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I want to suggest that the direction that searchlights, which are mounted on vehicles such as helicopters, point at should be adjustable. I don't know if it's realistic. It's just that for example on helicopters they are in a fixed position pointing straight downward from the helicopters airframe acting like a second landing light only increasing the lit area slightly. With this you can't effectively search for places or infantry in a helicopter at night.
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suggestion Suggestion-Reforger Console-Parachute Packs
iamejfloyd posted a topic in Arma Reforger - General
Some community members and I think it would be a nice addition to add parachute packs similar to the radio backpacks and field medical packs. Since helicopters can not be accessed until later in each game (when a player reaches the correct rank). I do not feel it would be to over powered due to that. It would be a fun and tactical addition that could allow a few members of a squad to try and attack a position by dropping in by a well placed helo insertion. Since helicopters can not be accessed until later in a game it would give teams time to prepare their locations for the possibility of a helo insertion. A parachute would also give crew members a chance to live if shot down and/or be shot out of the sky while trying to glide down. Make the parachute packs cost a decent amount of supplies and weight also, that would make teams choose wisely how, who, and when they should utilize the option, or possibility put a max limit per game on those packs. Anyway I thought it would be worth a shot to take the time to throw this suggestion out there and hopefully the devs will see this and maybe see what theu think is best. I also wonder what the rest of the community thinks about this... Thank you for your time!-
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Hello Reforgers and Bohemians (Bolek Bolek, as I wrote it, I immediately remembered beer), So after some time (about 500+ hours in-game) I decided to contribute on the forum with my own topic. On which I will try to expand it and not place it to the suggestions of other users where it will surely be lost. HQ and building system The freedom to build bases adds a twist to the game. But first there should be a command vehicle in the game to build the base. This vehicle should be able to move if the base position has been exposed or destroyed. It would also be nice to come up with a system to approve the transfer of the base. For example, a quick vote to move the main base would have to be called at the command post board, with the 3 highest ranks of the party voting for the new location where the base will be moved. Also, the game needs a new design of the base building with the levels (we don't need separate light and heavy vehicle depots, because it would be accessible through the building level). This building should be completed regularly to look like a construction site. that is, not 20 percent for one shovelful of sand (that's probably a joke in that game). Anyway, it's a simulator, so make it look like a simulator. Iconic (and favourite) vehicles What should be in that game from the beginning is not in it (M113 and BMPs as opposed to brdm and LAV(?!) is the basic) and above all of its iconic vehicle of the OFP series. and immediately remove the LAV-25, no one wants that sh*t in the game. Commanders and squads We need commanders to have a gps locator. But that locator should show the coordinates as in the original OFP. Also for the case of the gps locator, it should not show the exact location of squad commander on the map, but should show the circle in which the commander is located, so that the player must find the way to his squad. The player should play with his squad, so it would be nice if the player had to follow his squad and stay close to him, say at least 300 meters. If he does not do so, his accumulated XP will gradually be deducted, and thus even from the rank of major, he may return to the rank of private after some time. And no, it is not a disadvantage, it is an advantage to force players to play the way they are supposed to play. With their squad. Better visibility of allies Player name tags should be better visible even from a longer distance. Some of the helmet designs look awfully like ruSSian ones and are hard to visible. Better visibility on the map And of course don't forget the map. Sometimes it is very difficult to find your own squad on the map when everywhere you see only Atlas White, Red, Purple, Pink, Magenta, Smaragd (and other ridiculous names of squads) and as a bonus a number to make it even more difficult to find. There is still room for improvement in both Arma Reforger and possible ideas for Arma 4. I have no doubt that Arma 4 will be great, but it can be even better. I'll add more suggestions soon (I have some, but I'll leave them out for now) and I'd love it if you could post your ideas here too. Perhaps some discussion regarding the proposals will also please. Anyway, these are basic suggestions that could have been integrated from the start to really punish players who don't play as a team in a team game.
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Pretty much what it says on the tin. I just bought an MX Master 3S and got excited over the idea of being able to bind zoom in and out onto the thumb wheel. Would make adjusting scopes and cameras effortless, or some other action.
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Like the Ai being added to Reforger and think the new system in recruiting them is interesting. I dig it as it's a bit more immersive. I really miss the expanded Ai commands and ability in using them extensively via Radio commands. Use case is that it would be extremely helpful if you could actually kit out your group (Gear) and possibly apply templates you may have saved, similar to Warfare and other CTI game types in previous iterations of ArmA. This would be a welcome addition. I have yet to take a look at modding in Enfusion so have no idea if this can be added as a mod or not. As a random thought, it would also be a good addition to have different groups "skill" similar to how Ai skill is broken down in A3. Or that could be adjusted or be related to supply values. More skill more supply usage exponentially.
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power Power of the M2 Browning
dayz better than most AAA games posted a topic in Arma Reforger - General
Ak,M16,M4,Pkm and all the other reforger guns have Power,i feel It,i see It,i hear it. But the M2 feels wrong,when i fire It,It feels lifeless,dead,too calm. I feel like handling a normal assault rifle,the Normal american LMG249saw feels waaaay more powerful than the .50 cal M2B. Maybe im wrong,maybe im the One that its Just strange and its Just talking about an useless suggestion or feedback but,my senses do not betray me that commonly in gun game mechanics. So now i end up needing to explain my self,how should the M2 feel if im this "wrong about guns" or "picky". First of all,i would add a overheat system to the M2,its impossibile to shoot it infinitively without problems. Jamming Is another important feature that i would like in the game and to the M2,its realistic and makes you in Battle more anxious of the fear of your gun jamming. Smoke,smoke its reaaaally few when firing the machine guns and Lmg's,i dont feel the heat of the gun and Fire Power exiting. Terrain powder,when you shoot something Powerful,the terrain trembles a Little bit and moves some powder in real life,id recommend to add a mechanic that when you shoot the static M2b on the ground,powder should rise. Realistic Powerful recoil,when i shoot the M2B in the normal Little armed american car with to roof,the car doesnt completely move if you remove the hand brake,i can understand the humvee that weighs a LOT,but the normal light car with no roof should move when firing the M2 above It if you dont have the handbrake on. Sound,i dont Hear the powerful M2B when firing It,yeah you couldve made a record of a real M2B but the sound doesnt feel right and powerful,as i said,It feels supressed and lifeless. This Is all,these are all feedbacks and suggestions for the M2B,i Hope my suggestion Will be at least take in consideration,and if It Will get throwed in the trash can,i want at least to hear why It has been refused,thanks.-
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Hello Reforgers and Bohemians (Bolek Bolek, as I wrote it, I immediately remembered beer), So after some time (about 500+ hours in-game) I decided to contribute on the forum with my own topic. On which I will try to expand it and not place it to the suggestions of other users where it will surely be lost. HQ and building system The freedom to build bases adds a twist to the game. But first there should be a command vehicle in the game to build the base. This vehicle should be able to move if the base position has been exposed or destroyed. It would also be nice to come up with a system to approve the transfer of the base. For example, a quick vote to move the main base would have to be called at the command post board, with the 3 highest ranks of the party voting for the new location where the base will be moved. Also, the game needs a new design of the base building with the levels (we don't need separate light and heavy vehicle depots, because it would be accessible through the building level). This building should be completed regularly to look like a construction site. that is, not 20 percent for one shovelful of sand (that's probably a joke in that game). Anyway, it's a simulator, so make it look like a simulator. Iconic (and favourite) vehicles What should be in that game from the beginning is not in it (M113 and BMPs as opposed to brdm and LAV(?!) is the basic) and above all of its iconic vehicle of the OFP series. and immediately remove the LAV-25, no one wants that sh*t in the game. Commanders and squads We need commanders to have a gps locator. But that locator should show the coordinates as in the original OFP. Also for the case of the gps locator, it should not show the exact location of squad commander on the map, but should show the circle in which the commander is located, so that the player must find the way to his squad. The player should play with his squad, so it would be nice if the player had to follow his squad and stay close to him, say at least 300 meters. If he does not do so, his accumulated XP will gradually be deducted, and thus even from the rank of major, he may return to the rank of private after some time. And no, it is not a disadvantage, it is an advantage to force players to play the way they are supposed to play. With their squad. Better visibility of allies Player name tags should be better visible even from a longer distance. Some of the helmet designs look awfully like ruSSian ones and are hard to visible. There is still room for improvement in both Arma Reforger and possible ideas for Arma 4. I have no doubt that Arma 4 will be great, but it can be even better. I'll add more suggestions soon (I have some, but I'll leave them out for now) and I'd love it if you could post your ideas here too. Perhaps some discussion regarding the proposals will also please. Anyway, these are basic suggestions that could have been integrated from the start to really punish players who don't play as a team in a team game.
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1. ejection out of vehicles should be a slightly faster animation and not close the door behind us 2. vehicles should be able to loose doors if left open 3. add watch tower and storage depo building for base building 4. change the AI defenders in conflict to instead be a limit per tent 5. refund on supply's for dismantling FIA barricades 6. demolition charges destroying base buildings 7. being able to unload supply into deployed radios (maybe making them bigger) 8. wire cutters that let us destroy wire fencing (and/or let us use the wire cutting feature on the bayonet and frog/scabbard/case) 9. helicopter loading/unloading radius is much to small, leading to people crashlanding their helicopters also you can use the AI placement to spy on enemys that are attacking bases
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Suggestion: Please do NOT copy Squad's suppression system
caracal posted a topic in Arma Reforger - General
Squad is a fun game however its suppression system is a simplification that relies too much on screen blur and vignette. Vignettes and "color correction" ruins the visuals of a game. And in Reforger players will spend a lot of time in firefights with bullets whizzing by. So the better way to do suppression is: Copy Red Orchestra 2 suppression (the part with the aim twitch). In RO2 when a bullet whizzes past the left of a character, that character's camera view is genty swayed a minimal amount towards the bullet after it passes. It feels like a gentle but firm push on the shoulder pushing it back. It is a very short effect and it just is enough to throw off the character's aim. That would be better than copying what squad has. Because Reforger is good because it avoided a lot of what squad does. -
If bohemia's goal is to make a hyper realistic sim. Here's one from my experience In my time in the field. Vehicles should not explode, it's so rare that a vehicle explodes even if the fuel tank is the one on fire. Only time a vehicle explodes 9/10 is because of ammunition detonation. In game you can gun down a humvee until it eventually blows up, and the body of the vehicle is heavily damaged as if it rolled down a cliff, or was destroyed via Air strike. Even though it was just regular small arms fire that caused it to explode. What do I suggest? I suggest completely removing the blown up model, and just enhance the regular in game vehicle object by slowly decaying in the one realistic area a fire may rage at, or AT mines blowing the wheels off a vehicle instead of blowing up the vehicle. Also I should probably mention that this is the part where Bohemia will probably have to make all vehicles have realistic physical body parts that can blow off the vehicle it's self. Anyways... For example: You're driving a supply truck. An rpg slams into your engine bay or fuel tank, causing a fire to start. That fuel that's caught on fire will begin to burn, but eventually when it runs out of fuel to burn, it stops. So where ever that fire was, on that one section of the vehicle, the texture should change to the same texture the blown up model has(burnt metal effect). While the rest of the vehicle keeps its natural paint job. Bohemia is currently working on bullet holes and sound effects because they want the vehicle to tell a story and show us which direction those rounds came from. Which is awawesome. But I also think implementing something like what I brought up will also help players figure out if a vehicle is worth the trouble or not if it's still standing and half burnt. Moral of the story, vehicles don't need to blow up to bits(wrecked bodies, tires missing) to be rendered useless. Most of the time a player will tell with just by looking at it. Anyways feel free to add on and let me know what you think.
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I have noticed in a lot of close combat situations players using the fast strafe speed to dodge enemy fire. it is not as bad as in EFT (because in reforger one is often enough to end the fight) however it is still a bit too fast.
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Please allow for more nighttime battles on conflict servers
caracal posted a topic in Arma Reforger - General
Please allow for more night time battles on the official conflict servers. By that I mean slower time acceleration and more mission starts that are time around dusk or deep in the night. Because Night time offers the tactical choice of keeping your flashlights off or to use tracers to show your friends what you shoot at (with the trade off of the enemy seeing it too) It adds to the gameplay of coordination and teamplay because of the extra effort needed to coordinate among the more disorienting things I would like also like to sugges to NOT make night vision a part of conflict mode, because once they are added to the game it will be like all previous arma games: no one will have a night battle anymore, it will all just be green, and that would then give the developers an incentive to not work on night time graphics or night time gameplay anymore. Also no one would use flares, and no one will even dare go out of base unless they equipped night vision goggles. Reforger is basically the first fps game where dark nights are a solid part of the game and not just a backdrop for a "zero dark thirty" fantasy.- 4 replies
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Will there be a chance that Bohemia could for the first time introduce trailers to haul extra supplies of any kind? Maybe even fuel trailers ?
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I think this game could have a few more little gadgets and some small changes which would make the game closer to reality. I have good knowledge of US equipment and stuff. That's the reason why I don’t mention SSSR stuff here. Personally I think some equipment is out of place. For example M1 helmets with many covers, this helmet was used in early 80s and with a woodland pattern. I don’t understand why we have M1 with a Mitchell pattern for example? M69 flak vest never existed in woodland pattern. Why did we get IIFS backpack which wasn’t common in late 80s and definitely wasn’t popular? Alice large backpack would make more sense. M16A2 carbine is already mentioned in other topics. Here are my suggestions: New slots Head (Balaclava, face paints, M17 gas mask, dioptric glasses, scarf) Thigh (pistol holder(SF), M17 gas mask pouch) US Special forces loadouts Special forces tend to have more sophisticated loadouts, every free space is used, more pouches etc… SDU 5/E strobe light (on suspenders, working gadget, also for pilots, similar behaviour as flashlight) Pace beads (on suspenders) AN-PRC-126 radio pouch for commanders Remove flashlight from suspenders First aid kit/compass pouches on belt More ammo pouches on belt Backpack slot Claymore bag as shoulder bag 7,62 bandoleer as shoulder bag (for M60) New equipment M17A1 gas mask with/without hood Dioptric glasses SDU 5/E strobe light Claymore bag 7,62 bandoleer Berets Ear plugs with case on suspenders Alice large backpack Fix grenadier vest Should be over suspenders Combination with PASGT vest NVGs AN/PVS-4 scope for M16s, M14, M60 (only works via scope sight) 1PN58 scope (only works via scope sight) Vehicles M998 cargo/troop carrier V3S truck for FIA and civilians instead of Ural Trabant car for civilians
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To suggest adding a vehicle transport plane to Arma Reforger on Xbox
Father-in-law posted a topic in Arma Reforger - General
I believe the addition of a vehicle transport plane will provide multiple benefits to the game, including: Improved Logistics: The Vehicle Transport Plane will allow vehicles to be transported quickly and easily over long distances, making it easier for players to transport troops and supplies to the front lines. Increased Flexibility: The vehicle transport aircraft will provide players with new tactical options, allowing them to move more effectively on the battlefield. Enhanced Realism: The vehicle transport plane will add a new element of realism to the game, making it more immersive for players. I propose that vehicle transport aircraft have the following characteristics: Ability to carry multiple vehicles, including tanks and trucks. Long flight range. high speed. Ability to land and take off in tight spaces. I think adding a vehicle transport plane would be a great addition to Arma Reforger on Xbox. This plane will provide players with new and exciting features, which will make the game more fun and exciting. Thank you for your time and interest. Sincerely, [Mohammed] -
Adding a vehicle transport plane to Arma Reforger on Xbox
Father-in-law posted a topic in Arma Reforger - Mods: Discussion
I believe the addition of a vehicle transport plane will provide multiple benefits to the game, including: Improved Logistics: The Vehicle Transport Plane will allow vehicles to be transported quickly and easily over long distances, making it easier for players to transport troops and supplies to the front lines. Increased Flexibility: The vehicle transport aircraft will provide players with new tactical options, allowing them to move more effectively on the battlefield. Enhanced Realism: The vehicle transport plane will add a new element of realism to the game, making it more immersive for players. I propose that vehicle transport aircraft have the following characteristics: Ability to carry multiple vehicles, including tanks and trucks. Long flight range. high speed. Ability to land and take off in tight spaces. I think adding a vehicle transport plane would be a great addition to Arma Reforger on Xbox. This plane will provide players with new and exciting features, which will make the game more fun and exciting. Thank you for your time and interest. Sincerely, [Mohammed] -
QoL Suggestion: Save Video and Controls custom presets
mangojambo posted a topic in Arma Reforger - General
Hello there. I would like to request a Quality of Life feature: Saving Video and control setups. Sometimes, we want to see things looking nice, but returning to the last custom options is a pain. Would be great to be able to save our own presets to make it easier to swap back to them; E.g.: I would save one for better fps and another for screenshots. Same for Controls. Be more free to test, make mistakes, and change it back to the right custom preset. That is it. Thank you some much devs for being awesome and creating this amazing game. -
I have a simple suggestion and think others might agree. On the pre-game screen players can "thumbs up" when ready to play, but most of the time all do but maybe one player so we all have to wait still. My suggestion is that if at least half (50%) of the players "ready up" the 10-second timer should start then. This would speed up matches and not have everyone have to wait due to one or two players just waiting out the whole timer.
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no idea on how they will do the mortars but it think it would be a great idea for them to have the base plate and tripods as a backpack placeable in the same manner that the land mines currently are and having a bag for mortar ammo rather then arma 3's tube/ammo bag combo and having heavy tripod mounted weapons being able to dismantle them from pintle mounts on vehicles would open up alot, imgine being to just change the weapon on a jeep rather then getting a whole new one, and ontop on that being able to take the weapon with you and use on a tripod
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add an interactive option to the driver doors to turn the vehicle off without getting in it
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adding a player carryable-then-placeable bags so in other words a back pack that you can place on the ground as a player portable storage in the same way that battlefield allows the support class to drop a resupply point and to farther take it adding mine crates that players can carry
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Hi everyone, i can't find like this mod 'Overhrow' anyone can suggest to me like this mod?
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This game isn’t very friendly to new players, I keep getting killed by people with kills in the thousands while I’m at only 17 thus making encounters unenjoyable for new comers
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Mod Suggestion: Armatron (Tron Mod for Arma 3)
Doggy907 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I am not a mod developer by any standard of measure. It's just that I believe that out of all the mods that Arma 3 has in its dedicated workshop, there is no mod that provides anything related to Tron. Now I am not suggesting that there be an entire game conversion mod with functional derezzing and new Grid maps because most of the stuff needed for Tron is already in the base game. We have, for example: - The VR Map, which can be played on like the Tron Grid. - VR Neon Suits, which look like the neon circuitry on the characters of the Tron franchise. - VR Neon objects like walls and gates and ramps, etc. I'm just saying that maybe we don't need to have everything. Maybe we can just try to add in the basic elements from the films and try to replicate them. Now about the light cycles: I'm not confident enough in Arma-3's game engine for it to run a full-on liquid simulation of light trails emitting from a glowing leaning crashable motorcycle with blue headlights. The light cycles that I think would actually be possible in the game, would be the light cycles from the 1982 Tron film. They emit light trails, and they turn left and right exactly 90 degrees all the time. That kind of simplicity would be perfect for Arma's game engine, and it wouldn't cost so much performance loss on single-player missions and on multiplayer servers. I've been, rather ludicrously I may add, begging mod devs around Discord to at least create a functional light cycle. I once even tried to make my own script for a light cycle using a white Yamaha racing motorcycle mod, and the VR Gate objects, eventually arriving at a disappointing failure of a script. So if any of you mod developers, scripters, or editors want to come together and finally think about the possibilities of Tron in Arma, and how much players would love to see their digital dreams come to life, please say so. I'd love to get a team going and finally get this done. By the way, my Discord is Dog#7148. You can contact me there if you want.- 2 replies
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In my opinion, the airdrop system of now version is useless and not attractive enough for players, for players need to upgrade the level of the airdrop to gain the better crates before they enter one game instead of upgrading the possibility of it. in another word, if no one upgrades the level of the airdrop(quite common in my games), then the crate of the airdrop in this round is just the lowest level, which lead to high risk but very low rewards to players(so it is just not attractive and not reasonable to take great risks to grab the airdrop). so why not just set the airdrop in one random level, but before everyone enters the game they will have a chance to use crowns to uplevel the possibility to gain better airdrop crate, but if they dont uplevel the possibility they still have chance to gain a gold one or a purple one(whatever better than the gray one)to make airdrop more valuable and make the game more exciting. generally speaking, i think it is really not a good idea to set the level of the airdrop down before entery( at least it do make me think it is useless and no-need to grab the airdrop if no one or just few of them upgrade the level of the airdrop). Hope my advice can be taken by your guys! Thanks for reading!