Hello kasparhzr.
The capture mechanics and UI indicator are working as designed. If youopen the map, you can see that the base icon is blinking when it is under attack. However, in this case, you were too far out of the capturing range to reach the 'Base is under attack' pop-up.
Regards,
Geez
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Jun 4 2025
Thank you, this will be improved for the future.
In T169724#2813508, @Geez wrote:In T169724#2813506, @ziipzaaapM16A4 wrote:after spamming 2-27 smoke granades in a row i could reproduce it still but definitely seems to be improved.
amount of granades to be spammed before bug occures:
first try: 8 Granades
seccond try: 2 Granades
third try: 27 Granadeshandgranades seem to work fine
The patch with the fix has not been released yet
Jun 3 2025
I will review again and let you know as soon as possible. Thank you!
Still a problem
This was fixed a long time ago
This was fixed a long time ago.
@Geez duplicate T187957
As far as I know, this issue has been around for over a year and still hasn't been resolved. Why is it being handled with such a lack of attention by the developers?
In T190948#2815879, @Snake1984 wrote:I still don’t understand how this is related to the other ticket and why it got merged. Could you pls explain?
I am also working in support and see the need to handle a lot of tickets etc but some information / communication would be appreciated.
I still don’t understand how this is related to the other ticket and why it got merged. Could you pls explain?
I am also working in support and see the need to handle a lot of tickets etc but some information / communication would be appreciated.
Of course, I sent a report every time I got kicked out of the game.
As far as I know, this issue has been around for over a year and still hasn't been resolved. Why is it being handled with such a lack of attention by the developers?
Hello Brooklyn99.
Have you sent the crash report through our crash reporter when it popped up when the crash occurred? If so, then we should have all the information.
Thank you.
Thank you.
Is this still an issue on the current version?
Regards,
Geez
The traverse angles on both sides are not equal because the character is standing on the left side of the gun when mounting, so the character will have more space in the cabin to traverse the gun to the left side of the car. You can check this by switching to third-person perspective and observing the character's position in the cabin.
As designed.
According to the team this is as designed.
Hello, we have tested this on our end but we could not find any issues.
The steering wheel returned smoothly, as intended. The slight movement of the steering wheel was caused by feedback from the vehicle's terrain. Overall, the steering wheel is functioning normally, as designed.
Regards,
Geez
Hello,
In the recent version of the game, the mouse aircraft control is turned off by default and changed to freelook instead. You have to switch "Mouse aircraft control" to "Yes" in Gameplay section in the settings menu to use mouse control on aircraft.
Regards,
Geez
Not a bug.
The arms, hands, legs, and feet do not cause damage to the default hit zone (Health) after being destroyed.
Hello,
We have tested this on our end but we were unable to reproduce this issue.
Regards,
Geez
Hello purechaos
This is as designed. The analog stick on a controller typically operates differently from the directional buttons (On a keyboard). The analog stick features a spring mechanism that centers it, resulting in a smaller control area and quicker in-game actions. If you prefer smoother and more precise inputs, we recommend switching from the analog stick to the left and right directional buttons on a controller. This adjustment may offer a more comfortable and accurate gaming experience.
Regards,
Geez
Resolved for 1.5 update.
Regards,
Geez
This is one of the main reasons of crashing on our dedicated server. If any additional logs or details are needed let me know.
Jun 2 2025
It does seem like it could be related. At the same time, I am very certain I tested this in some 1.3.x version and API was still better at setting helicopter fuel tanks on fire than tracers.
FR :
Ajoute plus de détails, ce que tu as mis ne sert à rien.
+1
T191426
Probably related
Jun 1 2025
set the field of view a bit more realistically & it wont be a problem
The trigger controls have variable sensitivity, so if you pull the right trigger slightly, you will operate the anti torque movement, but a full pull will fire your weapons. I couldn’t fly using the updated settings, so used to have to switch to legacy when flying. I’ve now changed the key binds for the collective, pitch and roll to those of the legacy controls (I might also have changed the start engine key bind too, as I think the updated controls has the same key bind as firing flares) and it’s much easier now.
Problem appears fixed after 1.4, at least the sensitivity. Never noticed a sound loop issue.
May 31 2025
Two new issues have cropped up, and both are critical for me.
May 30 2025
A friend of mine figured out how to rebind them thru controls, go into your controls > helicopter and press any key on controller and there it'll give you an option to rebind your key I think X is to delete and A to assign new keys I think that is the problem solved for most of us.
Please view my ticket T189983
I tried modifying the controller schemes in the workbench I changed the anti torque controls to left and right on the right joystick but it doesn't work it won't anti torque left or right and that's the only way I think that would work well for players. I tried it as Left shoulder and right shoulder it just didn't feel comfortable.
In T189821#2768194, @Yamachinu wrote:Slow down the reload and draw animation a bit, and safety cap/tab should be added to the animations.
If we really want to get into the weeds we could also look at how wind effects accuracy or booster pack integration.
Auto exposure is the worst thing to happen to Reforger. It was also this bad back in A2 times but they had it work much better in A3 and now we're back in AR again.
I'm hoping that they will be adding a reloadable AT for US, and a disposable AT for soviets, and have the disposable AT available at private - whilst rank locking the reloadable ATs. RPG spam would be reduced and it would make a bit more sense than what we have now. However, there needs to be some adjustment to heavy weapons so that they do not just feel like an ordinary rifle (ads/reload speed, accuracy)
May 29 2025
Agree. Auto exposure can be VERY annoying.
It depends on the height of the viewing angle.
Hello, it is still happening and i wanted to point out that the frame drop stays until i disconnect from the server.
Funnily enough I bought Squad recently and now I completely understand OP's points, Reforger feels far too flat.
There is clearly an example of suppression in Reforger, if situational: existing flinching animations for nearby explosions. These animations alone, adapted for suppression past our character's head, could do a lot of the heavy lifting for suppression, though in a more subtle fashion to align closely to Bohemia's stance on the mechanic (which I can half agree with, but there still needs to be an incentive to get into cover for the people who aren't roleplaying like their lives are in danger).
May 28 2025
In T169724#2813506, @ziipzaaapM16A4 wrote:after spamming 2-27 smoke granades in a row i could reproduce it still but definitely seems to be improved.
amount of granades to be spammed before bug occures:
first try: 8 Granades
seccond try: 2 Granades
third try: 27 Granadeshandgranades seem to work fine
after spamming 2-27 smoke granades in a row i could reproduce it still but definitely seems to be improved.
amount of granades to be spammed before bug occures:
first try: 8 Granades
seccond try: 2 Granades
third try: 27 Granades