Bug #4483
AI shooting accuracy: unit SKILL value has negligible effect on shooting accuracy
| Status: | Feedback | Start: | 2009-09-12 | |
|---|---|---|---|---|
| Priority: | High | Due date: | 2010-10-01 | |
| Assigned to: | Dwarden | % Done: | 0% |
|
| Category: | Config | |||
| Target version: | Upcoming version | |||
| Operating system: | Win7 64 bit | Mainboard chipset: | ||
| Graphics card: | System RAM size: | |||
| Graphics card driver version: | GPU VRAM size: | |||
| Affected ArmA II version: | 1.05 BETA | Audio card: | Please specify! | |
| Maxmem parameter: | Not set | Size of OS swap file: | Please specify! | |
| Difficulty: | Not set | I am using some Mods: | No | |
| Reproduced by another DH user: | No | I am using: | ||
| CPU: | Please specify! | Reproducible for you: | No | |
| Votes: | 57 |
Description
In ArmA2 editor based unit skill value has negligible effect on shooting accuracy (as well as spotting time and spotting distance).
Lowly trained AI units equipped with assault rifles are able to kill enemies from close to medium range (300m) with the very first burst, in a split second.
AI shooting precision is so messed that in many circumstances lowly skilled units are able to shoot with same or better accuracy than highly skilled ones.
Tested within a custom target range script.
To better highlight the problem these settings where used in ArmA2 profile file:
1
2 skillFriendly=1;
3 skillEnemy=1;
4 precisionFriendly=1;
5 precisionEnemy=1;
Please take the following results as a raw example/repro of the problem:
West rifleman, firing on target from 150m. distance, CROUCHED stance:
- 25% SKILL: 2,9 bullets needed to hit the target (average on 25 tries)
- 100% SKILL: 4,7 bullets needed to hit the target (average on 25 tries)
West rifleman, firing on target from 150m. distance, PRONE stance:
- 25% SKILL: 1,7 bullets needed to hit the target (average on 25 tries)
- 100% SKILL: 2,1 bullets needed to hit the target (average on 25 tries)
West rifleman, firing on target from 300m. distance, CROUCHED stance:
- 25% SKILL: 3,3 bullets needed to hit the target (average on 25 tries)
- 100% SKILL: 2,6 bullets needed to hit the target (average on 25 tries)
West rifleman, firing on target from 300m. distance, PRONE stance:
- 25% SKILL: 2,9 bullets needed to hit the target
- 100% SKILL: 2,7 bullets needed to hit the target
The problem defeats the possibility to tactically balance numbers with better skills.
Elite units are currently worthless.
Solution:
- drastically lower shooting accuracy for lowly trained AI units. They should not able to take down enemies with the very first burst from close to medium range.
- degrade spotting ability for lowly trained AI units in a appreciable manner.
---
Tested with 1.04beta build 59025.
Related issues
| related to ArmA2 Community Issue Tracker - Bug #1751: Suppression fire precision issue | Feedback | 2009-06-03 | 2010-07-14 |
History
Updated by Fireball 12 months ago
- Subject changed from AI shootinmg accuracy: unit SKILL value has negligible effect on shooting accuracy to AI shooting accuracy: unit SKILL value has negligible effect on shooting accuracy
Updated by fabrizioT 12 months ago
Thx Fireball for title correction and to Dwarden for taking a look here ;)
Updated by Dwarden 11 months ago
- Priority changed from Normal to High
- Target version set to 1.05 BETA server
- Reproduced by another DH user set to No
- CPU set to Please specify!
Updated by Fireball 11 months ago
- Due date changed from 2009-10-12 to 2009-11-12
- Affected ArmA II version changed from 1.04 BETA to 1.04.59026
Updated by fabrizioT 11 months ago
A little "addendum": please make ALL skill-related params ("aimingShake", "aimingAccuracy", "spotDistance", "spotTime", "courage", "commanding", ...) change in a appreciable way depending on skill value. Thx.
Updated by fabrizioT 11 months ago
Just a question: why is target version 1.05BETA server ?
Just wondering ...
Updated by kju 11 months ago
Well I guess server is meaningless in this case.
1.05 BETA is saying it should be in one of the next beta patches.
Updated by kju 9 months ago
- Due date changed from 2009-11-12 to 2010-01-02
- Affected ArmA II version changed from 1.04.59026 to 1.05 BETA
I guess nothing has changed here, right?
Updated by Frederf about 1 month ago
Clearly skill and accuracy being independent is a good thing? That's why there are two sliders in the difficulty config, one for skill and one for accuracy. I would venture the real problem is not that skill is independent of precision, but rather that there is no direct and unit-specific way to change precision in the editor. Or perhaps there should be a 3rd combined "skill+precision" adjustment if you don't want to have to change both?