• ARMA Series (I, II, III) - v. Update Your Repo
    5,000 replies, posted
Imagine if half the windows weren't actually blocked for no reason at all. And maybe if AI wouldn't ignore you walking behind them. I swear this is a problem not even limited to cities, it's like their minimum watching distance is 100m away, they won't watch behind their back or anything. If there's enemies sitting in a ridgeline then if you can get behind them, you can very likely take out a lot before they even discover that you're there, especially when they're engaging someone further away. Like enemies closer than 100m don't exist in their world.
arma looks prettier every time it comes out, but it still feels like a game from 1999
[QUOTE=CMB Unit 01;48041329]Urban areas, and the AI's handling of them, are so primitive that I don't know why BIS insisted on having such large towns on Altis. Most groups average, what, 30-50 players for online missions? How is a platoon strength of players expected to clear towns the size of Kavala or Pyrgos? The smaller villages, if built with proper defences like strongpoints and fall-back positions should be crunchy enough for platoon to company level operations. I'd much rather see unique/randomised, interesting and well detailed buildings with complex interiors. Currently, we've got rectangular rooms, with no furniture, no obstacles, very few angles to consider and that can be easily cleared and dominated by 2 people. Clearing and dominating the room is made easier moreso with the AI's terrible system for using buildings. There's a number of changes I'd like to see regarding AI in urban environments and in general. • AI moving as stacks - this frustrates me to no end. Why the AI is allowed to move about as individuals, in an [i]urban[/i] environment where there's a stupid amount of angles to cover, is beyond me. Like, in reality, if you bimble off by yourself down a sidestreet or an alley, and you get shot at... too bad, you're fucked. • AI occupying and dominating buildings - the current behaviour of standing around in streets is irritating. There's ample opportunity for cover, controlling angles and mitigating the risk of death. A section of enemy AI occupying a building would make for a crunchy, challenging and interesting objective. Do I conduct a platoon attack on it with my infantry? Do I get an anti-structure munition and flatten the building? What angles are the enemy covering e.g. machine gunner watching down the alleyway at the rear, marksman in the upper right window, rifles dominating rooms inside, etc. • AI changed to be avoiding danger, rather than killing the enemy - it irks me that the AI fights into danger, and to the death. Regardless of whether their character model portrays them as rag-tag militia, regular infantry, or a hardened special-forces unit, the AI is always angry as fuck and wants to kill regardless of their own survival. I'd rather see the AI change to be more considerate of its own safety, rather than determined to kill the enemy. It should make decisions like: -Should I take cover in a building and fight from there, rather than shoot at the enemy in the street? -Should I withdraw and find a way to flank the enemy? -If my enemy takes up position on that hill, how do I mitigate the damage that will do to me? -Should I find cover and conceal myself to call for help from friendlies? -Should I just run away? As far as buildings are concerned, here's a bit of an exaggerated example I made showing the generalised layout we have of buildings now, and what I'd like to see in the future. [img]http://i.imgur.com/2pgMQM8.png[/img] I put int the little icons to demonstrate different places that could be occupied. On top of this, put in furniture, the AI smartly falling back through the building as their enemy breaks in, then you've got yourself some hectic CQB. Smaller, more focused and interesting towns would interest me more than generic, sprawling towns using repetitive assets.[/QUOTE] i think you should edit the left side of the illustration so that all the AI are facing into one direction opposite of the door [editline]24th June 2015[/editline] because thats what AIs always been doing in the operation flash~
Something else I also wish was a thing was more fluidity in movement and firing. Whenever you see videos from Syria or (insert guerilla war here) just about nobody moves slowly and carefully, taking single shots from the shoulder. They run about, spraying from the hip or holding the weapon over their heads, making weight of fire rather than focusing on accuracy. It would be neat to just have more flexibility there, as impractical as it would be for players it might work for AI, especially with regards to firing behind themselves when running away. It would be quite fun to have to fight that sort of guerilla high-mobility hit-and-run tactic, I think. Giving the AI the ability to resupply crew-served weapons would be great, too, so ammo bearers would actually have a purpose. And yet another thing, [I]make the AI aware of vehicle weapon barrel collision for fucks sake[/I], it annoys me to no end seeing them swinging the turrets around and getting stuck because they jam the barrel down an alleyway. I would actually seriously consider, if it came to it, paying for a DLC that would improve these sort of things. About 90% of the fun in ArmA to me revolves around fighting the AI or having the AI fight each other, since I suck pretty hard at PvP. It's been said time and time again that the AI is not a focus in ArmA because it is a game built for PvP, but if you have AI, why not make it actually work? I could rant for hours about the annoying problems this series has, it just has so much promise and possibility that is held back by issues like this.
[QUOTE=99% More Fail;48041614]Something else I also wish was a thing was more fluidity in movement and firing. Whenever you see videos from Syria or (insert guerilla war here) just about nobody moves slowly and carefully, taking single shots from the shoulder. They run about, spraying from the hip or holding the weapon over their heads, making weight of fire rather than focusing on accuracy. It would be neat to just have more flexibility there, as impractical as it would be for players it might work for AI, especially with regards to firing behind themselves when running away. It would be quite fun to have to fight that sort of guerilla high-mobility hit-and-run tactic, I think. Giving the AI the ability to resupply crew-served weapons would be great, too, so ammo bearers would actually have a purpose. And yet another thing, [I]make the AI aware of vehicle weapon barrel collision for fucks sake[/I], it annoys me to no end seeing them swinging the turrets around and getting stuck because they jam the barrel down an alleyway. I would actually seriously consider, if it came to it, paying for a DLC that would improve these sort of things. About 90% of the fun in ArmA to me revolves around fighting the AI or having the AI fight each other, since I suck pretty hard at PvP. It's been said time and time again that the AI is not a focus in ArmA because it is a game built for PvP, but if you have AI, why not make it actually work? I could rant for hours about the annoying problems this series has, it just has so much promise and possibility that is held back by issues like this.[/QUOTE] arma needs more animations everyone is far too operator [editline]24th June 2015[/editline] it especially hurts when you look at ww2 or cold war era units doing super high speed squared off shooting stances
Welp, I have been wanting to play some kind of good multiplayer FPS recently, might was well play ArmA. I will probably be resuming arma 3 real soon
[QUOTE=inebriaticxp;48041578]arma looks prettier every time it comes out, but it still feels like a game from 1999[/QUOTE] It's basically still the same engine from OFP, but just built on top of with each iteration, which saddens me but it's probably cheaper for BIS and it also means they can modify it to their needs.
i'd like some XUIOH09823 with NKH33 and not to mention SIOPDU12 while also seeing some ASD23 really, that's all i need [editline]24th June 2015[/editline] number one prio is still branch mechanics
So for that guy who wanted partisan [t]http://i.imgur.com/I3fxMJX.png[/t] *[B]Screams internally[/B]* Needs fixing But hey, at least I have all the templates now
[QUOTE=inebriaticxp;48041578]arma looks prettier every time it comes out, but it still feels like a game from 1999[/QUOTE] Cause all the good stuff is being used for virtual battlespace.
[video=youtube;b0-8YxGjrPg]https://www.youtube.com/watch?v=b0-8YxGjrPg[/video]
Any tips or is there anything I can do to get Arma 3 running smoothly? I have a 980 and a high end I5 but my frame rate is so fucking erratic.
Drop down your draw distance
What Tomo said , plus set any graphics settings you'd normally associate with running on the GPU (Shadows, lights, particles, that sort of thing), set those to high. Rule of thmb is anthing set to normal or low in Arma gets handled by the CPU. OH and if it's being really shit, turn off Render to textures.
Start with all settings at their highest setting and lower them until your fps starts getting lowered or you don't want it any lower.
I can recommend trying out this: [url]http://removekebab.org/getting-started/improving-performance[/url]
[QUOTE=toadie2k4;48047625][video=youtube;b0-8YxGjrPg]https://www.youtube.com/watch?v=b0-8YxGjrPg[/video][/QUOTE] Blocked in the US?
[QUOTE=IrishBandit;48048422]Blocked in the US?[/QUOTE] That's what happens when the CDF relief force had to be relieved by the CDF.
[QUOTE=IrishBandit;48048422]Blocked in the US?[/QUOTE] HAH. Probably because they're Australian, and yep- Blocked in American Samoa, United States Minor Outlying Islands, Puerto Rico, and United States. Looks like you'll have to use a proxy to view it, such as is the case here in reverse.
mission on saturyday [B]1900 GMT saturday CO18 - Sacred Papa [/B](Summer Chernarus) [img]http://i.imgur.com/AsrWo9Q.png[/img] [I]UKR Rebels are hiding ammo caches in two of suspected four locations. Locate and destroy them[/I] Actual - Cuel Actual Designated marksman - fartparty Alpha SQL - Mike Alpha Med - kauk Alpha AR - Thomo Alpha ASST AR - Raven Alpha FTL - Demonic Alpha RAT - wheeluser Alpha Grenadier - Mallow Alpha Engineer - Tinter Bravo SQL - afriel Bravo Med - incoming Bravo AR - falchion Bravo ASST AR - vannkoker Bravo FTL - redgord Bravo RAT - nicolai Bravo Grenadier - sfgeri Bravo Engineer - whitefox [B]you will need ACRE to play[/B] [url]http://forums.bistudio.com/showthread.php?182271-ACRE2-Public-Beta-Release[/url] Follow the installation instructions Server will switch over from TFAR to ACRE a few hours before, so you can test. Do not launch the game with TFAR (keys will be removed).
Alpha Grenadier
I can take alpha AR
Give me alpha engi.
Alpha Medic.
actual DMR
Alpha AssAT 1900 GMT is UK-ish time?
Alpha RAT, whatever that is.
[sp] please set for saturday cuel ;-;[/sp]
Bravo Medic
Actually scratch my slot. I got too many things to do in the evening anyways :( Unless you do Saturday.
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