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Amentes

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Everything posted by Amentes

  1. Been using Dynasound on I&A servers for a good while. In my experience, it definitely has an effect on sound travel distance; however, this largely does not affect engine noise and other such giveaways, but rather high-decibel sounds such as gunfire and the like. As has been pointed out already; Effects volume already allows people to change the distance at which things are audible. Moreover, AWE is primarily a Player vs AI affair. Given those two facts, I don't believe any effect on sound travel distance to be an issue. In short, I don't see an issue with Dynasound from a gameplay perspective. I have little to no experience with JSRS. As for Blastcore, I do see some issues with the visual effects on explosions and smoke appearing larger or smaller than they actually are. If I throw a smoke, I'd like to be sure that there are no discrepancies between how I see it, and how the enemy sees it. I trust that Sozio and the Steering team remain as always, focused on the technical impact on these mods. Should they have an impact on server performance, I'd hope that they get axed. In my opinion, Arma is already notorious for poor performance, and I'll take my view distance over prettier explosions and more authentic sound any day. Did not vote.
  2. Under the current setup, is it possible to search a body, find that it's trapped, and then call EOD over to retrieve any possible intel? I'm unsure whether a trap will explode immediately when found by a non-EOD player as I've been getting mixed messages from players. Issue we had was we only had EOD checking bodies for fear of traps. If it was possible for anyone to check, but only for EOD to disarm a found trap to retrieve potential intel, then the body despawn wouldn't be an issue in my view.
  3. To clarify, the HVT didn't despawn, but other bodies did faster than allowed us to have EOD check them for traps. Malden and Lythium 11, heli spawner doesn't have an interaction, nor does the air repair pad. Didn't check ground vehicles.
  4. ... mate, don't get me wrong here, but what the actual fuck? Do you have any idea how many people die to mines in areas where they know they're present, but simply can't detect them? ArmA doesn't fully reflect real life in this regard and mines are much easier to visually detect in-game, but still, I'm sorry, when you don't know if, where and how many mines are placed in an AO-sized area, your options are to crawl everywhere and hope no mine hides in grass, or be guaranteed to step on one while you're running.
  5. If you don't indicate the presence of mines, they will be virtually invisible. Getting killed in a minefield is not quality gameplay if there's no way you could have known it was there.
  6. I see two options for EOD. 1) Re-add enemy minefields. Take the old minefields, add more locations than Radio Tower, add AT mines to the fields, but then also make their locations obvious. Possibly flag them on map and/or put minefield signs around them as physical objects. 2) Remove EOD. EODs job is to disarm enemy explosives. It doesn't take expertise to rig a block of C4.
  7. 8 Bozcada Logi has no Logi arsenal 300 crate spawns a 600 Possible conflict between Infantry spawn and Vehicle spawn placeables; couldn't place Infantry in FOB after building two Vehicle, error message: "A FOB spawn point is present within 2000m. Aborted."
  8. Use cTab to text your direct superior, let him know if you and any others are in base waiting for transportation.
  9. Numpad Del and Mouse 4 as TS PTT/TFAR Direct 1, 2, 3 and 4 above WASD for personal and backpack radio.
  10. Amentes

    TK Penalty

    There sort of is such a system in place, via the Spartans. If a system like you describe is put into place, it will get flooded with reports of entirely accidental TKs. Add to that, people who storm a building after another player has already thrown a grenade through the window. This sort of stuff can only be judged by a person who was there to observe it, unfortunatelly, which is why the player report system is there so that you can provide video.
  11. AFAIK, the attitude has always been if there's less than 6-8 guys around, and everybody is ok with it, you can bend the rules if required. The key being, if people turn up and wanna play "proper", then that should be respected. As such, no, I don't believe there would be any issue in going FSG, grabbing whatever the heck you desire, and then using an AH-6M as a mobile mee-hee for yoo-hoo. That said, when people do turn up for proper play, a map restart might well be prudent.
  12. Don't shout "Bad frag". Shout "Grenade". Whether you messed up a throw, or the enemy threw it at you, the callout and reaction should be the same. "Grenade" signifies to people around you that you have observed a live grenade in your vicinity. If you hear "Grenade" and you also spotted it yourself, run away and throw yourself to the ground. If you did not spot it, but only heard the shout, stay in place and get yourself into prone position. Do not try heroics like picking it up and throwing it away. You will not make it in time, as navigating through ACE will take longer than you think under pressure.
  13. Don't believe so, but it's an interesting caliber versus .338 and .50
  14. Well, long as you're at it, check the L115A3 and the .408 whatever.
  15. Run the vanilla Helicopter scenarios until they are piss easy for you; then go to steam workshop and find a failure state practice scenario. Use that scenario to train tail rotor loss and autorotation in different sizes of aircraft. Once you feel competent at those two failure states, start flying transport on I&A or CoPilot on AWE. There are many roads, but that would be my suggestion.
  16. Water insertion is on the pilot, just hover low and have people eject. Paradrop, sure. We already have that on the training scenario too. Jump out of C130, hit the target. A lot of people tend to miss the drop zone.
  17. Correct, though it's really only a discipline issue. If people pay attention and only go when the crew chief tells them to, there should be no problem. It's an ACE interaction that starts an automated process, so it's really not something one can practice
  18. Advanced Ballistics aren't fully on, AFAIK, and only for Marksmen.
  19. It has worked in the past. Sort of. I must admit, there was one time where I got thoroughly annoyed because everyone got teleported to where the training was being held and it sorta-kinda caused us to end that training faster than I'd have liked. We've always insisted on doing it with supervision though, and we have in the past had helicopters fly what we considered to be too close to the training, causing distractions and sometimes a course to not run properly. Personally, I've been a proponent of locking the server down entirely and only letting trainees in, for those reasons.
  20. Discussion is ongoing; as Colsta said, something will probably be announced soon-ish.
  21. I've been lead to believe that the primary reason for a potential ban on cluster munitions is the real-world ban on such weapons. While only one of our currently available factions - the UK - has actually signed this convention, it is in effect for NATO operations. The CBUs would certainly feature on a list of most devastating weapons available, though the thermobaric BLU-118 warhead also ranks high. However, the nature of a CBU might have a higher impact on server performance, which could also be a factor in a decision to ban them.
  22. I've never felt that there was a lack of willingness to help new players learn the ropes on AWE/EU#3. Through years of being on the server, I've never seen a player ask for help and not get it. I have seen plenty if players who don't accept help when it is given.
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