Hello CW5-Player.
We have tested this on our end but we were unable to reproduce the issue on the current version.
Regards,
Geez
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Wed, Apr 30
As designed.
Resolved for one of the upcoming updates.
Resolved for one of the upcoming update.
However i see something that is a bug. On the video you are marked as suicide which makes you loose XP. I've seen similar issues with some vehicules while exploding on mines or taking rockets. The pilot get is suicided and the other and considered TK, which makes him loose a whole bunch of tickets
I would also like to see this
Tue, Apr 29
It's possible that it was just a feature of that version. You can close the ticket.
Thanks ! You can close this ticket imo.
In T191357#2800609, @Ciberdead wrote:Hi Geez,Thanks for the update—I really appreciate it! I completely understand that you have to juggle internal priorities and a huge volume of feedback. On the other hand, community discussions can get a bit tricky when we don’t know which direction the studio is leaning.
For example, around the XP system and session lengths some players push for faster XP and shorter matches, while others prefer the current XP pace but longer sessions. Without a hint of your vision, these debates often turn into endless “what if” scenarios.
Even a brief statement of “we’re exploring more bite-sized matches” or “we’re focused on deeper progression” would help guide our ideas. It might even make sense to have a Community Manager share high-level goals and filter suggestions—no need for everyone to get a reply, just a bit of insight into the studio’s roadmap.
Thanks again for everything you do!
Best,
Ciberdead
Seems linked to the issue i had on conflicts : T191478
Hi Geez,
Hello Ciberdead.
All of the provided feedback is sent to the dev team for review and consideration. However, due to the internal priorities and sheer amount of feedback it takes time for said feedback to be processed.
Usually we do let the users know once we actually implement one of the suggestions provided if it has been deemed appropriate by the dev team.
Regards,
Geez
Resolved for one of the future updates.
Hello PR9INICHEK.
We have tested this on our end but we are unable to reproduce the issue.
Regards,
Geez
To this ticket please, or to some sort of cloud service where we can easily view the video
Hello,
We have tested this on our end but we were unable to reproduce the issue.
Regards,
Geez
Resolved for one of the upcoming updates.
Regards,
Geez
This is present due to negative effect of SSR.
Mon, Apr 28
Bolt action rifle usage
Reloading M60
Where should I upload video proof?
Just restarted playing reforger today and still happening "randomly" on official conflict Everon servers. (current version 1.3.0.157)
I'm having the same problem here.
Interesting.
Thanks
Mine is a vanilla server (no mods) runnning on dedicated physical dual xeon E5-2690 V4 64GB DDR4 and nvme drives. Ubuntu server LTS 24.04. Official Everon conflict map , only 1/64 players (me). Its not a hardware resource issue. I started the server with the command param -max-fps 120.
The problem I had was single player and not on a server.
Vanilla servers are discussed here.
In T182178#2794080, @crapzilla wrote:Hello, I just encountered this playing Conflict Everon. Spawned a few units from the small living quarters. recruited a few ai from different units, drove out of the base to a supply point, 2 of them killed, but going back to the base and living quarters it still shows 100% and I can't get replacement units.
Description: In 1.3 Humvee doors Will Completely stop bullets and A Humvee front glass window will take half of a box mag from a PKM Before it kills someone inside I Went back to 1.2.1 To test and this is not a thing Humvee doors barely stop bullets and Most bullets penetrate the glass at least within a couple hits
It seems normal to have armoured vehicles.
Hello, can you please let us know the following?
In T189597#2797802, @Ciberdead wrote:I’m not sure what servers you play on, but on the French servers I frequent, most people reach Captain in about one-to-two hours. Our sessions often run 8–12 hours, so that progression feels perfectly balanced.
Hello stenny833.
This is not a bug. The feature works as designed according to the devs.
Regards,
Geez
In T191395#2799691, @Geez wrote:According to the dev team, it is normal behavior because the character is turning his head with the free camera.
Hello.
We have tested this based on your report but we did not find any issues on our end.
Regards,
Geez
Unfortunately, I have already undertaken the steps you have mentioned. I have disabled the Realtek audio chip in my motherboard's BIOS, and disabled all other input sources except for my microphone in Windows sound settings.
My headphones and microphone are already separated, so there should be no conflict there either. I believe this is an issue with the game and not my hardware setup, having removed all possible sources of confusion.
According to the dev team, it is normal behavior because the character is turning his head with the free camera.
Hello KStrike.
We currently do not plan to address this in Reforger.
Regards,
Geez
I am using a Corsair Virtuoso Pro Open-Back Gaming Headset - Carbon [CA-9011370-EU] and the cable actually splits the two inputs.
In T191395#2799622, @Geez wrote:Hello Ponezun.
Our testing did not reveal any problems and the current state is intended.
Regards,
Geez
Hello, we have tested this on our end but we were unable to reproduce the issue.
Regards,
Geez
Hello Ponezun.
Our testing did not reveal any problems and the current state is intended.
Regards,
Geez
Hello Iwing.
This is going to be fixed in the next minor game update.
Regards,
Geez
Hello again.
We would recommend using a adapter /most of the headphones have it) to split the mic input and headphones output.
Second advice would be to disable native Realtek Audio and HD Audio devices in-case external DAC driver has issue with identifying inputs in different applications.
Regards,
Geez
In T191419#2799246, @berkut_8 wrote:In T191419#2799088, @lwing wrote:In regards to #1
You cannot turn out in the brd/btr as the driver. I have read a previous ticket regarding it and it was deemed intentional by the devs since you could not drive a btr while standing in real lifeYes, that's right, but in real life, the driver uses perescopes. It would be great if the developers took this fact into account in the game too. And if not, why can't you turn the steering wheel with your feet? - it's arcade style))
Hello,
We are unable to reproduce this issue on our end. Is it still present on the current version?
In T189237#2799229, @byNautiic wrote:Well cars normally use vacuum from the engine running, to power the brakes (brake servo/booster)
So that is probably intendedIn T189237#2798853, @lwing wrote:Additional related bug found after further testing:
vehicles lose almost all braking power if engine is turned off, either by purposefully turning it off or by running out of fuel.
- spawn veh at top of hill, give it 1% fuel
- drive it down the hill
- When fuel empties (or when you turn off the engine manually) note that braking does not work, regardless of if you shift to N or drive gears
I'm more inclined to think it's a bug, as there's nothing wrong with the function of the brake itself you just need more power to use it
In T189237#2799229, @byNautiic wrote:Well cars normally use vacuum from the engine running, to power the brakes (brake servo/booster)
So that is probably intended
Yes vehicles commonly had vac assisted 'power brakes' even back in the 60s. When the engine cuts out it would require more force to push the pedal down but you would still have full braking ability. Cars used 'manual brakes' before power brakes were invented, manual braking is what you are doing when you lose the power assist during an engine out situation and have to push the brake pedal in using your strength.
We should be able to get full braking force even if the engine is out. As it is in game now we get 5-10%