'd been shooting 3 clips onto the same target at 180m. I must have hit it at least 7 times but then, in the end I died. During the mission, I had 7 AI in line formation. We were basically 8 vs 3. Half of my team was killed, me included, and ALL of the AI went out of ammo. If this is not index of a BAD damage model I don't know what can be. Entire clips don't make a kill in this game.
  9. GShock

    AImbotting...

    Has anyone tried the showcase missions recently? Even though the damage model has improved considerably of late, the AI is still hitting you from 200m with unzoomed sights like it was an easy shot and I am talking not of the elite level as usual but at all levels. Let's take the combined arms mission. Your AI partners are less than useless... the grenadier doesn't shoot a single grenade. The helo shoots the IFV and then leaves the area like you were not playing 2 squads vs 50 men and you didn't need support. To the top of it, since your own APC is stupid, it gets wasted easy by their AT soldiers. Now you could play Rambo and save the day anticipating their AT but with this flawlessly shooting AI that's a suicidal mission... at all levels. At veteran you only have 1 save... this is really more than hard because you can't spot the enemy through bushes while they not only spot you they also shoot you unerringly from any distance. Finally... what's with the green lights and smoke, you have no frag grenades? Only the teamleader has a zoomed optics and that's the only thing that puts you on par with the enemy AI but as I said, they all die very stupid. I think the DEVs should go back and check what's happening with the DEV version to the showcase missions. They are the first thing a new player will check. Infantry: 1 squad vs 50 uber AI: all dead. Combined Arms: Helo useless, APC useless (both sides), 2 squads vs 50: all dead. Armed Assault: I don't even wanna start with the AI aimbotting you without zoomed sights from 300m as you lie prone on a hill crest with a zoomed sight. It would be another flamewar with an army of people who are in a state of denial of truth and it leads nowhere (in fact the problem is still there).
  10. GShock

    AI not shooting vehicles

    Can't proceed this campaign if my AI won't engage vehicles. There's 2 APC and 1 MBT on that highway... and at least 30 soldiers in the whole area. If the AI friends are a burden, I'd rather do the mission alone and do it the sneaky and silent way which is impossible with this AI friends. That guy with the RPG then... sometimes he shoots all his ammo on the same vehicle... once you've disabled it, keep it in the backpack... we need it... and that's happened after 50 tries. Please BIS fix this with the AI engaging routines or it's impossible to carry on with the campaign.
  11. GShock

    AI not shooting vehicles

    Well that's got to be what Bouben said... I followed the target + engage at will and it's no good, it just won't shoot the APC. I think the prob might also be linked to the "action" command when you tell the AI that has no ammo to refill at some dead enemy. They just go to the other side of the planet when they've got a corpse by their feet. In this case it's because the subcommand entries all look the same (they say the weapon type not where it is that they must get it). The AI here seems to engage soldiers correctly. It's only the APC (at least in this mission). For the rest they engage normally, it seems, the infantry. Naturally with that APC still in order we all get killed. There's no way to bypass the problem because if you shoot dead your AI with the RPG, the mission fails. Hope the DEVs are reading this, without a fix, it's impossible to complete that mission.
  12. GShock

    AI not shooting vehicles

    After I spot the vehicle (good with this T key, I thought I had to zoom and unzoom on the tgt so this is better) how do I tell that IDIOT to attack the APC?
  13. GShock

    Damage system sucks - fix needed

    Yes... as military simulator, it's got 1st place, besting its only competitor: itself. :) However, it has to be noted the latest devbranch update reports the damage for headshots from small calibers has been increased. They are on the right track at least it won't take half a clip of headshots to kill an enemy... 2 or 3 hits will do. :)
  14. GShock

    Damage system sucks - fix needed

    Simulation of the year (according to the press release update by PC Gamer). The metascore instead seems to be highly optimistic on the real state of this game, according to me. The flight model of helicopters makes you miss Battlefield2, clipping through rocks, walls, etc... the AI headshooting you after you empty entire clips on them is really making the overall experience comic but it often becomes TRAGIC when you bring forth the issues and you're stormed by trolls, backed up by the moderators. Bought this game at release date, I can barely stand 5' gameplay before quitting out and I'm not even allowed to express my opinion under threat of getting banned: this is what ArmA3 has been so far for me.
  15. GShock

    Damage system sucks - fix needed

    Gotta play Combined Arms showcase and you really realize with this damage model 5 clips are not enough to complete a mission. In most cases it takes an entire clip to kill a soldier... as if the separate spots you hit were not connected to one another (i.e. if you hit someone on the arm perhaps the bullet will get through and hit the torso). It's really comic from a military simulator to have a bad dmg model as this... and the game wasn't really released yesterday so it's about time to fix it.
  16. Hahahah great, thanks for sharing :)
  17. GShock

    AI ignoring commands when in combat...

    Success is built by numbers and, in our case, numbers translate into sales which builds, in turn, the revenue that pays the salary of the DEVs. ArmA has chosen a very small niche and decided to stay there instead of expanding, while others have rushed forth in graphics, innovations, design, realism and numbers. I was here at ArmA, skipped ArmA2 and am back (regretting it) with ArmA3. Nothing changed. Same problems. Sun Tzu (applied to economics) teaches: Reinforce Success, starve failure. BIS CAN build a Multiplayer simulator, retaining their niche and being successful.
  18. GShock

    Enemy soldiers take too much damage

    It's a nightmare right now for me... :(
  19. GShock

    AI ignoring commands when in combat...

    It would be nice if the DEVs came out with a statement of intents upon their fixing priorities even though I know we're not owed an explanation for this debacle and that could lead to high expectations from the masses. I have expressed my opinion on the opportunity of removing the combat AI and devoting all manpower to multiplayer, perhaps a community poll would help, provided the community is informed that at the 3rd episode this is the AI we have and there's no improvement in sight (IMO there will never be). I would do such a poll but would rather have BIS itself launch it. It's important to be in touch with the community and take their opinions. Sorry for the prophanity :)
  20. GShock

    AI ignoring commands when in combat...

    I am now in a situation with a BMP 300m east, stuck on some rocks and bushes. Easy prey even for my #5 AI and his pcml. I name the tgt, then order to engage. He killed half the team with his rocket (I repeat, BMP 300m east). I restart, I send him there again while we go elsewhere... there's a tower and a whole area to clear. We're simultaneously engaged on 2 sides (front and right). I use 2 clips to shoot dead 3 soldiers from 300 m (they are all stuck on the ladder of that tower) while going prone/crouch behind a stonewall. My AI dead one by one in the open, me dead obviously fighting 20 with just me and some retarded AI who can't use cover unless I manually move them one by one. My AutoRifleman is not suppressing, my grenadier is not bombing and the enemy is hitting me from 300m away without zoomed sights... Something like a pixel-sized target coming up from a stonewall from the distance. This game has a limited enjoyment when using TPW+WW mods but even then, I think the problem is not the AI but the choice to employ one. It's too complex to make it work, it's not really their fault, and I think it would be more productive for us (the players) and them (the DEVs) if a sound choice was taken to devote this game entirely to multiplayer and leave the AI to handle civilians with easy patterns (run away from fights, hide and, more in general, populate what is right now a beautiful ghost island). It's not an illogical choice come to think of it: We have the numbers and lots of manpower would be released to work on the flight model, clipping, damage model, advanced weapon systems, environmental effects, etc. etc. etc.
  21. GShock

    Enemy soldiers take too much damage

    This is simply not the game I thought I was buying :mad:
  22. GShock

    AI ignoring commands when in combat...

    Just spent the last 10 minutes laughing at my #5 who's tasked to shoot a tank with an RPG. I shoot the tank with mine... the other guy lets himself be killed by the same tank after standing out of cover for 10" just next to me, hiding behind a rock instead. 5" later, I grab his RPG and shoot the tank again, this time putting it out of action. For the records: my #2 and #3 are in a HMG car, blocked in the town 600m behind us and are not responding to my move orders. Probably jammed onto a wall, happens frequently. No further comments needed about the situation...
  23. GShock

    bad italian translation

    I don't know... I am italian and I haven't seen the italian text or heard italian voices at all. Just saying we could spellcheck the italian texts BEFORE they work on the other episodes so the new italian players will find their campaigns fixed.
  24. GShock

    Enemy soldiers take too much damage

    If you think bullets should help doing realistic effects, you should try tpw mods, the "fall" mod is good because when you hit somebody he sometimes gets knocked down. The suppression is also active so it does improve the immersion and simulation even though the full bundle takes a heavy toll on the CPU. Unfortunately, before a realistic dmg model can be developed, many other things should be fixed first. If the AI doesn't seek cover as top priority, it obviously needs a one-shot kill on the player who's playing with cover. Regrettably, when it does so, ignoring wounds, fatigue, distance, wind, cover and without zoomed optics from the distance, the ordinary player doesn't understand why it's intended at this stage: You'd have to program an AI that goes for the cover first before you can build a dmg model to be used when you shoot at it... and I think the lack of this particular logic is why the dmg model hasn't been built yet. Kudos to TPW and WW for at least trying. If you haven't tried their mods you should do so at once.
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