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Jason.

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Everything posted by Jason.

  1. Maybe I went through a similar dilemma when I was first piloting on EU1, but I gave up worrying about the people in my heli a long time ago Don't get me wrong, I'll happily discuss LZs with people etc, but if nobody makes any requests then I'll just put them at an LZ of my choice. They have no right to complain if they don't say anything while in the heli.
  2. A very good question to which i don't have an answer. Lucky we don't need an answer then "Balance" isn't an issue we need to worry about, especially between those two classes. They both fulfill different and important roles which no other class is able to do, that is what matters.
  3. I like the idea of limiting explosives to EOD but I think it would work fine without the change to repair specialists, their ability to repair is enough to make them useful and popular with the need of explosives. Without this change you also wouldn't need your changes to the RT. Also I don't think any changes to their weaponry is needed, it is fine for them to be on par with the other support roles (medic, AT etc). Anyway nice post and your English is perfect so no need to apologise!
  4. Ah Scar... We're directly addressing a solution to your second point, so I don't see how it's off-topic. Back to the UAV point... The Buzzard can land and take-off at that airstrip fine, you just need to make sure you use the full length of it.
  5. By default the CAS buzzard has 2 AA missles, 2 GBUs, and 2 ATGMs, personally I think it would be fine like that, but the ATGMs could potentially be removed if deemed OP.
  6. It did seem quite strange to go from a base with a single type of transport helicoper, and a bunch of hunters, to having multiple attack helis and tanks. imo the best option would be closer to the old setup but with some apcs and variety of helis. As for FOBs, I agree we shouldn't start with them and maybe remove the option of spawning there. Definitely add service pads to the FOBs, or at least more supply trucks. Lastly, I don't mean to be pushing me own agenda buuuut... You could solve the UAV issue by removing the greyhawks and replacing them with a Buzzard armed with the same GBUs. That way you keep the firepower but remove the ability to self designate targets, making teamplay vital. It's also much less buggy!
  7. I haven't used the UAVs recently on EU1, but assuming they're still in the same positions, then I definitely agree that they should be moved. As someone who has spent a lot of time operating UAVs, I still struggled to consistently take-off from their spawn positions. So I don't think it's fair (or makes any sense) to have them in a position where even a competent UAV op should lose a UAV because there is not enough distance to take off. I think the best (and easiest) solution would be to move them to the resupply base as Max suggested. @Cryo It's a nice idea but that could end up with a lot of darters in the air, which can impact server performance.
  8. From the rules: 8. Until it’s resolved taking control of AI and killing players is not permitted it will be classed as teamkilling. I don't know if this rule was broken in this case, but consider it a reminder so it's not forgotten. The Zeus's job is NOT to punish players for making subjective mistakes, if it were then I assure you the playerbase would be long gone. I thought it would be common sense, but I don't see how it's a good idea to change the weather without asking the players first. I think the fundamental issue is still that zeuses are forgetting their primary purpose, to IMPROVE the players experience, not their own.
  9. First time trying out I&A 3 since the launch day, can't say I was impressed. The only objective on the map, well, most of it wasn't even on the map. Just hordes of helpless CSAT swimming around.
  10. Out of curiosity: why not? (provided Zeus sticks to the AO area of course) You've kinda answered your own question there. What I said doesn't apply so much for actual Zeus missions, as for that it makes sense to expect the unexpected and so to be extra cautious. But more for setting "ambushes" to players going to/from a mission. It's just a pet peeve of mine when I hear people say that as an excuse for taking out a group of players who thought they were safe.
  11. I think it would be nice to just give a subtle warning in side chat when a Zeus is going to be adding/changing an existing AO/Side mission. This would give the players going to the mission a "heads up", so they know to be extra cautious. Then there's the argument that players should be cautious at all times... no, just no. Other than that, I think the best solution for this, especially for the newer Spartans, is that if you have a lot of time and want to change a mission significantly, then just make a Zeus mission. Then keep the smaller changes for the existing missions as that's what players are expecting.
  12. That's not how I understood it. I thought it meant that it would work the same way in-game chat works, everyone always sees side messages, your group always sees groups messages etc Anyway, I'm hoping all their AI changes have sorted out some of the many bugs with operating UAVs
  13. Looks good, I like the simple design. Three things I noticed so far, Don't put the vehicle spawn in the same area as the player spawn, I can see the carnage already. It seems that the heli spawn is also where players are supposed to embark, they should be in two different places. Try to keep the main routes that players will walk on safe from any and all vehicles, I understand this is harder than it sounds but players are stupid and were clearly never taught to look both ways when crossing a road.
  14. What do you mean by separate spot? That's not a very useful idea ^^ we did have defend missions after AOs but it was removed, presumably because it was a mess/clusterfuck Sniper can use ghillie suit but I agree the spotter should as well That sounds a lot like white-listing slots which has been decided before that it won't happen
  15. I also have the same problem, downloaded it from the EU3 repo but it's not in the userconfig folder or the @task_force_radio folder. I also tried deleting it and reinstalling but had the same result.
  16. That's a real shame because in it's current state, there is barely any need to fly the buzzard. The jets that come in for gun runs despawn by the time you can get on their tail and the only other possible target is a single enemy helo which has a 50% chance of spawning for each AO. That's like one target every 30 mins - 1 hour. Although it had it's issues, I'd take the old system over this.
  17. Jason.

    We're back!

    @Munic It was explained here: https://forums.ahoyworld.net/topic/3737-new-squadxml-server/
  18. We did have one, but it was a pain to update on a weekly basis and it didn't really have enough interest to justify maintaining it. That said, SE now has a stable branch which updates far less frequently then the dev branch, which would definitely make updating the server easier.
  19. I'm agreeing more with Eagle-Eye here, the spotter's job is to spot (duh) for the sniper, and having access to UGL weapons would help with marking targets. I think the spotter should only have access to standard assault rifles (and give him a ghillie suit). Marksman should be able to use MAR-10s etc as it's needed for them to fulfill their role, and I don't think Mk18 etc weapons are sufficient for that.
  20. I just imagined hearing your laugh after seeing this... it wasn't nice
  21. VAS is gone and won't be coming back. The arsenal still has some bugs (can't get ammo) which are hopefully being worked on.
  22. Before this gets out of hand (like so many topics have recently), lets just say that Scar should have said a little more than "wrong", and Sniper shouldn't have called him a "dick". Moving on... Scar why would the EOD team need 3 guys that can disarm explosives? Seems like too much considering it's never even needed in I&A. If you were disagreeing with the names I gave the roles then that's fine I don't really care what they're called I'm just talking about what they can do.
  23. I believe the problem with explosives is just a bug with the arsenal rather than being an intended feature. All classes can take and use any explosives, but only Demolitions Experts (something like that) can disarm them. The Engineer is a combination of two roles, the Repair Specialist and the Demolitions Expert, so is obviously superior. The Demolitions Expert class has very little use in I&A anyway so I think it's about time it gets changed/removed. I forget how exactly it's laid out now, but maybe the EOD team could be changed to TL + Demo + 2 Rep, the other Rep classes stay the same (it's an important class), but remove all other Demo classes (one is enough).
  24. I'm not sure what exactly you're suggesting, but if you mean removing the medic's ability to revive people then I don't think it will work well at all. Like Sniper said, most people don't have the patience for that, hell people are already respawning when a medic IS available, I can't see people waiting around when there isn't. I would add that medevacs are fun when it's a rush against time to get somebody back to base before they die, but it's a level of roleplaying that most people just aren't interested in.
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