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MidnightRunner
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9 hours ago, RiverWolf said:

Well I've read the discord response and I suggest more minus threat level than 10% for a tower please, it has to be felt worth doing and for -10 I don't think it's worth doing.

I have to keep threat balanced so what number would you suggest?

Some other numbers are;

FOB Hunt: -40%
IED Factory: -15%
Supply Depot: -5%
Taking a tower: -3%

Taking a village: +5%
Destroying a tower: -10%
 

So all in all, destroying a tower after taking it actually reduces it by 13%, which is close to the value of doing a IED factory (which has the intel cost). We need to make sure its not too good, as then other things will be neglected. The insta-destruction of a tower was never aimed to be the primary way of threat reduction, just an extra way to reduce threat or get some consistent intel.

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I'd like to make a suggestion regarding night ops, I think it's a shame with how crap the ACE night vision is puts pretty much a complete stop to any kind of night op and as much as I would like to use flares to aid the night they are highly ineffective because of how little time they last and no matter how many are brought they run out quite fast and they also add unnecessary weight to your load out so to counter this I suggest simply adding the vanilla night vision, it would save a lot of hassle and it will keep players from leaving when night rolls around and generally give a bit more fun to the players who do stick around.

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1 hour ago, RiverWolf said:

I'd like to make a suggestion regarding night ops, I think it's a shame with how crap the ACE night vision is puts pretty much a complete stop to any kind of night op and as much as I would like to use flares to aid the night they are highly ineffective because of how little time they last and no matter how many are brought they run out quite fast and they also add unnecessary weight to your load out so to counter this I suggest simply adding the vanilla night vision, it would save a lot of hassle and it will keep players from leaving when night rolls around and generally give a bit more fun to the players who do stick around.

Couple of things that come to mind to help fix this issue.

- Haven't noticed it yet but it would help with night operations if there is a full moon. If you have the right screen for it in 80% of the situations you don't even need night vision when it's full moon, and in other situations the extra ambient light helps in general.

- I was planning on requesting the bettir mod, this might be a good time to actually do it. This mod could help fix the problem that you are describing by adding weapon and helmet mounted IR flashlights.

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The problem with that would be things like dynamic lighting not working the same for other people, countless times I have dynamic lighting on Ultra setting and the lighting acts very weird and does not look good.

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ACE NVG (Dslyecxi's video on it a few years ago, he made the first iteration and donated it to the ACE team) is greatly influenced on what goggles you have and what are the weather conditions.

There is a wide range in between the best and worst case scenarios, but generally speaking, more overcast and fog, nvg less useful. I dont know the exact nvg settings on server, but the film grain effect can be toned down, which helps with the worst cases, although it wont help with the lighting conditions. The BettIR mod might help, but my experience with it tells me it wont solve the bitching, since it relies on dynamic lighting settings on client side, plus the contrast/brightness settings, which will not be influenced by it. 

To quickly run through, in magnitude of influence on ace nvg visibility, weather conditions (overcast, rain, fog) matters the most, then ambient lighting, then weapon mounted ir illum. Dynamic lighting settings control the latter two (number of ir illum visible at once, aka those little lasers have been raised by the ace nvg system compared to vanilla so dynamic lighting wont really screw with that), so if the weather is on the better end of the spectrum, then you will experience less of a problem with flickering lights and suddenly losing illum or flares not lighting up because of the amoung of lights already displayed.

 

IMO, the first things that players who experience problems with nvgs could do is, check their settings, play around with brightness and contrast in game and on the monitor aswell. To help that, on the server side, settings of film grain could be toned down or almost eliminated, and making sure the weather conditions most likely end up on the better case scenario side at nighttimes (less than 30% overcast, no fog, little to no rain).

If and when i find some time (most likely over the weekend if i wont forget) ill make a spreadsheet about the nvgs, or if any of you are bored enough and want to help, start it, before i get to it, happy days

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On 7/14/2021 at 7:40 PM, Havoc said:

Radio Tower - 036059 on current run has a military structure that clips through the buildings surrounding it.

I've shuffled the tower slightly to prevent it clipping, it also now spawns a smaller tower setup but it works better.

 

On 7/14/2021 at 8:10 PM, Havoc said:

Idea:

 

Enemy units will come looking for captured units that are still carrying their radio. To prevent this, players have to strip and search every captured unit.

 

Edit: and remove their radio ofcourse

So you're asking me to spawn more enemies to come and rush you riiiiiiiiiiight? :D

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43 minutes ago, DomT said:

So you're asking me to spawn more enemies to come and rush you riiiiiiiiiiight? :D

Couple of Strykers and an Ambrams should be fine.

 

Just kidding, I was thinking maybe two MRAPs, nothing too heavy but enough to inflict some damage and keep the players on their toes.

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