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      Red Tide Part IV   05/21/2017

      OPERATION "RED TIDE" PART IV 27 May 7pm GMT More info here.

=VG= Double_13

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Everything posted by =VG= Double_13

  1. Admins get selected by other admins and put of for nomination within the PR admin section on our forum (hidden for non PR admins). I kindly suggest that you contact one of the PR admins to see if he's interessted in nominating you.
  2. Good now I know who shall fall pray to the supreme power of the T-90's and BMP'S. Not that any of the inf would be spared, but its good to know who comes with premade coffins, saves us from chopping down the beautiful trees and potential cover form our new annexed land.
  3. kit restriction doesnt work can take any kit in a 1 man squad. Would be better to have the same restrictions as deployment has, like we did before
  4. It is not hard to get better teamplay the. Deployment as there is no teamplay in deployment at all. Just groups of mongols,merk and others that do a great job but not cooperate with others.
  5. Please inform people on the server/TS that this event is taking place and invite them to participate in it so the team can grow in size. Pending the suggestions/comments given from last event. Spawning / kits Once again please hold your spawn until the all clear is given or until a scrub spawns in to early. (Kugh blazer) Do not take limited kits (HAT/Combat Engineer/ and others) without approval from your SL and Commander. Squads Do not argue with your SL about his decisions, if you do the SL is allowed to kick you from the squad. You have to join a squad. SL have to follow commanders orders. Do not steal assets that are not assigned to you by commander. Other Bluefor is not allowed to recapture flags (pushing back from neutral to blue is allowed). Sitting on Opfor capped flags is not allowed. Do not switch to Opfor team. Fobs past defensive lines have to be removed to prevent people pushing to opfor flags. Please report people that are not following these and the general server rules during the event, so the issue can be resolved ASAP. Once again ted and I shall be on the opfor team managing the bots so they provide realistic pushes. Further I shall be in the bluefor team as well to monitor where as the rules are been followed. We hope you will have a great time during our event and we hope to see you on the next one.
  6. Kewl currently playing with @=VG= kiwirambob on a aussi server. He told me he's playing on your server. Might see about possible switch as I do like tanoa map however it is really small so not much to do. Chernaus would be the best but we can't have everything xD i do wonder the server is PVE right ? And can you airlift/toe other choppers/tanks (R3F I think it is called)?
  7. hehe nice one
  8. Well spawning is not the issue, the pressing done also causes to trigger them to spawn. So even if we would be able to apply a timer to it as soon someone would hit enter or press done they would spawn while you have to wait for the timer. We already found out that if we put a spawn point for opfor outside the navmesh, ted and I can spawn in and the bots won't spawn until a second flag is capped that provides a spawnpoints inside the navmesh, this so the bots do spawn. (Hence why last event had a random flag at the enemy main). These things are an attempt in fixing issues/features we had in previous events in a way the game isn't really designed for. Other things been worked on is the sound effects. Ted managed to replace the Garrys horn with a jet sound to represent the enemy planes flying over which triggers the Russian VDV forces coming down from the sky.
  9. Ghost train isn't nam it is modern. But I get the nam reference
  10. As far I checked lite admins have perms to change maps using the !setnext marlin coop std command
  11. 2 words: more tadsea
  12. Bots would still spawn while players can't
  13. Yeeee ted clearly doesn't like Finnish people giving them militia(JK)
  14. No what we already did is delay the spawnpoints for the bots inside the navmesh but doing it deployment style won't work as bots don't get effected by it
  15. Personally I love when the server is low populated as it gives the experienced players a challenge in gathering the randoms and finish the map. You played bijar with me and saw how easily the bunker could be cleared with knives only. I do have to agree that not every map is suitable for this but it is up the the admins online to prevent these maps from been played. I liked muttrah large with max 15 people as it meant that everybody needed to cooperate to hold of the wave of assets. More players means less workload means often people are less active
  16. Talking about reviving dead topics xD the humans should have enough tickets to finish the map even if it is low populated. So bleeding tickets would not make sense.
  17. Well fat Albert all valid points I must say. We already delayed the bot spawning on 2 of the maps to 3 min after first human spawned. However there is no other way we as event people could possibly block people from spawning in to early the other points are out of our reach to solve as they are human based. I would suggest that you kick the people out your squad if they do not follow you orders or keep countering them. Same I would say for stealing kits. A solution would be that you would recruit more people for your own squad and in the event demand that they are on teamspeak. This so you can inform them before the event start. But please note that bluefor was suppose to lose and if it weren't for the bots to do it either ted or me would made sure so. I found that the first 2 maps where decently balanced (maybe bit to many bmps) but we had to do this as people could camp in the building and wait for the bots to leave (like fools road had to be manually cleared by me as Martin was reluctant to get killed by a bot) And the bots would had no way to attack the building on foot. Also the huge walls you guys build with razor was oftenly in need of removal as yes the bots got stuck on them all the time. Anyway thanks for the feedback and hope to see you in part IV
  18. Well thanks again for Joining this event the next one should be in 2 weeks same time same place. We would like to receive feedback from you guys as we can use it to improve our future events. For those already asking for re-events like melons one had, as of the current situation we will not have re-events while the campain is running, this as the campain has only just began and would make it even longer. If there is a possibility serverside and playerside we might redo some maps in the future, but we like to stick to the story for now. Once again thank you for joining this event and feel free to invite other people to join in next time. More people more fun (and people to shoot for me xD).
  19. @Lon-nolan there is plenty of space however you will have to find yourself a squad to join. Just download the maps and be on ts at the time the event is going to start I would like to request that everybodu waits with spawning in until everybody is loaded this as the resistance is high and loading times could make or break your defence lines. I highly suggest to make multiple squads of 6 people rather then 2 of 8. This as certain maps have large front lines and require multiple squads to cover.
  20. Hehe you a great guy to play with on PR. Hope to see you in tomorrow's event
  21. If you open mumble and behind your name (or in the traybar) shows a symbol that looks like the top of a chopper you have been suppressed by something. To fix that you can switch to lobby and back into the squad. If this symbol is not the case then rebooting your mumble would be the way to fix it. if neither of the 2 works then it could be the server been a jerk and would most probably need some slapping of the reboot key.
  22. First of all Candy Van is the same as coop. Only now the enemies no longer walk backwards like michael jackson and noscope you from 100m. However some might proof to be a serious opponent most of them you can easly chase them down 200m and knive them as they do not seem to hear the loud sprinting sound behind you. Also they seem to build fobs in fixed locations as its the best location and why should you ever change the position of the fob. Enough meh now Ted,Martin,Keed,Sydney,Fastjack and me all play deployment regularly (sometimes together sometimes alone). Feel free to ask one of us for tips. As for the kits. Not much should be different only that the restrictions are back. This means that for a LAT kit the squad needs 4 people and for a heavy machinegunner you need 6 people in the squad. some bluefor kits have restrains rather then knives but they work the same.
  23. Well it is a good explanation to one of the main issues on coop. you should really teach me sometime how to do the navmashing correctly as the tuts I found on the interwebs are meh. However even this shows that the development team doesn't take time to correct the mistakes they can clearly see in the editor. I understand that making navmashes is a pain in the ass but coop is part of the mod they provide so they should also try to provide correct content for it and not just leave the coop part to die as it is only coop. I haven't seen a real coop fix since the Beirut navmesh update that caused all the bots to be stuck in main cause some new building was placed down. Fixing the always mainspawning bots on 99% of the maps would be better. Anyway enough about the devs stuff this topic is about commander and not about the devs.
  24. And a other speed bump
  25. One does not get stuck on muttrah, muttrah is love muttrah is life you shall play muttrah at least once a term. wasnt there suppose to be a separate event server (and coop ins) to be created as mentioned in a other topic? This so that events/tests can be held there without modifying the main server files. I do have to say that the server has been a lot more stable since ted disabled prism yesterday. This not only in less lag but also in less crashes.