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=VG= Fastjack

VG Clan Member
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About =VG= Fastjack

  • Rank
    Master Sergeant
  • Birthday 07/31/1976

Profile Information

  • Gender
    Male
  • Location
    Germany
  • Interests
    My Games:
    SQUAD , Project Reality BF2 , Insurgency , ArmA 2 , DayZ (ArmA 2mod) , League of Legends , Mechwarrior Online , Miscreated , XCOM EU+EW (longwar mod) , Call to Arms ,

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  1. Star Trek or Star Wars?

    First thing that came into my mind was this:
  2. New Khami

    About assets. First i thought was you creating an VW layer for coop but i know you and i think you will force longer rounds by more combined vehicle infantry action. I believe the amount of botassets get drained when the bots losing flags, right ? About US mainbase. Finally the playerside cant cross the bridge when it got destroyed. Maybe you will see some Logi action building CSB's. Hope you putting not to much human assets into this layer so you force the team to use as many deployable assets as possible (deployable TOW's- MG's and mortars). I would give the US side the northern bridge-head and delete the grey flag but only with expireable rallypoints so a small amount of infantry start fighting about the bridge and the city entrance. Gameplay should be like this: Early game - Infantry squads must fight over the bridge and main city and have to fortify south city entrance against the next vehicle attack wave. Mid game - Trans, Tanks and APC's spawning, heading southcity entrance, picking up troops and make their way to trainstation. Here they build up firebases at the northern and eastern part of trainstation. CAS spawns. Late game - CAS maybe will not survive when the tanksquad haven't their focus on Anti Air vehicles. After Bunker complex got captured, the main attacking force starts heading the factory or whatever it is and the southern trainstation FOB reinforcing the last attacks. Looks well.. Give the bots long delayed mortar batteries and zis-3 cannons for the bunker complex and factory so CAS makes more sense end game and tanks and apc's cannot rush the last flags without airsupport. For a fully 40 player server against 40 bots i suggest following vehicle layout. 4x m1a2 tanks (delayed so infantry have the first fun before the tank starts whoring the battlefield) 2x m2a2 IFV's (delayed, should be used as MECH INF - maybe should make a mech inf rule about LRG layers) 2x TOW humvees (no delay, job is to arive safely the southcity entrance to defend it with help of deployables against the first incoming vehicle waves) 2x Static TOW's (spawns at southcity to help against the vehicle waves) 2x Trans huey's (spawn is triggered when the last cityflag is captured) 2x A10's (triggered by capturing the trainstation. No one stay's and wait in base for their assets. they have to work for it) 2x Logitrucks 6x uparmored 50cal. Humvees (for the early game) CAS choppers doesn't make sense against the amount of enemy AA vehicles. They are to slow in my opinion.
  3. I am Back!

    My Favorite Automatic Rifleman is back. Good to see that your back on duty
  4. the great rock

    I gave me an idea double: YOu remember the buildings on fallujah that has an basement? All of them has a ladder. If i add to the floor and ladder the NOTinAI option, i could create a special staticObjects.con for coop who will replace that floor and ladder with another floor and stairs and deployment has the original staticobjects.con and coop would have there an staircase that is navmehable. Wer could make the basements for bots accessable.
  5. the great rock

    Can you give more Intel on this for excample what map it is and in what grid/keypad? Is this Iron Ridge? Atleast i have a chance to report that to the mapperteam of PR to get that fixed.
  6. Iron Ridge

    You made a new navmesh for Iron Ridge?
  7. Update 1.5.3.2

    True story. Really close to a burnout. No time to play. @Double: I found a solution for the houseofpain staircase and how we can navmesh them without that horizintal/vertical/horizontal/vertical navmesh thingy. When we do it like you suggested (chirurgopcial method) you have to add a navstatic as ramp in an 45° angle to the staircase. If you have once this piece of puzzle, it will be perfect. Sidenote: The constructionsite buildings have the same problem with the staircases.
  8. Happy Birthday VETERANS-GAMING

    Happy Birthday =VG= Salute
  9. Hello boys, I'm baaack!

    Welcome back Buddy.
  10. kashan issue

    It is possible but than we have a language problem. If we have one layer usmc vs mec and another layer with polish vs russians, the polish guys would talk english and the russians arabic.
  11. kashan issue

    Sure Semler, the problem with Kashan is that they have only a rallypoint where they can spawn at a bunker. The rest of the bots spawning in vehicles at mainbase. We all know that humans are much quicker in reaching flags with their assets as bots. The reason why the DEVs did it is that the player can play on both sides (US/CAN vs MEC). so no team has an advantage against the other team. Muttrah has the same problem. Each team start only with one flag and they have to capture the neutral flags so 50% of the game is no action. We all know that humans are much faster with their assets as bots. But i see light at the end of this tunnel : The deal is i can do what i want when atleast i do a counter layer for the other side. I will talk with TEDF about this. In my opinion he knows at best what assets on what map can be played and we can also bring back the Opfor events. The Devs are overloaded with work and we all know that they have the focus on deployment. Outlawz and Arab are the only guys i'm aware about who really stand behind COOP, not to forget Melon but he really busy with reallife things.
  12. kashan issue

    There is no need to scratch any maps of PR. Kashan should be turned into something like VehicleWarfare for coop or something similiar. We already lost to many good old maps.
  13. kashan issue

    Thanks Ranger for posting this. Can you give a bit more Intel for me when it crashs. It crashs when it load the map or crash it after a while ingame?
  14. UPDATE 1.5.2 Released

    What ???? I know that we set 1 wall to NOTinAI by my advice (at a mosque building) because the vehicles will stuck there. The vehiclenavmesh go through it but not the infantry navmesh. Doesnt matter. Still working on the staticobjects.con for a new navmesh.
  15. UPDATE 1.5.2 Released

    The main problem is that some spawnpoints (who allows both : human and bots to spawn) are not placed on the navmesh. Not sure yet, but i think the polish faction isn't the problem. 2nd problem but isn't really a problem (for me gamebreaking) : humans can spawn everywhere at each flag without needing any FOB
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