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  • https://www.ofpec.com/missions_depot/index.php?action=details&id=232
  • Questions during the planning phase:
    • What are those markers on the map that seem to indicate some kind of strong point? Are those MG stations?
      • A: Each of those is an M2 station. Each MG marker is a *squad* of multiple M2 gunners. The first line has the most (5) but they are also badly placed IMO.
    • At what ranges can my various forces engage the enemy?
    • How many AT mines do I have?
    • What changes in elevation do these elevation marks on the map represent?
    • Questions upon reviewing the troops at the start of the mission:
      • What impact does not having NVGs have on my troops? Can they see enemy units? If they're in the dark can they not be seen?
      • Can ammo trucks infinitely resupply a unit?
      • Figure out if the AI controlling the M1A1s can fire from hill 281 or if that'll be too far for them.
  • My plan for defense:
    • My plan is based on several things I've learned about OFP:
      • 1) aim to have as many of your soldiers as possible shooting at each approaching enemy unit as possible
      • 2) aim to have the enemy AI come into view one at a time if possible
      • 3) you can do a lot of damage as a human because you can fire further than the AI fires.
      • 4) Abrams tanks are extremely powerful, so if I keep them repaired and stocked up on ammo I should be able to get a lot of use out of them. I don't want to send my ammo / repair trucks forward, though, so I think I'll want to keep my tanks back a bit.
    • I think I'll first try to win by taking control of the M2A2 (just so I can say I beat it) and if I win, I'll give it another go but without taking control of the M2A2.
    • Things I'd like to do in the first 30 minutes:
      • Send some guys out to forward hidden positions to give me an early heads-up of what's going to be coming my way.
      • Place some mines.
      • Order the various platoons to better defensive positions.
      • Take control of the M2A2 and have it on hill 281.
      • Order the forward-most M2 gunner squad to fall back behind the main line of defense.
    • Big things I've noticed:
      • We *do* have an ammo truck. So I could park the M2A2 up on hill 281 with the ammo truck and just unload 25mm till the cows come home.

Misc missions

Un-Impossible Mission

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Sniper missions

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  • The AI are still too accurate
  • The AI can "see through trees" (detect enemies even when their vision of the enemy is blocked by tree trunks).
  • Misc discussions of the AI
    • 2015.04.14 - Reddit - r/arma - Why I think Arma 3 has the most advanced AI in games industry.
    • 2016.06.08 - YouTube - Luetin09 - TANOA AI OP? | ARMA 3 Apex - can AI see through trees?
      • This is a Zeus mission the guy did with some friends to test the AI on a newly-released (at the time) official map, which apparently coincided with some changes to the AI by BIS.
      • 10:25 - With the introduction of the Tanoa map, the AI seemed to have been changed so that when they make contact they don't just go prone, but instead attack / charge in.
      • 12:15 - Because Tanoa has such dense forests, people were concerned the AI would be able to see right through it and shoot players from 100m before the player could see the AI.
      • 12:38 - The dense terrain was limiting FPS for most of the guys to 20-3.0 30 FPS, which was affecting their reaction time.
      • 14:57 - He mentions that he's noticed that when they're in a firefight with the AI, one of the AI will often peel off from his squad and run around to flank the humans.
      • 17:57 - Example of an AI getting flanked; Leutin makes the point that the AI didn't snap onto the approaching human the way he's seem them do it in the past.
      • 20:04 - Seemingly unrealistic: The AI gets shot and doesn't seem to have any reaction, he keeps his gun raised.
      • 21:10 - They switch to a test of the AI in fields.
      • 25:58 - Slightly questionable behavior from the AI (they're able to see the approaching humans through very heavy vegetation).
      • 27:32 - Luetin says he had heard that the developers had made it possible to suppress the AI.
      • 34:55 - One of the players mention the new AI seem to be more willing to break formation to find cover.
      • 36:00 - An example they point to of an AI pushing forward.  I could be wrong but it looked to me like the AI was the squad leader and was just following his waypoints.
    • 2018.06.24 - BIS forums - AI must have better autonomy.

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