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=VG= Melon Muncher

VG Clan Member (Administrator)
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Posts posted by =VG= Melon Muncher

  1. Sorry, it's not going to happen. It's way too much work for something most people get over after a few hours. You get a bunch of new maps with alternate factions this update and the plan is to add some more to give people a bit more freedom.

    At this stage most maps are designed with a stronger opposition to get coop a challenge, otherwise they are a ssteamroll

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    • Thanks 2
    • Upvote 7
  2. Zeee sucks at picking maps

    Thank you for putting forward the recommendation. Though admin is not something we give out solely based on approval from players it is always something we look for when appointing admins. There is quite a process we go through when recruiting and it sometimes takes time for a regular to move onto admin status.

    Be assured that we are always looking for potential admins within the player base and that if someone is a worthy candidate they are appointed at an appropriate time (provided they want to do it). In the mean time, we are always watching.

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  3. Al Basrah - Standard: Flag spawns for last two flags are switched (Apartments and Palace), infantry spawns on Palace instead of Apartments, and when Apartments is neutral they all start spawning on one broken spawn in the center of the flag compound. Not fixed yet
    Assault on Grozny - Standard: Transport trucks despawn after a short amount of time. Same as every other map, 20 min. Not broken
    Black Gold - Infantry: Chopper does not have rearm and repair point. Not able to be fixed until patch
    Black Gold - Standard: Transport trucks despawn after a short amount of time. Fixed
    Carentan - Standard: Last cappable flag in DoD, must run next always. Fixed
    Carentan - Alternative: No spawn points for Americans. Unplayable. Fixed
    Dovre Winter - Standard: Area attack is like a nuke, it's called in, you don't hear or see anything except a mild suppression effect and it kills everything inside every building in the area, no hiding from it. Broken asset, also not my map
    Goose Green - Standard: Entering the helicopter disables mumble until you leave it. The pilot can't communicate via mumble at all. Combat Area issue, can't fix til patch
    Jabal al Burj - Alternative: Broken spawn on Bridge flag. They stop spawning there after Dam is capped. Designed so bots would retake bridge if no-one pays attention
    Jabal al Burj - Large: Although not really broken, the map should have out of bounds areas marked. Not my map. I've got told off for editing a certain someone's maps so I don't touch them
    Kafr Halab - Standard: Tickets bleed out quickly after second last flag is capped, even though there is one more flag to be capped. Fixed
    Karbala - Standard: Enemies don't spawn on the last flag at all. Not my map. I've got told off for editing a certain someone's maps so I don't touch them
    Kashan Desert - Alternative: Broken spawns on North Village, they keep spawning even though the flag is neutral. They stop spawning when North Bunkers flag is capped. Not my map. I've got told off for editing a certain someone's maps so I don't touch them
    Kozelsk - Alternative: Enemies don't spawn on last flag. Only in the vehicles. Not fixing at the moment
    Masirah - Large: All enemies seem to be attacking uncappable Terminal flag even though West Radar is the cappable one. Just the bots being bots, they don't understand how AAS works
    Musa Qala - Standard: Friendlies can't spawn on their squadleaders. I did this on purpose, might do it to all maps, who knows.
    Operation Barracuda - Large: Building one FOB doesn't work, building two FOBs does. You can't spawn on the FOB or build emplacements if only one FOB is built in the area, you gotta cheat it by building two. Gonna say this is a really hard bug to reproduce and makes zero sense in any context and should not be map dependent
    Operation Marlin - Standard: Last cappable flag in DoD. Enemy chopper is useless. Fixed flag cap, chopper is human chopper that bots steal
    Pavlovsk Bay - Standard: Enemies get stuck on spawn in the southern bay of Submarine Pen flag. Fixed
    Pavlovsk Bay - Alternative: Broken spawn on Construction Site flag, enemies die immediately upon spawning. Fixed
    Route E-106 - Standard: Broken, bots spawn in their main and immediately die. Not my map. I've got told off for editing a certain someone's maps so I don't touch them
    Vadso City - All: Not possible to see flags or flag names on map, can't see cap progress either. Not sure if fixed or not, haven't played it recently. Not sure on this one, can't reproduce locally, will look into it though
    Wanda Shan - Standard: Bots don't spawn on last flag at all. Bots die upon exiting Stingers on second last flag. Not my map. I've got told off for editing a certain someone's maps so I don't touch them (stinger should be fixed with the above changes though)
    Charlie's Point std - bots go to and stay on Point Lookout (the first cap) even after other objectives are secured by US forces.  Just bots being bots
    OUTPOST - Not playable by any means, for some reason. Even though the map still there on Coop maplist, waiting to be fixed. Not my map. I've got told off for editing a certain someone's maps so I don't touch them
    Bamyan Alt: Unplayable, bluefor tickets bleed INCREDIBLY quickly when the city flag is capped. Hasn't been an issue for ages now

     
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  4. 2 hours ago, X0R said:

    I appreciate the cas 'nerf', but infantry need a taste of the pain too ;)

    Maybe also set neutral flags to team 1 as it once was on certain maps, on all maps on dedicated servers, no reason for a neutral flag start in online coop.

    Problem with having bots WALK instead of RIDE is that they're alive for much longer, but always enroute to/from an active CP which makes actual CP's easier to cap, while when in vehicles they die quicker but in most cases, either overrun killers when they all dismount on vehicle destruction or more likely REspawn at relevant CP, so what ever benefit that might be gained in having bots WALK to/from CP's is all but lost due to the fact that no one but noobs do the same on maps with vehicles...  So perhaps, better to just reduce exit damage threshold, instead of locking them out of vehicles(as passengers ofc).

    Time isn't the only signifier of outcome, logic functions all the same, so no, not worth it. COOP AI in any video game are generally more effective when their TTL(time to live) is shorter as it allows them more pathfinding options, i.e  high TTL relies more on navMesh,LOS & trigger areas  to navigate to targets where as low TTL let's them use a spawn networks to find targets with navMesh & LOS mostly used to hone in on targets. Which broadly translates to low TTL resulting in lower response times to player action, which is obviously the more desirable outcome.

     

    I'm sorry what, let them shoot both, let's leave personal bias out of these changes :b0209: every one needs an RPG in the face, it USED TO complement frags quiet well, ehh ;) jeeeZzzz

     

    Not hating, just saying, most changes are gr8 but some that I won't even touch are just so logically incoherent it's confounding :Alvarin_07::Alvarin_33:

    Cheers

    In theory yes, having the bots ride in an apc to active flag would be better, but the bots are useless in the back and it is just easy kills for vehicles or HAT. a constant stream of walking bots is better imo. Nothing is permanent but see how it goes.

    LAT kits only get one rocket, originally this was why I took them targeting helis out of the main build in the first place. bot shoots his missile at something shit and then has nothing when he faces down a tank. RPGs still shoot at inf and with grenade launches neing increased give them a boost in explosive power vs inf

    • Like 2
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  5.  

    PT.1 29/11

    Changes to weapon ranges for AI

    Grenage launcher min range 120 -> 50

    LAT  Max range 180 -> 280 

    Aimpoint Rifle max range 250 -> 300

    Ironsights Max Range 200 -> 280 + increase deviation

    Scoped Rifle max 350 -> 400 + Decreased deviation

    SMG max range 100 -> 1808 + increase deviation

    RPG max range 240 -> 280 + increase deviation

    LMG irons max range 350 -> 450 +deviation increase

    LMG scoped 450 -> 550

    ZPU 4 Deviation increased

    Bots no longer exit static weapons if there is no enemy present

    Igla static max range 600 -> 700 

    Static AT Max range 800 -> 1400

    Shilka  Max range 2000 - > 1500 +deviation increased

    AA Range 1100 -> 1500 to match with shilka range

    APC ATGM max range increased to 800 (bots suck with mobile ATGM at long range because they will lose LOS)

    APC AP max range 800 -> 1500

    APC HE Max range 400 -> 1000

    KPVT Max range 450 -> 800

    Harrier will now get shot at same as helicopter

    • Like 2
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  6. Changes to weapon ranges for AI

    Grenage launcher min range 120 -> 50

    LAT  Max range 180 -> 280 

    Aimpoint Rifle max range 250 -> 300

    Ironsights Max Range 200 -> 280 + increase deviation

    Scoped Rifle max 350 -> 400 + Decreased deviation

    SMG max range 100 -> 1808 + increase deviation

    RPG max range 240 -> 280 + increase deviation

    LMG irons max range 350 -> 450 +deviation increase

    LMG scoped 450 -> 550

    ZPU 4 Deviation increased

    Bots no longer exit static weapons if there is no enemy present

    Igla static max range 600 -> 700 

    Static AT Max range 800 -> 1400

    Shilka  Max range 2000 - > 1500 +deviation increased

    AA Range 1100 -> 1500 to match with shilka range

    APC ATGM max range increased to 800 (bots suck with mobile ATGM at long range because they will lose LOS)

    APC AP max range 800 -> 1500

    APC HE Max range 400 -> 1000

    KPVT Max range 450 -> 800

    Harrier will now get shot at same as helicopter

    • Like 5
    • Upvote 2
  7. 1 hour ago, X0R said:
    4 hours ago, GRNANDGLD said:

    Is there a way to randomize bot spwans??

    Yes. Without modifying maps? Also Yes.

    Why then isn't it a thing? IDFK, Code exists :beee:

    I don't know if you mean randomize which spawn the bots appear on or if we need to add more. The first already happens and for when the bot spawnpoints are added there are 2 things to do

    1 make sure the spawn is out of cap zone but also not so far away they are spawning in another zone

    2. Try and make it so that the bots spawn outside of line of sight when you are inside capzone to prevent camping them.

    Some maps it is because of the map itself that I don't have more. not many places to hide a spawn in a desert for example. Otherwise it is because of the way the map itself works that limits spawns

    I try to put around 10 spawn points to each flag

    • Like 1
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  8. Half of it is bots being gay, we can change some values around like the old days though. Longer AA range, Longer RPGs and shorter fire times, as well as shooting at helis. Other things, like where the bots spawn just gets changed when we update maps and stuff.

    Other half is players knowing the tactics better, everyone knows exactly where to sit, where the bots spawn and come from and how to win the map as fast as possible. You could win maps super fast in the old days if you had a good team too,

    If that's not a good enough answer, just play shahadah everytime

    • Like 1
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  9. It's worth thinking about. We could easily run a test game with the flags set for a standard neutral very slow capture (5-10 min) which would strongly encourage defence.
    Biggest issue is everyone knows where the bots are coming from and what they are going to do.

    • Upvote 1
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