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Thread: ARMA 2: OA beta build 94444 (1.60 MP compatible build, post 1.60 release)

  1. #31
    The gear menu is still badly broken. Some screenshots here:

    https://rapidshare.com/files/4052086...earproblems.7z

    First set OMJ1.60: Bardosi's Mighty Justice campaign, mission 3. Images show:

    1. Gear menu from briefing screen. player unit;
    2. Adding a MAWS
    3. Removing the MAWS.

    No problem with swapping gear

    2nd set OMJ_b94444

    Same order as in OMJ1.60 set. Note the screw-up on removing the MAWS.

    3rd set: a mission called Invasion Chernogorsk by Coronel_Niel using 94444.

    On selecting the M16 ACOG GL, all the rifle ammo disappears.

    Edit: apologies for the double post. After submitting I went to look at another forum, came back to find no post visible & the "Qucik reply" window still open. Guess it might be related to Placebo's thread cleaning (thanks for that, Placebo)
    Last edited by Orcinus; Jul 4 2012 at 11:58. Reason: Inadvertent double post

  2. #32
    Seems like the AI got back their "spider sense" so impossible to sneak up on them.

    Same repro mission as before, one single AI soldier is on the other side of the building with his back against you. Try to slow crawl around the building and he magically senses you at ~10-15 m (you will hear a trigger sound when you are detected).

    http://keycat.dyndns.org/files/A2OA_...ider_sense.zip

    Related CIT ticket: https://dev-heaven.net/issues/23300

    /KC

  3. #33
    Quote Originally Posted by Placebo View Post


    I'm sorry but in a thread for a specific beta patch release that is not what they're for, the only feedback should be about what is in the patch that works and what is in the patch that doesn't work, not what Fred, Joe and Bob think should or should not be in the patch
    Ok mate, so let's start by clarifying the specifics of this beta ! otherwise everyone will get banned according to what you say !
    Last edited by Qazdar; Jul 4 2012 at 13:17.

  4. #34
    fair point. ^^

  5. #35
    How about you just interpret the instructions how you think they should be interpreted, and we'll let you know if you're on the wrong track. No one is going to be banned for what they say within reason. Just stick to feedback about the fixes in the beta patches, please.


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  6. #36
    Master Gunnery Sergeant b00ce's Avatar
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    Quote Originally Posted by KeyCat View Post
    Seems like the AI got back their "spider sense" so impossible to sneak up on them.

    Same repro mission as before, one single AI soldier is on the other side of the building with his back against you. Try to slow crawl around the building and he magically senses you at ~10-15 m (you will hear a trigger sound when you are detected).

    http://keycat.dyndns.org/files/A2OA_...ider_sense.zip

    Related CIT ticket: https://dev-heaven.net/issues/23300

    /KC
    Crawling makes a noise, 10-50m isn't very far (30-50 feet). I know I'd be able to hear someone crawling over twigs and rocks in full battle rattle at that range.

    The Ai doesn't rely on sight alone for detection, they have ears too, you know.

  7. #37
    Just tested OMAC's SuperBMP2 repro (https://dev-heaven.net/issues/28290#change-138873) and could not repro it on veteran settings. BMP2 got only aware with a "Guard waypoint" at the same place and with the HMMWV + additional waypoint driving towards next village. After contact the BMP2 started shooting, missed and tried to drive through the woods.... Seems to me that some people don't know that switching AI skills to 1 or UltraAI turns AI into "SuperAI" on purpose / just for testing. As for "spider-sense" - maybe increasing the noise feedback for players on movements and decreasing it for AI at reasonable distance could help here?

  8. #38
    CWR² Chief Beta Tester OMAC's Avatar
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    Quote Originally Posted by NoRailgunner View Post
    Just tested OMAC's SuperBMP2 repro (https://dev-heaven.net/issues/28290#change-138873) and could not repro it on veteran settings. BMP2 got only aware with a "Guard waypoint" at the same place and with the HMMWV + additional waypoint driving towards next village. After contact the BMP2 started shooting, missed and tried to drive through the woods.... Seems to me that some people don't know that switching AI skills to 1 or UltraAI turns AI into "SuperAI" on purpose / just for testing.
    Where did you get this about "switching AI skills to 1" and "UltraAI"? I increased the BMP skill just a tad (see video), but not to 1, and don't know anything about UltraAI (sounds cool, though). Check this video, default Veteran settings:



    Here is gameplay on Expert, SuperAI.



    Not a lot of difference in spotting between the two. If anything, the BMP detected me sooner on Veteran. I'm not saying that anything is extremely wrong here, but I have been amazed for years at the intense AI effectiveness of the BMP-2 in terms of spotting and shooting from distance, even through vegetation. It does seem to me that there is a bit of the "uber-AI" going on with the BMP which Dwarden referred to. I remember when I played Dogs Of War, and was pinned down by a BMP on the outskirts of Cherno - just fucking brutal when a BMP has you targeted. I also remember in Freedom Fighters when a BMP was shooting at me through 200+ meters of dense forest as if it wasn't there. Of course I couldn't even see the thing.

    I have to add that I am having loads of fun nailing that BMP from distance using the TOW on Expert - SuperAI. Try it. You'll like it.

    Or try BMP vs. BMP at the same location in:

    http://forums.bistudio.com/showthrea...=1#post2182028
    Last edited by OMAC; Jul 4 2012 at 21:34.

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  9. #39
    Quote Originally Posted by b00ce View Post
    Crawling makes a noise, 10-50m isn't very far (30-50 feet). I know I'd be able to hear someone crawling over twigs and rocks in full battle rattle at that range.

    The Ai doesn't rely on sight alone for detection, they have ears too, you know.
    This have been up before and for me it's a gameplay issue. Without the possibilty to sneak up on (or past) a AI sentry any kind of stealth type missions becomes impossible. For people only playing "all out war" type of missions this may not be a issue but for people like myself that also like stealth type missions it is.

    I agree that crawling silently in full infantry combat gear may not be an easy thing to do but as a regular grunt I remember we had to do the regular "jump test" before any training mission and if our Lt could hear any equipment rattling he would let us know - the harsh way. I'm sure that if he could hear us at 50 m range he would be going ballistic

    I would belive that a trained sniper (or spec ops) knows how to move silently and if you try the mission above you notice that it doesn't matter if you crawl 10 cm/min the AI will "sense" you coming and IIRC the AI skill is set to 0.50. I know for sure that it's been possible to slow crawl up behind a single AI sentry in earlier versions of A2:OA since I made a simple action meny script "simulating" a silent kill if you where closer than 1 m to the AI.

    BTW: For some reason you can not slow crawl with the handgun selected, you must have the main gun (in this case the SVD). With the handgun you always crawl at normal speed (always been like that in A2).

    /KC
    Last edited by KeyCat; Jul 4 2012 at 21:02.

  10. #40
    CWR² Chief Beta Tester OMAC's Avatar
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    The sneaking crawl is more or less essential to blow the gas station in The Jackal OA scenario without alerting the whole base. In that case there are about 3 enemy AI about 10m away from you. If the AI spider-sense has returned and sneaky crawls are impossible, then it may become almost impossible to plant a satchel close enough to the pumps to blow them without being detected and instantly killed.
    Last edited by OMAC; Jul 5 2012 at 00:41.

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