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Tales

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Everything posted by Tales

  1. I'd vote for the variable; I regularly tend to login on low headcount times due to work and it can feel a bit like one man versus the world when you've an AO full of enemies designed for 60. Feeling like you're grinding away against massive odds can suck. Hopefully we'll see more AO's than the usual ones too if this occurs as they will cycle through quicker. (I'm interested in the idea Scar mentioned above too, main base only but more central to avoid driving eons would be great)
  2. Fair enough, perhaps leave it there and put the uncovered HEMTT at Guardian to aid deployment?
  3. Echoing comments above; really liking the new FOB design and skins that have been put in. Few points of feedback (I've only been playing a little mind) T100 Section: When I encountered this a few moments ago 2/3 of the T100's spawned upside down. Side missions: The couple of times I've played since the update it seems side missions are rarer as I've not seen any. Despite this I noticed a few rewards spawned today when I logged in; has the timer for their spawn been increased? Question: Say you're gunning a MBT and you put a round in a vehicle which turns out to be friendly killing the three crew; instant user input disabled? Suggestion: Could we swap the Medic HEMTT for an uncovered transport version? For those times it does get used it would make it a tad more realistic than having your squad laying in the back!
  4. Not sure if this is just my experience when I've been logging in but it feels like the bias between FOB Marathon & Last stand generally favours Marathon. Understandably Marathon is generally better positioned for the majority of AO's due to the lack of a western base otherwise. Would be nice to see more of last stand
  5. Indeed my mistake; I just fired up the editor to take a closer look and realised it does rearm aswell. I might have to keep a lookout for it next time it spawns on reward because of that feature! Mixing up the IFV & APC bit is amusing though my bad
  6. Rather than something that annoys me - more of a suggestion; FOB Military currently spawns the AAF Gorgon in the Hanger, consideration for a NATO APC (IFV 6c Panther) replacement as a usually unseen vehicle in A&A (From my experience) and the Bobcat recovery vehicle in the hanger instead? Might change the use of the vehicle from a mid range support to move in with the infantry due to the increased armour and inability to have all its wheels blown off from a grenade and give a repair vehicle in a central map location with infantry support capability. Keeps the onus on AT infantry/Tanks/CAS to neutralise the threats both these vehicles are unable to deal with. Edit: On the speed front though its an equal (or 2km under) top speed as the Slammer but would have a more favourable spawn than a reward tank to counter it; still as you say most would probably not take it to the AO for some extra armour and a GMG+HMG.
  7. Looking forward to the next update... my things: Blackfish Infantry Transport - could we get one? If possible a couple of quads at each FOB spawned? A way to auto-mute all players from command/side/global? Reward vehicles spawn with non-OPFOR colours (Making it easier to identify friendlies for those who decide not to check their map....) A helipad at each FOB which has no spawns on it; allowing pilots to land to pick up troops without fear of something spawning ontop of them That's all that I've got currently, keep up the good work and best of luck for the exams.
  8. Mission Idea: Interrupt submarine replenishment (Naval)(Side mission) Concept: Intel has received reports of a CSAT Submarine surfacing in the area to transfer vital personnel and supplies with a CSAT vessel disguised as a fishing trawler, interrupt the transfer and eliminate both vessels to prevent this going ahead. Execution: Trawler/Submarine spawned close by each other offshore, several diver teams either static underneath the two or on varying patrols at different depths around the ongoing op - 3-4 Assault boats either patrolling or stationary nearby representing CSAT shore based craft and the trawlers own gunboats being deployed to support the transfer. Orca/Kajman on a patrol around the area providing top cover with several static titan AA placements on the two craft (I did some testing in Zeus and found it possible to have 2 on the Trawler and 2 on the submarine without much issue on flat surfaces; some 50'cal emplacements also increase difficulty. On the trawler its natural rocking means they do float a little but not easy to spot from the angles players would see them at and didn't cause problems when testing. Obviously aircraft will always be the biggest problem to this, well used CAS/Gunships pose the biggest threat but they do this on the main AO and sides anyway but the combination of some form of armed aircraft and the statics provided enough of a challenge to GH's, armed ORCAs and the Blackfoot I tested. Difficulty: Challenging but achievable, being offshore it removes frequently used tactics such as hill camping and vehicles to complete (with probably the exception of MBT's due to their range) and has several ways to complete from swimming in and avoiding the surface to a surface based assault or a combination of the two. I think It'd be a nice break from land based missions and their usual tactics. Implementation: I've given the setup testing in Zeus and after a few little things (Figuring out where you can place statics ect) its pretty simple; obviously I've no idea of the difficulty of I&A implementation. Its sea-based setup means the same setup can be used with various orientations and configurations without worrying about clipping with terrain.
  9. Some feedback regarding Helo spawns on Marathon and recent experiences whereby pilots land on the designated pads only to find the helicopter that is meant to be there spawning beneath, ensuing death and fiery destruction follows. Suggestion: Move FOB Marathons 2 Helicopter Spawns further away from the Infantry spawn, perhaps bring the Kuma forward instead but keep it clear of the 'Landing' spot in front of the spawn point where helicopters land. Another suggestion regarding the Mi-28 Kajman, perhaps swap it for the Blackfoot as a less powerful helicopter gunship but with a reduced respawn timer? Whilst not a gripe the Kajman spawn is frustrating if you want to try your hand at it only to see the person flying it disconnect 20 seconds later and it go crashing into the ground or for it to spawn and there be a hunter parked on the spot. Suggestion: Swap Mi-28 Kajman for the NATO Blackfoot, move its spawn to main base and have a new landing pad designated 'Gunships' where when Marathon is unlocked the aircraft will spawn, reduce respawn timer to 2/3 or 1/2 current timer in reflection of the Blackfoots lesser combat ability. And lastly regarding the AO and enemy within, I'm liking the fact Tigris's and tanks are starting to move further outside the AO's as an added challenge (Not sure if intentional) and would be great to see the AO's 'Expand' a little more with spawns Suggestion: Have patrols, vehicles (Mechanised infantry ect) and on occassion a Kajman or Orca on patrol around AO to avoid knowing that you're mostly safe until you enter the red circle. Otherwise loving I&A and keep up the good work! Feel that the other vehicles and new missions are working well.
  10. Staging Point: (Priority Target) A large OPFOR force is gathering 3-4km from the current AO consisting of heavy armour, IFV and transports/ammo/fuel with the intention of reinforcing the AO. If left unopposed for ?20 minutes they will begin to move towards the AO until they arrive and reinforce the position. Reward: NATO/AAF Armour (Light/heavy) Naval Gunfire Observatory: (Priority Target) CSAT Naval forces have deployed a forward observation team to a high point in the area for the purpose of directing devastating naval gunfire, locate the observatory and destroy it. (Effectively Prio target artillery however using MLRS Salvo/155mm Howitzer and gun&missile strikes to represent an enemy naval force striking land based targets at the observatories orders, giving the artillery a different twist. Could be in a fortification or building or simply hidden somewhere.) Reward: Helicopter Gunship? Convoy Ambush: (Side Mission) A NATO/AAF convoy has been attacked, proceed to the area and investigate if there are any survivors. (Several unarmed/armed NATO/AAF vehicles on a road with dead bodies around them - surrounding area full of statics/armour/troops representing ambush force. Friendly vehicles unlocked but with low/nil ammo and fuel meaning they need resupply to be used) Reward: The vehicles (If refueled & rearmed) Rebel Camp: (Side mission) Abusing the chaos of war a militia has established a base of operations and beginning to expand its influence into the local area, wipe them out. (Lightly armed independents & technicals in a small compound - reward light vehicles & weapon cache) Power Station/Water Filtration Plant/Refinery: (Side mission) The enemy has seized the main power station, robbing the area of electricity and causing major civil strife. Seize the station undamaged. (Upon spawning all lights on the map turn off - Water filtration affect nil - Refinery causes all fuel stations to not be able to refuel)
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