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OcUK-Timo

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Posts posted by OcUK-Timo

  1. Yes please, so many times while in the AT role I've been taken up high and told to jump.  I do enjoy parachuting, I've done it for real and man what a buzz even though I get nervous when up a ladder or on a rooftop.  Anyway again yes please, I would like to be able to jump in game and not lose my kit.  My 2 main roles are AT or Medic, I need my backpacks for these.

  2. On 8/5/2022 at 6:33 PM, Damo3D said:

    This topic came up in TS recently and checking out the thread @OcUK-Timo
    that is a nice suggestion. Maybe can discuss with staff sometime see if this a simple setting. Not sure when would be a suitable holiday to suit the majority of player base.


    Not sure why I only just noticed the notification of you tagging me @Damo3D :D
    I just realised the time to have done this would have been at the start of the conflict in Ukraine as the server was maxed for a week or so back then.  Not so many on these days, but it's still something I support doing.

  3. 19 hours ago, Whigital said:

     

    The rationale behind the current sub objectives is that they pose a threat. They either reinforce the AO with some kind of assets (Paratroopers, CAS Helis, CAS/CAP Jets, Tank Section etc.), or actively engage any nearby friendly units.

    The HQ sub got removed since it does the same thing as the Radiotower,

    Would be nice if we had a selection of 10 or more subs so it doesn't get too repetitive.

     

    Thanks Whigi
    So if we want variation could we have the HQ sub back in the mix but using the FARP building with the internal walls to make it harder to complete?  Edit, I just remembered that Chicken has an impressive variation on the radio tower, could this be considered as a possible replacement for the existing old one?
    As another possible sub if it could be done, how about one similar to the vehicle depot that spawns personnel carriers such as mora and gorgons etc that will drop off squads around the area? (I just realised that would be a prio not a sub)

    Edit2, maybe a training facility sub, a building that spawns squads from it, kill the officer or officers before destroying the facility.

    On a different matter, I was just running as recon with a 115 but had left the rifle in my bus, someone destroyed the bus so had no rifle, I borrowed a hunter drove into the AO and drove to a viper squad we had just killed to take a 115 from them but it wouldn't allow it, I got the message play a different role.  I believe it was because the 115 (hex) is blocked, could this be tweaked please?  I died shortly after from radiation because my shemag and goggles were also in the bus that got rocketed!

  4. 2 hours ago, Stanhope said:

    Most (if not all) objectives where there's 'destroy' in the objective name can be completed by destroying the objective, the scripted action available is present for people's convenience

    Thanks Stanhope, that is interesting and something I wasn't aware of.  I had assumed that the scripted ones could only be completed by using the script.

  5. Ok we've been talking more about this tonight and I've realised that maybe removing scripts for building destruction is the wrong direction to take.  Take the current radio tower as an example, at the moment it is very easy to destroy without entering the Hesco area simply by planting explosives at the entrances.  Would scripting like that applied to some other objectives enable the tower to only be destroyed from triggering a point directly under the tower?

  6. Some nice ideas there EOD, maybe a side which is rescue civis from a minefield.  Just thinking a little more on that one, how about a side which is a mined town with civilians wandering around.  The players need to demine the town before X number of civilians are killed.  So kind of like the protection missions people will need to rush there to do the mission before it fails.  Ok it may take a little testing and tweaking to get it so that people have a reasonable chance of completing it but I think that would be a fun one.

    I've not noticed mines at the tower recently maybe because people have a tendency to just rain fire down on it until the mines are destroyed.  This can also happen with other places like the old HQ I mentioned.
    I don't know much about the different mine types available but is there any way of having AP mines that can't be destroyed by other detonations, so that they will remain either as marked mines by a detector or until removed by an engineer or triggered by a player?  I guess probably not but worth asking anyway.

     

  7. A couple of things that have come up in recent discussions on TS that I thought I'd mention/request here,

     

    1) The use of explosives and scripts to complete various objectives, could we harmonise the way things are done so that anything which needs destroying is done by explosive, this would mean changing the vehicle depot, destroy weapons shipment and maybe one or two others that aren't coming to mind right now so that they are no longer scripted.  This leaves the scripted ones as just being for the retrieval of intel etc.

     

    2) The return of some mined sub objectives (are the mines still present at the radio tower?) mainly the HQ building which used to cause absolute carnage and often much hilarity as people went flying through the air.  I think this one was removed because it was seen as to easy to complete by sending a rocket through a window.  So I would like to suggest the same original compound with the HQ building as used in the CSAT FARP.

     

  8. 17 hours ago, Murph said:

    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.

     

    Thanks Murph you saved me having to do a load of typing, must agree with every word you put, not only your intro 😉
    I also think a staged reduction in the value would be good, then hopefully we can find some agreement on the best level as each new update gets released.

  9. On 5/11/2021 at 12:22 AM, Norris said:

    Below is the change log for 3.3.73. It will go live after the restart on 05/10/2021.

     

    - [Tweaked] Allow AT to pick up enemy LAT launchers

     


    So I messed up a little last night, not realising the above tweak was for only picking up enemy LAT.
    I'd run out of Titan missiles and we had a vehicle with a MAWS and a bunch of MAWS rockets with us (I was the only AT and no LAT guy around), thinking I'd be able to use that I grabbed it from the vehicle only for it to instantly disappear.  So we ended up with a Titan launcher and MAWS rockets and unable to do anything.
    Can that be changed without causing any problems?

  10. I had an issue when looking at the map that the red circle around the player icon was not present.  Also that the centre map on player wasn't working, the map would move but not centre on my icon.  The combination of the 2 made it very difficult to find my position and my relative position to others.  I wondered if it was a thing with the DLC so I checked in MF last night and that worked as normal.

    Another vote for the availability of enemy weapons.

  11. 59 minutes ago, MrPewPewLaser said:


    I've been checking to see if you're on once I join the server but no luck yet. :P

    Haha yeah I've been playing Mike Force a lot this week on EU2, that is changing to I&A Prairie Fire for tomorrow.  I'll probably be on there a fair bit once that is live, though I noticed you have the DLC as well so come join us trying that out.  For tonight I'm about to join a busy looking EU1.  See you soon 😄

  12. Yes great I found this last night, I got on EU2 no problem and thought maybe I'd do a little familiarising. Unlucky for me it was night time in game as well :) I like the persistance of the mode from the little I've seen of it so far.  Hopefully catch some of you in there soon.

  13. On 3/27/2021 at 5:28 PM, Stanhope said:

    Many people are annoyed by people using these sirens unnecessarily, hence why they've been removed. 

     

    I should look into disabling that actually. 


    Please don't entirely remove the siren sounds, I do agree that the constant sound was very annoying at times when people used to joyride around the AO with it on all the time.  However I also agree with Tactical that it would spoil the ambulance to not at least have the LMB siren.

    It would be great to have the extra spawning areas for them as I also find the long drive is often enough to stop me taking it.

     

    On 3/27/2021 at 5:22 PM, TacticalError said:

    Maybe even have the ambulance  locked for a specific medic role that could choose the spawn for it.
     

     

    Is it possible to lock it for medic types only?  That would make good sense.

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