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radek

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  1. (not a bug)report/rant today's experience probably more showed the direction of IA4 as such - much more dynamic, natural and organic. and in the current test setup, much much much harder. if you don't move, you die. id you don't coop, you die. increasing the AI skill, or it's ability to return fire at 500m, move fast and randomly should provide enough havoc. There seems to be far less 'static' troops which just wait to get dropped. But they also seem to have too big balls of steel, as suppression is not really working on them, which makes them feel like a robot army again. hm, i wonder whether humans of EU1 look the same way to the AI though... AI will always have bugs, I had some ambients appear in breathing range, just step me over and continue moving. speaking of ambients... it will be devastating for players having to cover their asses when AO is done, much more than the present danger of "AO spawnkill". especially of troops at range can have a very tough time exfiling, when a squad suddenly rises near. anyway, whole shiploads of smokes will have to be added and used in loadouts. My fav, sniping, finally will have some challenge, even without full ace ballistics. As mentioned, at shorter range, when counter-detected, the AI will mercilessly hammer your position. At greater distances, ~1000, the more lively movement patterns will make the job harder. Also the risk of being just stepped on by ambients from all directions around the AOs adds a beautiful concern and could generate demand for spotters which would be fantastic one deployment had me paradrop across katalaki bay. after being shot at in the air, i broke contact on landing. patrols across the bay were still looking for me and when I took some out, they went crazy, suppressing really good, pinning me down in hard cover. And then they just sent a gorgon all the way around the bay to finish me. That was oddly satisfying. btw, the automatic "paradrop" feature is nice, it's basically teleport to any location, and solves the issue with parachute-vs-backpack vanilla problem, which is convenient. my concern would be that it might steal pilots' jobs, being priced only at 10 kills. Lonewolfing will get more difficult, but the ability to revive "for all" could help create/favor small, buddy teams. Here the squad system might get a bit in the way, as for now, dynamically creating/changing squads is limited as such and outright not possible in field. Otoh, it's a result of the complex (and great) features that come with it, like rewards, locking, budgets and all that stuff. I agree with what almost all in the test felt - the potential is great. And I hope a nice balance of difficulty, scaling and user satisfaction can be found to keep reasonable number of EU1 population interested and engaged (sic). Also the idea of having a second server "turned up a notch" sounded really good if that would be practicable. Again, at this level, the gameplay was less casual than current EU1, you need to watch out, move and beware of mistakes. It does not allow you the same level of "reckless" style, which is an advantage and risk at the same time. I hope after the current bug fixes, the fun of large-scale balancing will start soon, because I like IA4 already.
  2. that's why i'm asking if it's a feature. you can also draw/write on the map in both, so that's the same, but the general txt is different.
  3. features? txt messaging works when downed loadouts autosave/apply - it didn't the first time, next death it worked but it did not update for any loadout changes next time all player map markers and on-screen are 'rifleman' (bluefor, opfor on map get tagged by role) the revive menu not sure if it's acting weird or needs more care, but it disappears when ~80% finished. and triggering it with 'space' mostly failed for me. mmb worked more reliably. the 'revive' clock/progress will stay up the whole time. personal inventory (I) in base keeps closing when not facing the arsenal, resulting in misfires (cleanup procedure interfering?) overall I like the direction it seems to be going
  4. some IA/Arma specific hints for tankers You are not invulnerable in a tank. it certainly feels so when you hop in, but just flooring it into the battle is dumb and will result in a loss of the valuable asset. The tank is not a street fighter, but an anti-armor sniper. Most of successful sniper tactics can be applied to tanks, just scaled up. Keep your distance (check your draw distance in vehicles, 2000+ is recommended). the tank is very effective at range and there is really no need to go closer than 1000m. This will vastly reduce counter-fire chances. Use the high ground, "hull down" and other advantageous tactics described by @Jochem here. Shoot big targets first. Your biggest concern are of course enemy MBTs (be selfish here), then AA assets. Then come other armored vehicles which are a threat to infantry. If you got time and spare HE, start taking out Ifrits and such. Yes, this will result in idle periods after you "soften up" an AO and wait for it to end, but that's how it's supposed to be. In the meantime, you can do recon, monitor and be aware of friendly vehicles in the area, relocate to different overwatch spots and plan your next moves. Don't go into urban environment. you are pretty much useless there - you can't manouver reasonably, guns will bottom out at close angles, you will hinder or run over friendlies and you will be easily picked out by enemy AT. Save your ammo. The load is quite limited and rearming is time consuming. You should be able to last 3 AOs before running out of AP rounds. Think about your shots to learn from them, how aiming and tracking behaves. Learn to detect/work with unreliable distance measurements (e.g. when target is obscured), use manual ranging. Don't snipe infantry. The tank is meant as an infantry support vehicle, you will run out of ammo quickly and take away the fun for other players. It's tempting, but resisting it will make you look more professional MGs are meant for self-defense, taking out close AT troops which ARE an imminent threat. If you need to shoot, do short bursts only, strafes and observe the tracers (note the co-axial gun is not aiming into the reticule center). Be aware of enemy CAS - attack choppers and jets can and will hunt you down and are the biggest threat to you, as you cannot really defend against it. Relocate often, shut down the engine when disengaged to reduce the thermal footprint, hide in vegetation or behind hard cover, etc. Get a repair specialist in the crew. You will get hit (eventually) and your tracks will go out first, which will leave you stranded and then dead. Be nice, offer to switch positions in the tank, especially when doing a re-arm run. Communicate. Preferably with voice, as quick adjustments of position and aims are crucial for being effective. The commander should be responsible for tactical awareness, picking spots, planning routes, moves and keeping track of friendlies and scan for targets. The driver should be responsible for the actual route and adjusting/covering the tank when reaching a firing position (i.e. staying in cover while being able for the main gun to aim at targets). Check the situation on the map when not driving and scan for counter-fire to be able to get out of it quickly (reversing is the key here, even when it's the most dangerous under arma physics) gl, hf
  5. 1) GG grenades, not OMG Switch throwing 'nades from simple G to G+G (double tap). it's a dangerous toy. And it happened to everyone. 2) check CAPS actually, nevermind caps lock state. but change it from 'transmit on current channel' to 'group chat' (which is the one you actually want to use) and assign '4' for vehicle and '5' for direct. that way you never gonna spam side/command again. 3) Y u mad? Unmap Y (Zeus). Simple. You don't need it ever and it only will get you into troubles.
  6. apply time and storage space are per treatment, not bandage type. well, it's a different balance between time, speed, chances and logistics. there are more ways to skin a GI
  7. we are talking reopening for PB of about 10+ minutes which is long enough for taking care of it later, by the soldier himself, or the mission will be over anyway. time is critical when first treating the wounds and usually you need twice the amount of QCs = twice the time at the one patient, more supplies used up right away. plus figuring the kind of each wound in ace... not really worth it in my opinion.
  8. on the practical side, use packing bandages for everything. they perform good enough on all types and have best reopen timeout, buying you time to finish the missions or stitch it.
  9. "base protection" zone could be applied, where user locks cannot be engaged
  10. something along the lines could come out of the reward rework
  11. how does Liberation compare to Antistasi? i like antistasi and from the description they sound similar, but Antistasi having more command/action freedom.
  12. the whole DLC is pretty much useless. too op, just eye candy. IA needs less hi-tech weapons stealing infantry jobs, not more.
  13. M2 SLAM ACE activates tamper safety in side and timer modes (it's side and bottom in reality). The side attack detects temperature changes/signatures and is set to ignore bodies. Its shaped charge creates a solid projectile (EFP). In arma, it develops a big kill range against infantry (around 70m in a narrow cone) and a quite long range against vehicles (~20m compared to actual 8m). It has an explosive power of the M112 block or small IEDs. M15/M19/TM62M A/T mines have the explosive power of a big IED, just with a smaller 'splash' (~4m for the M15, ~8m for the other two) IEDs have roughly 10m/20m kill radius (with body armor). demo block and satchel also have the equivalent splash ranges. M183/Satchel has the most explosive power (50% more than the AT mines/big IED). PMR-3 due to it being slightly above ground has a kill radius of 10+m and deals injuries almost 25m out. M14 is 'weak' by design, it's a "toe popper" which is meant to injure/cripple the one who steps on it and slow down overall progress by needed treatment. M26 is the one which jumps up. because of it the kill zone is above 25m and causes damage even at 50m. it's really nasty. M18A1 Claymore this puppy kills at 50m and shrapnels are effective at 100m easily in the pointed direction arc. Only special models (Korean DMZ) feature a standard tripwire trigger and it's not available in arma. Activation: the smaller M57 trigger has a range of only 250m. the wireless M152 is 5000m. the cellphone is available for IEDs. Defusal: IEDs have a 2-in-100 chance of catastrophic failure for anyone. slight typo in OP, the russian apers mine is called "PMN2" and the detector uses 1.9V batteries.
  14. the "stuck carry" option can be reset by dragging (only scroll menu options seem to work in it)
  15. the mission parameter allows for gradual adjustment of lethal damage (in factors of "vanilla death damages") currently it's 3. another tweakable value is the respawn delay which has been set to 10 seconds (i think it was 3). although that applies in both cases of death and manual respawn. further variations: respawn could be inhibited in the first minute of inconsciousness linking the bleedout timer with the respawn delay (the respawn delay would be i.e. 30% of the remaining bleedout time) so the longer you wait the faster you respawn but rewarding people for staying dead, or punishing them for respawns could cause collateral effects to playerbase/style. interestingly, medic slots are still pretty high in demand and get picked out among the first. PS sometimes i got a bug where the timer runs faster than normal (around 3 times), leaving no real option of waiting for help. plus i get the feeling the bug when you cannot move after respawning occurs more often when the timer runs out.
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