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Liberation Feedback Thread

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Ahoy,

 

Please post any suggestions / comments / constructive criticism in this thread.

Please note that if you suggest an item to be added to the arsenal, please provide the classname to that item otherwise the suggestion will be void.

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- admin channel spam toggle doesn't work (at least, didn't for me) - ideally, the command menu would report whether it's currently on or off.

- would be great to have toggle all option

- radio channel setting not maintained after death

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Fun mission, makes sense to run it on AWE.

 

Just one thing, nothing major:

 

  • Was any thought given to utilizing Stilleto/I&A4's custom squad system? I think it'd be a good system to use on this server, with the preset squads (Command, Alpha/Bravo/Charlie, Vortex - with the locked *unless unlocked by Command* Additional squads). It'd be useful so that we can develop custom squads as and when we achieve gathering resources to utilise new systems like Armoured Vehicles, Fire Support Elements etc etc.

Just my 2cents, again no idea if you can customise to mission to utilise that but it would be amazing if that was possible.

 

Scratch that, it's technically already a thing in the server if slightly different.

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Alright, so all of the above has been noted down, as well as the following:

  • Turn off the scoreboard because it's broken with ACE anyway
  • Put people into their squads by default
  • Make box manipulation actions available to everyone by default
  • Rename some of the slots and restructure them a bit (Including, but not limited to, renaming platco to overlord, renaming platoon sergeant to platco, moving UAV into platoon and making him both RTO and UAV.  Suggestions are welcomed)
  • People tried loading the following items out of the arsenal today, I'm gonna check what they are and, if appropriate, whitelist them.  There were more than these but they were all vanilla weapons, uniforms, vests and helmets, which will most likely not be whitelisted although that's not set in stone, if you want a vanilla item just ask bellow and it'll be considered.
    Spoiler
    
    "rhs_mag_30rnd_556x45_m855a1_pmag_tan_tracer_red"
    
     "rhs_weap_m21a_pr"
    
     "rhsusf_ach_helmet_ocp_alt"
    
     "rhs_uniform_cu_ocp"
    
     "rhs_mag_30rnd_556x45_m855_stanag_tracer_red"
    
     "smokeshell"
    
     "smokeshellpurple"
    
     "smokeshellblue"
    
     "smokeshellgreen"
    
     "tf_microdagr"
    
     "rhs_mag_30rnd_556x45_m855_stanag"
    
     "rhsusf_ach_helmet_headset_ocp_alt"
    
     "handgrenade"
    
     "ace_m84"
    
     "rhsusf_acc_rvg_blk"
    
     "rhsusf_bino_m24"
    
     "rhs_weap_aks74"
    
     "rhs_mag_30rnd_556x45_m855a1_pmag"
    
     "acc_pointer_ir"
    
     "rhsusf_acc_anpeq15_wmx_h"
    
     "rhsusf_mag_10rnd_std_50bmg_mk211"
    
     "rksl_optic_pmii_312_sunshade_wdl_pip"
    
     "rhs_mag_30rnd_556x45_m855a1_stanag_pull_tracer_red"
    
     "rhs_mag_30rnd_556x45_mk318_stanag_pull"
    
     "rhsusf_acc_su230a_c"
    
     "rhsusf_acc_su230a"
    
     "tf_rt1523g_big_bwmod_tropen"
    
     "ace_m14"
    
     "rhsusf_acc_anpeq15_bk_h"
    
     "rhsusf_acc_anpeq15_h"
    
     "rhs_mag_30rnd_556x45_m855a1_stanag_pull"
    
     "rhssaf_30rnd_556x45_epr_g36"
    
     "rhsusf_acc_anpeq15_bk_top_h"
    
     "rhssaf_mag_br_m75"
    
     "rhssaf_mag_brd_m83_white"
    
     "rhsusf_bino_m24_ard"
    
     "rhs_mag_30rnd_556x45_m855a1_epm_pull"
    
     "acc_flashlight_pistol"

     

  • Fix people spawning in with vanilla loadouts
  • Make the paradrop option (that's natively in Liberation) available under a certain number of players
  • Add explosives to the arsenal

I haven't discussed this with the staff team yet, this is just the feedback I've gotten so far.  Some of these might not be implemented.

 

If you have any items you want to see whitelisted I'll take just the names of the item for now (except for pure cosmetics), after the second beta test (a date still has to be determined for that AFAIK, don't quote me on that) I'll need a classname for items you want whitelisted.  I'll make sure to have a guide up by that time on how to easily find the classname of the item you want whitelisted. 

 

Any and all feedback is welcome and if you have any questions you can put them here or get in touch with me or any member of staff and we'll happily answer them. 

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- I would like to see a dedicated armor squad just like Reaper is dedicated to CAS even though we don't have those vehicles yet. Once we get armor I feel like it'll get annoying to gather engineers from different squads and removing the engineer from them, making for example stealing a broken vehicle hard. Also the engineers from infantry squads are normal engineers, not advanced engineers, unlike in a vehicle squad where the driver would be a advanced engineer, allowing faster and better repairing of vehicles.
- Scar-H in the arsenal I just found it, either alpha engineer can't use it or I'm VERY blind
- Preset loadouts for different roles if possible, if you need to switch slot mid-game it can take a while to fix up your loadout.

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For the first one: I've asked staff, will get back to you on that, for the second: did you really think I wouldn't add superior Belgium engineering into the game and finally: IIRC ace has the ability to define a few loadouts that are globally available in the mission, I'll see about implementing that.

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Liberation lets you take other player's loadouts, but there's no indication what they actually are.  I think players would be better off with some predefined loadouts for uniform consistency etc, or at least a base to work on.

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Issues:

1: one or more scopes are selectable but will be removed automatically because of class restriction

2: one or more scopes will reset / alter the zeroing on it, particularly if you enter and exit ADS.

3: being given permissions for base building then going back to lobby and re-entering removes them (day 1. unsure if fixed)

4: pilot permit required to man door gun.

5: uniforms on enemies not loading in, resulting in naked enemies and confusion. im told this is clientside.

6: unclear rules on the server. It's open and not password. it would be nice to be able to have the rules of behavior clearly stated and readily available in the server and it might avoid unpleasantness.

 

 

Requests:

Weapons:

1: the AG3 (basically the G3 with an auto trigger. last gen Norwegian standard issue rifle. fires 7,62x51 NATO)

2: The H&K 417. The marksman's version of the 416. Fires 7,62x51 NATO. Classed as Battle Rifle. (wiki link https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK417 )

 

Gear:

Explosives

1: Demolition blocks for obvious purposes.

2: Anti vehicle mines. anything really that can at least blow the tracks of a main battle tank or stop \ kill a BTR.

3: Claymores or other directional AP mines capable of wounding \ killing infantry and blowing wheels off non track vehicles.

4: pressure\proximity ap mines for EI and light vics.

 

Uniform:

1: Hardhat for engineers. Preferably with hearing protection on because c00ler.

 

Equipment:

non IR lasers that work. Especially nice would be a flashlight/visible laser/ir laser combo.

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5 minutes ago, Icze said:

1: one or more scopes are selectable but will be removed automatically because of class restriction

There's an entire list of items that are getting removed that shouldn't.  There's also no such thing as class restrictions. 

6 minutes ago, Icze said:

2: one or more scopes will reset / alter the zeroing on it, particularly if you enter and exit ADS.

Mod issue, not my fault

6 minutes ago, Icze said:

3: being given permissions for base building then going back to lobby and re-entering removes them (day 1. unsure if fixed)

I'll  have a look

6 minutes ago, Icze said:

4: pilot permit required to man door gun.

On the list already

7 minutes ago, Icze said:

5: uniforms on enemies not loading in, resulting in naked enemies and confusion. im told this is clientside.

It is, make sure you've got RHSSAF enabled and validate its integrity.

 

7 minutes ago, Icze said:

6: unclear rules on the server. It's open and not password. it would be nice to be able to have the rules of behavior clearly stated and readily available in the server and it might avoid unpleasantness.

Nothing unclear about these rules:

They might be slightly outdated but they're not unclear.

9 minutes ago, Icze said:

1: the AG3 (basically the G3 with an auto trigger. last gen Norwegian standard issue rifle. fires 7,62x51 NATO)

2: The H&K 417. The marksman's version of the 416. Fires 7,62x51 NATO. Classed as Battle Rifle. (wiki link https://en.wikipedia.org/wiki/Heckler_%26_Koch_HK417 )

Will ask staff and get back to you

9 minutes ago, Icze said:

Explosives

Yes, explosives aren't currently whitelisted, as mentioned above.

10 minutes ago, Icze said:

1: Hardhat for engineers. Preferably with hearing protection on because c00ler.

Will be taken into consideration, will get back to you

10 minutes ago, Icze said:

non IR lasers that work. Especially nice would be a flashlight/visible laser/ir laser combo.

It's in the list above yes.

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ACE Medical feedback:

 

- Use sum of trauma to determine ace_medical_fatalDamageSource instead of only large hits to vital organs to address the bullet sponge behaviour

 

With ACE, level 3 and 4 carrier plates entirely prevent large chest wounds from guns, which are required to cause a fatal heart shot. Our current setting does not care at all about the amount of incoming damage unless it causes large wounds to the head or torso, resulting in death by a thousand cuts. Our slightly reduced bleed rate works against us here, too. Every enemy soldier that dies has either been shot in the head or bled out in agony.

Sum of trauma allows death from enough wounds to any body part. Keeping the threshold at 1.0 kills a man with three to four point-blank shots to the kneecap. Turning it up to 1.5 to 2.0 for players keeps us about as resilient as we are now.

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16 hours ago, Gustis40g said:

stuff and stuff...


- Preset loadouts for different roles if possible, if you need to switch slot mid-game it can take a while to fix up your loadout.

 

I've saved class specific loadout for myself in the Arsenal. Just click the "Loadouts" button to save, load, delete them. Remember to use the Save Spawn Loadout button in the Arsenal interface to make sure you respawn with the same loadout after death.

 

...or is this not what you mean?

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On 5/13/2020 at 7:13 AM, Lindi said:

 

I've saved class specific loadout for myself in the Arsenal. Just click the "Loadouts" button to save, load, delete them. Remember to use the Save Spawn Loadout button in the Arsenal interface to make sure you respawn with the same loadout after death.

 

...or is this not what you mean?

 

To be honest I didn't know it existed, but it still leaves problems for the new players. If you're new to ACE it'll be hard to make a preset and know what to bring, such as different types of bandages, morphine and so on. Having a default preset that serves as an all around base for loadouts clears things up for the never players.

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On 5/12/2020 at 2:48 PM, Gustis40g said:

I would like to see a dedicated armor squad

To get back to this: a 3 man hammer team will be added

 

Additionally, besides adding a bunch of default loadouts to the arsenal I'll also give normal riflemen a default loadout.  I'm assuming that if one takes a specialized role they know ace good enough to navigate the ace arsenal.

 

On 5/12/2020 at 7:23 PM, Icze said:

1: Hardhat for engineers. Preferably with hearing protection on because c00ler.

Both hardhats and hi-vis jackets are being added, still need to ask about the guns, will let you know when a decision on that is made.

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Rule 5. "Fill the primary slots before secondary/support."

Impractical given the game mode. You need logistics to ship supplies back to base, vortex to ferry troops and Medivac to deal with the bloody mess during or after a combat operation.

 

For those of you that think I'm wrong. Give the game mode a try without any of those three on a small fire-team day and see what happens.

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Keep in mind that this mission is still work in progress.  Currently angel is in no way, shape or form different from a medic in a squad.  They are just medics, like medics in squads.  Now for the next update they will be special but that does mean that currently, they aren't needed. 

 

Next, yes, logi is currently needed to ship supplies around.  But in the next version platco (currently called platoon sergeant) will be able to set up supply lines, which will automatically ship supplies from factories to base. 

 

And finally, these rules haven't been updated for liberation yet.  Although player should obviously stick to them, staff will equally as obvious take into account that these rules haven't been updated yet. 

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OK so my opinion in my order of importance, also dog tired so spelling, grammar and syntax will all be shit.

1) Medic settings need to be changed, current form it's a supply sink, infuriating and detracts from the fun;

  • no fractures - seems far too easy to get fractured and they have a snowball effect (see weapon sway).
  • wound reopening is far too easy - too many occasions i got hit in torso, patched myself up, ran forward <10 metres and my torso wound that I just patched has reopened. 
  • Stitch kits reusable - It's a game, it's not fun to be struggling through an AO, wounds reopening because you don't have enough stitch kits.
  • Stitch kits usable EVERYWHERE - See above only increasing annoyance exponentially.

2) Consider weapon sway.  Vanilla weapon sway is awful, when adding in medical systems such as pain/fractures that increase it, you are completely screwed.  I got hit in the shoulder and fractured my right arm, second round of the burst hit left shoulder and fractured other arm.  I was completely combat ineffective (even tourniqued) at 5 metres due to weapon sway.  That is not fun to be taken out of the fight due to injury, making it impossible for you to do anything, and then have to wait for a medic to stitch you.  I'm not asking for removal of sway just to consider it when adjusting other mechanics.

 

3) ACE ballistics, if we are implementing advanced ace ballistics you need to be mindful of the end to explain how mil dots work and the ace scoping system.  If you ran a tutorial for medical due to the complexity just a quick 5 min tutorial or guide would be useful otherwise players run the risk of feeling like they are locked out of a role due to skill cap.  That is fine when it comes to pilots as failure on a pilot impacts on other people's fun, a failure of marksman only impacts that individuals.  Yes there are tutorials on youtube but you shouldn't have to watch a video if you want to use something more than an acog.  This is a public not a milsim/realism server we don't run training and it needs to be as accessible for as many people as possible as that is the lifeblood of continued survival.

4) Marksman scope with cantered red dot.  LH5 said he had already brought that up, again with issue 4, if someone does jump in who isn't familiar with range card and mil dot system the red dot is a fallback so they can still have fun.  The m8541 is my personal favourite but that's personal preference.  The existing scopes (6x i think) with red dot functionality are nice so please keep them

5) Performance is taking a hit, I'm noticing lag in firefights that is just not present normally on EU1.  Don't know how to fix that.

6)Wardrode... It's faaaaabulous darling *insert limp hand wave*.  but yeah now gear choice really nice, just maybe add MARPAT camo helmets so USMC boys can have full marine loadouts.  I'll do a list of class names over weekend (including above scope) so you have something to work with.

7) Keep slots as is with majority rifleman so people can choose to 'specialise' into AR, MG, grenadier etc without having to go back to lobby.  SUCH A GOOD SYSTEM.

 

😎 Give me laser pointers for my rifle!!!!!!

 

9) Mk 11s (SR-25s) and M27 IARs... Stan I could kiss you... 😘 

 

10) Last but most certainly not least (last point is usually most remembered) #thankyouStan.

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17 hours ago, Gustis40g said:

 

To be honest I didn't know it existed, but it still leaves problems for the new players. If you're new to ACE it'll be hard to make a preset and know what to bring, such as different types of bandages, morphine and so on. Having a default preset that serves as an all around base for loadouts clears things up for the never players.

 

You are correct, the new less experienced players are in a bit of a pinch there. One thing I found helpful and I try to use while instructing new guys is the "copy load out from" feature. See someone playing the role you'd like to try? -Copy their current loadout and save it for later use in the arsenal!

 

Default loadouts are deffo still something that should be considered! :)

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6 hours ago, Murph said:

Lot's of stuff said about lots of stuff....

 

10) Last but most certainly not least (last point is usually most remembered) #thankyouStan.

 

^^ this, but I'd like to expand to "Thank you everyone who has got Liberation this far!" 😘

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Actual question is bolded, in the rest of my (slightly tired) rambling about artillery (which is really just to frame the question in some context).

 

Myself, Wookz, Sho and River have spent a couple of hours getting to grips with artillery. There were only the 4 of us on server, which is a perfect time to make mistakes.

 

I am happy to sit at FOB Bravo with the gun and help get anyone up to speed on hitting what they are supposed to. It is fairly simple, but if it goes wrong it can wipe any squad within 9km which would be disastrous for operations. It only takes 5 minutes - like ACE Medical - to get the rudiments down. Using range tables is a good way to keep on the ball with the role as well - far more enjoyable than the point-and-click computer of IA3 usage (edit: except for the HIMARS which is a fancy artillery shotgun rocket thing with only an artillery computer option). I think it is perfectly fine for this particular weapon to be a bit "milsim" compared to infantry work, because it's a mean bit of kit and it is enjoyable in a much less "instant gratification" way.

 

Now, the meat and potatoes of the thing. This can make an FOB Hunt a 1-troop operation. This is possibly a bit... exploitable. "I'll just find an FOB to lower the awareness level and get FSG to flatten it". Easy 20%.

 

Can tactical ping markers be made invisible on the map? If a 1 man "team" wants to go on an FOB hunt with FSG back at base to deliver the ordnance, I think that should be allowed (sneaky spec ops stuff)... but I think it would be reasonable to expect them to do a BIT of triangulation work before they mark the target on the map. This ties in with the "I think it is perfectly fine for this weapon to be a bit milsim" point. It just feels a bit cheesy to mark the FOB by tactical-pinging and then looking for the marker on the map.

 

As for the use of tactical ping in squads - we have "point", and we have radio, and we have the ability to mark on the map. I don't think infantry work will suffer too much by losing the tactical ping.

 

This may spawn some debate. I'm just chucking this out there - I am not married to the result. Either way I am happy to play as an artilleryman, as long as I am only firing on military installations!

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8 hours ago, Murph said:

3) ACE ballistics, if we are implementing advanced ace ballistics you need to be mindful of the end to explain how mil dots work and the ace scoping system.  If you ran a tutorial for medical due to the complexity just a quick 5 min tutorial or guide would be useful otherwise players run the risk of feeling like they are locked out of a role due to skill cap.  That is fine when it comes to pilots as failure on a pilot impacts on other people's fun, a failure of marksman only impacts that individuals.  Yes there are tutorials on youtube but you shouldn't have to watch a video if you want to use something more than an acog.  This is a public not a milsim/realism server we don't run training and it needs to be as accessible for as many people as possible as that is the lifeblood of continued survival.


7) Keep slots as is with majority rifleman so people can choose to 'specialise' into AR, MG, grenadier etc without having to go back to lobby.  SUCH A GOOD SYSTEM.

 

10) Last but most certainly not least (last point is usually most remembered) #thankyouStan.

 

I want to thank Murph for posting this all btw - his point 3 here is a lot of the structure behind my thoughts about tactical ping and artillery. I think artillery is more akin to piloting than to sniping, when it relates to "how bad arty/piloting can ruin other people's fun instead of just the operator's".

 

Point 7 is a very good observation, I'm hoping that liberation becomes a place that supports people trying different roles and gameplay styles. It can be a low pressure way to try leadership roles, or for people in leadership roles to try different tactics, and the squad flexibility that having unspecialised roles offers is GREAT.

 

Point 10 is given. Stan, you're like a duck. All calm above the surface but underwater your feet are working like crazy. Gotta say this is making my lockdown work ethic look crap! 

 

Edit:

This page - https://ace3mod.com/wiki/feature/scopes.html - shows "Simplified zeroing". If we are having fancy ACE ballistics (which would be awesome for arty purposes), it appears possible to make it "not too arcane" for snipers to pick up a rifle and pick off EI. 

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