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Ryko

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well, i m considerable late to add me impressions on this and i m currently pretty low on time and motivation to do a 100% right now,but i can edit this accordingly ...

Ima start with a AAR from my pov :

 

Loaded in,took usual AT Rifleman of ECHO squad,noticed there s a difference in loadout now as there s the AA Rifleman too which in short comes down to the fact you cant multipurpose now anymore as AT by carrying AA launcher along with you.

Well,just adds to the challenge,right?

Got meself a Hunter HMG (no Arsenal access by vehicle spawn),drove over to main spawn and loaded 3 sets AT and 1 set AP for the current side mission (enemy Arty) way up in the North.

Wondering if Ryko has increased the "alive" timer for side missions as its a bummer to drive 10k then mission despawns,but he tweaked that accordingly now.

Arriving 2k off side and doing the scan up,no chance to hit arty pos from a comfortable angle+distance from safe positions.

Well,lets get close then.

(side mission activation notice came up on entry to mission radius)

First visiual contact i had was from 800m out which is a painfull distance to engage Sochors from as their commander gun will accuratly hunt you down after your 1st rocket launch is detected.

Thats where i noticed the arty mission had a way different setup than previous versions of I+A 3.x.

I counted 1 BTR,2 Madrid,1 FrIT GMG and about 2-3inf squads around the 2 Sochor s and the arty truck.

For amateurs,in order to eleminate all threats it requires between 7-9 Titans depending on which spots you hit.

Read above,thats close to my total loadout i carried there.

I fired 1 Titan into one of the Sochors in order to judge my calculations on ammo storage.

This is were i heard the enigne sounds of a incoming BTR and due to the elevations i had no sight on it,but i was quite sure it was coming towards me.

So i pulled back to a destroyed  house structure that allowed me sight on the path i estimated the BTR coming from.

There he was,so i fired a locked quick one at him only to face him popping smoke and deflecting my missile then back to a low elevation again so no visual anymore.

Then i took small caliber frire from my 11 o  clock pos.

Well,fkk it - the BTR was the urgent threat so i caught him as he was overcoming the hill top and thats were i nailed him,then run back to my Hunter HMG,kill the inf that was 200m off  me by now and reload missiles.

The rest was a cakewalk after that,put 3 missiles into the arty position and sweep some inf with AP missiles when i took GMG fire from the FriT that meanwhile sneaked up in a fire positition and pretty quickly nailed me down.

(side mission complete notice - no points awarded tho as i wasnt counted "alive" - overall score after mission 1600 points roughly)

Wait for revive it is now,but no - thats not how it goes down anymore in I+A 4.

That FriT came closer and ended me.

Ice.

Cold.

Killa.

But hey,thats a plus.

 

Now,it was time to checkout how AO´s go down.

Same thing,get a Hunter,load 2 sets missiles in it and proceed to usual engage positions by AO (1200m off).

No clear sight on targets,lets change pos to closer (800m)

Fellow AT Rifleman already took most of the hvys,so its just MRAPs and shit.

(for more details check Rykos screenshot he added to gallery)

So its same procedure like every time,weaken inf patrols with AP,gun some down with HMG,then charge mid city and put down the rest.

First thing i noticed is there s civs now wandering in AO and a shitload of civ cars to make use of (trucks,sportscars,etc),even parked in garages.

But that feature seems to break after a few AOs as i didnt came over a 2nd AO with civ cars and civ and the like.

Medical feature > Jailbait got shot near my parking pos so i head over there and checked out revivng (now all units got the possibility) on him (which took forever as no medic) meanwhile a enemy single unit came from the countrysights and caught me with pants down.

So its 2 units waiting for revive now.

As time passed,more reinforcements of our side came by our misery and decided to help out.

But,none obeys the 6Prule so they havnt noticed that single AI too causing it to be able to lob a grenade from his launcher right into the 2 of us downed and the other 2 untis that were in act of reviving us.

1 AI = 5 dead Blufor units ...

Right on point i´d say with the AI tweaking,Mr Ryko.

*pads cat*

 

#end AAR 12/14/2018

 

 

 

 

 

 

 

Like said,ima add later some more things i noticed - like some bugs in medical revive and the fact that dead enemy units do not despawn (check screens,thats 2nd AO while 4th AO was played) or the point distribuition system and alike

 

the Jailbait incident :

nk96op9n.jpg

 

all those dead bodys ...

3ehawppn.jpg

 

who´s scared ?

pdg624w7.jpg

 

 

 

 

 

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Small thing I noticed and should be easy to replicate:

 

Go idle for over 9 minutes and get booted from your squad, when you go active again you get the message that you've rejoined the squad repeating every 5 seconds or so.  I was in Gambler as a gunner when this happened.  I had to abort and some back in to get the messages to stop.

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5 hours ago, TheScar said:

Loaded in,took usual AT Rifleman of ECHO squad,noticed there s a difference in loadout now as there s the AA Rifleman too which in short comes down to the fact you cant multipurpose now anymore as AT by carrying AA launcher along with you.

Well,just adds to the challenge,right?

I think the problem with having a combo "Heavy AT" role and relying on that person to defend against both armor and air is that they can't carry enough rounds to do both, and will invariably have the wrong round loaded to deal with the threat required. Splitting the functions between two roles makes sense to me.

5 hours ago, TheScar said:

Got meself a Hunter HMG (no Arsenal access by vehicle spawn)

As Stanhope mentioned, there's a static armory beside each of the ground service pad and the helicopter pickup points. I'll make a sign which indicates this. What it does is this: when you walk up to it, it automatically fills up with 8 magazines for each weapon you carry. If you want more than that, walk away and approach it again. I find this better than the arsenal because of backpack limitations, and there can be a significant delay in loading the arsenal for some players.

5 hours ago, TheScar said:

Wondering if Ryko has increased the "alive" timer for side missions as its a bummer to drive 10k then mission despawns,but he tweaked that accordingly now.

Yup, the default setting is now that the side missions will not time out.

5 hours ago, TheScar said:

(side mission activation notice came up on entry to mission radius)

 

800m.

5 hours ago, TheScar said:

I fired 1 Titan into one of the Sochors in order to judge my calculations on ammo storage.

This is were i heard the enigne sounds of a incoming BTR and due to the elevations i had no sight on it,but i was quite sure it was coming towards me.

So what happened here is that you were detected by the enemy, and they created a search and destroy waypoint to confront the threat. I always hated how when they were engaged beyond their effective range, enemy AI would just run around like chickens with their heads cut off, or worse, just sit there and take it. Now, they may not know exactly where you are, but they will take steps to react to you (including calling close air support, and vectoring units from other areas).

5 hours ago, TheScar said:

So i pulled back to a destroyed  house structure that allowed me sight on the path i estimated the BTR coming from.

There he was,so i fired a locked quick one at him only to face him popping smoke and deflecting my missile

Smoke deployment is a vanilla arma functionality.

5 hours ago, TheScar said:

(side mission complete notice - no points awarded tho as i wasnt counted "alive" - overall score after mission 1600 points roughly)

Technically, you should have gotten something, if you didn't get the notice that you were "no longer engaging the secondary mission". The way it works is that every minute you're in either the primary or secondary mission, you get 25% of the reward when it's applied. So if you engage the mission for 4 minutes, you will be fully rewarded. Every minute you are outside the mission radius, you will lose 25% of the reward. So if you participate in the mission, die, pop back in base and then see the task completed successfully, you should be rewarded something. This is why those reward notifications exist; they tell you what you are doing, and if you'll get reward points.

5 hours ago, TheScar said:

Wait for revive it is now,but no - thats not how it goes down anymore in I+A 4.

That FriT came closer and ended me.

Ice.

Cold.

Killa.

But hey,thats a plus.

I was surprised by that, too, but then again, I don't think players would show any kind of mercy to AI soldiers, so... what's good for the goose, right?

5 hours ago, TheScar said:

First thing i noticed is there s civs now wandering in AO and a shitload of civ cars to make use of (trucks,sportscars,etc),even parked in garages.

But that feature seems to break after a few AOs as i didnt came over a 2nd AO with civ cars and civ and the like.

Yup. They are there so that it's not so simple to locate and eliminate enemy presence; you actually have to ID targets. Civilian vehicles are there as well similarly for vehicle operators targeting with guided weapons. Basically, it makes it so that it's not 100% guaranteed that if you target something, it's an enemy. Also, the vehicles are there for players to steal if/when their own rides get wasted in the course of a mission.

 

The feature might not have broken in subsequent AOs - civs and civ vehicles only spawn in towns and villages, if it's an exterior AO like a mine or solar plant, they don't spawn.

5 hours ago, TheScar said:

Medical feature > Jailbait got shot near my parking pos so i head over there and checked out revivng (now all units got the possibility) on him (which took forever as no medic)

32 seconds, which is forever when you're under fire.

5 hours ago, TheScar said:

Right on point i´d say with the AI tweaking,Mr Ryko.

:)

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Some errors from Saturday that I haven't posted yet:

Spoiler

14:42:50 error in expression <dof _x} count _ammoveh) > 0) then {
if (params_vehicleammocargo == 1) then {
_ve>
14:42:50   error position: <params_vehicleammocargo == 1) then {
14:42:50   error undefined variable in expression: params_vehicleammocargo
14:42:50 file mpmissions\__cur_mp.altis\scripts\vehicle\rearmground.sqf, line 140
  
14:07:56 error in expression <0) exitwith {false};
_logic = "logic" createvehiclelocal [0,0,0];
_logic attac>
14:07:56 file a3\functions_f\vehicles\fn_missilelaunchpositionfix.sqf [bis_fnc_missilelaunchpositionfix], line 37
  
14:02:21 trying to execute a disabled command 'createvehiclelocal' (2 args)
14:02:21 error in expression <r;     
_smokeg = "smokeshellvehicle" createvehiclelocal [0,0,0];
_smokeg setp>
14:02:21   error position: <createvehiclelocal [0,0,0];
14:02:21   error generic error in expression

 

 

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By request, here is a the code which defines the reward costs in I&A4:

 

Spoiler

if ( playerFaction in [1001, 1002, 1003] ) then
{    rewardVehicles = [
        "B_LSV_01_unarmed_F", 300, [],
        "B_MRAP_01_F", 500, [],
        "B_MRAP_01_hmg_F", 1000, [],
        "B_MRAP_01_gmg_F", 1500, [],
        "B_LSV_01_armed_F", 1000, [],
        "B_LSV_01_AT_F", 1800, [],
        "B_APC_Tracked_01_rcws_F", 3500, ["arm_c", "arm_g", "arm_d"],
        "B_APC_Tracked_01_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
        "B_APC_Wheeled_01_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
        "B_APC_Tracked_01_CRV_F", 4500, ["arm_c", "arm_g", "arm_d"],
        "B_AFV_Wheeled_01_cannon_F", 6500, ["arm_c", "arm_g", "arm_d"],
        "B_AFV_Wheeled_01_up_cannon_F", 7500, ["arm_c", "arm_g", "arm_d"],
        "B_MBT_01_cannon_F", 10000, ["arm_c", "arm_g", "arm_d"],
        "B_MBT_01_TUSK_F", 14000, ["arm_c", "arm_g", "arm_d"],
        "B_Heli_Light_01_F", 4000, ["air_p", "air_cp"],
        "B_Heli_Light_01_armed_F", 6500, ["air_p", "air_cp"],
        "B_Heli_Attack_01_dynamicLoadout_F", 10000, ["air_p", "air_cp"],
        "B_Plane_CAS_01_dynamicLoadout_F", 12000, ["air_p", "air_cp", "air_fp"],
        "B_Plane_Fighter_01_F", 15000, ["air_p", "air_cp", "air_fp"],
        "B_Plane_Fighter_01_Stealth_F", 17000, ["air_p", "air_cp", "air_fp"],
        "B_T_VTOL_01_infantry_F", 12000, ["air_p", "air_cp"],
        "B_T_VTOL_01_vehicle_F", 12000, ["air_p", "air_cp"],
        "B_T_VTOL_01_armed_F", 25000, ["air_p", "air_cp"]
    ];

    rewardWeapons = [
        "hgun_Pistol_01_F", 50, [],
        "hgun_Rook40_F", 75, [],
        "hgun_ACPC2_F", 75, [],
        "hgun_Pistol_heavy_02_F", 100, [],
        "SMG_02_F", 125, [],
        "hgun_PDW2000_F", 125, [],
        "SMG_03C_camo", 125, [],
        "SMG_03C_hex", 125, [],
        "SMG_03C_khaki", 125, [],
        "SMG_03_black", 175, [],
        "SMG_03_camo", 175, [],
        "SMG_03_hex", 175, [],
        "SMG_03_khaki", 175, [],
        "SMG_03C_TR_black", 225, [],
        "SMG_03C_TR_camo", 225, [],
        "SMG_03C_TR_hex", 225, [],
        "SMG_03C_TR_khaki", 225, [],
        "SMG_03_TR_black", 275, [],
        "SMG_03_TR_camo", 275, [],
        "SMG_03_TR_hex", 275, [],
        "SMG_03_TR_khaki", 275, [],
        "arifle_TRG20_F", 150, [],
        "arifle_TRG21_F", 200, [],
        "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_SPAR_03_blk_F", 300, [],
        "arifle_SPAR_03_khk_F", 300, [],
        "arifle_SPAR_03_snd_F", 300, [],
        "arifle_Mk20C_plain_F", 150, [],
        "arifle_Mk20C_F", 150, [],
        "arifle_Mk20_plain_F", 200, [],
        "arifle_Mk20_F", 200, [],
        "arifle_Mk20_GL_plain_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_Mk20_GL_F", 300, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_AKM_F", 300, [],
        "arifle_AKS_F", 250, [],
        "arifle_AK12_F", 350, [],
        "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
        "LMG_03_F", 500, ["inf_ar", "inf_mg"],
        "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
    ];
    
    casHeli = "Heli_Attack_01_base_F";
    casPlane1 = "Plane_CAS_01_base_F";
    casPlane2 = "Plane_Fighter_01_Base_F";
};

if ( playerFaction in [2001,2002,2003] ) then
{    rewardVehicles = [
        "O_T_LSV_02_unarmed_F", 300, [],
        "O_MRAP_02_F", 500, [],
        "O_MRAP_02_hmg_F", 1000, [],
        "O_MRAP_02_gmg_F", 1500, [],
        "O_T_LSV_02_armed_F", 1200, [],
        "O_T_LSV_02_AT_F", 1800, [],
        "O_APC_Wheeled_02_rcws_v2_F", 3000, ["arm_c", "arm_g", "arm_d"],
        "O_APC_Tracked_02_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
        "O_APC_Wheeled_02_cannon_F", 3500, ["arm_c", "arm_g", "arm_d"],
        "O_APC_tracked_02_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
        "O_MBT_02_cannon_F", 10000, ["arm_c", "arm_g", "arm_d"],
        "O_MBT_04_cannon_F", 15000, ["arm_c", "arm_g", "arm_d"],
        "O_MBT_04_command_F", 18000, ["arm_c", "arm_g", "arm_d"],
        "O_Heli_light_02_unarmed_F", 4000, ["air_p", "air_cp"],
        "O_Heli_Transport_02_F", 6000, ["air_p", "air_cp"],
        "O_Heli_light_02_F", 8000, ["air_p", "air_cp"],
        "O_T_VTOL_02_infantry_dynamicLoadout_F", 12000, ["air_p", "air_cp"],
        "O_T_VTOL_02_vehicle_dynamicLoadout_F", 12000, ["air_p", "air_cp"],
        "O_Heli_Attack_02_dynamicLoadout_F", 10000, ["air_p", "air_cp"],
        "O_Plane_CAS_02_dynamicLoadout_F", 12000, ["air_p", "air_cp", "air_fp"],
        "O_Plane_Fighter_02_F", 15000, ["air_p", "air_cp", "air_fp"],
        "O_Plane_Fighter_02_Stealth_F", 17000, ["air_p", "air_cp", "air_fp"]
    ];
    
    rewardWeapons = [
        "hgun_Pistol_01_F", 50, [],
        "hgun_P07_F", 75, [],
        "hgun_P07_khk_F", 75, [],
        "hgun_ACPC2_F", 75, [],
        "hgun_Pistol_heavy_01_F", 100, [],
        "SMG_01_F", 125, [],        
        "SMG_03C_camo", 125, [],
        "SMG_03C_hex", 125, [],
        "SMG_03C_khaki", 125, [],
        "SMG_03_black", 175, [],
        "SMG_03_camo", 175, [],
        "SMG_03_hex", 175, [],
        "SMG_03_khaki", 175, [],
        "SMG_03C_TR_black", 225, [],
        "SMG_03C_TR_camo", 225, [],
        "SMG_03C_TR_hex", 225, [],
        "SMG_03C_TR_khaki", 225, [],
        "SMG_03_TR_black", 275, [],
        "SMG_03_TR_camo", 275, [],
        "SMG_03_TR_hex", 275, [],
        "SMG_03_TR_khaki", 275, [],
        "hgun_PDW2000_F", 125, [],
        "arifle_TRG20_F", 150, [],
        "arifle_TRG21_F", 200, [],
        "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_SPAR_03_blk_F", 300, [],
        "arifle_SPAR_03_khk_F", 300, [],
        "arifle_SPAR_03_snd_F", 300, [],
        "arifle_Mk20C_plain_F", 150, [],
        "arifle_Mk20C_F", 150, [],
        "arifle_Mk20_plain_F", 200, [],
        "arifle_Mk20_F", 200, [],
        "arifle_Mk20_GL_plain_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_Mk20_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_AKM_F", 300, [],
        "arifle_AKS_F", 250, [],
        "arifle_AK12_F", 350, [],
        "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
        "LMG_03_F", 500, ["inf_ar", "inf_mg"],
        "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
    ];
    
    casHeli = "Heli_Attack_02_base_F";
    casPlane1 = "Plane_CAS_02_base_F";
    casPlane2 = "Plane_Fighter_02_Base_F";
};

if ( playerFaction in [3001] ) then
{    rewardVehicles = [
        "I_G_Offroad_01_armed_F", 750, [],
        "I_G_Offroad_01_AT_F", 1500, [],
        "I_MRAP_03_F", 500, [],
        "I_MRAP_03_hmg_F", 1000, [],
        "I_MRAP_03_gmg_F", 1500, [],
        "I_LT_01_scout_F", 2500, ["arm_c", "arm_g", "arm_d"],
        "I_LT_01_AA_F", 6000, ["arm_c", "arm_g", "arm_d"],
        "I_APC_Wheeled_03_cannon_F", 3500, ["arm_c", "arm_g", "arm_d"],
        "I_APC_tracked_03_cannon_F", 4000, ["arm_c", "arm_g", "arm_d"],
        "I_LT_01_AT_F", 4000, ["arm_c", "arm_g", "arm_d"],
        "I_LT_01_cannon_F", 5000, ["arm_c", "arm_g", "arm_d"],
        "I_MBT_03_cannon_F", 9500, ["arm_c", "arm_g", "arm_d"],
        "I_Heli_light_03_unarmed_F", 4000, ["air_p", "air_cp"],
        "I_Heli_Transport_02_F", 6000, ["air_p", "air_cp"],
        "I_Heli_light_03_dynamicLoadout_F", 8000, ["air_p", "air_cp"],
        "I_Plane_Fighter_03_AA_F", 10000, ["air_p", "air_cp", "air_fp"],
        "I_Plane_Fighter_03_CAS_F", 12000, ["air_p", "air_cp", "air_fp"],
        "I_Plane_Fighter_04_F", 14000, ["air_p", "air_cp", "air_fp"]
    ];
    
    rewardWeapons = [
        "hgun_Pistol_01_F", 50, [],
        "hgun_Rook40_F", 75, [],
        "hgun_P07_F", 75, [],
        "hgun_P07_khk_F", 75, [],
        "hgun_Pistol_heavy_01_F", 100, [],
        "hgun_Pistol_heavy_02_F", 100, [],
        "SMG_01_F", 125, [],
        "SMG_02_F", 125, [],
        "SMG_03C_camo", 125, [],
        "SMG_03C_hex", 125, [],
        "SMG_03C_khaki", 125, [],
        "SMG_03_black", 175, [],
        "SMG_03_camo", 175, [],
        "SMG_03_hex", 175, [],
        "SMG_03_khaki", 175, [],
        "SMG_03C_TR_black", 225, [],
        "SMG_03C_TR_camo", 225, [],
        "SMG_03C_TR_hex", 225, [],
        "SMG_03C_TR_khaki", 225, [],
        "SMG_03_TR_black", 275, [],
        "SMG_03_TR_camo", 275, [],
        "SMG_03_TR_hex", 275, [],
        "SMG_03_TR_khaki", 275, [],
        "arifle_TRG20_F", 150, [],
        "arifle_TRG21_F", 200, [],
        "arifle_TRG21_GL_F", 250, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "arifle_SPAR_01_blk_F", 200, [],
        "arifle_SPAR_01_khk_F", 200, [],
        "arifle_SPAR_01_snd_F", 200, [],
        "arifle_SPAR_03_blk_F", 300, [],
        "arifle_SPAR_03_khk_F", 300, [],
        "arifle_SPAR_03_snd_F", 300, [],
        "arifle_AKM_F", 300, [],
        "arifle_AKS_F", 250, [],
        "arifle_AK12_F", 350, [],
        "arifle_AK12_GL_F", 400, ["inf_sl", "inf_tl", "sup_sl", "inf_gren"],
        "LMG_Mk200_F", 500, ["inf_ar", "inf_mg"],
        "LMG_03_F", 500, ["inf_ar", "inf_mg"],
        "LMG_Zafir_F", 500, ["inf_ar", "inf_mg"]
    ];
    
    casHeli = "Heli_light_03_dynamicLoadout_base_F";
    casPlane1 = "Plane_Fighter_03_Base_F";
    casPlane2 = "Plane_Fighter_04_Base_F";
};

rewardGear = [
    "muzzle_snds_L", 50, [],
    "muzzle_snds_M", 50, [],
    "muzzle_snds_H", 50, [],
    "muzzle_snds_B", 50, [],
    "muzzle_snds_acp", 50, [],
    "muzzle_snds_H_MG", 50, [],
    "muzzle_snds_H_SW", 50, [],
    "muzzle_snds_acp", 50, [],
    "muzzle_snds_338_black", 50, [],
    "muzzle_snds_338_green", 50, [],
    "muzzle_snds_338_sand", 50, [],
    "muzzle_snds_93mmg", 50, [],
    "muzzle_snds_93mmg_tan", 50, [],
    "muzzle_snds_H_khk_F", 50, [],
    "muzzle_snds_H_snd_F", 50, [],
    "muzzle_snds_m_khk_F", 50, [],
    "muzzle_snds_m_snd_F", 50, [],
    "muzzle_snds_58_blk_F", 50, [],
    "muzzle_snds_58_wdm_F", 50, [],
    "muzzle_snds_58_ghex_F", 50, [],
    "muzzle_snds_58_hex_F", 50, [],
    "muzzle_snds_B_khk_F", 50, [],
    "muzzle_snds_B_snd_F", 50, [],
    "muzzle_snds_65_TI_blk_F", 50, [],
    "muzzle_snds_65_TI_hex_F", 50, [],
    "muzzle_snds_65_TI_ghex_F", 50, [],
    "muzzle_snds_H_MG_blk_F", 50, [],
    "muzzle_snds_H_MG_khk_F", 50, [],
    
    "optic_mrd", 50, [],
    "optic_Yorris", 50, [],
    "optic_NVS", 150, ["inf_mm", "inf_sni"],
    "optic_MRCO", 200, [],
    "optic_hamr", 200, [],
    "optic_Hamr_khk_F", 200, [],
    "optic_Arco", 250, [],
    "optic_Arco_blk_F", 250, [],
    "optic_Arco_ghex_F", 250, [],
    "optic_ERCO_blk_F", 250, [],
    "optic_ERCO_khk_F", 250, [],
    "optic_ERCO_snd_F", 250, [],
    "acc_flashlight_pistol", 50, [],
    "acc_flashlight", 50, [],
    "acc_pointer_IR", 50, [],    
    
    "bipod_01_F_snd", 50, [],
    "bipod_01_F_blk", 50, [],
    "bipod_01_F_mtp", 50, [],
    "bipod_02_F_blk", 50, [],
    "bipod_02_F_tan", 50, [],
    "bipod_02_F_hex", 50, [],
    "bipod_03_F_blk", 50, [],
    "bipod_03_F_oli", 50, [],
    "bipod_01_F_khk", 50, [],
    
    "H_Hat_Safari_olive_F", 300, ["cmd_platco", "inf_sl"],
    "H_Hat_Safari_sand_F", 300, ["cmd_platco", "inf_sl"]
];

rewardMisc = [
    "Paradrop", 500, [], "Can only be purchased and used in base. Deploy from a cargo plane loitering 1,800m above Altis. You'll automatically be equipped with a parachute that will temporarily replace your backpack, and when you touch down your backpack will be restored. The parachute does NOT open automatically!",
    "Ammo Drop", 500, ["cmd_platco", "inf_sl", "inf_tl", "sup_sl", "arm_c"], "A civilian airplane will buzz overhead and drop an ammo crate by parachute for you to resupply your squad. Look for the blue smoke!",
    "AI Soldier", 1500, [], "Creates a basic AI soldier that will follow you through the battlefield, fight enemies it detects, and will heal you if you are incapacitated. He will jump into the same vehicle as you, but he won't accompany you on a paradrop.",
    "UAV Recon", 1000, ["cmd_platco", "inf_sl", "inf_tl", "inf_spo"], "Submit a request for GOBLIN to recon the area around you, assuming the UAV is not already tasked with orders from another team. The UAV will loiter either around your position, or the position of an assigned waypoint for your team. It will spot targets for the entire team.",
    "UAV Strike", 2000, ["cmd_platco", "inf_sl", "inf_tl"], "Submit a request for GOBLIN to strike a spotted vehicle target with an air-to-ground missile. You must spot the target vehicle and then make your request; GOBLIN will take it from there (you do not have to lase the target)."
];

 

You need a little information to unpack this information, as it's lifted straight from the codebase.

 

Faction identities:

1001, 1002 and 1003 are NATO, NATO Pacific and CTRG (western) factions.
2001, 2002 and 2003 are CSAT, CSAT Pacific and Viper (eastern) factions.
3001 is the AAF.

 

Each reward is the name, the cost, and the roles it's limited to; for miscellaneous rewards, the description is appended as the fourth item.

 

I encourage people to discuss / debate the relative costs of these items. I expect these to iron out over time.

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I have multiple question about this but i dont know if this is right place to do that (becouse this is just feedback) so im sorry in first place if i put it here wrong (+ i cannot find any informations related to this questions on forum).

 

a) Doest it means that there will be no default armored vehicles like gorgon on airport? or this 'premium default vehicles' will be still presented in IA4?

b) I dont know how many points will be generated from 100% AO, or Side mission but if for example i will need to complete 3 AO missions to buy armored vehicle that will be destroyed in first 2 minuets (becouse of lucky enemy cas), then i will love to have features like from old arma2 servers (Domination A2) where you can pick special helicopter and transport your destroyed premium vehicle to some sort of repair station. I know that these vehicles are special and can wipe whole AO in few minutes but mistakes can happen + this feature can bring more roles to gameplay (repair specialist that will transport this wreck to base for repair etc.)

c) If everything will cost some type of points, then i will like to have option to capture enemy vehicles. Now every enemey vehicle is locked and i cannot use it and that can be critical in some type of scenarios ("there is noone who can shoot down that 5 enemy jets but here is empty tigris, lets repair it and use it!").

d) AI soldier will be under my command or it will be just "dummy" npc that will shoot at everything and i cannot tell him not to do? will he have unlimited ammo?

e) This depends again on how many points there will be but player who will use 5x UAV strikes can be more valuable over player who will have MBT for 10k, becouse tank will be more targeted if i understand correctly + jets can destroy it immediately. And he need to move with that tank to AO and that can take a lot of minutes, soldier can just paradrop to location easily. UAV strikes will have some sort of cooldown or you can use them as you want?

f) Later version of MBT cost more than CAS but i think that CAS is more valuable becouse it can wipe AO alone and can defend itself against AA jets. MBT can be easily destroyed with any CAS + need to be aware of AT soldiers (CAS need just look at tigris, AA soldiers are pretty dumb and cannot shoot in time).

g) Attack helicopter cost same as low MBT but attack helicopter is more agile, faster and can again bring down whole AO if used correctly, MBT is doomed in close space situations. That doesnt mean that attack helicopter need to cost more, just make premium MBT better in something.

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2 minutes ago, athert said:

a) Doest it means that there will be no default armored vehicles like gorgon on airport? or this 'premium default vehicles' will be still presented in IA4?

Currently the following armor vehicles are available by default and respawn: (for blufor) 2x APC + 1x marshall + 1x slammer (normal)  similar for OPFOR and INDEP.

 

3 minutes ago, athert said:

c) If everything will cost some type of points, then i will like to have option to capture enemy vehicles. Now every enemey vehicle is locked and i cannot use it and that can be critical in some type of scenarios ("there is noone who can shoot down that 5 enemy jets but here is empty tigris, lets repair it and use it!").

There are enough things available for free to play the mission. 

 

4 minutes ago, athert said:

d) AI soldier will be under my command or it will be just "dummy" npc that will shoot at everything and i cannot tell him not to do? will he have unlimited ammo? 

He's just an AI, you have the same amount of control over it as you would over an AI in the campaign for example.

 

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5 hours ago, athert said:

I dont know how many points will be generated from 100% AO, or Side mission

Here's the layout of awards: all these points can be modified by a mission parameter which augments or reduces award points by +/- %, depending on whether the parameter makes the mission easier or harder.  By default, there's no modification.

 

All these points are subject to change: they are placeholders as we figure out balance.

 

Complete primary objective: 400 points.

Complete secondary objective: 600 points.

 

Both of these amounts are modified by your time in the relevant AO.  When you first get the notification that you are engaging the (primary/secondary) mission, that's telling you that you've been there for under a minute.  Every minute you are present in the AO, you get 25% of the final award.  So you have to remain in the relevant AO for at least 4 minutes to receive the full award.  This also decreases by 25% for each minute you're out of the relevant AO, until you get the message that you're no longer engaging the mission.  This helps mitigate those scenarios where you die and then the AO completes, and you'd get nothing, as well as rewarding players who have been in the AO longer than other players.

 

The following awards are assigned as soon as they are completed, rather than when a particular objective is completed.

 

Kill an enemy soldier: 25 points

Destroy an enemy vehicle:

- Tank: 300 points

- Air vehicle (plane/helicopter): 500 points

- Other vehicle: 150 points

Heal a wounded player: 150 points (not sure if this is working)

Revive a player: 250 points (not sure if this is working)

 

Transport pilots in Vortex also have a special reward cycle: every 30 seconds they are in the air transporting players, they receive 5 points per player in their cargo.

 

Points for kills are shared between members in a squad: if you are within 300 meters of a squad mate who receives reward points from a kill, you will receive 33% of those points. This is primarily to reward vehicle crews (commander & gunner) but (theoretically) it also incentivizes a squad to stick together.  So if a player kills a soldier, he receives 25 points, and any squad mate within 300m will receive 8 points.

 

Points for kills are also shared with the Platoon commander: he will receive 10% of all points generated.  This is primarily so that over time he can afford to purchase UAV missions, ammo drops and vehicles for squads.

 

There are also point penalties:

Teamkill a player: 500 points

Kill a civilian: 300 points

 

5 hours ago, athert said:

i will like to have option to capture enemy vehicles.

I'll have a think about this, but my instinct says no. It's pretty easy for enemy vehicle crews to abandon their vehicles (especially if they flip them) which would mean enemy vehicles can become pretty easy to come by.  There's a mechanic in place to discourage players from using non-class weaponry, but I can't imagine a mechanic which would do the same for enemy vehicles.

 

5 hours ago, athert said:

AI soldier will be under my command or it will be just "dummy" npc that will shoot at everything and i cannot tell him not to do? will he have unlimited ammo?

Actually @Stanhope isn't right in this case - he doesn't join your squad, he runs on a local loop so that he constantly tries to keep up with you, but will engage targets that he becomes aware of. He also has a program to try to revive you if you get incapacitated. However, there have to be no active enemies nearby, and he has to have a medkit (he doesn't have unlimited supplies).  Right now he's a work in progress and might not make the final cut.

 

5 hours ago, athert said:

UAV strikes will have some sort of cooldown or you can use them as you want?

Right now, the cooldown is that the UAV's actually not great at conducting a strike. :) The UAV will vector into a strike position, and then attempt to engage your selected target. However, if it loses track of the target, it might actually engage another target of opportunity. But once you give the UAV a strike order, it will try for some time to fulfill that order, and is unavailable during that time. It's hard to spam that function, and frankly, in testing the UAV has been more useful as a recon tool.  It's also noteworthy that the UAV isn't targetable by enemies while it is in recon mode, but when it goes into strike mode it is targetable by enemies (and, in testing, has been shot down on several occasions).

 

5 hours ago, athert said:

Later version of MBT cost more than CAS ... Attack helicopter cost same as low MBT

Again, the point values on everything are subject to change. It's also worth noting that players can share points, so if there's a need for a high-caliber vehicle, it's a matter of getting the entire team to cooperate and pony up the required points.

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Thank you for your responds! I take that numbers as place holders but here i can finally see and calculate "cca" how many enemy soldiers/vehicles i need to destroy to purchase premium vehicle. If i calculate correctly then on "good play" where i can in 3 hours get 100 soldier kills, 5-8 tanks and cca 20 vehicles, then i can get just cca 8k points (+ some points for AO/Side mission as whole) and thats low, but i understand its before balance so its fine now :D

For that capturing vehicles, thats something i will love but i understand your fear of that.

Again, thank you for your answers :)

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Error from my RPT from today's test:

Spoiler

20:45:38 Error in expression <e]; }
 else
 { _backpackLockStatus = [_backpackPlayer, false]; };
 
 _backpac>
20:45:38   Error position: <_backpackPlayer, false]; };
 
 _backpac>
20:45:38   Error Undefined variable in expression: _backpackplayer

 

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checked armor section today

a short sum up:

- 2 Panthers,1 Slammer (which was taken by 1 guy already - makes the role selection Driver,Gunner,COmmander obsolete)

- spend 9min driving uphill only to be fkked up by a close encounter to a BTR,fun thing the Panther didnt exploded but both of us crew got send to revive

- why a Panther even? its adds nothing to make use of that thing,besides driving over a simple rock disables its engine

- no access to a repair kit as gunner

- enemy air was consistent active over AO,leaving armor with no defense measurements towards it

 

I spend more time driving with low speed towards an AO rather than spend time in it.

That being said,participation marker should be extended starting 1km off AO border.

After my truck (yea,no respawning armor and why use a shitty Panther in the first place) got stucked and i got rid of it i decided to go for the fuel station,getting me some cigs,so i sat myself in AO by some rocks ... then went off for about 11min - only to face me getting stuck in a AFKscript check that kept killing myself on and on and on giving me 21 deaths in the aftermath.

 

Not fun at all.

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Finally i can place my feedback about today testing, dont forget that its just my opinions.

 

a) I dont like current place of base. It is not designed well for vehicles (tanks need go straight to hill, it takes me cca 8 minutes to move with tank to AO that was 3km away). I think Terminal as central place will be better. (During writing this list, Scar mention that too, its not fun)

b) I hate current role restriction system. If i will not be fast and i will pick "light-at" then i cannot grab titan so im useless against almost every vehicle.

c) I dont like timed point system for AO/Side missions. I can kill almost every enemy on that AO but if i will be killed and i will need to move back to this AO by my own (or it will be really far away from base), then i will get zero points from this AO/Side. I think it will be better if i will get percentage by killed enemies or something but time is not so good.

d) I get just 300 points during whole 90min gameplay.. i can say its mostly becouse of bad gear setup (point -B-).

e) There was player who was trying to ressurect another player but in that time, enemy vehicle showed up and start shooting at whole squad. I destroy that vehicle but i got penalty for killing friendly player. I saved 6 lives but still get penalty becouse of 1 derp becouse he was trying to ressurect someone. 5/7 will save squad again. (it will be better if there will be some better check. Something like if im shooting at enemy vehicle and there is player, i will not get penalty. Same for grenades etc.)

f) Some roles was obsolete. I was gunner but i was driving my tank becouse our real driver was AFK whole time.

g) I dont like that new spot system. On old IA, i was checking by map if im shooting at enemy or not but now i can see only friendly so i cannot be so sure if its friendly player or not.

h) I cannot rearm at Ammo truck.

i) Panthers are bad.

 

but there is things i like of course

j) I like new vehicle reward system.. if i can really purchase something.

k) I like that we have default tanks at base from start.

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21 hours ago, TheScar said:

- 2 Panthers,1 Slammer (which was taken by 1 guy already - makes the role selection Driver,Gunner,COmmander obsolete)

- no access to a repair kit as gunner

In the default parameter selection (likely what will run on EU1) the armor roles are fluid, meaning any of the roles can perform any of the functions. In the strict parameter setting, only the individual roles can control their various functions (only the Driver can get into the driver seat, etc).

Again, by default only the driver and commander had access to repair kits, but I suppose for the sake of completeness there's no really great reason the gunner shouldn't have access to it as well, so I'll add it.

21 hours ago, TheScar said:

- spend 9min driving uphill only to be fkked up by a close encounter to a BTR,fun thing the Panther didnt exploded but both of us crew got send to revive

- why a Panther even? its adds nothing to make use of that thing,besides driving over a simple rock disables its engine

These are Arma problems, not mission problems. Panther vs BTR is probably going to be in favour of the BTR. Panther is there to allow GAMBLER & HITMAN to server as combat taxi while they wait for Slammer & Marshall style vehicles to spawn/respawn.

21 hours ago, TheScar said:

- enemy air was consistent active over AO,leaving armor with no defense measurements towards it

Sounds like a players problem, not a mission problem

21 hours ago, TheScar said:

I spend more time driving with low speed towards an AO rather than spend time in it.

That being said,participation marker should be extended starting 1km off AO border.

I'm curious about the difference between 800m and 1km, but I have no real qualms about extending it.

21 hours ago, TheScar said:

 me getting stuck in a AFKscript check that kept killing myself on and on and on giving me 21 deaths in the aftermath.

That's not intentional, the AFK script is really only meant to run on pilot slots or if the server is completely full, so it is definitely bugged (should also have kicked you from the server if it was working properly).

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21 hours ago, athert said:

Finally i can place my feedback about today testing, dont forget that its just my opinions.

opinions are always welcome.

21 hours ago, athert said:

a) I dont like current place of base. It is not designed well for vehicles (tanks need go straight to hill, it takes me cca 8 minutes to move with tank to AO that was 3km away). I think Terminal as central place will be better. (During writing this list, Scar mention that too, its not fun)

We've gone back and forth on this but the majority concensus was that players like it better to have one main base as was the case in I&A2, rather than unlockable FOBs as is the case in I&A3. The difference in I&A4 is that the main base location is randomly positioned between one of the six airfields, including Terminal. On EU1 when we launch, we will probably set the default base location to Terminal because it appeals to the general pub player. Right now in beta testing we are spawning the base in the random locations (or non-Terminal) to identify specific base problems: for example, in last night's test we identified that the Huron's spawn placement is no good, as it exploded every time on spawn/respawn.

21 hours ago, athert said:

b) I hate current role restriction system. If i will not be fast and i will pick "light-at" then i cannot grab titan so im useless against almost every vehicle.

If everyone has access to the Titan, then there's no point in having an AT specialist, or specialists at all for that matter. We have lightened up on restrictions, so that if you are in the field and you need to pick up someone's AT launcher, you can do that (you just can't run with it). This is to encourage players working as a team to complement each other's roles.

21 hours ago, athert said:

c) I dont like timed point system for AO/Side missions. I can kill almost every enemy on that AO but if i will be killed and i will need to move back to this AO by my own (or it will be really far away from base), then i will get zero points from this AO/Side. I think it will be better if i will get percentage by killed enemies or something but time is not so good.

There's no perfect solution for this. What if you drive a vehicle into the AO and take a bunch of fire from the enemy units, distracting them while the other players complete the objective? Now you get no points, despite being vitally important to the completion of the mission.  Or a repair specialist, or other specialist roles, who aren't awarded by kills. Also, if you kill every enemy in the AO, you will likely have accumulated more points than the objective reward, just by individual kill points.

 

If you die in the AO on your own, because you weren't within range of a medic or a team that can save you, then I think you might be doing it wrong.

21 hours ago, athert said:

d) I get just 300 points during whole 90min gameplay.. i can say its mostly becouse of bad gear setup (point -B-).

Points are subject to balancing

21 hours ago, athert said:

e) There was player who was trying to ressurect another player but in that time, enemy vehicle showed up and start shooting at whole squad. I destroy that vehicle but i got penalty for killing friendly player. I saved 6 lives but still get penalty becouse of 1 derp becouse he was trying to ressurect someone. 5/7 will save squad again. (it will be better if there will be some better check. Something like if im shooting at enemy vehicle and there is player, i will not get penalty. Same for grenades etc.)

That's unfortunate, but the same check prevents a player from griefing other players. Your situation is probably more rare than teamkilling, which I think we can all agree needs a defensible solution.

21 hours ago, athert said:

f) Some roles was obsolete. I was gunner but i was driving my tank becouse our real driver was AFK whole time.

See my comment to TheScar above

21 hours ago, athert said:

g) I dont like that new spot system. On old IA, i was checking by map if im shooting at enemy or not but now i can see only friendly so i cannot be so sure if its friendly player or not.

I think it will take some getting used to, but in this system if you're not sure if your target is friendly or enemy, spot it and it instantly gives you a target notification that it's either enemy (red target square) or friendly/civilian (no-shoot indicator). You didn't have to go to the map, check your location, estimate your direction and distance to what you're looking at, etc.  Plus the spotting system allows for the UAV to actually be useful, rather than relying on poor callouts by a UAV operator.  And your spots are visible to other players. I think the system is just a whole lot better than current. Feel free to tell me why I'm wrong.

 

Plus "now I can only see friendly so I cannot be so sure if its friendly player or not" - makes no sense to me.

21 hours ago, athert said:

h) I cannot rearm at Ammo truck.

It's a vanilla arma action, you need to be parked fairly specifically near its range to get the action.  Since it's so flakey, that's why I added repair/rearm/refuel pads.

21 hours ago, athert said:

i) Panthers are bad.

#blameBIS and see my comment to TheScar, above

21 hours ago, athert said:

j) I like new vehicle reward system.. if i can really purchase something.

Balancing, but yes, I think it will be better than reward vehicles

21 hours ago, athert said:

k) I like that we have default tanks at base from start.

Heavy assets like the Slammer and the Marshall operate on a delayed start, but yes, I think it will work better

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