Jump to content

Invade + Annex 3 // impressions - feedback - rant


TheScar

Recommended Posts

Ah yes, noticed that too. Vehicles don't automatically respawn when they're abandoned at random places. They probably remain too close to players for that, with AO's spawning next to each other? On the other hand, if AO's remain close to base, there's really no need for pilots to be around either...

 

Also, no more liftable service vehicles on EU2, so a damaged Ghosthawk in the helipad area MUST be blown up if there is no repair specialist online (and with low player count, there usually isn't).

Link to comment
Share on other sites

4 hours ago, Eagle-Eye said:

 

The fog-issue was already present in 2.86. While I have the impression it improved in the last versions (M - O), it appears to have made a comeback in IA3. So when I connected last night, I expected to see a lot of fog, but visibility was still well beyond 1.5km, so that can't have been the reason so few people were on.

My bad, i didn't mean to say that the fog is the only reason why eu2 has so little players.  I just think it's one of the contributing factors.

 

 

1 hour ago, Auntystatic said:

I think the problem on eu2 is now one of travel restrictions, if there is no heli pilot on it takes forever to take a boat to the AO's the travel time and lack of vehicles is just putting people off playing, the last time I played on there I had to take a hemmit to the boats as all the quads were gone.

On the up side, I don't see all the pilot slots being filled when there are only 10 guys on any more :)

But yes the other day i joined as infantry and someone ingame asked me to switch to a pilot slot.  (Even though the AO was only 3km away from base)

 

Link to comment
Share on other sites

Arty task and effect on target

uez86hcc.jpg

 

zcmi9d5p.jpg

 

the above pics show the effect of series (read = 3 strikes in 4min) were send on the side mission location.

Shit happend just as i arrived on my recon position @ military. had a guy with me that went for towers,he didnt even survived the 1st hit.My front tires were out after and i managed to just escape by luck in time before the 2nd strike rained down.

Unfkkingbelivable!

This is on a low pop server with prop 7 people online and the Arty position is at current screen far South end of Altis.

Yes Sir,thats around 10k fire distance with no fkking observer to guide strikes.

Unfkkingbelivable like said before ...

 

 

FOB Martian / FOB Goliath

Just checked FOB goliath this mornign first time and this raises some questions:

Why would this FOB keep hold of a MH9 / a BF / a ORCA / and a Mohawk and on the car park there s 4 trucks and 1 Gorgon / 1 Slammer / 1 single Fuel truck!

I dont see the point at all on both of these FOBs having only 1 single supply truck ( martian = Ammo,goliath = Fuel) and none of em overs even a slight repair option.

I just used the slammer today for a side mission from Goliath and wondered about how i should rearm it after without driving it back to Martian,then back to park it on Goliath again.

You get my point,the mission is already to much driving around endless for very barely any reward.Yes,side rewards spawn only on Main Base,haha - not funny ...

Then,only 1 wheels needs to be broken and you stuck with any asset down in the wide space of Altis and no fkking repair spec will respond at all.

So,only reload in and wait for your asset to despawn back to base is what you can do.

Brilliant.

Not.

 

Link to comment
Share on other sites

I am fixing any bugs that seem to pup up before doing a large update to the FOB's and Base. My original intent was that you would have to unlock the supply hemtts to use them. I do plan on having the first major update to be aimed at the FOB's and I am currently planning on putting in a crate at the FOB's that will have an addaction to repair ground vehicles, but will take a few minutes to repair/rearm. As for the enemy arty it comes up so much because it is the only priorty objective currently in and I have increased the time between when it spawns and how often it fires.

Link to comment
Share on other sites

appreciate you looking into that bacon.

My above post does read frustrated,as at the time written i was short on time and partially aggrovated by ... mainly the main change in I+A from 2 to 3.

Its a hard pill to swallow currently (for me).

It just does not make me play hours without getting bored - actually its more sitting on base,drive a bit here,kill a bit there,rinse - repeat.

Yet i understand its greatly still WIP and will be adapted on the way but .... mmmyea.
 

Spoiler

 

Luckily i found a quite different occupation to spend time on and its even more rewarding than getting objectives done or kill a shitload of A.I.

GO TEAM HUMAN INTERACTION!

 

 

:D

Link to comment
Share on other sites

3 hours ago, Auntystatic said:

Currently sitting on server 2, 5 people waiting on a vehicle littered beach with no boats and no pilots, and the the most popular saying is "whats the point of playing this" just before they disconnect, sorry to bring bad news but unless this is fixed I can see the server remaining empty. :wacko:

Sounds worrying I agree. I've not been on either server much since launch due to real life and all that, but maybe sticking I&A2 on EU2 might make sense while the bugs are being ironed out with I&A3 on EU1. 

Link to comment
Share on other sites

7 hours ago, Auntystatic said:

Currently sitting on server 2, 5 people waiting on a vehicle littered beach with no boats and no pilots, and the the most popular saying is "whats the point of playing this" just before they disconnect, sorry to bring bad news but unless this is fixed I can see the server remaining empty. :wacko:

So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

Link to comment
Share on other sites

1 hour ago, BACONMOP said:

So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

 

From what I've gathered, mostly because of no pilots, but i think also because of the base location. Its not like Altis were you can pretty much drive directly to an objective, but you have to take a painfully slow boat around all the islands instead. And then when you eventually get to an objective and die, you have to do that all over again and hence people leave. I know you're trying to get the point across that "You've just landed and set up a quick base" but i reckon it would be more beneficial if the base was on the main, big island.

Link to comment
Share on other sites

9 hours ago, BACONMOP said:

So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

Currently issue's on tanoa

 

* AO's are cycling to only 4 diferent places 

* FOB comms bavo spawnes in the water not on the correct spot

* missing easy transport iff there arent any pilots online 

 

 

Link to comment
Share on other sites

10 hours ago, IOnceWasATeddy said:

From what I've gathered, mostly because of no pilots

I've also noticed that whenever i join nobody is in a pilot slot so i take one.  And most of the time the second i've set up my squad walked and over to the helis, somebody else has joined as a pilot as well (even though there are only 3-6 guys on the server at those times, so i usually switch to the UAV slot to help the guys on the ground with some well placed GBUs).  I don't know why people only seem to take a pilot slot if somebody else already has one, maybe they are afraid of being the only pilot on the server?  

 

11 hours ago, BACONMOP said:

So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

I sometimes see people that don't have the apex dlc trying to join (often multiple times) but this also happend when I&A2 was running.  
Apart from what s0zi0p4th (and eagle eye) said about the repeating AOs i haven't noticed any bugs.  Maybe a few minor things like an empty task screen that pops up after another task completes, turret lock script not working (i even think this one is fixed, haven't checked in the last version).  And now i think about it most of the things i was thinking about are already fixed.  I even haven't seen the fog in a while (but this might be because i haven't been able to play a lot lately).

I don't know why people don't join EU2 maybe this is because people that play on EU1 don't know that it exists (I'm not talking about the people that are active on the forums, but about people that haven't signed up on the forums and just always join EU1).  Something that might help is to have maybe some spartans create some zeus-mission on EU2 and advertise about these missions on EU1?  (if that advertising isn't against the rules?)  This could make people aware that there is a second server and they might look for it if their favorite slot on EU1 is taken.  It's just an idea feel free to shoot it down and provide another one.

Link to comment
Share on other sites

14 hours ago, BACONMOP said:

So what exactly is wrong with the mission then? Why are people not playing? Are they not playing because there are no pilots, if so why are there no pilots playing. Are they not playing because people don't like tanoa or don't have tanoa? Is there a bug with the mission?

When there are no pilots, people generally use the boats. however, the boats don't respawn by the spawn base when people exit them to get to the AO and people don't want to drive. As a zeus I've had to go into the server and manually bring the boats back to that base cause people were sitting around doing nothing.

That's the bug ;3

Link to comment
Share on other sites

At fear of sounding like a whiny negative SOB, here I am again with some feedback. Don't know what got fixed with the .10 update today, so just throwing everything I noticed on or feel about EU2 out here, as per Sozio's recommendation:

 

- As mentioned by Sozio, AO's on EU2 used to be running in a loop, restricted to the Bacon's Mound, Rautake, Dr. Steve Zissou's Aquantic Center and Imuri Island. Yanukka used to be in the mix as well, but I haven't seen it yesterday or today so it could be out already? I'm fairly certain this one got fixed however, so we might finally see AO's heading towards other islands. :)

 

 

 

Artillery / CAS:

- While I applauded the arrival of Neophrons initially, I'm starting to feel they're a bit overkill, especially with low server populations. As mentioned before, with AO's close to base, enemy Neophrons will also lay waste to base so often, that you may just as well have someone stay there so he can activate the base defences immediately. Especially the Greyhawks are targeted, which results in helicopters right next to them being damaged / destroyed as well. This, in turn, prevents people from piloting, making the "pilot problem" we're encountering even worse. I'm hopeful this particular problem will sort itself out once the FLOT moves up, though...

 

- I'm not sure if this will still be the case once the FOBs are active, but right now, enemy Neophrons spawn and take-off from what is to become FOB Terminus.

 

- Artillery PRIO missions have become an annoyance, due to the frequency they spawn at. Earlier today, I dropped GBU's on the Sochors there. I saw the bombs hit, and someone else confirmed they were destroyed. I RTB'ed and did a run on another target, but by the time the Greyhawk was rearmed a second time, the PRIO was still in exactly the same place as before. Not quite knowing if it just took that long to register as completed, I sent a Darter to check and found 2 Sochors in perfect condition, so apparently, it had simply spawned right there again already.

Silver lining, if you could call it that: After a while, PRIO's become predictable. So much so that a UAV operator can just set a Darter at the locations PRIO missions spawned in earlier. Each time the PRIO pops up, he can quickly switch to that Darter, set the laser marker, divert the Greyhawk, drop a few bombs and go back to the main / side AO. As with the Neophrons, however, I'm hopeful this issue will be less of a problem once AO's start moving all over the map.

 

- Linked to the next item about AI skill: Earlier today, I dropped a guy off with my Ghosthawk and was just airborne when I heard a smoke grenade pop. I was wearing earplugs and could barely hear VON / TS over the sound of my engine, yet I could very clearly hear that popping sound, so it must've been VERY close by. All I was able to do was type "run" in side chat, but with only a few seconds to react, it was too late for the infantry unit I had just brought there. With his death and respawn, he actually beat me back to base, even though the LZ was only 2km out. Maybe AI's a bit too quick on the ball there? ;)

 

 

AI size and skill:

- Amount of enemy units is very problematic for low server populations, even more so than in I&A2 as they seem to have more skill than before. For example, I was flying a Darter approximately 600m out over the sea, almost 300m up, but somehow several enemy infantry units saw it AND hit it with normal assault rifles. I've also seen several encounters where BLUFOR units are noticed without hesitation and one-hit-killed, even at long ranges or in what would normally be an OPFOR's blind spot. On the other hand, however, AI can still be as dumb as a rock and not react to the player running 20m in front of him...

 

- Sozio told me he didn't notice this in his tests, but during my attempts to confirm my Looping AO Theory, I believe to have noticed an extra amount of OPFOR units (2-4 squads, I'd say) spawn in once the RT is destroyed. As such, players could suddenly find themselves surrounded or face to face with enemies again, despite being 'safe' just a few seconds before.

 

 

Rewards:

- Bulb Of Saur noticed that side missions will be rewarded with tanks, e.g. the Kuma. While these are definitely nice to have, they become useless once the AO's move to other islands, since there is no way to take them there, even once we get the vehicle transport Blackfish. (except for Spartans teleporting tanks and their crew across the water)

 

 

We also got a quick glance at the Tanoa FOBs today. I believe they are not really at the top of the list of things to update yet(?), but if I may, some suggestions to improve them:

- FOB Eagle: The way the HEMTT's are currently positioned makes it hard to use them, as aircraft have an extremely large turn radius on ground. In my opinion, they would be better located lined up between and in front of both hangars, alongside the Orca. (picture can be provided to show what I mean)

- FOB Bravo: Would advise to relocate the Cheetah from Eagle to Bravo, as it makes more sense to have it there. Given the high elevation, a helipad or service pad (including its own helicopter?) wouldn't look out of place either.

- FOB Terminus: Same problem as with Yanukka AO, namely that we had a side mission spawn right next to it which prevented operating from the FOB. Haven't really paid attention to the vehicles that spawn here, so could be they're there by default, but perhaps the mentioned problem of reward tanks could be fixed by spawning them here?

- FOB Fin: To me personally, it felt a bit underwhelming, considering the several boat spawns we have scattered across the map by default.

 

 

Cheers,

Link to comment
Share on other sites

on occasion of my yesterdays game ... some things

 

Medic System / options / revives

Got shot near the arty obj by propably a sharpshooter,not dead instant as usually,but its one of tthe rare times i get peak of the new medical mechanic.

Its nice you can view map,checking if a medic is near to assist - i also like thje progression on your health status as timer runs down and you get the impression of death real soon.As you may know,i m most in positions that are far off any medic,but hey,i thougt - why not call out for a medic in chat and hope for the best?

Hitting up my chat key,no can do.

What?

Not being able to access chat cant be wanted option to have.

Or its a bug (on my side).Like said,not often calling for a medic.

But for real?

 

 

Spawn Hunters

the whole point of this might be a nice idea,yet it leads to abuse and unnecessary calculation (for the server).

I used one of the (spawned) Hunters idling in base by spawn to make use of for a quick missile action on AO,yet reaching my fire position i spot a "Offroad Repair" reward being dumped near by and decided to swap vehicles to bring it back to base for a better use).

Park it base,get my usual Hunter HMG,load  up,driving back to my fire pos for a 2nd run.

Reaching it,the (spawned) Hunter is still there.

The script respawning/despawning/delete´ing such (spawned) shit seems a thing to look into,as i imagine its a constant issue on server performacne.

Even tho very little in the beginning.

 

 

AO spawns

Yes,again - its still WIP as not all (possible) AOs seem to be worked out in the state of the mission yet.

But its happend to me quite a few times that once you sit/pass a succeeded AO and a new AO spawns,its usually very fkking close.

40% of times its almost border last AO.

Checking map doesnt give you enough time to react to such threat,also the fact you get shot INSTANT the second it spawns on you is kinda borderline issue to me.

For future developments, i d suggest adjusting parameters (for server admins) to be set to customize adjust it to liking.

In example, i d prefer if the distance old AO/new AO be at least 5-8k.

As this is more believable than the "spawn in your face" variant and it ll also makes more use for pilots to do their job and be a usefull asset.

Currently there s at least 30% using vehicles from the get go anyway.

Like said,for future development maybe.

 

 

death counts / display

as described above,i died a few times in new AO spawns.

I usually check the scoreboard for my K/D ratio by default and i witness in such situations no death is credited to my statistic/scoreboard.

Same for as pilot when being shot with a full loaded chopper,its missing the usual unit names that died by you.

Might has something to do with the disabling/adjusting from death messages to avoid confusion/trouble by newbies not used to how ARMA engine credits this.

 

 

FF spawn protection / FF FOB protection

in generel,thats a thing that will always be abused by a minority,but i had the great opportunity to idle on FOB Martian in order to wait for a Marshall to spawn and wasted my time waiting on a Quad bike doing circles and just killing wait time.By the fact people can easily teleport from main base to FOB i got the occasionel watchers by time.

Positining themself closer to my Quad Bike circles,getting inside em,you know - people try to be funny.

One of em starts firing shots in my circle,not hitting the Quad in the first 2 mags,but then decided to take it up a step.

The second my tire got wasted,i stop and pull my trusty AK12 and fire a salvo - witnessing a ZEUS is already on action to make the guy stop (cheers Amentes),killing him with a bolt before i can get my second salvo in his head.

You d think people would adapt and apply the concept of action/error and do something more usefull with their play time.

Not this guy,so nxt occasion,i give him once again the opportunity to stop,but failing his chance i stop him this time myself,no question asked.

And again.

And again.

Spoiler

I can drop you the full story of how the event started and got out of control,if any admin is interested in so.

I´m innocent untill proven otherwise.

Stand my ground rule applys.

You get the concept,i d vouche for a kind of spawn protection for FOBs too as this will sure increase and with a simple solution of expanding the main base spawn protection to FOBs as they get unlocked.

 

 

 

 

EU1 / v1.009

Link to comment
Share on other sites

@TheScar

AOs spawning close by is actually a good thing in my opinion, because it enables you to do more missions in one go, just by running to it. Considering the reduced mechanized mobility issue in IA3. ~1 mile is feasible, as you can make it in the same time people RTB and re-dispatch via helis.

Yes, sometimes you get unlucky that it gets put on your position. A grace period before spawning troops maybe?

 

Got a chance to visit FOB Martian, it could have some markers on the map explaining what is where. I was running around at night, but couldn't make the sense of it, only briefly got a glimpse of stuff appearing, after taking off it.

 

when you are unconscious, you can't type on your phone ;) that's a feature, not a bug. preferably your buddy (*cough*) should call for help. It's nice though you can look around and see if a medic is approaching or not, helps deciding on respawn. (before you saw only the distance, not his direction, which was depressing at times)

Link to comment
Share on other sites

12 hours ago, Eagle-Eye said:

I was flying a Darter approximately 600m out over the sea, almost 300m up, but somehow several enemy infantry units saw it AND hit it with normal assault rifles. I've also seen several encounters where BLUFOR units are noticed without hesitation and one-hit-killed, even at long ranges or in what would normally be an OPFOR's blind spot.

The AI certainly got a bit more spicey, I am practising the sniper role at the moment, shooting from around 1Km and through a small gap in the jungle I got 3 shots off then a red smoke granade lands next to me, this happens all the time on eu2 now, it doesn't seem so agressive on server 1 maybe as there are more players for the AI to target, I do prefer a more agressive AI as its more challenging, but at the ranges I'm shooting and in the middle of thick jungle the AI must be using telepathy lmao :)

Link to comment
Share on other sites

Played for the second time last night.

 

Drove to AO or near enough in a Hunter GMG. Engaged a n ifrit from about 900m, hit it about 10-12 times, the crew seemed determined to carry on even with only one wheel.

 

Artillery mission popped up next to me about 400m away, I turned to face it and got hit with AT from a squad that appeared out of nowhere.

 

So far feels a lot more chaotic than the old mission, not sure if that's good or bad, but unlike before it's not managed to hold my attention longer than 45 mins so far, which is a shame as I had a whole evening available for once.

Link to comment
Share on other sites

11 hours ago, radek said:

@TheScar

AOs spawning close by is actually a good thing in my opinion, because it enables you to do more missions in one go, just by running to it. Considering the reduced when you are unconscious, you can't type on your phone ;) that's a feature, not a bug. preferably your buddy (*cough*) should call for help. It's nice though you can look around and see if a medic is approaching or not, helps deciding on respawn. (before you saw only the distance, not his direction, which was depressing at times)

 

I yet fail to see how this solution would promote teamplay (on a public server) if most people run not in a Squad.

Quite the opposit,most public players will be either clueless why they only can wait or have the option to respawn.

As you cant call out for a medic when you are "lonewolfing" (i hate this term as it generalizes a assumption for a certain way of playing the game,but it fits in this situation) or your Squad got wiped/is at base/isnt near you for whatever reason.

The missing ability to open chat and call out for help is a key flaw of the setup imo.

As most medics will assure you they barely treat players outside their Squad due to lack of knowledge of certain need to be revived.

The map marker also doesnt show you require medical attention,to others it looks like your "holding position" on map.

Like said,i dont see this promoting a certain key aspect to  the mission,the awareness and effort to help others no matter the cost (to a degree).

 

On a second note,i´m seeing this mission in the grand tradition of CTI missions back from A1 on 

Evolution > Domination > I+A 2 > I+A 3

A mission allowing for a wide range of playstyles,different approaches and solutions to the challenges you face ingame.

For people that like to COOP,communicate,work together for the same goal which doesnt mean you NEED to be in a Squad to be a part of the team/game.

The mission shouldnt direct/dictate/favour a certain playstyle (at least not in a CTI mission) (imo).

Its up to the players to make their moves in the limitations the mission gives you.

And people will always find comfortable solutions to the limits a mission maker/a clan put in the mission to limit/enforce a certain playstyle.

Nuff said,thats just my point of view.

 

 

 

 

5 hours ago, Gamerbug said:

Drove to AO or near enough in a Hunter GMG.

 

Hunter GMGs are useless,the splash damage the enemy takes from it is effective like firecrackers.

Gets the job done,sure - but at the risk of being wiped in those 2min it takes to kill the enemy in a GMG.

/generalisation

Hunter HMGs are best,as highly pinpoint accurate fire and 4-5 shots to the turret will render the FriT useless,then 4-5 more shots  @ tires,once 2 wheels are down they should disembark,then finish em.

Dont waste more than 40sec on this and preferably you park behind something solid while doing so.

 

 

 

5 hours ago, Gamerbug said:

So far feels a lot more chaotic than the old mission, not sure if that's good or bad, but unlike before it's not managed to hold my attention longer than 45 mins so far

 

well,currently we kinda limited with a handfull AOs and a variety of around 4-5 side missions

expect this to change for the better soon - it will,i m quite sure on that

 

but,you got a valid point that has to be kept in mind while developing this,i get a similar feeling i can do better stuff with my time than playing for hours

Sounds ackward,right?

Link to comment
Share on other sites

12 hours ago, TheScar said:

Hunter GMGs are useless,the splash damage the enemy takes from it is effective like firecrackers.

Gets the job done,sure - but at the risk of being wiped in those 2min it takes to kill the enemy in a GMG.

/generalisation

Hunter HMGs are best,as highly pinpoint accurate fire and 4-5 shots to the turret will render the FriT useless,then 4-5 more shots  @ tires,once 2 wheels are down they should disembark,then finish em.

Dont waste more than 40sec on this and preferably you park behind something solid while doing so.

 

 

Completely agree they are useless, but I spawned at a FOB and it was a GMG or use my feet to run 3k, so I went with what I had (the Neophron on the runway wasn't letting me take it ;)).

 

Yeah I like to peek the turret of a HMG just over a nice solid rock where possible.

 

On topic I'm going to persevere with the new mission see how I fare, might even try Tanoa, less people might be a bit less chaos

Link to comment
Share on other sites

14 hours ago, TheScar said:

I yet fail to see how this solution would promote teamplay (on a public server) if most people run not in a Squad.

Quite the opposit,most public players will be either clueless why they only can wait or have the option to respawn.

As you cant call out for a medic when you are "lonewolfing" (i hate this term as it generalizes a assumption for a certain way of playing the game,but it fits in this situation) or your Squad got wiped/is at base/isnt near you for whatever reason.

The missing ability to open chat and call out for help is a key flaw of the setup imo.

As most medics will assure you they barely treat players outside their Squad due to lack of knowledge of certain need to be revived.

The map marker also doesnt show you require medical attention,to others it looks like your "holding position" on map.

Like said,i dont see this promoting a certain key aspect to  the mission,the awareness and effort to help others no matter the cost (to a degree).

 

On a second note,i´m seeing this mission in the grand tradition of CTI missions back from A1 on 

Evolution > Domination > I+A 2 > I+A 3

A mission allowing for a wide range of playstyles,different approaches and solutions to the challenges you face ingame.

For people that like to COOP,communicate,work together for the same goal which doesnt mean you NEED to be in a Squad to be a part of the team/game.

The mission shouldnt direct/dictate/favour a certain playstyle (at least not in a CTI mission) (imo).

Its up to the players to make their moves in the limitations the mission gives you.

And people will always find comfortable solutions to the limits a mission maker/a clan put in the mission to limit/enforce a certain playstyle.

Nuff said,thats just my point of view.

 

I agree that currently teamplay is not promoted in any way, although I think this is more due the fact that people are not bound to a squad right after joining the server, and the squad system which is available isn't working that well (because in general casual players don't care about it). My suggestion would be to remove the squad system and simply use the default squads. Of course people will still be able to lonewolf or group with friends, but at least they're attached to something.

Perhaps I'm wrong about this, but I do think that the current system in actually working the against itself.

 

As a medic player myself, I always play alone (unless I found a group of more serious players to play with). However this doesn't mean I don't care about other players/teams, in contrary, I'm more effective when I don't have priorities within my team in comparison to players outside my team. On EU3 this is something else, because people play their role and are more aware that sometimes a medic has other priorities then helping them. On EU1/2 I usually get angry messages because I was unable to revive them, and that while there was tank on their body or they were in an impossible position for me to even get close to them.

 

 

The current type of gameplay in I&A is again something that doesn't really promote teamplay, especially when I look back to the A2 Insurgency missions (haven't played them on A3 yet). These missions were more ongoing, and were easier to complete with a team compared to lonewolving (still possible but took way longer).

The same applied (somewhat) to CTI and Domination, although those were already less complicated and started to demote teamplay more and more.

 

In addition to this, Insurgency is way more suitable to have a Zeus "help" the AI without breaking the game for the players. So perhaps an idea to test this out ;)


All and all, I think that the most important thing for promoting teamwork is to actually do it. Especially people who are regular players (which I'm not, but still try to do), all they have to do is create a 2-3 man squad and ask others, non regular players, to join you and fight together. I do usually see some people group up (or at least try to) for the side missions (like @TheScar) and this usually results in a quick and clean execution of the mission.

Link to comment
Share on other sites

After a long break from I&A3, I tried playing on EU2. I thought that it was ok from a fresh perspective. My only concern is that AI attacks anybody perceived as enemy because of his/her (un)intended teamkills thus innocent players get killed as part of collateral damage.

 

  • Is there any way to include a script to prevent the AI from attacking such players; especially pilots?
  • The remote island could be a turn off for players as they cannot use land vehicles to travel to AOs
    • Pilots are always needed for this map
    • We need an effective cleanup script so that abandoned speedboats are constantly available as an alternative means of travel (if not yet implemented)

Tanoa (EU2) version 1.0.0

Link to comment
Share on other sites

Although there is a lot to commend in the I&A 3 mission I am finding the implementation of injuries a little poor. Quite often I have played as a medic and had lots of fun throwing smokes, dragging wounded to cover and reviving the fallen. It makes for an interesting class to play as your main purpose is to keep yourself alive so you can revive others. In squads the medic was essential to keeping the squad together as a mission progressed as there was no way for respawned soldiers to get back to their group in any reasonable time frame. Medics were all about revives and they made the game a bit more fun for their squad mates as well as having an interesting game to play for themselves (which did not involve shooting lots of enemies!).

However, the I&A 3 mission has introduced fatal (ie. non-reviveable) injuries. In fact, playing as medic for several hours provided me with only one revive! This has turned the medic from a high vaue team player to, well, just another rifleman. I think the value of the medic role has been reduced to nothing by these changes, as long as your squadmates carry a couple of FAKs and regularly take more from fallen soldiers, there seems to be no point in having a medic.

Is this alterable and would you change it? Fewer outright deaths might work (if possible) or just return to the old 'everyone can be revived' situation as this would return the medic his purpose.

Cheers.

CM

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Forum Statistics

    11.1k
    Total Topics
    66.4k
    Total Posts
×
×
  • Create New...