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Murghab District - Feedback and Bug Reporting

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Posted: Sat Mar 03, 2018 12:09 am     Super secret spam barrier
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@Week 3 main base spawn area.


Posted: Sat Mar 03, 2018 8:30 am     Super secret spam barrier
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Hi
Saw same as arf i reset and it was still up there i sorted it out in Zeus so ok for now but it will redo floating if we have to do a reset.


Posted: Sat Mar 03, 2018 8:52 am     Super secret spam barrier
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I think the demo block is a “secondary”


Posted: Sat Mar 03, 2018 8:56 am     Super secret spam barrier
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Just had the week 3 fob attacked mikisfob the friendly forces just stand there and dont react while being shot


Posted: Sat Mar 03, 2018 11:50 am     Super secret spam barrier
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Steve wrote:
Just had the week 3 fob attacked mikisfob the friendly forces just stand there and dont react while being shot
Saw the same on week two yesterday at PB Alexandria

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Posted: Sat Mar 03, 2018 12:58 pm     Super secret spam barrier
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Friendly forces are a known bug.  I'll fix that and the teleport pole in the next update.  Hopefully in the next couple of hours


Posted: Sat Mar 03, 2018 3:55 pm     Super secret spam barrier
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ALiVE is spawning in Ifirits and RHS AFRF GAZ's in. 

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Posted: Sat Mar 03, 2018 9:13 pm     Super secret spam barrier
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Bloody hell ALIVE is brutal. Not even 10m out of base and in contact for the next hour. Not a bad thing! But for a hearts and mind style mission it is very intense, kinda throws the mission style/idea out of the window. 

Another issue which is map related is shacktac and the buildings. Can see players on the shacktac even though we are on different floors, which in turn the AI seems to interpret as not being there. This means we are getting contact by them shooting the building, but it means any peaking round the corner and we get slotted with pin point accuracy. 

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Posted: Sat Mar 03, 2018 9:33 pm     Super secret spam barrier
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Yep the AI is designed to spawn very close to the FOB during week 2 and 3.

Not sure what you mean by the AI issues.  Shacktac has no effect on the AI.   You sure they did not hear you?


Posted: Sun Mar 04, 2018 12:04 am     Super secret spam barrier
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Dobbeh wrote:
Bloody hell ALIVE is brutal. Not even 10m out of base and in contact for the next hour. Not a bad thing! But for a hearts and mind style mission it is very intense, kinda throws the mission style/idea out of the window. 

Another issue which is map related is shacktac and the buildings. Can see players on the shacktac even though we are on different floors, which in turn the AI seems to interpret as not being there. This means we are getting contact by them shooting the building, but it means any peaking round the corner and we get slotted with pin point accuracy. 

As said by Lifetap, STHUD has no effect on the AI. Apart from that you should not be able to see people on STHUD. A fair while ago it introduced blending the icons out of a object is between two players (walls, tree's, bushed etc.).

I don't know if we turned this on active on the public, but a recent TFAR update enables the AI to "hear" you. They obviously don't understand what you say, but the enemy AI will react to people using their microphone. So it is possible that the AI could simply track you because of people talking. The AI also does not directly forget about people who break the line f sight/are behind cover. They often shoot at the last known position and they also keep aim on the last position in a pretty similar fashion as we do it. When we know a enemy took cover behind a rock we keep watching that rock and as soon as the enemy pops out of it we hit them because we were already ready, 


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