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technerd89

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Posts posted by technerd89

  1. There is some function in general that is related to team-killing that causes the responsible player to "change sides" for the duration of that spawn. I dont fully understand why that happens, but it was something we uncovered while repeatedly TKing each other to test the new BTC Revive scripts. This probably needs to be researched..

  2. Sounds pretty cool.  Something like having an official AW symbol on your chopper?  Like the great corndog...

     

    The AW logo on vehicles is granted to listed members of the AW community once they are added to the appropriate squad.xml file. And acquiring that is a different matter entirely.

  3. The general idea with the new vehicles for the moment will be to just add them in full-tilt for a short period of time to allow everyone the opportunity to enjoy and familiarize with them. Then, when we have more time to refine, update, and balance, we will trickle them in as side mission rewards.

  4. As by now most of us already know, we all should have received a cute little 1GB holiday gift from Bohemia this morning. In this thread I will highlight some of the most relevant and significant changes that people will be excited/pissed off to hear about. You can view the complete change log here at http://dev.arma3.com/spotrep-00016

     

    • Added MBT-52 Kuma tank
    • Added FV-720 Mora Infantry Fighting Vehicle
    • Added: Wy-55 Hellcat (armed and unarmed) helicopters
    • Added: LRPS optics
    • Added: IR grenades
    • Added: Black variants of MX rifles
    • Tweaked: AI engagement ranges. AIs should prefer full-auto mode with MX SW.
    • Update of backpack equipment. Introduced new backpack for divers of all factions.
    • Changed muzzle damage reductions to 0.8, for 0.7 was too much for new protection levels, resulting in too many hits required for a kill.
    • Grenade damage levels set according the new soldier protection levels. Introduced greater difference between HE Grenade and Mini Grenade. HE Grenades now act as heavier and more powerful defensive grenades, Mini Grenades are lighter, can be throw much further away, but do less damage.
    • Elevated throw angle by a little to better match arm movement and also put grenade little further by default
    • Decreased overall helmet protection to elevate importance of headshots
    • Fixed: ‘Locking’ of texture in rain Post-Processing
    • Added: Side-specific diver goggles
    • Team members are ordered according to their numbers (Squad leader UI?)
    • Fixed: Performance issue caused by fog

     

    I did not spot anything that mentioned a fix for the disappearing chat window, however there were some random technical jargon statements related to the UI, so its possible. Please confirm.

  5. Just as long as it doesn't turn into an all night hunt for the last man hiding in a dark corner....  :)

     

    No, that very rarely happens on I&A because the config file allows the server host to determine how many infantry can be left in an AO before it terminates, right now on the AW servers its set to somewhere in the area of 5

  6. Maybe you were not around when it happened, but who do you think ported I&A over to Altis? I have my eyes on porting it back to Stratis soon. It is on my to-do list, I just have been implementing some thing into the Altis map and wanted to iron them out before I pop it back on Stratis. It is coming though. I might just make this hardcore type map the stratis one and leave it at that for release.

     

    Oh no, I was definitely around for Stratis, but (correct me if I am wrong) our last Stratis version ([14 - 08 - 2013] AW Invade & Annex 2.94.0) is no longer compatible with the current version of Arma, so until we have a CURRENT Stratis map....dont worry, I am caught up :P

  7. Well if its going to be on Stratis, which I do in general like that idea, it'll have to wait until we have a functioning stock version of I&A Stratis.

     

    As for slots I was thinking something along these lines

     

       Alpha Squad - 8 man

       Bravo Squad - 8 man

       Pilot Team - 2 man

       Sniper Team - Sniper/sniper or sniper/spotter?

       Support Team - 2 man (These slots would fill the roles akin to Haymaker, Deathstar, or some other kind of support vehicle crew such as ammo HEMTT)

  8. I need some clarification here. Are you asking for a replacement of the BLUFOR player slots, roles, and equipment with those of the AAF side? Or are you asking to add an additional playable team into the mix for the people who feel like scalping some BLUFOR players while having to evade the CSAT AI as well?

  9. There is no reliable fix for this so far other than to keep your graphics drivers and game as up to date as possible. Ive noticed that my game crashes significantly less since my last Nvidia updated, which did include a new version of PhysX

  10. If we went 1 step down we'd have to dogfight with laser tag.

     

    You jest, but truth be told from a now former subject matter expert, our real world idiot pilots DO dogfight with laser tag. Cant tell you with what, but its something I used to work on, and they're NOT supposed to do it lol.

  11. Diddnt really say anything about increasing the AI difficulty settings, just increasing the amount of bodies they throw at us. Aimbotty-AIs has long been an issue on I&A and with Arma3 in general, so I suppose it is something that could be increased in very small increments until we find that happy spot that is challenging but not instagib

  12. Additional idea floated out of my arse a minute ago, maybe password the server, but make it a password retrievable to those who are registered on the forum, like we do with the #2 servers during the summer months. Should help reduce the scrub count.

  13. Ill try to keep this concept short and simple.

     

    A lot of our members and outside players have expressed an interest in seeing more difficult AO's and a greater amount of infantry resistance, particularly among those players who tend towards cooperative small-unit combat.

     

    My proposal is thus. Throw up another official server dubbed specifically for "hardcore mode" with the following changes.

     -Maximum player cap of 18. This allows for 2 8-man squads, and 2 pilot slots. (Modification of the player slots)

     -Increased amount of enemy infantry encountered in an AO

     -Reduction in enemy vehicles in AO (with lower manpower, it becomes increasingly difficult to carry and effect that much AT)

     -Shorter BTC death timer (180 seconds? Forces squads to actively move with and protect their medic to rescue a downed man)

     -Increased respawn time on several high-use vehicles at base (To prevent casual wasting and lone-wolfing)

     

    Additional suggestions are welcome (but may or may not be implemented)

     

    Also, I am aware that some of my suggested changes would require an offshoot version of I&A fielded specifically to meet this concept, and personally I believe that is something we should keep in-house, and should only be updated on the side, after a new mainstream build of I&A is released. No point in releasing it as a separate map for public download, as server owner/operators have the ability to field said config changes themselves if they feel the need.

  14. While I cant say for certain, it is logical to assume that installing these uniform modifications on to the servers would require all players to also have them downloaded and installed, and those who do not would see nothing but underwear, if they could connect at all. As a general principle, any mods that require a user to have specific content is considered a no-go.

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