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About TheScar

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  1. uh,is this even necessary? in fact,i´d rather love to see a decrease in UAVtools (1xGreyhawk,1 Sentinel by default,max 3 UAVdrones accessable at one time),get rid of the side reward chance to earn another Sentinel as UAVop has a shitload of tools accessable for 1 player only ( Spartan Gorgon,etc.) we r talkin about a "chance for ATGMs for UAVs",which might give a twist for regular UAVops when using those - but i d like to take a chance on limiting the goddamn on their own performing UAV fuckup s i m facing any given Sunday why is this even necessary to hint to players what the next AO will be 30sec ahead? it s a impact in server performance/scripts on the regular for every AO imo and has barely any use for the players i do approve testing different spawn delays for AO´s on game flow (1 min delay - 2 min delay - 5 min delay) offtopic : i do understand that there s a interest for new priority objectives,but i m tired of fighting all those com HQs and bunker shit in order to stop the overflow of enemy inf units (paratroopers) in a AO continuesly Priority objs need to have a certain danger and consequence element attached to them so the public acknowledge it as a threat and is motivated to eleminate the consequence . The perfect example there is the radiotower,that spawns jet in a certain time format (which also should be more randomized in time interval) and jets are a threat as well to our air elements as to the regular MBT camping that 3k off AO hill. Why not even add more Kajmans and Xians into the chain of end AO reinforcement choppers to spice things up and not Hellcats and Mohawks getting shot mid landing or on approach,making it just another day in the office. And for god sake,stop the use of the ammo truck as continues waves of fire with no end are happening. Hence,i watched a bunch of pathetic nubkins spamming the Pygros with not only grenades launchers (static Mk19 GMG) but also static AT launchers which is way off normal logic. Might edit the amount of ammo a ammo truck holds,but i guess that easily overruled once you drive over the FOB rearm points - or even let the respawn script kick in quicker and regardless of the 500m player range once the truck gets parked and has no driver ... There s definatly no easy fix for this thinkable,as there s also the guys that do repair and rearm as a game service/fetish. Addding to that there s not even a AW guideline in the admin team if this practice above is tolerated or frowned and if it needs actual moderation. It highly depends on the indivual admin that s there at the time. Also not to forget - OPTIMISATION of the mission file Out of my experience,the mission runs fine for 3-4h on my end,the longer i play the more tight is my mission performance. This wasnt always the case,i recall sessions of 10+ hours where i barely noticed issues regarding lagg or loading issues or partial game freeze for up to 40sec and more Is there any possibility of sliming the mission and enhancing the long time performance? While im at it,decrease the AO total count as on a 24h cycle there is no chance to keep the possibility of 456 AOs . We barely ever achieve more than 3 of 5 FOBs in a day,which is also a point ot tweak (6-8 AOs then a FOB AO,6-8 AOs > nxt FOB AO,etc) Or change the server restart time to 48h. Well,there s more to pinpoint and discuss on,but i m stopping myself there. Lookng forward to the community meeting or as i call it .... JOFFREYs WEDDING
  2. status and future (?) of development for I+A 3 (update perspective,dev crew scheduled working on it,rumors)
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