- yamachinuon [AREXP-494]
Update from today's session on 10/09/26. Included Console and Script logs.
- AREXP-494·Experimental server test 10/02/26changedyamachinu
- AREXP-494·Experimental server test 10/02/26changedyamachinu
- AREXP-494·Experimental server test 10/02/26changedyamachinu
- yamachinuon [AREXP-494]
Unfortunately I spent the next hour or so reinstalling and moving my docs from the cloud to local, deleting the logs in the process. No idea if that fixed anything but OneDrive has been annoying ever since moving to Win11, and any excuse to move away from it was worth the effort.
- AREXP-494·Experimental server test 10/02/26changedyamachinu
- AREXP-494·Experimental server test 10/02/26created issueyamachinu
- yamachinuon [AREXP-397]
Yes, long reported issue. This also happens if lets say you have a squad and you end up dying, but the squad or parts of the squad are still alive. If you were to then try and get a new squad after respawn, the new squad will be percieved to "not follow orders" as they will try to regroup with the old squad whom is still alive.
The behavior itself makes sense but doesn't function well or nor is it really communicated to the player at all.
Trucks are so weird right now. I just tested on the same spot when the patch was in Exp. You can make that climb, but you need to use traversal and disable vehicle assistance. Keep it in 3rd as you go up and drop down to 2nd and 1st as you lose RPMs and traverse the steepest parts. 'Bonfire hill' near Morton is another good spot to test hillclimbing.
I think this is a good example of the "truck has no power" issue. Vehicle assistance does play a role, as does technique, which leads to different players having vastly different experiences.
- yamachinuon [ARGF-455]
Yeah, so this is an issue I have as well and even did some testing with a while back. A small correction is that you can now, as of 1.8, set up the gun on a tripod no matter the version. As long as you have the scope and gun, you can build it right off the tripod, same with sandbags from inventory.
That said, the feedback on the use of tripods and MGs in urban areas and buildings specifically is valid. To set them up in tactically viable positions and use them is challenging at best, and borderline unusable at worst. I do have screens I can use as an example.
The biggest issues I have: first, sandbag height; second, window frames; third, prop and object destruction in the room; and finally, specific locations like the church tower, where you would have the space and ability to set up but can't mount due to an obstructed status.
Shots taken from Monti looking down the MSR towards Provins—a good spot for a defensive setup. The explosion was to remove the chairs from blocking placement.
The first pic shows the PKM set up, which is blocked by the window frame.
Second shot shows off the NSV in the same position. Despite being a little higher up the frame still blocks shots. Angling higher and clearing the frame was still usable. The frame still blocks off the ability to engage targets horizontally.
As stated the main issues here being height of the sandbags, and window frame blocking favorable angles. Yes you could easily set up the PKM on a bipod and get better performance, but the goal here is creating more permanent and effective defensive positions.
Here is a two stack of bags. This clears the lower window frame partially solving the issue with height. The frame still blocks full horizontal aiming.
Unfortunatley the PK is obstructed and not usable with the double stack sandbags. The bags here are set up horizontally, but from testing it's still blocked if you set them up as the NSV is.
As far as other positions go, it's similar results. Finding places that can fit the bag, the specific tripod, and the gun, as well as figuring out the exact positioning, is a job in itself. The top of the church in Monti lets you set up, but it is completely obstructed. Again, this would be a great tactical position to use, but it's limited. Funny enough, you can set up on the Entre-style radio towers with an NSV using bags to clear the rails. It's a chore, but doable. Other spots can be obstructed by furniture and props in rooms, such as drapes, beds, and tables.
My conclusion was that if basic sandbags were slightly higher, even by a layer or two, you could clear most windows. Even having a sandbag composition that was measured out to the average window width and height and was fitted for placement by faction tripods would be cool. However, this doesn't solve the window frame clearence issue, which i beleive is not likely to be addressed.
Props and objects in the room are also inconsistent in their destruction at best. I set off a landmine in that room, for instance, and you can see the results. Other spots can be better or worse.
This is a relatively small issue for me, but I did have data, so I feel it was worth sharing. It's also glaring when you can set up in certain rooftop positions, like chimneys, that look ridiculous but give you the real tactical positioning I, as a player, am wanting.
- AREXP-379·A plea for the return of Radio backpack spawns to HQC.created issueyamachinu
- AREXP-373·Command truck functionality.created issueyamachinu
- yamachinuon [AREXP-372]
From the light research I did you would be correct that PBS-4 was not issued to the AK-74. However it was physically able to be attached to an AK-74. Importantly using sub sonic ammo presented the serious issue of 'squibs' when used with a longer barrel like that of a full size 74 or RPK . We don't have 7U1 in the game currently, so this is not a concern presently. That said, could you imagine a player loading a mag of 7U1 into a full size AK-74 getting a squib and blowing up the gun in his hands? As far as I know no other game has simulated this.
The bigger issues presently would be baffle strikes due to the Non-Concentric threads creating a ‘high risk’ for a strike. Suppressor damage or even wear is also not factored into Reforger's current weapon systems (unfortunately). We would also have to deal with the fact that we have a 'sonic boom' while using super sonic rounds, and would also have severe accuracy concerns as the iron sights are not properly set up for any of these combinations. None of this is really factored into Reforger.
Ultimately I would agree that use of the PBS-4 on a AK-74 IRL would present too many concerns to be not worth the trouble even if you had the luck, availability, to try and even make it work. However, these very serious and very real concerns if presented to the average player might make them... question reality.
I would honestly love to have the PBS-1 and AKM family. I think it’s a shame we don’t already have them to fill this role. I would also love to see ‘Wipes’ utilized ingame. Wipes are something rarely shown in a video games accurately, especially for the era.
I am all for this level of detail. But I don't know if this is within the scale of Reforger, but it would be really really cool if they did.
- yamachinuon [AREXP-339]
Can confirm as well. Recoil is also all over the place when scoped in and makes the gun diffecult to use effectivly.
- yamachinuon [AREXP-355]
This applies for pretty much all repair truck functions. Repairs need to be positioned just right, decommisioning needs to be just right. It's a rather small but annoying QoL issue. I would go so far as to say this applies to other fuctions as well. Supply transer from a depot for instance needs the driver to be right "on the spot" near the sign to get a transfer from in the cab, same with gear transfer from an armory to vic.
Interesting just tested it ingame and yes that is how it works, i never knew you needed to place it directly on the mine with a prompt. The actual function is not well explained ingame.
I also attmepted to use them for both 'false flags', or to mark a freindly side of the road while the potential hostile side is unaware, and just assumed they didn't work right or got cleaned up on garbage cleanup.
Edit: So you can still do 'false flags' and marking roads before hand, but it requires extra steps. You have to place and arm a mine first, place a flag, then disarm the mine and pick it back up. The flag will stick around if done this way.