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Gauntlet 54 Update and feedback


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Gauntlet Malden 54 is on the server now and includes the following changes:


Changelog for 54_100:
1) New squad management system: complete overhaul of lobby / slots / slot assignment, it's now done in-game and dynamically. Initial stages, more development to follow, but working pretty stably right now.
2) Complete overhaul of friendly artillery support now that BIS module doesn't work correctly, available to PlatCo, ASL / BSL / CSL. Artillery type can be set by mission parameter.
3) Added fast rope addAction for helicopter pilot which automates fast rope process so players are fast-roped sequentially. "Should" prevent player deaths.
4) Some small mission tweaks.

Currently available on Malden, will be rolled out to additional maps if squad management concept holds up.

 

Changelog for 54_102:

1) overhaul of squad management interface to hopefully work for non HD resolutions (join button tended to be obscured)
2) artillery should now work (everything worked but the actual firing part)
3) faction vehicles now spawn on the Freedom with mixed results - SU25 planes tend to "roll" away from the spawns
4) Tactical ladder: now only Engineers have access to this item

 

Changelog for 54_103 on Altis, Kerama and Lythium:

1) all large-ish player vehicles will be usable as medical vehicles (no quad bikes, for example);
2) group leaders joining a group will become the group leader on join. In 102 you had to use ace to "become leader"

3) Artillery tweaked again, hopefully this time it actually works

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8 hours ago, AhoyWorld Outreach said:

Changelog for 54_103 on Altis, Kerama and Lythium:
2) group leaders joining a group will become the group leader on join. In 102 you had to use ace to "become leader"

 

Shouldn't have "fixed" that :P

 

SL/TL really shouldn't take back his group until after he's in the field and linked up. Before then, he's not the de-facto leader of the group, as he isn't in the field yet.

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An interesting point of view, I think it could work either way. I am really just trying to keep things in line with how they operated in a lobby-role-selection world, where if a team leader joined they automatically became the leader of that group.

 

I could change it up to add a button which allows a team leader to "become leader"... This may be necessary as an option as I intend to disable the ace team management interface options. Joining or leaving groups via ace interaction will probably break the dynamic groups system.

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Malden 54_105 Is live on the server With Gorgona Coming soon. Malden incorporates the new rules logic as enumerated in this post: 

1) Artillery fire now works.
2) Ambient AI overhauled, AI units now spawn in randomly placed spawn points instead of randomly.
2.1) These spawn points can be destroyed with an explosive charge.
2.2) Spawn points are placed randomly through the map at game start, and 2-3 are randomly placed near mission area of operations.
2.3) Ambient units "shouldn't" spawn in spawn points with players close to them.
3) Malden: Most vehicles now spawn with spare assault rifles where it makes sense.
4) Malden: Radio channels overhauled in prep for new squad layout.
5) Gorgona: Default faction is CHDSK rebels: Freedom is available for other faction choices. Centurion and Praetorian emplacements have been removed because they could target players on the island (eek!)
6) Gorgona: You'll note the lean nature of the spawn. It's intended for a smaller number of players and you're meant to do more with less.

7) Malden: Steal Truck and Extract Asset missions have been fixed so you actually have to drive more than 50m to succeed

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The re-arming of CAS birds still does not work (it is broken for couple of versions now).

You can take correct ammo box from HEMTT but when you re-arm it into heli, it does not refill ammo.

 

Do not know, if that affects jets as well.

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Not sure if this is a recent change I just can't seem to find, but I'm completely unable to do any changes to AOs etc. on the whiteboard at the HQ. 

Tried both PCo, ASL and A1 TL, also different maps. Restarted the game several times with no effect.

 

Edit:

Several of us tried with no success. Kind of sucks as we were stuck on a collect slung-load cargo mission with only three guys online, cargo was nowhere to be seen and entire squad was fubar. One switched to Vortex, but had to leave as we never found the cargo. The entire mission just halted to a stop and everybody left. No fun experience at all. If we can't switch when we get these missions with so few people online, there's no point to being online at all :/

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Gauntlet Malden 54_106 has been loaded onto the server, with the following fixes:
1) Squad Management system tweaked, players joining a group will be put into leader slot if they are highest ranking in that group.
2) Ambient Spawn camps can now be destroyed as intended. No, there is no notification that the camp has been destroyed other than a big cloud of smoke and all the structures disappear.
3) FSG role structure is now defaulted to yes.
4) Vehicle repair pads now repair vehicles automagically, as ACE weapon rearming appears to be broken. They operate as follows:
4a) There are ground, helicopter and plane/uav service pads. One won't repair the other.
4b) You have to put the vehicle pretty much right in the middle of the repair pad (the square helipad marker).
4c) You need to turn off the engine and exit the vehicle: you'll get prompts to this effect.
4d) Vehicle will be repaired, refuled , and rearmed at about 1% percent per second, so it will take a little while but not overly long. If you get in / power on the vehicle / the vehicle is moved away, R/R/R action will be interrupted.
4e) if your plane doesn't repair on the service pad, it's either not close enough to the centre of the pad, or it's actually on the helicopter pad (and vice versa if your heli doesn't repair on the plane pad). Unfortunately, I can't easily associate a negative hint ("you're on the wrong pad") with the way I'm doing it.

 

54_107 Has also been pushed now containing a crucial fix for squad management

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Just played LYTHIUM whe mission won't end.

 

Gauntlet version: 54_103_LYTHIUM

 

mission: destroy ammunition depot and clear enemies.

 

The ammo depot was blown up multiple times by explosives - the stack of crates representing it was smoking.

AO was cleared (althou ambient spawns keep poping back in)

 

I'm not sure if the crates representing ammo are bugged, or if there was some lone enemy hiding.

 

PS: LYTHIUM does not seem to have any CAS hellicopters - not sure if intended.

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5 minutes ago, kman said:

mission: destroy ammunition depot and clear enemies.

 

I'll take a look. I have a good idea why that's happening (same issue as was preventing the ambient spawn camps from being destroyed by explosive).

 

Quote

PS: LYTHIUM does not seem to have any CAS hellicopters - not sure if intended.

 

Do you mean CAS available to players, or in use by enemies?

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Gauntlet version 105 on all maps. Don't know if its fixed in upcoming versions or not but the ambient camps camo netting is a bit too powerful. That thing blocks anything from 20mm HE cannons to dumbfire rockets. Makes it VERY difficult to destroy them if you are in the wildcat for example. 

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7 minutes ago, McKillen said:

Gauntlet version 105 on all maps. Don't know if its fixed in upcoming versions or not but the ambient camps camo netting is a bit too powerful. That thing blocks anything from 20mm HE cannons to dumbfire rockets. Makes it VERY difficult to destroy them if you are in the wildcat for example. 

Tried to kill these things with an apache with no luck. Confirmed.

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Those camps need to be inspected personally and surgically destroyed with a demolition block; rockets and the like will have little to no effect on them.

 

(Ok, the real reason.  I need to make the camo nets "allowDamage false" or else they have a tendency to get crushed on spawning on any surface that's not absolutely pristine. The result is that they will nicely shield the sensitive spawn area inside.)

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Map: Malden

Ver: 105

Issue:

Script errors when in the squads selection menu, only on the command element, not effecting other units.

 

Sent from my ONEPLUS A3003 using a phone app that is really irritating because it constantly advertises itself.

 

 

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2 hours ago, J0hnson said:

Not sure exactly if this is the right place to post this but the Arsenal could do with some M4A1s alongside the M4s that are already present, especially for the US Army faction.

Probably the Mods, Maps and Feature Request section would´ve been the better choice (since whitelistings, etc. are also requested there) but I´d guess someone will see it in here as well.:)

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4 hours ago, J0hnson said:

Not sure exactly if this is the right place to post this but the Arsenal could do with some M4A1s alongside the M4s that are already present, especially for the US Army faction.

Very strange, they're not supposed to be blacklisted, I'll have a look. 

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I'm sure I can remember a few more things that went a miss so ill have a look again and get a list (such as the British Javelin tube is present but not the computer, which would be located under the binoculars section).

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@J0hnson the purpose of having the javelin tubes and the clu separate is to allow people to gather and pack ammo without anyone who wants being able to fire them. I am assuming you are talking about the create adjacent to the arsenal, as the FSG specialists should be able to take both easily.

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