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  • Ryko featured this topic

After playing through this one, overall thought of the whole shield mission was superb (ignoring the low fps issues and a lack of full team) and definitely a significant improvement than its previous counter part. Enemy AI was really challenging and kept on retaking some of the points that we recaptured, sometimes showing up with an enemy armour for support. Its more fast pace than gauntlet and requires more coordination, punishing everyone even if one team lacking. We lost the game but I think we had loads of fun and Shield is something that I am anticipating to be a step up over Gauntlet in the EU3 server. I look forward to playing this game type more often.

 

Keep up the good work Ryko! :EWBTE-min:

- Ren

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Thanks Ren.

 

Just FYI, I've already implemented the following for version 7:

 

1) All wheeled vehicles have 2 spare tires in their cargo

2) Loadouts have radios and preconfigured radio channels

3) Civilians were being spawned every time the enemy decided to attack a new point.  Meaning there were lots and lots of civilians, which probably was the main cause for fps drops (the server was at 9-10 fps).  I've re-worked how civilians spawn, now there will be between 20-40 across the whole map, not a ton, but enough to make you have to IFF

4) There's now a 80 second delay before the mission starts, this is up from 20 seconds.

 

- R

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I have to say it was interesting and engaging.

 

Things to note This is a mission that probably requires someone to take the platoon commander slot to redirect troops appropriately.

 

Also to note , it might be better to tell people to have more 2 man teams  than full teams , and depending on resistance transport them as QRF .

Just a note as i get that in Gauntlet its lets focused on having a full team but 6 man teams is just too much to defend a single point while the manpower could be better spent elsewhere.

 

That said i liked this mission A LOT more than Gauntlet 

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I like this mission a lot like the others seem too. I would also like to see the loadouts fixed. It would allow better and easier balancing of the players vs the ai and would also allow the the mission to start as fast as possible. I also believe that it is important to keep playing and supporting both as they offer different styles of play and both have there own merits. Keep up the good work @Ryko.

 

Ben 

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I like this mission a lot like the others seem too. I would also like to see the loadouts fixed. It would allow better and easier balancing of the players vs the ai and would also allow the the mission to start as fast as possible. I also believe that it is important to keep playing and supporting both as they offer different styles of play and both have there own merits. Keep up the good work @Ryko.

 

Ben 

Spoilers are meant to be used for content that is related to but not the main point, can you please stop putting everything in them as it makes it harder to access the points you are Making :)

Sent from my Nexus 6 using a phone app that is really irritating because it constantly advertises itself.

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Shield is very nice indeed.

 

As for the tweaking, apart from the civilian spawns, I noticed one other thing that seem to be not so much Shield problem but general AWE(gauntlet) also.

 

There is some bug with armor granted to MMG gunner on opfor technical vehicles (pickup with mounted Machinegun).

They seem extremely resilient. Apart from Shield, we noticed the same thing yesterday on Isla Duala gauntlet. The gunner repeatedly eaten up hail of bullets even from AR but did not die. Eventualy Nicolai had to blast the technical with AT launcher.

 

Maybe the gunner's protection is calculated as if he was sitting in the armored vehicle turret and not standing "naked" in the back of a pickup.

 

I have tried to test this in editor when AWE addons were loaded, but its not standard setting of these units, because in editor, gunner goes down in 1-3 hits from 5.56 every time.

 

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kman, I'm pretty sure that's an arma bug - I certainly didn't build in any extra protection for the UAZ gunners. :)

 

I've made some changes to Shield (skipped a version and I'm now on version 8) which reconfigures the squad layout. It's now set up as follows:

 

Command

Platoon Commander, FAC, Medic, UAV operator (no changes here)

 

Alpha (assault squad)

ASL, Medic

Alpha 1: Team Leader, Autorifleman, Rifleman, Rifleman LAT

Alpha 2: Team Leader, Grenadier, Rifleman, Engineer

 

Bravo (support squad)

BSL, Medic

Bravo 1: Team Leader, Machinegunner, Rifleman, Rifleman LAT

Bravo 2: Team Leader, Marksman, Spotter, Rifleman

 

Charlie (Recon squad)

CSL, Medic

Charlie 1: Scout Team Leader, Scout

Charlie 2: Scout Team Leader, Scout

 

Delta (Fire support group)

DSL, Medic

Delta 1: Weapon Specialist, Assistant

Delta 2: Weapon Specialist, Assistant

 

Romeo, Sierra: 2x 2-man pilot teams

Victor, Whiskey: 2x 4-man armor teams

 

Zulu: 1x 5-man logistics team (Squad Leader, Engineer, Medic, 2x Pilots)

 

The intent is that Alpha is a squad whose focus is to secure zones, which Bravo is meant as a supporting or defensive squad.  Charlie's role is to scout around the battlefield to identify incoming threats, and Delta is a heavy weapons squad who can be tasked with heavy launchers, mortars, mines, etc.

 

In terms of the actual mission, I've slightly tweaked some of the difficulty settings (when there are lots of players, the enemy will attack multiple sectors at once rather than just focusing on one zone) and I've also swapped out some of the HMMWVs for Light Strike vehicles from Apex.

 

Under the hood, I've revamped the way default loadouts are generated to make it easier and more flexible in the future.

 

I hope to test this tomorrow, before or after TvT Tuesday.

 

- R

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Well, Sheila would need a bit of an overhaul, but technically it's possible. My main thing would be how to spawn the opfor players, because right now the AI spawns them at random locations across the map.  I could go black dagger style and turn blufor into opfor after a certain number of deaths... could be worth looking into.

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On 18/11/2016 at 7:24 PM, Ryko said:

My main thing would be how to spawn the opfor players, because right now the AI spawns them at random locations across the map.

 

Spawn each team on different sides of the town (North/South) and then fight for the objectives. Essentially Conquest from BF...

 

Win condition could be same as BF, get X amount of points by holding objectives, or 1st team to cap X amount of objectives.

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Defenders have three objectives to defend, A, B and C.  There are two stations... objects... things to blow up in the vicinity of each objective.  Defenders must prevent Attackers from destroying the two things: if the attackers succeed, they proceed to do the same thing to the next objective.  In BF it's ticket based so if the attackers run out of tickets the defenders win.  Attackers get bonus tickets on destroying stations.

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