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kman

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Everything posted by kman

  1. so just to illustrate, we just had TALON destroying most of the enemy in new AO. i tried to notice them, and got bashed back: wee, we can put macers on pilons, so why not bomb it all.. He is talking from Vortex 3 because 20 second earlier he lost TALON to AA after a gound attack run.. PS: this is not solvable by reminding random people who join open server, this must be checked in the way system works in its basic
  2. Your typical early afternoon on EU1 3 infanry (one of them Sniper) 3 vortex 2 VIPER Reaper, Talon and Shelldrake
  3. It's illusion if you think people in general will respect the "do not fire unless asked". You either have to remove shelldrake completely, or somehow limit their ammunition in such a way, that even loading truck of spare tubes will not let them fire too freely. I never played it so - how much shells does one "tube" give before you need to replace it?
  4. so is it working only when you leave some radius from base?
  5. buying of reward vehicles has one huge flaw: you cant lock it for you in the base after its spawned. I buy vehicle, get in , go to resuplly crate and there while resuplying someone steals it happened to me TWICE in 5 minutes.. For some reason, ability to lock the vehicle only appears after some ammout of time, not sure how it works
  6. Bipods and Sound suppressors should not be part of the rewards system. Only rewards that are meaningful and give some extra. They only clutter the reward shop, and you cant use loadouts with them attached, because when you go on sever you first have to re-buy them.
  7. Might have some more radical suggestion to how the AO is considered completed. Yesterday AO was in one of the big towns, and about 20+ people roaming it for good 20 minutes were not able to find that last EI batch - one was i thik side mission (HVT officer). So the AO was not ending and people started to just leave server bored. This has of course happened before. So I have question - how does system decide when AO is secured? I'm assuming maybe when X% enemy presence is eliminated? Maybe there should be also another trigger on "OR" basis, where lets say "X-10"% enemy is eliminated AND players hold (are present) in the inner part of the AO for some fixed time. Rekko used this take&hold mechanism before - I cant remember how this mod was called, but we played it on AWE. The one with the different colored zones to be taken. PS: system of locking guns on GhostHawk is still busted - i see the command to lock them FOUR times in the scrollmenu, which is rly annoying. IMO its not needed to separately lock left/right gun. There should be just 1 switch saying "lock guns" which will change to "unlock guns" and vice versa. Or if the code supposed to change the text of the context choice is misbehaving, just have 2 static options in the menu at all times: Lock guns Unlock guns
  8. MOD1 has scope with NV, on the picture, you can see the black thingy in red box: i do not know how is it called in scripting side
  9. its the same EU1 Moody, search for "ahoyworld" also: GIIFFF NV for MAAWS!
  10. note: MAAWS needs a NV Scope, its almost useless at night like this (unless MAAWS NV scope is only external addon, in which case we are f*)
  11. misunderstanding here, I'm not talking about damage model on bodyparts I'm talkig about simple alive > dead, I just had to shot AI 4 times in the neck from about 50m in order to kill it
  12. I'm curiuos here - is there no way to "set" either hitpointa or % armorlevel of the units? Stanhope mentioned something about the tank in sidemission with Experimental Tank being given special level of damage reduction - althou perhaps that is custom coded just for that specificic unit.
  13. Hi, been playng a lot over weekend and have some suggestion on enemy infantry: 1) Intelligence Seems to have improved significantly. They converge, flank, rush, seek cover.. 100% good improvements. 2) Accuracy Ye, they sometimes feel too aimbot. Especially after you shoot some running AI 3 times, he then turns and proceeds to 1-shot you. On the other hand, players will snipe from far, so its somewhat needed. I'm uncertain whether Accuracy needs tweaking, with ONE exception: Is it possible to give AI different level of accuracy during night hours? At night, the aimbot thing goes definitely overboard, due to players not being able to engage from distance and AI rushing you undercover. 3) Resilience/Hitpoints This I would tone down. Historicaly, when AI were very dumb, inhuman resilience was (somewhat) offsetting that. I feel this is no longer needed in such a degree, as I mentioned on the accuracy point, being able to lead target, shooting them running or being able to sneak on them should let you drop the enemy. Not watch how they "jerk" from being shot 3-4 times, and then shoot you in the face. The same when you sneak on them - being shot in the back from 5 meters realy should not let you turn and kill your attacker, but current resilience does just that. It leads to players intentionally cheating on house-clearing - looking for dead angle where part of AI is visible but cant shoot back, just pumping bullets into their arms or whatnot until they drop. Effective, but not fun. But with those rambos, you just dont want to risk direct confrontation. To sum up: Intelligence - great, keep up or make even better Accuracy - maybe consider toning down in nigh-hours if technically possible? Resilience - no longer needed this strong, cut about 20% for starters and see where it takes us ? Thanks all devs for the great work!
  14. Seen people running around in cart-racer outfit, that is going away I hope.
  15. Reporting probably bug: there are sometimes enemy vehicles that get kind of stuck - they are not crewed, but cannot be destroyed either - they just sit here as new part of landscape. I seen about 2x - Varsuk and one of that new IFV with twin-turret. No clue what triggers this state.
  16. We did: Come as 5-member team, 2 AT peope in the mix. Spend some on accompanyingf vehicles - couple Marids and Efreet. Had hard fight with 20+infantry, died when dust settled we got to MBT only finding we can as well throw stones at it. Respawn-parachute in with 4 Titan AT, put them in MBT - NADA Respawn-paratchute-put them in MBT - NADA. CAS came, finished it with 2 more hits. Not exactly experience I would wish to random server visitor or even team of friends coming to do a op together. It's cool, I be sure to avoid this mission from now on.
  17. More armor on friendly side, more armor or enemy side, and before you know it, we have World of Tanks/Planes with some infantry targets for good measure. I know this is so hard to balance right, but please no more armor.
  18. If this mission is not intended for infantry but for CAS and/or Gambler, is that stated in mission brief? Its obviously waste of time for infantry to request pilots to take them there.
  19. Prototype tank mission is BS, 8 Titan AT missiles, still happily driving around, took another 2 from CAS plane before going down. just BS, sorry.
  20. While on machinegunner job, i can equip Bipod for SPMG as standard option (dont need to buy it for points) however, once i do i get: heavy machinegun without Bipod is.. pointless
  21. 1) after re-connecting to server after computer reboot, im constantly getting: REMOVED FROM ROLE Reason: Idle spamm, and im not only one 2) on GhostHawk, function to lock the on-board guns does not seem to work, it will say something like: Guns have been locked, press again to unlock but on using action again, it will say the SAME thing - it should swap between locking/unlocking, but it only tells its locking te guns every time + it does not actually seem to lock them
  22. 1) if you are AT soldier and run out of ammo, you cant properly use enemy RPG-ALAMUT - it says restricted weapon and you cant run with it. I understands its opfor weapon, but AT specialist should not be punished from picking it up. 2) fog, fog, fog.. once it appears it seem to never lift (maybe after many real time hours?) 3) there is a CRV hanging around helicopter spawns, which pilots cannot move (as they are not tank crew). however I have seen pilot crashing quadbike into it, and it flipped (superior ARMA physic) onto one of the heli spawn points - and pilots cant move it.. Frankly, i see no point for the CRV to be there at all, if pilots cant move it
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