Jump to content

Noah_Hero

Community Member
  • Posts

    755
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Posts posted by Noah_Hero

  1. 24 minutes ago, GhostDragon said:

    just set a push to talk key

    yes that would be a solution as said above but as also said above I would like to really solve this and not just go on with something improvised and be always changing between voice activattion and ptt when hopping on TFAR servers.:unsure:

     

    Edit: I have a ptt key setted but the problem is that it just wouldn´t set me to ptt in the TFAR channel

  2. Just now, GhostDragon said:

    Nope we force PPT on users within AWE because it avoids cluttering the voice communications. 

    Ok so then this is really a problem and not a feature! :lol:

    But I still have no idea on how to solve this issue:(

  3. 43 minutes ago, Colsta said:

    You'll never see yourself as locally muted. It only transmits when the blue icon lights up. I don't see the problem.

    oh, ok thanks.:)
    But is it supposed to be voice activated instead of ptt?:huh:
     

  4. Well as said in the headline it looks like my TFAR Plugin isn´t working as intended. As seen in the picture below I wont get "locally muted" when switched to TFAR-channels (not only on AWE) wich means that my mic is always hot. Obviously this could be kind of solved by setting my TS to ptt but I would like to really fix this.

    I already tried:

    • starting TS as administrator
    • reloading plugins
    • reinstalling TFAR

    Also I get no error messages on TS or ingame and TFAR is connected and playing as also seen in the picture below.

     

    Does anybody knows a solution for this?:unsure:

    Would appreciate any help!:)

     

     

  5. @ShadowAce11 : Well all of that sounds basically amazing!:) I think this would be super cool on AWE but could actually also work on EU1/2 but with randomized IEDs/minefield just near RTs and those civillians as Side missions.:)

     

    But I would suggest to set the chance of a bomb going off that you mentioned:

    10 hours ago, ShadowAce11 said:

     I would recommend there be a 1-5% chance on any dangerous civilian that the bomb will go off while being defused

    higher for everybody but EODs. Like for normal soldiers to 30% on EU1/2 and to 50%+ on AWE that they really will think twice if they want to do this or if they`ll better get an EOD. Also if the the EOD-Bot is added I would set for this one also a higher chance of bombs blowing up while defused because if not it would always be better to go with this one instead of with the EOD-Suit and the potential risk to get shot. Also it is kind of realistic that you are maybe not as good while defusing if you are not really standing in front of the bomb because you may not get the angle you need or because there is dirt on the camera of the Bot, etc.

  6. 2 minutes ago, Chuck Norris said:

    Your teamspeak uid isn't linked to the forums. I'm assuming you want the member tags? You have to be around for 3 months to get the member tags on teamspeak. It's a manual process 

    But my Account here at AW is active since June 16, 2016.:huh: But I haven`t shared the UID on my profile could that be the problem? Or do you mean 3 months on the TS? That could have gone wrong because I had to change my TS-Profile because after an update I wasn`t able to log into my TS with my password anymore.:(

  7. 4 hours ago, Cebi said:

    Now imagine that you crashed your bird and your main rotor is too close to an object. You need a vehicle to push it or demo to destroy it. You flipped your tank and you don't have a bobcat to flip it back. In these cases, you would need to pray that somebody capable took the slot and can land you helping kaboom so your asset can at least respawn, or hope that clearing script will eventually delete it.

    That´s the reason why I thought of also letting repair Specs using normal charges. So there would be enough people running around with charges but not like too many.

     

    4 hours ago, Cebi said:

    The thing with increasing health is that GBU has more oomph than a satchel, so to reduce UAV effectivity by increasing RT HP (or limiting incoming damage by certain %) would force EOD to pack more satchels, which might, in turn, impact his combat effectivity (satchels are HEAVY).

    The idea with increasing the HP of RTs in combination with only letting EODs using satchels was more like ment to make RTs a completely unattractive target for everyone but EODs because everyone else would have to take 6 normal charges. Of course the Problem is that one satchel has the weight of 4 normal charges but you could probably reduce the weight of these to like the half. Then you probably also should limit the amount of satchels for EODs to like 2 to make it not completely unrealistic.

    In addition with your Idea:

    4 hours ago, Cebi said:

    Side missions where you need to disarm antiship mines in harbours or straits protected by an enemy patrol boats, or ambushing an ambush and clearing up IEDs after that, or defusing huge IED in the city which would detonate 10 minutes after players alerts enemy in the area (or more simple trigger that activates the bomb after players enter set radius around the objective). I will try to make these examples in EDEN and share them later.

    it would be a fair deal that also the drone could destroy RT´s because also the drone could aways get shot down by the enemy jet and if the drone actually gets the RT down you would not feel like completely useless because there would be the side mission you suggested.:)

     

    4 hours ago, Cebi said:

    My guess is that minefields were removed because so many players died in them. Even if you had mine detector, explosives and skill you often died because somebody killed you by setting off bounding mine.

    I think so too but I think it was not like that extreme. I think I just got killed because of someone ranning into the mines like at every 3rd or 4rth minefield so it was not like impossible to get the RT down even with people near who never saw a minefield in Arma before.:lol:

     

     

    5 hours ago, TheScar said:

    OFC this takes time and patience to settle this on a Pub Server like EU1/2 but that wouldnt cause more Drama than we have now.

    Pubs dont even geht the relation between RT and the enemy air shooting them of the sky (which they do way to less ATM)

     

    Sorry,i would write more and with quotes but im in a parking lot with my mobile, so i m limited

    I don´t think it would take time and patience because people who would really like to play like EODs would then just pick these slots and people who just picked explosives because they were able to wouldnt´t really care I think.

    Then write when you are back home.;)

     

     

    Another Idea I just had would be this:

    As a medic you need your medpack an a frist aid kit to revive people => you could code like an interaction menu based on this "you need to have ..." system for the RTs. Like that it only gives you the option to destroy it when you have satchels with you wich are then automaticly removed from your inventory (like the first aid kits from medics) and placed at front of you with you having the trigger/fuze for them. In addition to the restricten of satchels only EODs would be able to destroy RTs. If this would be too harsh you could also add in that the RT still could get destroyed by tanks/drones/launchers.

  8. 6 hours ago, Lone said:

    Your ideas have been noted and will be discussed amongst the Dev team. I'll get back to you with the results.

    Great to see that you always try to improve I&A with feedback from the community! Keep up the great work! :)

     

    6 hours ago, Lone said:

    try logging into teamspeak and playing on our modded  server, AW Enhanced.

    It´s been a while since I last was on there but I will definitly be there soon again:)

     

     

    5 hours ago, Eagle-Eye said:

    What isn't possible or working in the editor?

    I think it is not possibleto set the Health of Radio Towers to more than 100% in the Editor but I could be wrong because I am not very used to it.:unsure: But could it be possible with code?

  9. 5 minutes ago, Stanhope said:

    I don't have a single problem with minefields in the AO.

    That´s what I ment. Just Minefields around Radio towers to make EODs more valuable in case of destroying these RTs

     

    But actually the idea of giving towers more health sounds kind of better after Eagle-Eye pointed out:

    2 hours ago, Eagle-Eye said:

    Some of the radio towers used to be surrounded by minefields in 2.86, by the way, but even then, a UAV operator could level it alone with a Darter and a single GBU (still can), or with a decent heli-pilot, you could actually land/hover at and place down satchels at the base without having to walk through the minefield.

    (btw. sry Eagle it appears that I overlooked your post earlier:unsure:) But I am not sure if it is possible because I think it isn`t working with the Editor:mellow:

     

  10. Just now, Stanhope said:

    Well, yes on the public servers EOD isn't really necessary.  It's not like we have ace running requiring people to somewhat know what they are doing.

    Yeah and thats why I`d like to have that the EOD gets importent for at least the Radio Towers.

     

    2 minutes ago, Stanhope said:

    you could restrict repairspecs to simple explosive charges and grant EOD access to mines and all the explosives.

    That would be a possibillity but then there still would be the problem that also Repair Specs could destroy all Radio Towers because 2 normal explosive charges (wich an Repair Spec/Engineer can use) are enough to get a Tower down. Because of this Repair Specs/Engineers are at the moment a lot better than EODs because they also can repair.

    To overcome this balancing problem an alternative to the mines would be to use your (quoted) suggestion to restrict normal explosives to Repair Specs/Engineers/EODs and to let the EODs only use heavier explosives plus to set the Health of Radio Towers up to 300% because than 6 normal charges would be needed wich probably no one would like to carry but EODs could equip satchel Charges wich are (I think) dealing at least 3x more damage than a normal charge. On the other side this would also limit the the EOD a lot because one Satchel has the weight of 4 normal Charges but I think it would be a good way to balance without minefields:)

     

    But what exactly is the problem with mines from your point of view?

  11. 1 minute ago, Jason. said:

    "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.

    Maybe I missunderstood Stanhope but understood it in that way that he agreed with me but with the minefields. But this would cause a "balancing"-issue because than there would be the mentioned problem of two classes with explosives. And espacially if the Engineer/Repair-Spec is the other class then the EOD gets very much unnecessary:(

  12. 31 minutes ago, Jason. said:

    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).

    Good Point!:):D

     

    32 minutes ago, Jason. said:

    Anyway nice post and your English is perfect so no need to apologise!

    Thank you very much!:)

  13. Making EODs and Repair Specs more enjoyable:

    I often recognized, that EOD and Repair Spec Slots are basicallly taken last because it seems that you perform better with the other classes.

    Now how to balance this?

     

    To make EODs more enjoyable I think the balancing should focus on what this class is made for: blowing up stuff! And what can you find at I&A to blow up? Radio Towers! But at the moment there is no reason to pick an EOD for blowing up RTs because you can also do this with any of the other classes.

    Because of this I think for the EOD the most simple way to make him more enjoyable and increase his pickrate would be to restrict explosives to this special class (and the Repair Spec but later more on this). Because if done so the team would now really need this guys to get an RT down and if you play as EOD you would no longer have these frustrating moments where you have ran for like 3km to the RT just to see how a Medic is placing satchel charges instead of doing his real job.

    Now to make this class not too attractive I would suggest to limit the choice of weapons for EODs by letting them just jusing PDWs like the Vermin or Protector for example.

     

    Now I said that Repair Specs should also be allowed to use explosives. Why do I think so? Well basically because Repair Specs need them once in while and if you take them away from them it would probably really hurt their pickrate. But now you again would have a class that could exactly do what EODs are made for. To again balance this you could spawn RTs with a 75% chance of getting a minefield around them. In addition to this you could go two different ways to handle the balancing:

    • One option would be to just restrict the mine detector to EODs. This would not hurt any of the other classes because you basically never come across some mines at I&A and if so now again you would need an EOD.
    • The other option would be to place the mines so extremely tight that it would be even with a mine detector impossible to get to the RT without defusing them.

    I personally prefer the first option but both options would work and make the EOD more valuable and enjoyable. But same goes for the Repair Specs because they now also would be able to bring down the other 25% of RTs without minefields!

    Though I think that then the choice of weapons for Repair Specs should also be more limited. They absolutely should be able to use better weapons than EODs but also not weapons that are too good. For example they could go with all weapons that are on the same level as the MXC and lower.

     

     

    This "package" of ideas would make EODs and Repair Specs a lot more valuable for the team, increase the fun you could have while playing this role but would not make them overpored because of the limited weapons choice you have.

    Give me your opinions on what I said and sorry for my bad english (I am from germany).

    Noah_Hero:)

     

     

  14. Ok, sounds great. :)

    So are you also thinking about restricting the minedetector? Because as Medic it ist "frustrating" to get up all those people who have ran into the minerield and died because they thought that they could do it as good as a EOD and as EOD it puts yourself in danger when those people just run in and are about to blow up the whole minefield because they are thinking like "Hey, I've got a detector what could go wrong?!". :(

     

    Best regards

    Noah_Hero

  15. Chances of just using the Arsenal instead of VAS and possibilities for making people play their role

     

    Everyone has seen it: People dressing like CSAT/AAF, thinking they are a Marksman/EOD while playing as Medic, etc...

    To solve these Problems the Arsenal is just perfect because it simply gives the ability to just "ban" any gear from it like CSAT/AAF Uniforms and weapons.

    Obviously this solves the problem of "wrong dressed" players what prevents accidential teamkilling but it also solves the problem about players not playing their roles!!! This is because you can also "ban" EVERY Marksmanrifle, Machinegun and gear (like the Minedetector) from it!

    Now most people would say that this is insane because you can´t adjust and save Loadout efficient and have to go with what you got from spawning. But don´t worry: It still works!

    This is because now you get into the game as an EOD for example and you can equip the minedetector in the Arsenal because you already got it with you! Same goes for Marksman rifles you´ve got with you as a Marksman, etc! This means that you can have your wished Loadout even if the weapon/gadget is "banned" from the Arsenal because you are carriing the restricted things with you when spawning. This means that as a Medic you can´t choose your Marksman Loadout because it contains a restricted object (the rifle in this case) but you can choose this Loadout when you are playing as a Marksman because you already got the rifle with you.

    This would make Invade&Annex a lot better because players are forced to play their roles and the different roles would get more important because you would really need an EOD to get that "damned" Radio Tower in a Minefield down, or a Marksman to get that "annoying" Squad at the other Hill out of your way. As a sideeffect it would make the game a bit more realistic because not every player would ran across the Map with a different weapon but instead with the weapon that is given him/her by his/her role.

    An alternative to make players play their roles would it be if you act like you already did with sniperrifles what means that you just restrict gear like weapons/minedetector to the classes. But I think that this goes with more work and it would still give players the oppurtunity to select every marksman rifle (even when it is from OPFOR).

×
×
  • Create New...