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AhoyWorld Outreach

I&A 3.3 Update & Feedback.

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20 minutes ago, AhoyWorld Outreach said:

- Streamlined the Arsenal and gear restriction system. [Tweaked]

  • All launchers are AT only. The only exception are heavy launchers (Titan AA / AT and Vorona) which are also available to the FSG Team Leader and Gunner.

i dont see why the Fire Support guys should be allowed to use any of the statics at all,their job is Mortar and the use of drones.

Statics should be limited to engineers (not repair specs) only.

 

 

23 minutes ago, AhoyWorld Outreach said:



 

  • Medkit and Toolkit as well as UAV and Static Weapon / Mortar Backpacks are available for everybody. 

i approve the accessabilty of medkits to all units for enhancing the coop spirit as all units can (should be able to) revive downed players,altho it should only give back 70% of health if applied by a non-medic.

I dont see the point for giving the ability to everybody to "carry" mortar/UAV backpacks to all units,but i welcome that its limited to "carry" and not "use" of such.

 

 

 

32 minutes ago, AhoyWorld Outreach said:

- Streamlined the Arsenal and gear restriction system. [Tweaked]

  • The satchel charge has been removed from the general population and is now restricted to EOD Engineer and Explosive Specialists. 

makes sense reading,but 2 explosive charges equal to 1 satchel charge,so,its kind of math > sense on this one

 

 

35 minutes ago, AhoyWorld Outreach said:

- Changes to the FSG Squad and AT  [Tweaked]

  • Only AT and FSG Team Leader / FSG Gunner can enter Static Titan Launchers (AA / AT). Others get kicked out with a message.
  • Only AT and FSG Team Leader / FSG Gunner can use vehicle mounted Titans / Voronas (Prowler AT / Qilin AT). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk.
  • Only AT can use vehicle mounted SPG9s (Offroad AT for example). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk. 

dislike all versions of this,like i mentioned before,statics should be accessable to Engineers only and once deployed should be usable for any unit,similar like MG statics or comon MG nest´s - it doesnt require alot of schooling to pick up the concept irl

And why would a Offroad AT have its main support element cut to cater to limits that are obviously useless.

They r getting used barely anyway currently.

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I&A 3.3.8.1 (Hotfix) is now live on our Public Servers. Please report any feedback/bugs in this thread. The changelog is as follows;

 

- [Tweaked] Gear is now automatically saved upon closing the Arsenal and reloaded upon respawn.

- [Tweaked] Admins no longer get kicked for being in a pilot seat without being pilot.

- [Tweaked] Under the hood changes to the XML coding.

- [Added] Toggling Sling Weapon action and Ghost Hawk doors action can now be done from the map/diary settings entry.

- [Added] The old vehicle passengers information HUD has been added to the map/diary settings entry. It is off by default, but can be toggled from there.

 

 

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any ETA on the hotfix that ll fix "the no AT if not AT" thing

 

i first assumed you limited ATweapons like guided ones - but i really dont see a point in restricting launchers like the RPG42(and/or the MAWS) to most classes.

I do see the point for Autofrifleman/Medics/Snipers/Marksman but why would a regular engineer or foot soldier be denied access to a certain basic of AT defense tools.

Dont expect us ATguys to comon kill MRAPs and low shit any boomstick can and should deal with.

 

#rechange pls

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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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That sounds like a reasonable idea to me, however server roles are so packed there are not even basic rifleman slots. Maybe if we removed the CLS Team?

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CLS team has always been pointless, yes.

More than enough medics without it, and if everyone followed lobby structure they'd still not be used as they can't do anything the squad medics can't.

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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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3 minutes ago, ansin11 said:

Could also reduce the insane amount of armor.

That would also be a way to do it, I do however think that the balance was good before the restriction, so that would mean less balancing since we already know what works!

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AT vs vehicles was balanced, the launcher distribution was not. Is dropping CLS for four new AT slots still on the table?

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Well again messing with the number of squads and roles would again require large scale testing versus the system that worked before is already tested imho.

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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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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?

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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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20 minutes ago, Colby said:

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

If you make it in the server and it doesn't work make it offline and try loading that one.

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