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Aegis_RVIR

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Posts posted by Aegis_RVIR

  1. 10 hours ago, Johnson said:

    Tonight was pretty fun but a fair few of us have some suggestions. Personally, for me:
     

    - Scrap Viper since it's quite overkill and keeping everyone unified under one Squad is much more suitable.

    I cannot guarantee that this is the last time we see special forces, but ill keep it in mind.

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    - Disallow the use of TeamSpeak during operation (until you're dead) and use the in game chat/radio instead.

    Not really sure what the advantages are from this, if you ever want to clarify that please do.

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    - Start the mission earlier in the night so we get to fight at night more. It was day too fast.

    Noted.

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    - Group size should be bigger and even, maybe 8vs8, since we think it would be balanced either way.

    It made more sense for uneven squads during this mission, but the upcoming missions will be more even in the player count

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    - Allowing HUD for firemode (but no crosshairs).
    - Siding towards a more conventional vs. conventional settup, rather than special forces.
    - Rules against abuse of vehicles (such as running people over) and maybe mines (like placing them on BLUFOR vehicles or something).


    I'm sure more suggestions will come up but currently that's all that comes to our minds.

    Ill be sure to try to keep that in mind when designing the next mission

  2. On 5/6/2019 at 8:31 PM, Minipily said:

    I also see that CSAT is killing the population? I've been playing a mission recently where CSAT have also been doing that, I have no idea where people have been getting the idea that CSAT kill civilians though haha.

    Plot intensifying

    On 5/9/2019 at 1:17 PM, Walk'N said:

    May we join after the beginning of the mission (like 2100UTC) ?
    If so, I'll may join...

    Drop ins aren't possible/aren't balanced due to how the mission is set up

  3. Whilst I do agree on the fact that currently I&A can be repetitive, making it a defense oriented mission would be a complete 180 from the current mission. This would not only require a lot of the code being reworked, tested and fixed (which already is a very time intensive thing, ask anyone working on I&A 4) but flipping it would also do the name not any props. It is Invade and Annex, not camping simulator 2019 (although that is the preferred way of clearing AO's).

     

    The limited gear aspect also requires a lot of balancing, someone could very easily horde a lot of equipment and than destroy it or die far far away with it.

     

    You idea would be better for either a stand alone mission or a game night, it isn't bad, it simply lacks any polish

  4. 10 hours ago, Ryko said:

    The number of enemy assets present in a primary mission is generated according to the number of players on the server.  This is to address complaints that "the AO is over and I didn't even get there."  It is also balanced around the presence of excessive air assets (ie., Viper and Reaper are both in the air), where extra Tigris will spawn.  The number of units doesn't fluctuate in the AO if players join or leave the server, meaning an AO that spawns with 12 players will be much easier to complete when 20 more players join, and an AO that spawns with 32 players will be more difficult to complete when 20 players leave.

    So, the AO is determined first of all by a "base" that is determined by overall playercount on the sever at the time that the new AO spawns, makes sense (although it creates one hell of a lag spike). About challenging Viper and Reaper with the tigriss, I see that vehicle go up in smoke within 1 minute of anyone arriving at the AO so I think there is some room for improvement there.

    10 hours ago, Ryko said:

    In addition, when players are in armored vehicles or combat air assets, there is are two separate scripts which occasionally spawn units to target them specifically.  This is a balancing measure to "fill in the gaps" from spawned units, and to provide challenge and threat to asset groups which might otherwise dominate an AO.  The rate at which these assets spawn is also related to the number of players online and difficulty settings provided in mission parameters.

    The "base" is built upon as certain squads are filled to make it harder for one to steamroll the AO. Now, since I have the most experience in the armor roles, ill argue from their POV: One man army operating a tank is possible, but most of the time it is both more efficient and more enjoyable by having a dedicated gunner or even a dedicated commander in some cases. This is a crew of 2-3 which requires them to cooperate and listen to the people out on the field (dont want to find all the armor in the AO all of the sudden at your doorstep). The process stays relatively the same no matter if PM is online or not, but generally it is find hill, sit on hill, manoeuvre to evade incoming threats and take out any and all vehicles that we can see and are in range. Once that is done, we either pull back a bit to talk and crack some jokes or we go in if we see the inf struggling to make any ground. The point I am trying to make is that if you have a good crew together and you do your job well, the mission will spawn assets that are flat out custom tailored to take you down, you could call it flattery the AI calling in CAS or a gunship to take out a single tank, but I call it flat out annoying if you get smacked into the next plane of reality by something  you did not see coming nor you had a real chance of fighting back. Besides, if Hitman and Gambler ever were to be filled with people who talk and are willing to supplement each other, one will sit in the slammer and the other in a cheetah. I think we both know where that one is going.

    10 hours ago, Ryko said:

    The overall intention is to try and encourage more team play, but as you've pointed out, standard tactics of zerg rushing and hill camping still work...

     

    10 hours ago, Ryko said:

    After all, we're talking about an average of 20-30 players attack an objective that's filled with upwards of 100 enemies.  I'm not sure how players think they can run in there with a gun, a grenade and a first aid kit and emerge unscathed, except for the fact that they know Arma AI is a bit wonky.

    It is more about making them run out of either bodies or bullets before we do :)

  5. 3 hours ago, Ryko said:

    This is by design.  The system is designed to give infantry players the primary method for generating points, to which they can advance into specialist roles if they want to buy specialized vehicles.  The intent is not to allow vehicle drivers a way to garner huge amounts of points so they can just buy replacement vehicles when they are killed.  Rather, we want an organic way for players to move between roles, so everyone gets a chance to play the rarer roles.

    Than I think the design needs some work. Currently people flat out jump into the Hitman or Gambler roles and start out with whatever the base gives them (so most of the time both the Marshall and the Slammer, sometimes the panther (which is horribly underpowered for its size)) and when these assets are lost they either jump into a normal inf role to kill the down time between spawns or just dc outright. This becomes even more apperent when you take the following into account:

     

    3 hours ago, Ryko said:

    This is a general problem that's be in existence since the early days of I&A, and if a solution were available then, I'm sure it would be available now.  Unless people come up with a great idea, all we are left with is issuing warnings, kicks and bans if CAS players ignore the server rule.  I am reluctant to implement a system where, say, the PC has control over Viper and Reaper's ordinance, because in the majority of times there are no support requests and the mission is balanced towards the presence of Combat Air Support.

    So there isn't going to be a 100% uptime on CAS and armor support which is fine, some downtime is also fine and not having to worry about a friendly tank or clusterbomb is nice. However if you actively balance a mission around assets which do not have a 100% uptime there needs to be a balance. I have noticed the AI moving way more agressively and more hunting players down (expecially those who cause a problem, damn you Ryko for indirectly stopping my tank streak :P ), but there comes a point where the only viable strategy becomes just to employ russian zerg tactics and just throw bodies at the AO until it is over with. That isn't going to sit well with people and might make hill camping all the more attractive, just get a group on a hill with some gunning down infantry, others blowing armor to hell and the medics rezzing people whilst the AI keeps on pouring in.

    Now this isn't easy to strike a balance with, but I do like to hear more about your thinking about this.

  6. Alright, 4 hour session in the bag and more feedback for now!

     

    • Whilst I like the Platoon commander idea, right now the commander is an overglorified rifleman and can do little to prevent armor/CAS from turning the AO into a giant crater. Maybe give the Platoon commander more power (able to issue warnings RCON picks up on, ability to call in more powerfull equipement/ strikes)?
    • VIPER, this slot is a problem. In my session today a pair of people disregarded everyone and just purged every AO they were part of AI, leaving very little remaining of the AO. If the people in VIPER are bad, a paper plane will do more damage than them.
    • (insert generic complains about pricing)
    • More serious thing about the point system, blowing up vehicles like Kamysh, T-100/T-140 or a Tigris feels like they reward not enough points to make them a target to go after really... Some AO's the medics make more by reviving than the AT gunner or the tank crews
    • when jumping to vortex from another role, you cannot seem to be able to access the air channel

    That is all I can come up with right now, maybe another time

  7. 3 hours ago, Ryko said:

    I think I can add some speed detection for that (say, if you're going less than 60 km/h, you'll get it) - should exclude pilots from this notice.

    60 km/h is a bit much if a heli were to just start up from the heli pads, perhaps trim down the height aswell? or add a timer that will only display the warning if someone were to be over the spawn for lets say 10 seconds

  8. Current feedback after some more playing:
     

    • Jet pilots get moved to zulu squad mid air, killing them and making their jets crash. This is not fun nor balanced.
    • Manpads, in the couple of days of me flying they have become infuriating to play against. A tigris you can detect and either preemptively destroy it, avoid it or outplay it. But getting spammed down by what feels like 3 zeus players lacks counterplay at all.
    • the script that protects people in the base from pilots landing in spawn will also alert pilots who fly over spawn to get to their destination. 
    • Buying and canceling paradrops still deducts the 500 points from your total
    • Perhaps make the inactive timer a bit more lenient for pilots, sometimes people cant fly due to the SAM or simply not being called in for a while
    • About the SAM, bring back the I&A 3 variant which had its own killzone but wasn't not nearly as powerfull as this variant. It is a giant finger to most airborne roles and it doesnt feel fair when you got yeeted into oblivion across the island from a missile you couldnt shake.

    Still like I&A 4 though, needs a bit of work

  9. Currently working on a series of missions for AhoyWorld, they are currently vanilla. I did hear about enhanced a couple of times about extra stuff and assets but also about the haemorrhaging player base, so before I made any decisions I wanted to go and ask a few questions before I would make any sort of commitment.

    - When running a mission with enhanced, how many people would join such a mission? My missions do rely a bit on numbers to balance themselves out
    - Is it possible to set up fortifications in the field? Not just small things like mines but full on walls?
    - Regarding maps, which maps are the most popular and why? Base game maps or some of the more exotic maps?
    - I did hear some stuff about the AWE modest being updated, how long will that take?

     

    please do let me know, as I would like to know where I am at.

    Thank you all beforehand!

  10. 4 hours ago, kman said:

    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?

     

    Or they grab an HEMMT ammo for infinite ammo

  11. So, played a bit and here is my current verdict:

    + Driving to the AO is now viable and the assets to run anything else than AT Titan swarm are present

    + New base with shiny paint, nice and compact with a lack of trees in the surrounding area

    + Ability to buy certain things like recon and resupplies in the field is pretty logical and extremely handy

    = Not sure about this, but I fear that trolls would spam buy unarmed prowlers to fill up the area (timer included? IDK)

    = Blackfish respawn timer feels too long

    - Currently, CAS just rolls over anything and everything if the people in there are half decent leaving little for the people on the ground. Perhaps chance the armament to specifically dealing with armoured targets for CAS (instead of the tactical nuke carpet bombing) and the AA for.... AA.

    - Very little choice in regards to uniforms, very disappointing for someone who regularly does dress up with the squad.

    - Why exactly does the gear section consist of 75% silencers?

    - Panther is just as expensive as a Marshall and 500 points shy of a Cheetah whilst the power/importance of the vehicles are leagues apart (reduce price of Panther or replace with the ultility variant)

    This is all I have for now, go ham Ryko :D

  12. Started work on a new scenario to hopefully share in due time, however there is a slight snag in the process.

     

    I am trying to have a ship (the standard destroyer in the game) have multiple unmanned turrets (Hammer, Spartan, Praetorian and the VLS) and an UAV that start out neutral to all sides and will remain so if neither CSAT or NATO decide to interfere with it. However, if any given side enter the bridge and interact with a data terminal set up there the turrets and UAV would flip to their side making them able to use the ship and its weapons. If the other side so desires, they can also attempt boarding the ship and interacting the terminal flipping the weapons and the UAV to their side. 

    This is meant for to add some extra layer of decision making to the scenario, to chase the objective or to secure the ship and its armaments in order to get a leg up on the other side. Problem is, I have 0 idea of how to make this all a reality. If you have any suggestions or want to help please let me know.

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  13. 10 hours ago, Minipily said:

    The RSHG-2 on the other hand... words have not yet been created to describe the sheer blast and shrapnel damage that thing brings but lets just say that if you see a cluster of enemies in a 150x150m area, they will at the very least receive a light-moderate wound. I guess the best way I can describe is it is like carrying a M3 MAAWs HE round but in M72 LAW size and rough weight.

     

    You also haven't lived when you've sat on a hill about 200m above sea level and engaged a contact 2000-2500m away with a M3 Maaws at sea level, it's like a mortar. :P 

    ........

     

    That ain't an AT weapon, that is a fat man with drastically more range

  14. Welcome man, I hope you have a good time. Be sure to listen to whoever is in command ( statistics show that you stay on the server longer :P ). You won't see to much of me in enhanced but feel free to say hi to everyone.

     

    Good luck 'n good hunting

  15. Welcome to AW, we hope you enjoy your stay. Point gun and pull trigger preferably not at teammates, make sure to know who or what your shooting and be sure to have fun. We thank you again for choosing for AhoyWorld. :D 

  16. Welcome I would say,

     

    If you really want to get into Enhanced there is a post in the guides section of enhanced telling you everything you need to know how to set it up. If there are questions feel free to stop by on TS and ask around or just having a good laugh with whoever is on.

     

    Cryo

  17. Damage to civilians is not a danger on EU#1, it is a guarantee unfortunately due to the nature of EU#1. The usage and application of explosives, armour, CAS, etc. is simply too plentiful and reckless for civs to be present. Beside that and like @ansin11 pointed out, it would really cut into the performance of the server. but that is just my view....

     

    EDIT: JUst thought about it, the messages about civs being killed every 5 seconds is going to annoy people faster than the topspeed of the flash. Just saying....

     

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