Stuart.G Posted June 5, 2017 Share Posted June 5, 2017 I thought the FOB yesterday was great. It just cut down time. It was also more fun, managing supplies. I had to watch out not to fire away a million bullets each mission because I knew I wasn't returning to base. We drove about a minute to FOB, rearmed and patched up for 5min and then were off again. That was just great! Only issue I had and it might have been only me was the lag. I had real bad FPS at times. Might have just been the amount of players on one spot engaging targets all at once though. Miczils 1 Link to comment Share on other sites More sharing options...
Noah_Hero Posted June 5, 2017 Share Posted June 5, 2017 As @Lost Bullet I "blame" the FOB-idea for how things were. For example of course we were quick at the truck location in the second mission but well when you don´t have vehicles with you then you will in the end need more time to get vehicles to where you want them than it would take to just RTB before and directly drive with the vehicles you need to the task. Also it is nice if we get ammo-boxes at the FOB but if they don´t have 7.62 in them then every marksman has a big problem. Another small thing is that there were just the vanilla Ammo in the crates wich isn´t that great since the MK262 rounds for example are way better. Also I totally agree with @Amentes: If people don´t want to RTB than just go out of base with land-vehicles and pack them full with all the ammo, etc you need. reinserts and Ammo can then be flown in or reinserts can drive in with another packed vehicle if one gets destroyed => momentum is kept up, no need to RTB but also not even a need to not directly get to the next mission (So even better then to "RTFOB"). So overall I think this FOB-thing doesn´t fits well into Gauntlet since Gauntlet is just not one big mission but instead a few short ones without connections to each other wich means that you don´t need this constant resupply available like we do at the MSO where it´s kind of a "must have". Also as stated above the momentum can be kept up otherways...and even better. Amentes 1 Link to comment Share on other sites More sharing options...
Amentes Posted June 5, 2017 Share Posted June 5, 2017 11 hours ago, Ryko said: I thought it was interesting that ambient targetted the FOB as it did: that definitely kept players on their toes. When nobody else seemed to want to, I took over after you had to leave. I believe the contact we had at FOB was 4-8 man infantry groups and Teddy coming at us with battering-ram trucks and various types of .50 Offroads. Mostly it just made it more difficult to get things organized effectively, and on several occasions leaving FOB took 5+ minutes longer than it should because of random RPG-7s taking potshots at the incoming helicopters. In fairness though, as the FOB was inside town, sight lines weren't great and so keeping a proper perimiter would be impossible. Noah_Hero 1 Link to comment Share on other sites More sharing options...
Karate Pyjamas Posted June 5, 2017 Share Posted June 5, 2017 I'm already crunching ideas for GN's where a decent FOB is justified. It's a difficult dynamic to implement without causing a major stall in gameplay when the FOB needs to be set-up. I think only a missions with a strong background story would really justify a FOB. Stuart.G and Amentes 2 Link to comment Share on other sites More sharing options...
Amentes Posted June 5, 2017 Share Posted June 5, 2017 I'm all for doing it in a Zeus environment. Spawn us without a proper base and let us set one up ourselves. Link to comment Share on other sites More sharing options...
Ryko Posted June 5, 2017 Author Share Posted June 5, 2017 3 hours ago, Amentes said: I'm all for doing it in a Zeus environment. Spawn us without a proper base and let us set one up ourselves. I'm not sure how doing it in Zeus is different from doing it with the Logi system, except only admins may perform the actions. Link to comment Share on other sites More sharing options...
Stanhope Posted June 5, 2017 Share Posted June 5, 2017 (edited) Bug report: Map: Altis Version: Gauntlet 53_109 (i think) Mission: - Bug: Vehicles are not respawning Faction: US Army woodland Description: The cas LB, 1 of the blackhawks and the chinook didn't respawn. The other heli's didn't get destroyed. Maybe some land vehicles, i didn't check them. Bug report 2: Map: Altis Version: Gauntlet 53_109 (i think) Mission: - Bug: Base cleanup Description: The base cleanup option on the whiteboard isn't working Edited June 5, 2017 by Stanhope added bug report 2 Link to comment Share on other sites More sharing options...
Noah_Hero Posted June 6, 2017 Share Posted June 6, 2017 19 hours ago, Ryko said: I'm not sure how doing it in Zeus is different from doing it with the Logi system, except only admins may perform the actions. I'd guess you misunderstood that and he meant it like: in a GN (for example) where Zeus is controlling stuff Logi sets up a base. So basically same as now but in a different environment and with the actual need of an FOB since we don't have a Base. And not like now where there is just no need for it. Amentes 1 Link to comment Share on other sites More sharing options...
Amentes Posted June 6, 2017 Share Posted June 6, 2017 Yeah, what Noah said Noah_Hero 1 Link to comment Share on other sites More sharing options...
Guest Posted June 6, 2017 Share Posted June 6, 2017 21 hours ago, Stanhope said: Bug report 2: Map: Altis Version: Gauntlet 53_109 (i think) Mission: - Bug: Base cleanup Description: The base cleanup option on the whiteboard isn't working Almost certain this doesn't work on any map. I think it was Takistan I also saw it not working Link to comment Share on other sites More sharing options...
BlastaMasta Posted June 6, 2017 Share Posted June 6, 2017 4 hours ago, McKillen said: Almost certain this doesn't work on any map. I think it was Takistan I also saw it not working I can confirm it is not working on Taki and Fallujah. Link to comment Share on other sites More sharing options...
Chrisnuss Posted June 9, 2017 Share Posted June 9, 2017 The UAVs dont work. noticed it on Altis and on Takistan now aswell. Its not possible to select it on the terminal or to connect it manually when standing next to it. Its just like a prop at the moment. Link to comment Share on other sites More sharing options...
Blue-958- Posted June 9, 2017 Share Posted June 9, 2017 1 hour ago, Chrisnuss said: The UAVs dont work. noticed it on Altis and on Takistan now aswell. Its not possible to select it on the terminal or to connect it manually when standing next to it. Its just like a prop at the moment. You have to use the scroll menu on the drone to 'hack' it, then you have full control. Link to comment Share on other sites More sharing options...
Chrisnuss Posted June 11, 2017 Share Posted June 11, 2017 On 9.6.2017 at 1:07 PM, Blue-958- said: You have to use the scroll menu on the drone to 'hack' it, then you have full control. Wonder how i didnt see this thank you Link to comment Share on other sites More sharing options...
Mouldy Posted June 14, 2017 Share Posted June 14, 2017 Version: Gauntlet 53_110 Mission: Altis Bug: Logi FOB crates Description: Only the 20RP crate can be spawned, currently. 150 and 300RP crates will not spawn, I've looked all over the map for them in Zeus to no avail. Link to comment Share on other sites More sharing options...
hobnob11 Posted June 23, 2017 Share Posted June 23, 2017 Happening since before the start of 53, You can get laser designator batteries from arsenal, but if you save a loadout with them and then load that, you get "1x laserdesignatorbatteries in vest not available". Oh also another long standing bug, G-Force a big problem... a10 pilots do not wear geforce suits as they are not needed yet in arma you can black out in one. Link to comment Share on other sites More sharing options...
Stanhope Posted June 23, 2017 Share Posted June 23, 2017 Version: Gauntlet 53_112 (i think, the version of lythium that was on the server last night) Mission: lythium Bug: base cleanup script isn't working Description: When you use the option to clean up base, it doesn't do anything. Link to comment Share on other sites More sharing options...
hobnob11 Posted June 23, 2017 Share Posted June 23, 2017 also, gib dis: Logi dont have access to it, maybe give it to them until we get FSG? Link to comment Share on other sites More sharing options...
Karate Pyjamas Posted June 23, 2017 Share Posted June 23, 2017 The reason we don't whitelist mortars yet is that as of now it is bugged. Launching smoke grenades shows smoke for the one pulling the trigger, but comes up as HE dropping in the field for everyone else. That and the white smoke is phosphorous and will kill you, yet people can't see it. Link to comment Share on other sites More sharing options...
Blue-958- Posted June 23, 2017 Share Posted June 23, 2017 2 hours ago, Karate Pyjamas said: The reason we don't whitelist mortars yet is that as of now it is bugged. Launching smoke grenades shows smoke for the one pulling the trigger, but comes up as HE dropping in the field for everyone else. That and the white smoke is phosphorous and will kill you, yet people can't see it. Would be fun to watch though Link to comment Share on other sites More sharing options...
Amentes Posted June 23, 2017 Share Posted June 23, 2017 Have watched. Wasn't fun. Noah_Hero 1 Link to comment Share on other sites More sharing options...
Ryko Posted June 23, 2017 Author Share Posted June 23, 2017 Please restrict this thread to reported bugs or suggestions. Following up: Quote Only the 20RP crate can be spawned, currently. 150 and 300RP crates will not spawn, I've looked all over the map for them in Zeus to no avail. Fixed Quote "1x laserdesignatorbatteries in vest not available" Fixed Quote G-Force a big problem... a10 pilots do not wear geforce suits as they are not needed yet in arma you can black out in one. This is a longstanding misconception from ACE. The g-force suits do not do anything about blacking out. You need to be in a pilot class in order to have built-in g-force protection. That said, I'm not sure if ACE is properly tracking it for our needs, so I have added a secondary check to add the code that restricts g-force to pilot players. Quote base cleanup script isn't working It seems to be intermittent, sometimes it works, sometimes it doesn't, I've gone over the code and everything -should- work - I have a feeling this a locality issue, in that when a player disconnects his dropped gear isn't sync'd to the server. Quote mk6 mortar For all the reasons mentioned, plus the fact that the mortar is ridiculously powerful and easy to use, suggests to me that it's no appropriate for Gauntlet. Other fixes in 53_113: 1) UAV vehicles available in plane spawn 2) UAV vehicles now respawn with crew, allowing them to be operable 3) fixes to Malden 4) mission fixes for counter attack, capture fighter, clear camp & destroy ammo dump 5) updates to default loadouts 6) added secondary check for g-force protection on pilot roles (a pilot uniform does NOT protect you from g-force effects) 7) updated CHDSK guerilla opfor faction Link to comment Share on other sites More sharing options...
Mouldy Posted June 24, 2017 Share Posted June 24, 2017 Version: Gauntlet 53_113 Mission: Malden Bug: Server crash on triggering Defend Town(no initial assault) Description: Messing around on the server alone, getting familiar with the new content, decided to activate the first AO that spawned on a fresh map. Town defense(no initial assault), placed my character inside the radius. Received proper warnings about incoming attack, enemy mobilized, etc. Watched on Zeus as 1 ambient squad spawned, and then the server hung for about 5 mins with ambient/civvies running in place before I lost connection. Tested twice, second time manually queueing the mission. No ambient spawn, server did seem to hang for a bit, but mission did eventually spawn OPFOR. I was not able to complete the mission, however, even after killing the assault forces and waiting 10+ minutes. Link to comment Share on other sites More sharing options...
Chrisnuss Posted June 25, 2017 Share Posted June 25, 2017 the rearm truck for vehicles doesnt really work anymore. you can get the ammo out of it and get the option to rearm the vehicle but it doesnt get added to the vehicle Link to comment Share on other sites More sharing options...
Ryko Posted June 25, 2017 Author Share Posted June 25, 2017 1 hour ago, Chrisnuss said: the rearm truck for vehicles doesnt really work anymore. you can get the ammo out of it and get the option to rearm the vehicle but it doesnt get added to the vehicle https://github.com/acemod/ACE3/issues/5302 Ace 3.10.1 issue, resolved in next release Link to comment Share on other sites More sharing options...
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