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Invade & Annex 3 Version History And Feedback Thread


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I see no reason to change this unless core staff asks me to.

LAT and HAT are both AT; sitting on some hill and exploding things with a guided missile launcher might be entertaining from time to time, but whenever I load a LAT loadout to actually (attempt to) participate in some combat (and kill MRAPs and low shit) I feel like the last fucking retard on the server because I might as well pick any other slot and do the exact same thing plus have the other slot's benefits, abilities and equipment. That is the exact point I personally see in restricting all launchers to AT. If a regular foot soldier carried AT that would make him an AT rifleman, wouldn't it?

Might as well give every slot access to all gear, aircraft and engineer / medic skills, maybe disable stamina and remove the weight limit too while we're at it, maybe that's what people are looking for.

But if we're going to restrict equipment, then maybe the restrictions should make sense and offer some balance.

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Launchers like the RPG-42 and MAAWS are far lighter, as is their ammo. when compared to the Titan and Vorona.

 

As such, none of them are bad, they're simply providing different capabilities.

 

That said, personally I'm all for limiting the Titan and Vorona launchers, possibly by dividing the Rifleman AT into two different classes, with the balance toward the lighter launchers.

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  • Mark T unpinned this topic

I find that completing AOs now take longer than before mainly because armour and vehicles don't get taken out. I am aware that the number of AT slots should be enough but the realities of EU1 often get in the way of the ideal situation.

A light AT class or just whitelisting the non-lockable launchers would seem like a viable solution to me.

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interesting to see how a "simple" Arsenal adjustion/clean up went out so far that i feel greatly screwed over in this release ...

Just sprinkiling some disapproval over a few lines here ... as regulars dont call the shots here anyway,rrrrrrrrright?

 

On 8/3/2018 at 11:58 AM, ansin11 said:

I see no reason to change this unless core staff asks me to.

me gusto

 

On 8/3/2018 at 11:58 AM, ansin11 said:

sitting on some hill and exploding things with a guided missile launcher might be entertaining from time to time,

You propably got only a basic idea of how a experienced AT user does his job (for the team)

 

On 8/3/2018 at 11:58 AM, ansin11 said:

Might as well give every slot access to all gear, aircraft and engineer / medic skills, maybe disable stamina and remove the weight limit too while we're at it, maybe that's what people are looking for.

semantics

 

On 8/3/2018 at 11:58 AM, ansin11 said:

But if we're going to restrict equipment, then maybe the restrictions should make sense and offer some balance.

like UAVops can deploy statics (AA,+AT,MG+GMG)

Ammo trucks that never run out of ammo

 

On 8/6/2018 at 7:22 PM, ansin11 said:

Could also reduce the insane amount of armor.

there is no such thing as "insane" amount of armor,go check "Destroy Prototype"mission or the already to comon "Destroy (3) T100 MBTs"objective for reference on to what is extreme

In my honest opinion,there s even way to less armor in the AO to begin with.

Ever seen a T140 in any AO?

If it be about my liking,i d have every AO have Praetorians and Spartans + 1-2 Kajman patrols over AO and some jet escort,too.

And fkking more Viper units,preferably inside citys.

 

 

 

 

 

 

 

 

 

I honestly dont know why start with a thing like the Arsenal anyway,when there s FOBs lacking outside Arsenal/loading stations,the development of a AO rotation stop fish in a barrel shooting and overhaul the goddamn FOBs (1 base).

I know that s not your part in particular,but i couldnt stop myself there.

No hate

No homo

 

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3 minutes ago, TheScar said:

Ever seen a T140 in any AO?

They will never spawn as they aren't currently in the spawn list

 

3 minutes ago, TheScar said:

And fkking more Viper units,preferably inside citys.

Currently vipers will patrol the outer 10% of the AO.  Their numbers vary on the amount of players online (from max 1 squad to max 5 squads i believe)

 

4 minutes ago, TheScar said:

I honestly dont know why start with a thing like the Arsenal anyway,when there s FOBs lacking outside Arsenal/loading stations,the development of a AO rotation stop fish in a barrel shooting and overhaul the goddamn FOBs (1 base).

I know that s not your part in particular,but i couldnt stop myself there.

You've seen the teaser right?

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  • 4 weeks later...
14 minutes ago, Walk'N said:

Hello there

I've got an issue for 3 weeks: the saved gear from the server is not reloadable for several days. Am I the only one with this issue?

 

The "save gear" option at the Arsenal has been removed and is now done automatically, you spawn with the gear you left base with without a separate interaction.

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20 hours ago, Walk'N said:

Yep that's good but it's with the arsenal save which doesn't work

I used to have something similar, think I ended up emptyin my old loadouts and starting from scratch.

Even to this day some of the loadouts I have appear "grayed out" in the menu, but they still work.

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3 hours ago, Lindi said:

I used to have something similar, think I ended up emptyin my old loadouts and starting from scratch.

Even to this day some of the loadouts I have appear "grayed out" in the menu, but they still work.

I've made perfectly compatible loadout for rifleman at, but it won't work and appears greyed out

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  • 1 month later...
4 hours ago, Stanhope said:

It used to be that way, nobody played so tanoa I&A 3 development was discontinued and EU2 put on malden.  Nobody played that either.  So now it's on altis.

 

Any other possible uses for eu2?

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Make Eu2 a server where everyone spawns as a pilot and everyone gets a wipeout, and EU1 will hopefully become free of people standing waiting for the Blackwasp to spawn ;)

I'm just kidding, I miss EU2 as Tanoa too but the issue with not everyone having Apex, and not everyone's PCs handling Tanoa gracefully meant it was always low population whenever I checked it :( Looking forwards to seeing what it becomes with I&A 4 then :)

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Just a minor one, been trying out the autonomous GMG and MG backpacks.
They might be a little over the top as available assets.

With a Prowler I was able to bring 4 of them to an AO, Despite them being a UAV asset, they automatically engage any enemy they see, so don't really need a UAV guy to be effective. (they correctly ID friendly/enemies, so you can place them without giving a damn)
Additionally the GMG has quite a large ammo load out, and can level most buildings in 3-5 shots. (essentially you have enough ammo to flatten ~20 buildings)

 

Thankfully it seems no-one's noticed that as (for example) a sniper they could take a couple of these to watch their backs on a hillside.
Or just set up a bunch overlooking a city to annihilate any enemy that becomes visible for a millisecond.

They seem a bit too potent for I&A3

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