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MidnightRunner

AW Core Staff
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Posts posted by MidnightRunner

  1. I like the factory mission, like you say it is sometimes overlooked because it does not have the immediate effect that Arty or AA has. It does build slowly and you can find yourself overwhelmed in the AO if it is not dealt with.

     

    Tactically interesting because if you put yourself between the AO and the factory you can be swamped also, but attacking the factory from the non AO side can be easier.

    Not having charges is the same thing as people heading to arty without AT, thats just poor planning.

     

  2. Also, it appears that when Viper is destroyed and the 2 players are kicked from the role Reaper is also getting kicked. Had several reports of this today as well as at one stage having 5 vortex pilots, with two of the slots being double occupied.

     

    Reaper also reported that when purchasing a different loadout the original weapons stay in the display but with 0 ammo.

     

    Vehicle ammo box reward drop is not de-spawning as described 

     

    All enemy ground reinforcements were spawning in the same spot regardless of where the AO was, is this by design? It was taking them several AOs in some cases to get to their destination.

    Spoiler

    Spawn point was 108105

     

    I feel like the new mechanic of being revived injured if the reviving player isn't a medic, over penalises not being a medic. I think that the extra time needed was enough of a cost. Also the animation shows you being fully healed and then injured again. 
     

    I had a few bits re Zeus but want to wait until the next update comes out and will come back to that since some of my comments will be out of date already.

     

  3. Points to note from tonight's test:

    • Alpha Anti Air default rifle is removed by script when playing as NATO Pacific
    • Loadout script removed my parachute while falling during paradrop :) I went splat
    • I think vehicle/AI clean up should be a little more aggressive. Picture shows vics and civilians from the last 3-4 AO's, including Opfor, Blufor and civ vehicles. I love that the enemy AI stay it adds a cool dimension to gameplay but the part of me that worries about server load hates that vics and civs are left behind

     

    Spoiler

    1122553033_ArmA3Screenshot2019_03.13-22_19_30_44.thumb.png.b55717b79cfe89b85c891c74d92312fd.png

     

    • Arty strike reward purchase runs through timer on map but no shell lands
    • Reward points were not being deducted when purchasing items, but were deducted on donation
    • Helicopter ammo drop had an error when triggered on the ground
    • I accidentally called an ammo box while in base by calling it then purchasing a vehicle which teleported me to the base and brought the ammo box spawn with me

     

    Spoiler

    1058460711_ArmA3Screenshot2019_03.13-23_58_40_39.thumb.png.6fa4dbc8f1b5a029e03333d3e3129061.png

     

     

     

     

    Zeus stuff:

    Ctrl double click command for RC is disabled (Probably a CBA thing)

    Garrison instant results in Kick

    Zeus spawned units are being cleaned up and deleted

    Reinforcement function is disabled

    Suppressive Fire function disabled

    Spawning Submarine/Frigate results in kick

     

    The 5 minute hunt for that Elite squad was awesome though.

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