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Sanguine

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Everything posted by Sanguine

  1. Sadly, I have to agree with Raz. Arma's aerodynamics are too terrible to even bother, to me. I have not been on Arma in two weeks almost because I made the mistake of going back to simulation games like DCS and Take-On Helicopters. For custom missions I would suggest keeping the level simple and focus on the ground combat, since that's what Arma does best. On the server a craft such as the A-10 would firstly be horrendously broken and secondly it would require everyone to have the mod installed.
  2. It seemed to me the mission didn't work out as planned, at least from what Cain said. And with you being the host of the thing weren't you the creator of the mission itself while Cain was the Squad-Leader?
  3. Would love to watch rather than participate. There's bound to be explosions. Maybe tears. Someone should organise cheerleaders.
  4. Josh / Cain, as someone who has created and hosted pen and paper campaigns for many years I feel you. Both creating those missions and executing them is hard work, and even careful planning doesn't always pay off. However, since this mission seems to have been a relative failure I'm not too annoyed at missing out on it.
  5. I'm free on the 1st, most likely, so sign me up, no matter what it is. If it's PvP I suggest thinking it through thoroughly, since otherwise I fear the session will not go longer than 15 minutes.
  6. Sanguine

    seriously?

    May not be my place to talk but can you at least try to sort out the differences? What's the point of coming back to playing when people are still hostile to each other; nothing will be learned, just behaviour adjusted. For some that might seem good enough but if you're genuinely trying to further the community you will want to try promote understanding.
  7. I've had a slight performance increase; ~5fps. Hardly major, but everything helps.
  8. About the mission itself: Major General Pointers: Multiple, spread out objectives were a nice choice since people had to scout for enemy patrols and adjust their routes accordingly, planning engagements and relaying information properly. Because of the little amount of enemies there seemed no penalty to failing to avoid enemy patrols. Light motorised patrols might make for interesting possible encounters and some tension. Various environments (plains, hills, forested areas) made for challenging scouting and created some good tension. The mission had a nice difficulty curve; CQB towards the end and enemy light vehicle support was a great choice. All in all, I had a lot of fun with this, my first organised event. I'm sorry for the mutiny towards the end of which I have been part of, being in the squad that started it, I think we all saw that it was inappropriate and it won't happen again. Also, Smith made this mission right? If so, all credit goes to you. Really appreciate the work.
  9. I thought adding anyone besides pilot breaks the Hellcat's MROT. Could be wrong and it's just passengers though.
  10. Changing the UAV operator to Hellcat-copilot would only make sense if you wanted the Hellcat to not function I think.
  11. Sounds good to me. Looking forward to it.
  12. http://forums.bistudio.com/showthread.php?170579-TMR-Modular-Realism-Alternate Is it possible to add this mod to the second server for testing purposes to see if the logfile issue persists even with this new version?
  13. Friday afternoon onward and all of saturday would be fine for me.
  14. Not a bad idea in theory, and if I supported item restrictions I would probably give that some more thought. I also doubt it's possible to realise.
  15. My bad for not mentioning it; I'm aware the amount of enemies in general has increased, I simply emphasised on the vehicles because in the recent build there are vehicles we did not have before, same as mounted guns and some infantry classes and a heavy increase in infantry-based AA. I really like the direction it's heading towards with this.
  16. Would love to join this one. Preferable Rifleman, Auto-Rifleman, or Medic. And for the love of god, no leader position. Responsibility scares me.
  17. That's the point I was trying to make; the restrictions might stop you from being able to fulfil your role correctly / make some roles way more precious than others. Balancing the roles out to be equally fun seems impossible with those extreme restrictions. The idea of putting explosives into the helicopters is excellent, I did not think of that. With that I wouldn't mind restricting explosives to classes where they are relevant. Sniper / Spotter recognition is a valid point as well, though in this case it doesn't seem all that much of a priority to me (identification can still be done by the guns / personal requests). With the increased amount of enemy vehicles in the AOs in recent versions I wouldn't go as far as restricting the RPG as well; it already takes 2-3 shots to take down a tank with it and is one of the things that makes your ordinary rifleman feel less worthless (because he has room to adapt to the threat).
  18. Well, I'll gladly assist you with anything. Would be best if you gave potential volunteers some kind of schedule.
  19. Omigud yes pl0x. Hereby I, Sanguine (the Great), officially sign up for The Amazing Archangel's Frightening Flight Test. If that's how it works.
  20. Limit C4, satchels, mines to Explosive spec and Grenadier. Explosives are necessary to destroy vehicles so they can respawn. Your idea of limitations might work in a more coordinated setting, but I&A is still a bunch of random dudes where teamplay happens but is hardly ever-present. Limit marksman rifles to Marksman class. Already the case, if you are referring to .50 cal Lynx and .408 Intervention. Limiting anything else is, imo, stupid. Limit machine guns to Medic, Auto-rifleman and AT-Rifleman. Again, this only partially makes any sense. AT-Riflemen and Medics with Autorifles? Since when? If you're doing your job as either those two you won't even have room for magazines / belts to utilise the weapons correctly because you're carrying rockets / medpacks / medkit. Limit carbine weapons to Pilots and Crewman. Carbine weapons are about making a choice; you realise they are the same weapon but with a shorter barrel? It's for close quarters or just for handling. I personally prefer carbine weapons in most cases, and limiting them makes no sense. By that standard every bullpup-design weapon could pass as carbine, seeing how they are very compact by nature (TAR-21, F2000, Katiba). Limit any rocket launches to AT/AP Rifleman. Pretty obvious decision, but I don't see this improving gameplay either. The big rockets are already reserved to this class. Limit Laser Designator to Squad Leader and Spotter. Hardly gamebreaking equipment, and I don't see anyone use them ever anyways. Limiting them to squadleaders / spotters would make it so we would never have any targets designated again, ever. As mentioned earlier, in a more cooperative environment this would make sense, but we have ~30+ random jollys to work with, not a coherent group of people. Limit Gillysuits to Spotter and Sniper Does the AI even react to that? Limit Pilot suits and Helmets to Pilots Useful I suppose. Allow only NATO uniforms (American or British) Since we can't use OPFOR uniforms it hardly makes a difference to how it is now. Limit backpack/s: Carry All Pack to AT/AP Rifleman. Again, what's the point. Frankly, I know very little scenarios where restrictions in terms of equipment actually improve gameplay. It just annoys people because they get thrown out of their comfort zone and can even limit creativity. Simple number tweaking would probably be enough to spice I&A up a lot, as already done on the EU#2 test-version. Or maybe we should just limit the amount of magazines people can carry to one to make it more challenging.
  21. The VAS box hasn't been on the ammo truck for some time now. It was removed accidentally when the x-mas release came out if I remember correctly.
  22. The easiest way to increase challenge in my opinion is increase of enemy numbers and tweaking of rewards. I consider rewards like Blackfoot anti-fun because of their immense CAS capabilities (every AO will essentially be cleared of armour, given you can pick them off from range). On EU#2 there seem to be a lot more EI with AA missile launchers, so that kind of helps alleviate the problem, but not really, because skilled pilots will probably not be hit by missiles due to flares and evasive manoeuvres. Also there is a lot more enemy armour, which makes for a lot more fun than EU#1; you can't simply go into the AO anymore and think: "Alright, there's a Kajman, the biggest problem by far, and when that's down there's nothing except 1-2 tanks and a bunch of infantry.". I find having the Buzzard as CAS (and from the get-go) is working out very well, since it actually requires coordination with the ground team to be really effective. Restricting item access like Smith mentioned is a terrible idea imo; nothing is going to change, except people getting forced into equipment they are uncomfortable using. I rarely ever see people even use the "OP" things like Nightstalkers at all, and nothing stops people from just picking up weapons from enemies when not allowed to have them. I personally am a big fan of the Katiba rifle because it just feels best, but it's an OPFOR weapon, so wat do. Ideally the number of enemies would be adjusted to the number of players present on the server (especially when it comes to reinforcemens), but I realise this is probably impossible.
  23. Since there's currently what I deem a newer or at least different version of I&A on EU#2 for testing we should probably make a bug and feedback thread, so feel free to add your thoughts below. Possible bugs: Forever wounded: Got wounded piloting a vehicle, got out bandaged, was still wounded (gave option to bandage again when no further damage had been taken). This persisted until death. Deletion of items: This might be a VA problem but I've noticed it on this server in particular. Binoculars, FAKs, are getting deleted / are not registered when loading a profile. Pilot spawn has no access to VA: Not the biggest problem since teleportation is possible, but still often forgotten by the looks of it. The only reason I consider this a problem is that pilots do not have explosive charges by default to get rid of destroyed helicopters. When flying it seems like either every enemy soldier has an AA launcher or their AA launchers have become fully automatic: No enemy Tigris (or any other armour) present and multiple rockets being launched in rapid succession from approximately the same place. They seem to be running out of ammo fairly quickly though. General feedback: I quite enjoy this version, probably even more so than the one currently running on EU#1. Variety of enemies: Light vehicles, medium armour; the new I&A has both, and even includes some exotic stuff like mounted HMGs and recon soldiers (although I have not experienced how much of a difference those make). Vehicle selection: Having access to tanks like Kuma and Mora from the beginning (yes yes, they are in the current version, too) is awesome, but the best to me is the access to a CAS Buzzard. The Buzzard unlike the Blackfoot / Kajman is not taking the fun away for everyone not in said vehicles because its capabilities are very limited due to ammunition and approach constraints. Night combat: It necessitates more cooperation between air and ground for one. Flying CAS with the Pawnee would have been impossible without people pointing out targets for me. They quickly caught on and lasers were popping up everywhere, pointing at targets which in turn got showered in rockets and minigun fire. It was highly fun and quite effective. This is even more prevalent when flying Buzzard; seeing fuck-all at night going 300+ km/h it's difficult to do much in terms of support without support. New rewards: I generally like them, though I am not sure if it's a good idea to give BLUFOR access to OPFOR vehicles, simply because friendly fire is happening more than enough already. Getting rid of rewards like Marshall and Ghost Hawks with different painting seems wise to me. (Edit #1) Pylons and similar obstacles at service stations: I find those to be quite annoying, especially since even in case of the pylons they are immovable. I've had my Buzzard get stuck on one of those little pylons while rearming and couldn't get it free without help of another vehicle. At helicopter service there are now small stone barricades that helicopters cannot slide over. It makes servicing them a bit more tedious since now you have to actually hover over those depending on your angle. Maybe I'm just stupid though and never noticed them. (Edit #1) Number of enemies: I really appreciate how the number of enemies has increased, and with performance being superb still for Arma 3 MP standards. AOs take a lot longer to capture and have some challenge to them even when the server isn't empty. (Edit #1) Sidemissions: New sidemissions are basically the same stuff as the ones we're used to already, just wearing a different dress. Having sidemissions occur that require timing (destroy convoy before it leaves the map for example) might be add a new dimension. Since I have not tried the scuba missions yet I can't comment on them. I do like how those are separate from "normal" sidemissions though. If anything else comes up I will edit this post.
  24. Is it possible to place mounted Titan AA Launchers that infantry can jump into? I don't know how the class restrictions work in that regard. If ammo is an issue we could just have a an ammo box next to the launcher.
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