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Nibbs

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  1. Like
    Nibbs got a reaction from Limpy in IA 3.1 some tweaks to polish the new setup   
    Firstly just to say I love the new IA3.1 especially as having an airstrip is much more friendly to new UAV Operators. You guys have done a great job. I also love the dynamics of the vehicle transport for its potential for deploying mobile squads to the battle field. However there's some tweaks that could be useful.
     
    1. Is it possible to make it so the Ammo Hemtt can't rearm static emplacements like mortars? People take it away from the base for that purpose, which means you have no way to rearm the flares on the blackfish, or general ammo for any wipe-outs / buzzards acquired. (I also feel like the unlimited ammo mortar, from parking the ammo truck next to it, feels extremely exploity. The MK6 being such a devastating tool, should require co-ordination with people for resupply operations, and for the operator to conserve ammunition)
     
    2. The Blackfish seems like a great tool to drop squads together on the battlefield, But really needs a couple of Prowlers to make it work. (load capacity for a single vehicle type is 4 quads, 1 UNARMED hunter, 1 marshall, or 2 prowlers) Could I suggest 4 light prowlers near where the BF spawns, so it can deploy 2 squads? (ideally part of the standard spawn, so the clean up script moves the empty ones back to base)
     
    3. Again with the blackfish, is it possible to lock the passenger slots, much like the pilot slots? People jump in the passenger slots expecting it to land near the AO, and just end up going for a long there and back again trip. (Not everyone on the server speaks English since it's EU)
     
    4. Some of the early AOs can fire directly at the Helicopter Re-arm Pad / Airstrip. it might be worth removing these, or adding a line of sandbags to the north of the base.
     
    5. it might be worth adding the UAV Operator to the Vortex group so they get thrown in squad, since they're sharing an airstrip now and need to co-ordinate who's using it at any time
  2. Like
    Nibbs got a reaction from Jason. in IA 3.1 some tweaks to polish the new setup   
    Firstly just to say I love the new IA3.1 especially as having an airstrip is much more friendly to new UAV Operators. You guys have done a great job. I also love the dynamics of the vehicle transport for its potential for deploying mobile squads to the battle field. However there's some tweaks that could be useful.
     
    1. Is it possible to make it so the Ammo Hemtt can't rearm static emplacements like mortars? People take it away from the base for that purpose, which means you have no way to rearm the flares on the blackfish, or general ammo for any wipe-outs / buzzards acquired. (I also feel like the unlimited ammo mortar, from parking the ammo truck next to it, feels extremely exploity. The MK6 being such a devastating tool, should require co-ordination with people for resupply operations, and for the operator to conserve ammunition)
     
    2. The Blackfish seems like a great tool to drop squads together on the battlefield, But really needs a couple of Prowlers to make it work. (load capacity for a single vehicle type is 4 quads, 1 UNARMED hunter, 1 marshall, or 2 prowlers) Could I suggest 4 light prowlers near where the BF spawns, so it can deploy 2 squads? (ideally part of the standard spawn, so the clean up script moves the empty ones back to base)
     
    3. Again with the blackfish, is it possible to lock the passenger slots, much like the pilot slots? People jump in the passenger slots expecting it to land near the AO, and just end up going for a long there and back again trip. (Not everyone on the server speaks English since it's EU)
     
    4. Some of the early AOs can fire directly at the Helicopter Re-arm Pad / Airstrip. it might be worth removing these, or adding a line of sandbags to the north of the base.
     
    5. it might be worth adding the UAV Operator to the Vortex group so they get thrown in squad, since they're sharing an airstrip now and need to co-ordinate who's using it at any time
  3. Like
    Nibbs reacted to Stanhope in IA 3.1 some tweaks to polish the new setup   
    To react to number 3 again:  the lecture is particularly boring so yea, this is what i've come up with:
     
    Note that this is untested.
     
    But i believe it should work.  The only thing is that right now it locks the first 2 passenger seats of the 'I_Heli_light_03_F' and not the blackfish.  And i'm not sure that the passenger seats in the blackfish are designated as turrets so this: _veh turretUnit [2] might be changed into something else.
     
    EDIT:
    So half an hour later, i'm back at my dorm and got a chance to test it.  Broke my head on why it wasn't, turned out i'd disabled the seats on the infantry transport and i was testing it with the vehicle one.  Yea make fun of me, i've done it myself already.
    Here it is:
    It should be basically good to go.  But it is, again and of course, up to whoever it's up to to decide if this gets used or not.
  4. Like
    Nibbs got a reaction from Stanhope in IA 3.1 some tweaks to polish the new setup   
    Firstly just to say I love the new IA3.1 especially as having an airstrip is much more friendly to new UAV Operators. You guys have done a great job. I also love the dynamics of the vehicle transport for its potential for deploying mobile squads to the battle field. However there's some tweaks that could be useful.
     
    1. Is it possible to make it so the Ammo Hemtt can't rearm static emplacements like mortars? People take it away from the base for that purpose, which means you have no way to rearm the flares on the blackfish, or general ammo for any wipe-outs / buzzards acquired. (I also feel like the unlimited ammo mortar, from parking the ammo truck next to it, feels extremely exploity. The MK6 being such a devastating tool, should require co-ordination with people for resupply operations, and for the operator to conserve ammunition)
     
    2. The Blackfish seems like a great tool to drop squads together on the battlefield, But really needs a couple of Prowlers to make it work. (load capacity for a single vehicle type is 4 quads, 1 UNARMED hunter, 1 marshall, or 2 prowlers) Could I suggest 4 light prowlers near where the BF spawns, so it can deploy 2 squads? (ideally part of the standard spawn, so the clean up script moves the empty ones back to base)
     
    3. Again with the blackfish, is it possible to lock the passenger slots, much like the pilot slots? People jump in the passenger slots expecting it to land near the AO, and just end up going for a long there and back again trip. (Not everyone on the server speaks English since it's EU)
     
    4. Some of the early AOs can fire directly at the Helicopter Re-arm Pad / Airstrip. it might be worth removing these, or adding a line of sandbags to the north of the base.
     
    5. it might be worth adding the UAV Operator to the Vortex group so they get thrown in squad, since they're sharing an airstrip now and need to co-ordinate who's using it at any time
  5. Like
    Nibbs reacted to Stanhope in Base protection for vehicles   
    There are still ways around this.  For instance switch to a repair spec slot, use a hunter to push back greyhawks, ...   And then there's always the option (that you should never use) of 'accidently' crashing into the thing that got stuck.
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