Poll: What do you think?

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Thread: *Bang*........*Bang*..... Lets get the AI's ROF sorted out.

  1. #1

    *Bang*........*Bang*..... Lets get the AI's ROF sorted out.

    You can hear it towards the end of this video, (not the jeep machine gun, i think that was done by player actor)
    http://www.arma2.com/cdf-video-2_en.html

    When an AI is on for example a tank-mounted machinegun, firing at distant targets, their rate of fire is inversely proportional to their distance from their target, and it is very annoying.

    I have no problem with AI targets firing less often at distant targets, but if they utilised short bursts, and the spacing between bursts was inversely proportional the the target distance it would sound much much better!

    When driving a Humvee to a target with an M2 machine gun firing, it is obvious how this mechanic works. At a greater distance the gunner fires very slowly.
    Bang.............Bang..........Bang.............Ba ng.

    And as the target draws nearer this becomes:
    Bang....Bang.....Bang......Bang.....Bang.....Bang

    The key to BI's sucess in Arma2 will be creating a gripping environment, changing this artificial and robotic aspect of combat in favour of far superior bursts of fire will add so much to the game's atmosphere.

  2. #2
    I don't know why still everyone comes up with "this must be changed immediately" polls while the game is going to be released in a couple of weeks.

    It's way too late now to make changes and add features to the game.

  3. #3
    Of all the possible propossed changes i think this is probably one of the most rudamentory and easy to do.

  4. #4
    Its very easy to do, only the proper definitions for the spcific muzzles are missing in the config files as far as i remember.
    In ACE for instace, AI shoots with PK burst at 600m and more without problems and suppressing you heavily.

    Also since Arma2 is supposed to have a Suppression-System, they must use bursts from MGs, otherwise it has not the desired effect.
    Marek Spanel: [...] Every single element is well taught so that it fits together. So this is a significant change, because with ArmA 1 it was just random, really.
    We made some units because we had to. There wasn't much passion from our side with the first ArmA, to be honest. This time it's different. (Videogamer.com Interview

    Please BIS: Arma2 must become a TRUE MASTERPIECE - Not a middle-heavy catastrophe!

  5. #5
    It's always easy to do when it's something the community wants...

  6. #6
    I dunno why, but it is somehow how BIS AI worked and workes and will work forever.

    The Comanche in OFP had the same, from far it started to fire random bursts and the closer to target, the more often the AI gunner fired a burst until it sounds like full auto always on. Whoever is defending that crap, it is nonsense bull crap, most of the time it is a problem of the addon maker, but the root of the problem is with BIS.

  7. #7
    I thought it was just like that because the AI is trying to get an accurate shot and not waste ammo.

    EDIT: But I never actually noticed it until it was pointed out.
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  8. #8
    The AI is trying to conserve ammo at longer distances... but can anyone say that being told 'fire the machinegun once every .8 seconds' is realistic? Im not sure myself but i doubt this is a used dicipline with automatic weapons.

  9. #9
    Its funny because with grenade launchers they fire it full auto like mad men. I set up a mission once, with an AI grenade launcher on the hill, and 40 attacking AIs. The grenade launcher wasted all hes ammunition for nothing in under a minute or two, and without ammunition, he was quickly overrun.
    Last edited by sparks50; May 9 2009 at 10:12.

  10. #10
    Hi, i've voted for: It's necessary and will improve the game. If it's well done then it'll make
    the AIs more usefull when the player is in charge or when the AIs are on their own; i'll like
    to see the AI vehicles machineguns handling improved. Let's C ya

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