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Amentes

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  1. Like
    Amentes got a reaction from Noah_Hero in Looking for travel partner to Chernobyl/Kiev   
    I guarantee you're gonna love it, and not having to drag along a bunch of other tourists is gonna be great
     
    You might see some armed uniforms around, after Crimea, so be prepared for that.
     
    If you find an apple on a tree, chances are you can eat it with no ill effects.
     
    Don't put anything on the ground. Anywhere. Ever.
     
    There are actual mutant fish in the outdoor pool previously used for the reactor cooling systems.
     
    Beg anyone you can to be allowed into one of the reactor buildings. No, it's not dangerous, but it's mostly students and others with professional interests who get allowed in.
     
    Have a good trip
     
    Oh, and I'll leave this link here for anyone who wants more Zone:
    https://www.youtube.com/bionerd23
  2. Like
    Amentes got a reaction from Xwatt in Looking for travel partner to Chernobyl/Kiev   
    I guarantee you're gonna love it, and not having to drag along a bunch of other tourists is gonna be great
     
    You might see some armed uniforms around, after Crimea, so be prepared for that.
     
    If you find an apple on a tree, chances are you can eat it with no ill effects.
     
    Don't put anything on the ground. Anywhere. Ever.
     
    There are actual mutant fish in the outdoor pool previously used for the reactor cooling systems.
     
    Beg anyone you can to be allowed into one of the reactor buildings. No, it's not dangerous, but it's mostly students and others with professional interests who get allowed in.
     
    Have a good trip
     
    Oh, and I'll leave this link here for anyone who wants more Zone:
    https://www.youtube.com/bionerd23
  3. Thanks
    Amentes got a reaction from PiranhA in Looking for travel partner to Chernobyl/Kiev   
    I guarantee you're gonna love it, and not having to drag along a bunch of other tourists is gonna be great
     
    You might see some armed uniforms around, after Crimea, so be prepared for that.
     
    If you find an apple on a tree, chances are you can eat it with no ill effects.
     
    Don't put anything on the ground. Anywhere. Ever.
     
    There are actual mutant fish in the outdoor pool previously used for the reactor cooling systems.
     
    Beg anyone you can to be allowed into one of the reactor buildings. No, it's not dangerous, but it's mostly students and others with professional interests who get allowed in.
     
    Have a good trip
     
    Oh, and I'll leave this link here for anyone who wants more Zone:
    https://www.youtube.com/bionerd23
  4. Like
    Amentes reacted to Ryko in I&A 4 Beta Test Feedback   
    In the default parameter selection (likely what will run on EU1) the armor roles are fluid, meaning any of the roles can perform any of the functions. In the strict parameter setting, only the individual roles can control their various functions (only the Driver can get into the driver seat, etc).
    Again, by default only the driver and commander had access to repair kits, but I suppose for the sake of completeness there's no really great reason the gunner shouldn't have access to it as well, so I'll add it.
    These are Arma problems, not mission problems. Panther vs BTR is probably going to be in favour of the BTR. Panther is there to allow GAMBLER & HITMAN to server as combat taxi while they wait for Slammer & Marshall style vehicles to spawn/respawn.
    Sounds like a players problem, not a mission problem
    I'm curious about the difference between 800m and 1km, but I have no real qualms about extending it.
    That's not intentional, the AFK script is really only meant to run on pilot slots or if the server is completely full, so it is definitely bugged (should also have kicked you from the server if it was working properly).
  5. Like
    Amentes reacted to Ryko in I&A 4 Beta Test Feedback   
    opinions are always welcome.
    We've gone back and forth on this but the majority concensus was that players like it better to have one main base as was the case in I&A2, rather than unlockable FOBs as is the case in I&A3. The difference in I&A4 is that the main base location is randomly positioned between one of the six airfields, including Terminal. On EU1 when we launch, we will probably set the default base location to Terminal because it appeals to the general pub player. Right now in beta testing we are spawning the base in the random locations (or non-Terminal) to identify specific base problems: for example, in last night's test we identified that the Huron's spawn placement is no good, as it exploded every time on spawn/respawn.
    If everyone has access to the Titan, then there's no point in having an AT specialist, or specialists at all for that matter. We have lightened up on restrictions, so that if you are in the field and you need to pick up someone's AT launcher, you can do that (you just can't run with it). This is to encourage players working as a team to complement each other's roles.
    There's no perfect solution for this. What if you drive a vehicle into the AO and take a bunch of fire from the enemy units, distracting them while the other players complete the objective? Now you get no points, despite being vitally important to the completion of the mission.  Or a repair specialist, or other specialist roles, who aren't awarded by kills. Also, if you kill every enemy in the AO, you will likely have accumulated more points than the objective reward, just by individual kill points.
     
    If you die in the AO on your own, because you weren't within range of a medic or a team that can save you, then I think you might be doing it wrong.
    Points are subject to balancing
    That's unfortunate, but the same check prevents a player from griefing other players. Your situation is probably more rare than teamkilling, which I think we can all agree needs a defensible solution.
    See my comment to TheScar above
    I think it will take some getting used to, but in this system if you're not sure if your target is friendly or enemy, spot it and it instantly gives you a target notification that it's either enemy (red target square) or friendly/civilian (no-shoot indicator). You didn't have to go to the map, check your location, estimate your direction and distance to what you're looking at, etc.  Plus the spotting system allows for the UAV to actually be useful, rather than relying on poor callouts by a UAV operator.  And your spots are visible to other players. I think the system is just a whole lot better than current. Feel free to tell me why I'm wrong.
     
    Plus "now I can only see friendly so I cannot be so sure if its friendly player or not" - makes no sense to me.
    It's a vanilla arma action, you need to be parked fairly specifically near its range to get the action.  Since it's so flakey, that's why I added repair/rearm/refuel pads.
    #blameBIS and see my comment to TheScar, above
    Balancing, but yes, I think it will be better than reward vehicles
    Heavy assets like the Slammer and the Marshall operate on a delayed start, but yes, I think it will work better
  6. Like
    Amentes reacted to Ryko in I&A 4 Beta Test Feedback   
    I think the problem with having a combo "Heavy AT" role and relying on that person to defend against both armor and air is that they can't carry enough rounds to do both, and will invariably have the wrong round loaded to deal with the threat required. Splitting the functions between two roles makes sense to me.
    As Stanhope mentioned, there's a static armory beside each of the ground service pad and the helicopter pickup points. I'll make a sign which indicates this. What it does is this: when you walk up to it, it automatically fills up with 8 magazines for each weapon you carry. If you want more than that, walk away and approach it again. I find this better than the arsenal because of backpack limitations, and there can be a significant delay in loading the arsenal for some players.
    Yup, the default setting is now that the side missions will not time out.
    800m.
    So what happened here is that you were detected by the enemy, and they created a search and destroy waypoint to confront the threat. I always hated how when they were engaged beyond their effective range, enemy AI would just run around like chickens with their heads cut off, or worse, just sit there and take it. Now, they may not know exactly where you are, but they will take steps to react to you (including calling close air support, and vectoring units from other areas).
    Smoke deployment is a vanilla arma functionality.
    Technically, you should have gotten something, if you didn't get the notice that you were "no longer engaging the secondary mission". The way it works is that every minute you're in either the primary or secondary mission, you get 25% of the reward when it's applied. So if you engage the mission for 4 minutes, you will be fully rewarded. Every minute you are outside the mission radius, you will lose 25% of the reward. So if you participate in the mission, die, pop back in base and then see the task completed successfully, you should be rewarded something. This is why those reward notifications exist; they tell you what you are doing, and if you'll get reward points.
    I was surprised by that, too, but then again, I don't think players would show any kind of mercy to AI soldiers, so... what's good for the goose, right?
    Yup. They are there so that it's not so simple to locate and eliminate enemy presence; you actually have to ID targets. Civilian vehicles are there as well similarly for vehicle operators targeting with guided weapons. Basically, it makes it so that it's not 100% guaranteed that if you target something, it's an enemy. Also, the vehicles are there for players to steal if/when their own rides get wasted in the course of a mission.
     
    The feature might not have broken in subsequent AOs - civs and civ vehicles only spawn in towns and villages, if it's an exterior AO like a mine or solar plant, they don't spawn.
    32 seconds, which is forever when you're under fire.

  7. Like
    Amentes reacted to Ryko in I&A 4 Beta Test Feedback   
    So I like this idea, I think that five lanes is probably a bit overkill; two lanes should probably suffice, and while I'm thinking about it, I will combine the pickup zone with a rearm/refuel/repair station.
     
    I very much like the idea of adding signs in base that direct players where they need to go. I also had this idea of reducing the sign clutter in base (there are no less than seven images on different sign boards throughout the base) - instead of signs for each image, there will be about two large signboards per base that rotate through the images.
  8. Like
    Amentes got a reaction from Lindi in I&A 4 Beta Test Feedback   
    Does anyone really want to pretend that no inspiration was or should be drawn from other successful ArmA 3 scenarios?
  9. Like
    Amentes reacted to Lindi in I&A 4 Beta Test Feedback   
    I think I've seen something similar elsewhere!
  10. Like
    Amentes reacted to Ryko in Community Update#3   
    We've been taking a look at this for I&A4.  Here's the proposed implementation:
     
    1) In base, you're restricted to your class weapons. We don't want Medics armed with rocket launchers; rather we want players to appreciate the utility of each of the individual roles. If you are given, or pick up, a piece of gear that you couldn't ordinarily equip yourself with, you put it down automatically on the ground.
    2) Outside of base (400m) you can pick up and use any gear that is available, but you are restricted to walking as long as it's in your inventory.
     
    In both cases, you're given a nag hint that tells you what the offending gear is or was.
     
    This "should" address the idea of keeping each role special, while also allowing players to use non-class gear in extraordinary situations.
  11. Like
    Amentes reacted to Johnson in Enhanced Server Update - Feedback   
    Discussion was made regarding BAF, however due to the nature of the AWE "clean-slate" being focused around gameplay over content, BAF can easily be seen to simply re-skin much of the content we already have. For example, playing as British Army with L85A2s + ACOGs really doesen't offer any more interesting gameplay than playing United States Marines with M4s + ACOGs.
     
    I believe there is always the possibility of mod reintroduction, but certainly not until the new direction of AWE is solid in its foundation (gameplay > content). For now, RHS and vanilla should certainly suffice, especially now that we will likely use both of them to their full potential.
  12. Like
    Amentes reacted to Stanhope in AWE Status   
    L_Mount's development has been discontinued so no fix is coming from there.  I think we can do 2 things.  1 switch to: https://steamcommunity.com/sharedfiles/filedetails/?id=1378046829It's basically L_Mount reworked. Or 2: I can message the original author and ask if I can alter his mod to fix the bugs and repack it and use it in our repo.
  13. Like
    Amentes reacted to Noah_Hero in AWE Status   
    Another option that I would like even more would be to ditch everything except for TFAR, STUI and ACE and then just play with Vanilla-factions on Vanilla-maps. I`d see this working very well as good gameplay doesn´t evolve out of stupid gear but out of mentality and immersion.
  14. Like
    Amentes reacted to Noah_Hero in AWE Status   
    Even though everyone knows my opinion anyways: Less is more
    + very faction specific Arsenal (i.e. if you are USArmy you can only use UCP & OCP gear, etc.) but if too many people were complaining that they could no longer use their favourite weapon than the restrictions could only be applied to Vest, Helmets, Uniforms.
    + focus on RHS as Core mod as it provides a ton of stuff in decent quality
    + TF Radio as we already have it and people got used to it but I also wouldn´t complain if we`d go back to ACRE
    + STUI as it is better than the vanilla-group-UI
    + ACE as otherwise we could just play vanilla-Arma
    - SMA as it offers not all that much more than RHS
    - CUP as I dont want to play Arma 2 and it also offers a lot of RHS duplicates
    - LMount as it was a nice idea but is horribly annoying if you cant just change your scope in the arsenal because that mod forces you into an annimation...Also I dont feel like that many people were abusing the instant-sight-swapping-possibility
    - MGP as RHS really stepped up their game when in comes to vests wich means that we don´t need another ton of vests and it other than that just offers a bunch of uniforms wich goes against the idea of a "faction specific Arsenal" anyways
    - Special Saus because no one needs these beards
    ~ maps as for me the vanilla maps are good enough and I dont really need other ones.
    ~ FIR because I am never flying on AWE so I can´t tell you wether we need it or not
    ~ 3CB is genereally a nice mod and fits with the idea of a "faction specific Arsenal" but I would not really miss it if it was gone
    (+ = keep, - = ditch, ~ = idk)
     
  15. Like
    Amentes reacted to GhostDragon in AWE Status   
    Unfortunately we can not move to the steam workshop for the live server because the mods as stan has said they update automatically (no feasable as the server would break too easily and i need to test the modpack before it goes live) Also we have a few mods that are made in house and are not on steam workshop. 
     
    I have to say im open to the idea of ditching CUP, as I personally dont think it adds enough to warrant the size of the mod. 
  16. Like
    Amentes reacted to Lindi in AWE Status   
    I do have to say I agree with Joe here. The amount of stuff in the arsenal is daunting to say the least, also to the point of a casual player like me realising he is never going to use all the gear. So it gets daunting, confusing and excessive.
     
    Arma is an old game, but it still has a fan base and we do see quite an influx of new guys every time Arma is on sale, so the game is far from dead as we all know. I do how ever doubt that many of the new guys are willing to download a mod pack that is equal or larger in size to the game itself. I've gotten this feed back trying to advertise AWE from time to time.

    Isn't the case of "item X missing, I want it!" a case of the needs of the many outweighing the needs of the few? Having more players play surely has to be more fun than having a lot of stuff to play around with alone?
  17. Haha
    Amentes got a reaction from Noah_Hero in Stiletto Feedback Thread   
    Sneaky.
  18. Like
    Amentes got a reaction from Patrik_swe in Invade & Annex 4 Alpha Test Feedback   
    Mk45 requires Arty Computer, indeed. Useless without it. Technically, it can be used in Direct Fire mode, but it's not like the Sochor where you can kinda sorta point the barrel at something and expect to get a hit. It's finicky.
     
     
    Might be worth looking into what kind of units Ambient will spawn. If it spawns a bunch of high-level threats to aircraft, it could get overly problematic for players getting out of the AO, as in evacuation helicopters getting shot down anytime they try to land near infantry.
     
    Otherwise your words make me very hopeful as well. It's high time AW I&A steps it up a notch and provides a challenge, and you sure make it sound like that's happening.
     
    Well done Devs on this. All hail Ryko I guess
  19. Like
    Amentes got a reaction from Patrik_swe in Invade & Annex 4 Alpha Test Feedback   
    AFAIK, that came about mostly because of the (current?) intentions for EU#2, namely that squad structure would be enforced along with an expectation of teamwork.
     
    Given that, it would be considered an improvement to not be required to Lobby when switching slot.
     
    I don't consider it inferior or more than marginally more complex myself, and it might cut down on lobby idling too.
  20. Like
    Amentes reacted to radek in Invade & Annex 4 Alpha Test Feedback   
    (not a bug)report/rant
     
    today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die.
     
    increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped.
    But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again.
    hm, i wonder whether humans of EU1 look the same way to the AI though...
     
    AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving.
     
    speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts.
     
    My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic
     
    one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying.
     
    btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills.
     
    Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff.
     
    I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic).  Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable.
     
    Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time.
     
    I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  21. Like
    Amentes reacted to Noah_Hero in Task force radio mod in Invade & annex   
    Hop onto our TS (ts.ahoyworld.net) and look at the description of the "Setup Room - See description!" or check out this Guide on how to get everything ready to join:
    Also feels free to ask for help via the forums or on TS!
     
    Also this is where you can find the subforum @Stanhope mentioned: https://forums.ahoyworld.net/forum/86-enhanced-server-information-and-discussion/
    and in there you can find a lot of guides to allow you a smooth start: https://forums.ahoyworld.net/forum/96-guides/
     
     
    Best regards
    Noah
  22. Like
    Amentes got a reaction from Noah_Hero in Invade & Annex 4 Alpha Test Feedback   
    AFAIK, that came about mostly because of the (current?) intentions for EU#2, namely that squad structure would be enforced along with an expectation of teamwork.
     
    Given that, it would be considered an improvement to not be required to Lobby when switching slot.
     
    I don't consider it inferior or more than marginally more complex myself, and it might cut down on lobby idling too.
  23. Like
    Amentes got a reaction from Kacper in Invade & Annex 4 Alpha Test Feedback   
    AFAIK, that came about mostly because of the (current?) intentions for EU#2, namely that squad structure would be enforced along with an expectation of teamwork.
     
    Given that, it would be considered an improvement to not be required to Lobby when switching slot.
     
    I don't consider it inferior or more than marginally more complex myself, and it might cut down on lobby idling too.
  24. Like
    Amentes reacted to Solex in TylerShank   
    Hello TylerShank,
     
    Thank you for the ban appeal.
     
    Today you have been banned by a Admin for Trolling and Racism.
     
    In the chat log provided I see no racist remarks, but I do see a Admin asking you multiple times to behave.
    You did not comply with his request to stop referring the AI as Taliban and got kicked as a warning.
    When you came back you told the Admin that he was a 'soyboy' and received a ban.
     
    At this time I will not lift the ban, insulting a Admin is never a good idea.
    You can appeal this ban again after the 1st of December 2018.
     
    Ban appeal denied.
  25. Like
    Amentes reacted to Ryko in Stiletto Feedback Thread   
    Version 062 of Stiletto is now on the server.
     
    Small update release: added a command in mission control to remove fog (it's a button on the right side), a fix for the jammer mission, and forward compatibility for RHS in the arsenal.
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