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Those radio/VON selections changes may have broke my bindings, but if it for the better, whatever.
Added: Players are now able to disassemble enemy structures in conflict as long as they are capturing the base they belong to
No explosives yet? =(
Changed: Conflict - FIA supply caches now replenish their storages much quicker
Never knew they did that....
Changed: It's no longer possible to deploy on Mobile HQ with a custom loadout
YES! Can be further improved.
Added: BallisticTable::GetAimHeightOfProjectileAltitudeFromSource that computes aim height compensation for a target with different altitude than the shooter for ShellMoveComponent projectiles
FCS incoming?
Added: Inventory Slot icon for carried objects
What? Can I have both weapons on sling and one object in hand (lika a mine, jerrycan...)?
Added: Collimator sights can now be used as vehicle sights
???
Added: Portion of blast damage is delivered without trace at close range
Added: Ability for explosions to pass through surfaces depending on material
Changed: Heavy explosives like AT mines deliver significantly more damage
Concussion related changes?
Added: Turrets can now be controlled from within other compartments (unmanned turrets)
Guess these are for mods?
Fixed: Unflipping actions would show too optimistic number of required players for some vehicles
Changed: Increased force with which players push and pull flipped vehicles to make it easier
I never been able to unflip a car, either using PUSH or PULL. A better feedback on that would be awesome.
Removed: Decimal numbers in radio frequencies
Only whole freqs now? Less channels?
Backend
Added: API error codes for queue
Added: Room.GetQueueUserPosition() to get current user position in join queue
Added: Force update when user is in queue
Added: Method SetQueueBackendCallback() for queue callback
Added: Nullptr check on JoinRoom in queue poll and its termination
Added: Queue getters for times how long ago user joined or moved in the queue
Added: Update current join room queue details on queue poll response
Join Queue
Added: API for Leave/Join Queue
Added: Server configuration parameter for Join Queue (Bohemia Wiki)
Is that IT?
Suppressors!
Over-encumbrance
Added: Hurt legs now cause harder landings animations to play after falling
Added: Over-encumbrance now has a larger impact on movement speed
Destructible Vehicle Lights
Added: Vehicle lights are now destructible and can be individually repaired like other vehicle parts
_______
Many changes on doors, ammunitions, penetrations and more.
Looks very nice, eager to test it later.
Thanks BI!
Attention Soldiers,
We updated the Experimental application. Check our web article for information.
Version 1.2.1.66 brings an extensive changelog of tweaks, fixes, improvements, and new features.
Some of the most notable new features and changes include:
Suppressors
Join queue
Refactored terminal balistics
Flashlight colors
Destructible vehicle lights
Common projectile types
Increased grass render distance
Improved audio
Improvements to Game Master
Stability and performance fixes
New control schemes
Enemy base disassembly
And much more.
https://youtu.be/-d5LtbMB_bw?si=a4Ubq0L_l_h_ZRbp
I love the new bullet mechanics.
IA are much better at CQB, got kill many times by it. Even confused them by players.
Sounds are better, beffier sometimes;
can suffer many minor injures without dying (like sharpnel injuries);
blood loss rate appear to be "better", as one time I needed a tourniquet and a bandage to stay alive, while in other I died VERY fast from bleeding.
I hope we see a better integration of medics and so on.
That sounds terrible, they are destroying Arma.
We don't need this ACE crap in the base game.
Overall, it is better than the current version.
FEEDBACK:
- Medical changes overall feels better, like more minor injuries that have to be treated, more stages in blood loss, This while the game feels deadlier: IF you survive, you have some healing to do. There is room for MORE interactin for medics and nerfs/handicaped while injured.
Wish there were more animations (like the "calling for help" in the video) and even a "face down" unconscious state to make things less obvious;
- New "ballistics" feels much better: as I said before, they're deadlier and make more sense. Shooting a target and see it going down is rewarding;
- It appears that now the game have a somewhat implementation of spalling. Either that or bullets hitting the grtound really close do injury the player;
- Vehicles are more grounded and better to drive on and off road. I really like it. Automatics vehicles in slopes, not so much;
- Supressors are nice, but don`t have any downsides to them. Since we don't have malfunctions it could be reverted to a greater recoil while using the normal (not subsonic ammo implemented....yet). IDK;
- The ability to disassembly enemy structures adds a new layer to the game. Wish it was reverted to supplies, either to the base or boxes in the place of the structure.
- AI reacts better in really close CQB. I've mistaken them form players many times;
- The new stamina/weight system is very good in keeping people on check regarding loadouts. Very happy about that, since it is kind of organic and not actually forced.
Better and more specialized loadouts, better use of supplies and I hope people use vehicles to transport actual itens;
- Sounds are better overall, can`t pinpoint what exactly.
Moving throught woods or bushes make even more noise. Even rotating makes a good amount of noise.
_______
ISSUES:
- Altought ballistics is better, hitreg/netcode is BAD. Playing with 150ms, I have to compensate about 2s forward. Hitting a moving target, including AI, is hell. Sidestrafing is even worse;
- AI is better at a 1 to 1 confrontation, but they seem very stupid most of the times, walking into killzones and not protecting themselvs;
- Also AI, they seem to engage at very long distances now. Could be good, but ATM they just spot enemies out of nowhere and keep poping shots;
- Low player count on experimental, so I can't comment of server performance or crashes;
- Dropped weapons seem to dissapear very fast;
- They removed the option to cycle between radio and local voice, I used to use that. Made me sad;
- Door in vehicles are still kind of erratic. Doors on constuctions are still a heavy barrier once they`re stopped midcourse;
- The red flashlight is cool, but it serve only for signaling, since they`re bright enough to be seem from a distance without iluminating anything. It could have an option to dim the bright to not give your position away;
___________
SUGGESTIONS
- The heavier or the more itens on your loadout, the more noise you do aswell;
- A "trade" for keeping doors closed in vehicles is that could operate as a seatbelt in crashes. Open doors == more prone to ragdoll away. Otherwise people would ride wide open because is much faster to get in and out, but it looks silly.
- Better integration of your squad: higlight the leader marker on the map is a good start. The status of your squad radio (none, taken or deployed) could improve that mechanic aswell;