Tac 2 A.O. adjustments

Discussion in 'Public Suggestion Box' started by Wolfman.C, Apr 16, 2019.

  1. Wolfman.C

    Wolfman.C B/1-7 Trooper Corporal Active Member

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    Hello all, it has come to my attention that the A.O. on tactical realism 2 needs some level of adjustment. I suggest 2 changes-

    1. A decrease in the AI accuracy from 50% to 20% along with a decrease in "weapon handling" to 5%. (This increases the amount of time it takes for an AI to start shooting) This helps to prevent the aimbot esq. insta-death accuracy the AI seem to have at close range and makes for more enjoyable cqb. (Honestly if you don't want to adjust the AI it's not a huge deal)

    2. We need to see a decrease in mortar accuracy. They always get first round hits making advancing on AOs in an organized manner very difficult to impossible.
    Let me be clear. I donot want to get ridof the mortars, I'd just like to see their spread increased to 200-250m or more.

    Thank you for your time.
     
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  2. Wolfman.C

    Wolfman.C B/1-7 Trooper Corporal Active Member

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  3. Kubbo.A

    Kubbo.A B/1-7 Trooper Corporal Active Member

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    I would like to put in my two cents on this proposal to TAC 2 adjustments -

    1. This is a milsim and therefore it should follow somewhat real numbers. The 'observed' accuracy of present day soldiers ranges from a 28-35% - although in Vietnam it ranged a lot lower because only 3 out of 10 soldiers actually fired their weapons in an engagement. If you would like to lower the accuracy to about 30% from 50%, it would reflect actual performance. On the other hand, weapon handling is a tricky thing as it has a lot of factors affecting it. For example in Vietnam, the Vietcong had been exposed to weapons since early age and they were comfortable with their use (fighting the French during the First Indochina War) so their reaction time and weapon handling was almost twice as fast as the normal GI soldier.

    2. On the topic of mortars, I feel Wolfman is correct when he stated that the first couple of rounds should not be pinpoint accurate as it is not so in RL without a spotter. Whether you use spread or any other mechanism to prevent this sounds good.

    WODKA! \o/
     
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  4. Vex.W

    Vex.W 1-7 SP Member Specialist Active Member

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    @Bojan I'm pretty sure I remember saying something along the lines of we're going to increase the AI difficulty and people are going to complain.......
     
  5. Bojan

    Bojan

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    I'll play around with some values and try to make the AI a little less deadly in close quarters combat. Although I don't strictly think it's necessary, I defer to your judgement because you've spent much more time fighting them than I have.

    As for mortars, I agree completely. I'll work on expanding their spread, although I think 200-250m is a bit too high.

    Unfortunately AI stats don't really work like that (30% skill doesn't mean 30% accuracy). Arma AI is frustratingly difficult in that regard.

    Thanks for the feedback gentlemen!
     
  6. Davidson.N

    Davidson.N C/1-7 Trooper Corporal Active Member

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    @Bojan I have no complaints about the difficulty, however the seeming 100% mortar accuracy on first shot is just not fun.

    It is very dependent on server pop. If theres 10 people on and the only way to the AO is car, I dont want to get nuked first round fired after driving 9km.

    Just in a 3 hour play session I saw mortars land within 5m of a single infantryman 3 out of the 3 times we took IDF. They just dont miss on that first shot. Subsequent IDF has a reasonable spread.

    Just another 2 cents. Thanks for all the work you guys do to let us have fun. :)
     
  7. Wolfman.C

    Wolfman.C B/1-7 Trooper Corporal Active Member

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    As I said, the AI difficulty isn't that bad, and is not even close to a large issue. The mortars are what I am most concerned with.
     
  8. Black.A

    Black.A C/1-7 Section Leader Sergeant Active Member

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    The “aimbot” AI in CQB is most likely due to players talking. The AI can hear you when you talk in TeamSpeak. This allows the AI to track your movements through walls. And be alerted at distance depending on your yelling volume.

    I would first try to adapt your tactics before changing the AI.
     
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  9. Kubbo.A

    Kubbo.A B/1-7 Trooper Corporal Active Member

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    Yeh, I also heard through the grapevine that it was all due to a computer virus generated at Bell Labs specifically designed for the NSA...but of course, there might have been some Russian involvement...just saying. :D
     
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  10. Bojan

    Bojan

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  11. Bojan

    Bojan

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    I've increased the mortar spread about 2.5x what it was before. Mortars still effective at close range, but their likelihood of killing you at distance is significantly diminished.

    Here is a quick picture showing the accuracy: https://imgur.com/a/Zo1Mrpv

    The X marks the target, the flags mark the actual landing spot of the mortar. The radius of the landing is about 25% that of the distance between the target unit and the mortar (at 400m, you have about a 100m radius, at 200m about 50m).

    @Wolfman.C @Davidson.N
     
  12. Bojan

    Bojan

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    I should mention that the triangle in the FOB to the north marks where the mortar is located.

    I hate not being able to edit forum posts...
     
  13. Black.A

    Black.A C/1-7 Section Leader Sergeant Active Member

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  14. Kubbo.A

    Kubbo.A B/1-7 Trooper Corporal Active Member

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    Like Sergeant Black said - Join the Cav! :D

    PS. WODKA! \o/
     
  15. Wolfman.C

    Wolfman.C B/1-7 Trooper Corporal Active Member

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    Yeah, I'm aware of this aspect of arma AI. This is a direct comment on first round accuracy and speed of first shot fired. Test was carried out in silence. The AI during a firefight seem to have "random aimbot strokes" and massacre a few friendlies. It's HILARIOUS to watch in Zeus. Honestly you guys should just watch the AI and see what I mean. Let's just stick a pin in it for now.