Jump to content

Ristar

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Ristar

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I can see that you have the "defend BI at all costs" mentality. What I am talking about is the ability to spot objects through walls/hills/whatever. Whether the AI is "bothered" or not is not important. The AI does not go to combat mode upon spotting an enemy. I am puzzled that you even brought this irrelevant thing up. The only ones on the map http://s10.postimg.org/8pn9ru79z/2015_03_24_00005.jpg (437 kB) X ray vision. So realistic. No issue at all. Everything is my imagination Of course, everything is bullshit to you.
  2. Watch your tongue. Happy now?
  3. the greatest flaw in MCC is, and has always been... once u get out of a mission to go to main, and then go back in, u cant use MCC in that mission ever again.
  4. nope. i challenge u to turn on enemy tags, and watch the AI call out enemies on the other side of the hill. hell, turn on "track units" in MCC to confirm it. i was saying, people should close up, but not fan out like in delta. the AI also should not get lost and walk all over the stupid map and get itself killed because it wants to keep the formation and distance, instead of just following closely. ---------- Post added at 18:03 ---------- Previous post was at 18:01 ---------- File is good. but have u played the game "First to Fight"? the way the friendly AI behaves is more desirable than ARMA3's. if memory serves... it will automatically find cover as it moves, will move parallel to the leader, will crouch, will corner, will find cover when shot at, will not stand in the middle of the road like it's its grandfather's property. i also dont remember scrolling through bazillion pages of stuff to ask the AI to do anything.
  5. looking for chill players (but still realistic) from GMT+8. let me know your timing and mods u run. u must use at least ASDG and community weapons mods. ASR AI is a bonus. no fixed game vocation, no loadout restrictions, no mandatory loadout. ok, if u want me to pack one or two demo charges to blow up the objective, it's fine. but if u r gonna say "u must wear this uniform, vest, bag, have this and that in them, have this insignia, etc", then im not for u. i can use any weapon but my fav is the NG7 with TWS. no "yes sir" "no sir" nonsense. like seriously, who does that for an online game? from Singapore, so im a conscript, and i've had enough of that in real life already. no "u must turn up or else" crap. like, everyone's got a life (sort of), u know. better to just have a set meeting time, and play together. - i used to play a lot of combat flight sims, fought in clans as a virtual fighter pilot, and have the X65F HOTAS. but since ARMA 3's incredibly unrealistic to downright nonsensical when it comes to these (compared to games like LOMAC, Jane's series except the last arcadey crap game), i'd like to avoid contact with all these totally undesirable nonsense until BI fixes it.
  6. It is no secret that the AI is utterly useless other than for spotting enemies through walls/buildings/hills (cheating), and the AI's UI is very poorly designed. At the moment, I feel like killing all the AIs, whether they are friend or foe. Friend because they're a little more than useless, and foe because they're trying to kill me. The bolded part is what the current AI does now. BI needs to: 1. make the AI rearm properly by stocking itself full of ammo, instead of running out of ammo all the time. 2. give the player the ability to point at a corpse and tell the AI to rearm at the corpse or friendly AI instead of going through the lousy menu with a bazillion pages. Even better, give the player the ability to view the subordinate's inventory so that the player can choose what to loot. 3. give the player the ability to point at a weapon and tell the AI to grab it instead of going through the lousy menu with a bazillion pages and possibly causing the AI to run off a bazillion kilometres away because that weapon is not the one in front of you. 4. give the AI the explicit command to hurry the hell up instead of acting smart and walking slowly while in crouching position. 5. give the AI the explicit command to stay close instead of acting smart and walking all over the map. This problem is especially obvious in urban environments. By close, I mean right next to/behind the player. The second AI should be a bit to the left/right of the player so that he can fire at wherever the player is shooting as well. 6. give up to 2 AI the explicit command to stick to the player so that room clearing can be done correctly instead of 1 competent player plus 2 AI running around with no idea what to do. 7. give the AI the explicit command to attack a group of targets instead of them acting smart and engaging targets not in the group and alerting them. 8. make the player have easier access to the subordinate inventory instead of going through the lousy menu with a bazillion pages. 9. when browsing subordinate inventory, the player's inventory should be on the left side so that the player can pass whatever crap he wants to the AI, instead of doing double work by first topping up the AI's vest and uniform and then opening the AI's bag to top the bag up. 10. have a dedicated move and attack button hotkey, instead of using the same key while in the poorly designed menu to get the AI to attack or move, to avoid the AI from moving when the targeted enemy moves and the contextual menu changing from "Attack" to "Move", at the exact same time the player presses the key to select the function. 11. have correct fire/movement behaviour while in combat. The ones told to move are supposed to dash and prone at the new location, and the remaining are supposed to give suppression fire. Instead of acting smart and slowly strolling to the new position and having to be told to prone. 12. give the player the option to tell them to shut up or interrupt the AI's speech, instead of having the AIs report contacts through walls and whatever and having to wait it out before the order is uttered by the player character and followed by the AI. 13. give the player the option to tell the AI that when it rearms, it is supposed to top itself up to whatever items it has currently. 14. give the AI field discipline when told to be "Aware". When not moving and not in combat, they're supposed to be in crouching position instead of standing around like a nice, big target begging to be shot. For snipers, they're supposed to be in prone position. 15. give the AI a bit of common sense and not walk in front of the player when the player's firing. No human does that.
  7. heh. i know that u, and some others have absolutely no problems with the crazy swaying, while claiming the game to be "realistic", which funnily enough, people say that the game's realistic except when u scope your rifle (and many other things, i would add). but people like i do. swaying as if u overdose on the medication for parkinsons is just wrong.
  8. i understand wat u r saying. however, the issue with the sway is, the sway is bad enough that the player loses sight of the target, especially when scoped, which is really a big no no. when in real life, the worst u can do is a iron sight/crosshair that moves, but u will still have the target perfectly centered in your view, and can sight the target again effortlessly. since players can not actually open their non-master eye to see the situation in game, because the supposed crazy swaying sight is wat the master eye sees, the player actually loses the sense of the overall situation and his bearings while trying to shoot at a target, especially when using TWS.
  9. wat im trying to say is, just because your weapon is misaligned, does not make your view shake/sway like that in real life. it would have an effect similar to weapon inertia, where u can actually see the sights become misaligned, and players should be able to correct it when they see it, or something to that effect. besides, all shooters, no matter how good they are, can not get all their rounds to pass through the first bullet hole. therefore, there is a cone of fire in real life. therefore, it's akin to rolling a dice. the only difference is, how large or small the cone of fire is, depends on many factors that i have mentioned earlier. so the easiest solution, would be a cone of fire. the slightly more difficult solution would be to press a key to align the sights. the even more difficult and troublesome solution (though it is easy irl), would be to press a key, while moving the mouse, to realign the sights. the 3rd one would be a real pain, though.
  10. i have actually responded to u, but u seem to have missed it. if your weapon misaligns, do your eyes misalign as well? i have just looked up wat "weapon inertia" is by watching some YouTube vids, and i'd say that weapon misalignment has a similar effect to that, than the crazy sway. as i have also said, it is more important to keep the target sighted and keep trying to hit him, than to let the guy get out of the sight altogether due to the sway. maybe the hold breath button can also be used to align the weapon and hold breath, or maybe they can use another key. of course, if this is too complicated/tedious, then the simplest solution is a cone of fire. besides, even IF everything is perfect in real life, there would still be a cone of fire. the only problem is how large/small it'd be. but, wat i know is, when your weapon misaligns, your eyes do not misalign as well.
  11. so u sway like that in combat even though u r not getting shot at yet? u dun put your weapon on top of a wall, bag, etc? u dun need to drink water? u walk like how the characters in ARMA 3 walk? your rounds will land at the exact point where u aim? i actually have a mod (or maybe it's BI's implementation, i cant remember) that makes the sights shake a bit when getting shot at. i have no problem with that. wat i have problem with is, how much the weapon sways when nothing's going on. therefore, the weapon range suggestion is apt.
  12. thank u for introducing the mod. ah, bouncing weapon. that's the so called "weapon inertia" eh? i never understand why people would want to play in 3rd person. it is unrealistic, and people play ARMA to get a realistic gaming experience... no matter how unrealistic it is. in addition, i find that it is very funny and unfortunate that people would argue that ARMA 3 is realistic/authentic just from the vehicle models and not look at the functionality of said vehicles. imo, these people should all go to the range, put a few thousand rounds downrange in combat drills (prone, shoot, run 50m, prone, shoot, etc etc, at last 50m, shoot while standing) and come back and play ARMA and compare how (un)realistic it is.
  13. it is not a dice roll... alright then. please fire 30 rounds at a target 100m - 300m away from the same position and make sure all your rounds go through the same hole. until u can accomplish this feat, i will hold onto the dice roll thing, thank you very much. next, fire all 30 rounds at a target 100m - 300m away while breaking all the marksmanship fundamentals, and try to hit the target and get a good grouping on the target. if u have read my very simple English post properly, u would have known that i have said that advanced marksmanship is for targets beyond the 300m range. and, as i have said in very simple English, it is more important to keep the sights on target and shoot, than to do it arma style. first, zoom in and try to sight the weapon when the thing moves like u r drunk, fire one shot, try to sight the target again after the recoil and try to compensate the thing like u r drunk, and fire again, etc. btw, if i do not have enough reason to assume such a "dumb thing", i would not have.
  14. Ristar

    AI Discussion (dev branch)

    one more issue in my mind, and im pretty sure it's easy to fix/change. im sure players are smart enough to turn off lights on their rifles (and not equipping it altogether) because turning the light on is essentially saying "come kill me", but the AI does that. worse, the AI turns on the lights for vehicles as well. i always make sure that all lights are off, but after i disembark, the AI will turn the light on. why? do they have a death wish or something? can BI make the AI more disciplined when it comes to light? in a convoy making a lot of noise, on the MSR, light is fine. but offroad, trying to kill ppl when they're unaware and the AI runs around with lights like it's Xmas? who does that, especially when they have NVGs? also, can BI give us an option to turn off all other lights on the vehicles? or is there already a way that im unaware of?
  15. awww crap. THAT wasnt caused by TMR? running: @[Drakeziel] SpecOps Camo @ASDG_Attachments @ASDG_JR @ASR_AI3 @CBA_A3 @dfs_visiblecrosshairs @DynamicCoverSystem @Escape Stratis VAS @JSRS2.2 @Low Grass @m107 @mas @mcc_sandbox @RAM @tmr-cso
×