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Josh

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Everything posted by Josh

  1. Josh

    Bad Version

    We had the optimization, server side parts about a week or so, just and FYI
  2. I'd love to run a few gamenights on these maps but I don't know how many of us would download the full pack been at around 6GB is it? If enough people would id more than happily do it. But as Danny said Sangin!
  3. Yeah I agree. Though what was the aa about? I took 8 missiles on the first run. Dunno but I'm certainly not flying again. Yeah am a crap pilot I know this. But anyway the mission seemed good from the small part I saw/heard. Nice job smith, excited to see more from you. Haha
  4. Zissou/dingo I assume you guys know what shinty is? Scotland vs Ireland every year shinty vs hurling. Ireland always seem to win though hahaa.
  5. Yeah Raz is correct the MROT only breaks due to people leaving/entering the chopper while the blades are rotating. But I think this would be fun todo! Still confused to why the Raven has been removed?
  6. Oh shit sorry dingo I'm trying to sly one at work haha! grats Danny
  7. However think on about it I really don't see how this would work on a public level. Far to many people would get frustrated at a 5 minute flight, 3 minute walk to a firing position to get shot, respawn and repeat process. Pubbers would simply feel like there time is being wasted and switch servers. All be it revive isn't amazingly realistic but in the world of arma it is somewhat a time safer as near essential. Unless there is another very good system in place which could combat this. And medics would become even more required if this does happen. As a lot of people are going to need healing and quickly. Anyway I'd like to hear everyone else's views. I can't edit my post because I'm on my phone but in the second part he refers to dieing and going straight back to spawn. IE no revive.
  8. I 100% support this idea. But for it to work well, medics have to be improved upon too. By this I mean the way damage effects the body and the way medics can heal you. I know it is difficult with arma at the moment but it would really be the only way to make it work well with no respawn.
  9. Bluefor vs OPFOR Identification is extremely easy, and there are great differences in the kit both teams wear. The FPS issue is widely being looked into however it takes a lot of time to find one tiny issue which can cause a massive problem, as I say it is being looked into heavily. It seems to be a bigger issue with newer versions but news will come some. As for the side missions there are actually around 5-8 different types and they all vary in difficulty. Butr yes I do like your civ idea
  10. The aa could probably be the increase in AI or implacement. I think this Is so much better than before as the situation I. Eu1 has gotten to the state where aos are complete far to quickly
  11. Yea however, we've found that it has the same issue as 69. On EU1 atleast. Desync is back!
  12. I think the main issue here is the fact back in Stratis during the beta days During one AO you could do 2-3 side missions because AOs would take that long. Now it has switched tides. You can do 2-3 AOs before a new side and all be it i know that times and such like have changed but AOs taking 5 mins are just gahhh. So some AI improvement and such like is definitely needed. Also restriction of weapons too. I think we've already had plenty time to play with the catalogue maybe it is now time to limit the armoury we have? So Jester seems to beat us to the point! Time to check out .70a
  13. This replies/ideas are all sweet, I do love dingos ideas. Big causes of the ease of aos is these: large weapon selection, of which all is unlimited bar sniper and at. Large vehicle and fire support array. The amount of Ai within the aos. Possible fixes: limits to the weaponry as suggested above. Smaller selection of fire power and support. Increased amounts of Ai at a harder level. Now I know exactly what raz and other devs will be thinking right now, "oh yay another suggestion and even more work for us" I have an answer. I'll start work on this project to try and counter act some of these issues. Obviously some of them are a lot simpler than others for example the default setting for Ai levels can be adjusted in the mission file. Anyway, along with community members I'm sure I'll come up with something! But more suggestions are welcome and will be very likely considered Or at least id like to try. Maybe one of the other devs will say there is a simple way to make the aos harder to complete
  14. Hiya, I think we should turn the default settings up. Basically the amount of people in the AO, vehicles and such like. Why? Because the AOs are getting finished in stupidly quick times and it's so easy... Even more so when CAS is online. Opinions?
  15. Raz you missed Cain yah poo! yeah boys I'll get a command structure for yahs
  16. Sorry for the late notice guys! It is time for the first of the year, hope you're all upto scratch Providing the lovely core staff can set us a server a side we'll be having a game night afternoon tomorrow from 14:30 GMT+1(UK Time) The game will be using Pfc. Christiansens Alive mission. Alive is a simple mod which does some funky stuff with the AI to make them better. It can be found at this link: here or on Play with Six All other mods are as normal and ALIVE is the only REQUIRED one. So all you have to do is turn up tomorrow at 14:30 and prepare for some gaming. Slots and such like will be explained tomorrow and I hope to see you all on the battlefield. If you've got a question feel free to ask! Joshikins EDIT: I forgot to mention ACRE! ACRE will be decided upon tomorrow depending how many new users we have turn up.
  17. I'll take a look for you babes EDIT: New version in the file browser, should be fixed. Let me know.
  18. Ahh fairwell Adam! Might we ask why you're departing us?
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