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Cyteless

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  1. Cyteless

    Hi all

    Cheers, Chuck. I managed to get sorted and I was able to jump on with a few people after the sign-up event, so I'll be good to go from now on.
  2. Cyteless

    Hi all

    Hey. I've been playing Arma since A2's release day, so I'm still a bit of a newbie in terms of BIS' series (if you go back to OFP!), but I'm heavily invested in this game. I've been playing milsim in a group for the past 6 years, but from watching a few videos of you guys on your modded server, you seem like a good group to play with for some fun when I'm not playing with my regulars. I'm big into scripting for Arma, and I'm currently working on a dynamic civilian-behaviour FSM and a dialogue-tree in the vein of an action-RPG to go with it - plan for this is to allow players to play in believable, "living" environments during counter-insurgency operations, getting HUMINT from the civs on enemy locations or w/e, as well as seeing the civpop doing more than their usual getting in the way, or standing frozen in the middle of a gunfight! I'll be getting the first iteration working for my group, and maybe I'll get a public release eventually for you guys to try out too! Don't hold me on that, though, I usually get distracted by the next cool idea that pops into my head and I leave my big projects on the shelf, haha. I'm also very interested in making Arma's AI better. I'm nowhere near enough to being experienced to working on an AI solution, certainly not to the level of Genesis and his VCom AI mod, but that's the goal I have in sight to eventually get to. I think everyone knows the AI's in desperate need of a bit of help! Anyways, I'll eventually get around to downloading all the EU3 mods, and I might pop on and see you lot soon.
  3. I had fun when I was able to get in for the 3-5th rounds on Blue. I realise that as an experimental session it was important to run a vanilla experience, particularly with the performance implications of running mods; however, communication from my perspective is really hampered by using strictly TS. If Arma's VOIP system continues to be as unreliable as it showed last night (i.e. wholly unworkable), then I'd like to see either an ACRE or TFAR implementation. It'd really ease the problem of command and control, and communication in general. Really, it's hard to have any sort of coordination when you can't talk to the person right next to you. The spot-height defence mission which I joined, while fun from my perspective, seemed heavily biased towards the Blues. With the number of mortars we had, rackham and I were able to coordinate with the team and just walk the shells onto anyone who tried to approach the base. Next time I'd recommend a more judicious distribution of these sorts of assets - from what I gather that's just a default Zeus object-composition, so I understand if whoever is running game-master at the time doesn't have the time to go into too much depth with object placement, but even limiting the mortars to 2 rather than 6 would've probably made the fight more interesting for the viewers. The TAOR for that objective was far too large as well - realistically, the Reds would've needed to be a lot closer and maybe even limiting the area to a 3km x 3km box. When you only have 20 vs 20, a smaller area would make for a far more frenetic round. The mission to take the AAF tank, while fun (because my team won!), seems like it's open to exploitation. From my viewpoint, it looked like the Reds were leathering all the AAF forces in the base, while we in Blue encountered minimal resistance, and were just able to blow our way into the base, take out the few remaining AAF troops and complete the objective. I disagree with the OP on bringing the tank back to the base, given that Arma doesn't make stopping a tank all that easy without destroying it; however, there needs to be a continuation from there, otherwise players of one team can leave the other team to do all the hard work of fighting through the AI, only to swoop in and nab the objective. Obviously we didn't do that deliberately ourselves, but I think a round like that leaves itself vulnerable. Team deathmatch is team deathmatch - I had no qualms with it. Yes, we were outnumbered in Blue, but when it comes down to individual ability I guess we just have to get better! I realise it was just a fun round, and the choice of area and the ever-closing boundary made it interesting. No issues with how this was run, and given that Red didn't survive due to rocket strike, I think this counts as a draw due to technicality! Overall, I enjoyed it. I think it's more interesting to have a live Zeus dictating the scenarios and leaving the scope open to allow for different scenarios. I'd just recommend, especially with less than a platoon per side, that the areas used for scenarios be made smaller. It went well given Arma's obviously lacking quality-of-life features, but if a modded solution could be implemented for communication I think it'd up the ante and make for a more engaging experience for both the players and the viewers. And hey, if you guys are up for hosting realism/milsim groups to play, I'd be all up for that! I'm sure my group would love to play in an event like this. Maybe a public event one day and an organised tourny another day could be a thing, haha. Anyways, very good for a first attempt. As long as everyone had fun, and I know I did, then I think that's a success for now.
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