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=VG= The_Polish_Guy

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Everything posted by =VG= The_Polish_Guy

  1. That's not really my point. I don't mean the changes in the game itself but the server side changes made to the bots.
  2. I assume everyone interested is aware of the changes made to the bots a while ago. So I won't go into details describing it. Following the changes different people had different opinions. Mostly positive of course. Yet from the beginning there has been one issue, the increased number of AA on every map due to bots using MANPADS. Most CAS/TRANS players flew it because it was fun and quite often challenging. Because despite what most people who don't know what CAS is like say, it actually requires some level of piloting/gunning skills, communication skills and map knowledge and if a player masters all of that I don't see what's wrong with him getting a lot of kills/points. In the end we always say that kills don't matter in a team oriented game like PR. And with bots unloading full mags into you in seconds it's even harder. So adding even more AA capabilities to the bots seems fine at the beginning but really makes flying a different experience. Specifically it is frustrating and annoying as there is usually no way for pilots to avoid mobile AA launchers. On maps with no terrain features like hills or valleys there is no way to avoid being locked by an enemy MANPADS. It's partly because of PR being PR and some weird things AA missiles can do but mostly it's because of what the bots can do. Of course a bot with an AA launcher is basically invincible when standing in a forest. Bots don't need time to lock on they just look at a plane and it's locked. Of course they sometimes wait before firing to give the pilot some time to react but in a lot of cases they just shoot instantly, that gives the pilot no time to strike a target before being locked which makes even strikes on friendly lases very challenging. That of course is a situation when a good pilot would pre-flare to avoid being locked, the issue is though that it doesn't work against bots. They basically don't care if you are doing that, they only care about the flares that you drop after the lock is established. Then if the pilot avoids all three missiles (I think that's the number of AA kits per team) there's around a minute before the bots rearm and fire again. And then even if someone kills all the AA bots, they just respawn almost right away. Then of course there are all the other AA assets that are usually easier to deal with but combined with the 3 AA kits pose a bigger danger to both CAS and TRANS. And the asset respawn times are still the same. So on maps that previously had no AA and a respawn time on an asset close to 15-20 minutes flying is basically a waiting simulator. That's why more and more people stop playing that role. But on a lot of maps CAS is necessary to play a map because there isn't enough ground assets that can deal with enemy assets and infantry. And because more experienced players avoid playing CAS as it's not fun anymore almost only new players use it and accomplish nothing because they don't have the skills necessary. This makes some maps very hard and not fun to play for everyone. I'm writing this very long post to hopefully have a discussion about what the issue is and how it can be fixed. I feel like it's very important as a lot of maps that we used to play with 20-25 people on, we now struggle to finish in the time limit. Especially now that there is a lot of new players on the server. So please if you don't have anything important to say just don't say anything as I am already bored of people that rarely play the game telling me to git gud.
  3. You drunk too much man, look at the other part of the meme I would never go to Kassel
  4. I go 90 all the time but the traffic was horrible
  5. No place is safe anymore, not even other games
  6. I propose the Polish logi truck so it's not too easy
  7. SAS mg pls, unless I'm not "special" enough then charlie MG pls
  8. I wont be able to make it because of the date change. Someone can grab my Bravo medic spot. Have fun everyone!!
  9. This might be interesting for some players but for most it's just annoying when a bot gets in the gunner seat. From what I have seen there's no point of using bots as gunners in any vehicle except parked jeeps, as they are never as effective as a player. Edit: also the poll is kinda biased, there is no option for PvEvP only on weekends
  10. I feel like there wouldn't be many people on any of the servers if we run it in the week, but I don't see why we should try just for a week or two. Also of course there are some problems with balance but a lot of layers are actually quite fun to play and well balanced. There is some stuff to polish like making sure the auto-balance doesn't move over bots but players only. Also it would be helpful to allow players to take squad-lead position when joining a bot squad. Also there seems to be an issue with asset squads, since we can make like 3 squads, it's sometimes hard to enforce asset rules. This could be solved by allowing players to lead bot squads or by making a separate set of rules for PvPvE Server.
  11. sadly my only screenshot from the event
  12. True that was some nice teamplay but we still died to an M10 behind a bush.
  13. There's more to it than that: Lack of transport on a huge map Actually I'd say it might be the distance not the amount of vehicles but still a logistic nightmare Trees and mostly those French bushes 2 logis that take for ever to resupply and drive back to the battle Bots shooting Garands as quick as AKs or M4s The insane amount of enemy armor that we can't counter because we have no supplies and the friendly tanks just get LATed through trees Not seeing any enemies on the first few flags... ...that leads to only CAS having fun for most part Of course if a tank is hit and needs repairs it takes ages just to get a repair from a logi (and even longer to get to main and back) There's probably some more staff too. I think that's sadly not possible. The Vietnam maps didn't really change. We adapted our tactics, we can use smoke now, but most of them are maps with at least some cover, terrain changes and most importantly trans helis and logis that allow for quick transport and a proper supply chain. On Kassel there is of course some cover but between the objectives there is just an open field (and some trees but that doesn't really help). On Vietnam maps we can just call a trans heli to not waste time trying to cross an open field but that's not possible on Kassel. The change I think would be the best is making a smaller layout for it. It would concentrate the enemies more and allow for better logistics. But of course as this is not a game made by a multi-million dollar company but by DEVs working quarter-time for free, we can't expect everything to be perfect. Suggestions and discussion are always great but we need to also remember that those people have a ton of other staff to do. Also probably dragging LangMaster into this thread would help to show his perspective on those issues.
  14. From my experience if you play the singleplayer missions you can learn basics in an hour and some more complicated stuff in the rest of the missions. And I haven't played any of the ArmA games before.
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