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Posts posted by System
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1 hour ago, =VG= Acro1 said:
If you spawn with medic kit you don't have smoke grenades.
This was intended.
1 hour ago, =VG= Acro1 said:If you take a medic kit from a crate, you do get smoke nades but also deployment-style healing.
This was also probably intended - idk if the kit's smoke grenade is an SP or MP one, might want to check that out.
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8 hours ago, =VG= Melon Muncher said:
Just too hard to reach the flag with bots attacking or to cap the flag?
The terrain there is awful, the only real cover you have is the bunker, and the only way to it from the north (the side with the least bots) has a valley where they shoot at you from above, and even if you reach it it requires a lot of firepower to neutralize.
8 hours ago, =VG= Melon Muncher said:??? not really able to do anything. Do you hold V arrow to drop ramp?
Yes, the ramp doesn't move at all, and it starts in the open position, I've played on deployment and their boats work normal. (this issue has been around for a few patches now - feels like it was "made" so that the bots can exit the boats)
8 hours ago, =VG= Melon Muncher said:Infantry layer?
Yeah, my bad, Castle Road has some cover in the form of rocks and they come from only one direction so it is a little tough but doable, but there is 0 cover when moving to the Barn, only bushes, and the terrain doesn't help either. Usually dump a lot of smoke so that we could even get near it.
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Spoiler
Assault on Mestia - Standard - reaching North Perimeter without going insane
Bamyan - Large - Foxtrot flag gets a lot of heavy fighting, it gets boring for everybody if all of the spawns aren't being camped and takes a while, no one should have to camp that much, last flag in dod...
Battle of Ia Drang - Standard - US Command fighting without proper support can become hell in the first few minutes, AA pit flag is difficult to reach and is usually where bots are found most of the time, other flags mostly empty even though they have decent cover
Battle of Ia Drang - Alternative - yes
Charlies Point - Standard - Bridges flag is hell if capped third in order, no cover, bots spawn everywhere, Abandoned Airbase feels almost the same, but it has one sandbag bunker (destroyable bunker) you can use for cover
Fools Road - Infantry - cancer hill fighting on Hill 530 and 531 with brain dead bots, can't imagine what it's like with the new ones
Fools Road - Alternative - broken bot spawn out of navmesh makes them die and stay in cap, few times couldn't finish it and it caused massive lag cause of the bodies
Hades Peak - Alternative - reaching Checkpoint by any means requires more luck than brain, and a good CAS squad (hope the quad that can see our main doesn't kill them at the start)
Karbala - Standard - unused gary
Korengal Valley - Standard - bots like the G3 part of the map too much, keep suppressing from there
Masirah - Infantry - Fighting in the Palace causes massive lag due to dead bodies
Masirah - Large - North Hangars bots get stuck inside the bunkers in a large number, feels like those could be better off elsewhere
Omaha Beach - Standard - the broken ramps on the landing crafts
Operation Ghost Train - Infantry - Supply Train 0 usable cover, barely can cap it by hooking into the train
Operation Soul Rebel - Standard - Alva flag, 1 wooden shack surrounded by dense foliage, what could possibly go wrong
Operation Thunder - Standard - Castle Road to Barn, no cover, can't cross without smoke at all
Outpost - Alternative - no respawn logi, reliance on trans for supply
Shijia Valley - Infantry - Not camping the spawns correctly or just fighting in general on the South City flag sometimes causes massive lag due to the sheer number of bots/dead bodies
Tad Sae Offensive - Alternative - South Bridge 0 cover fighting
Wanda Shan - Standard - driving for minutes to and from main, flags with 0 infantry fighting
Xiangshan - Alternative - North Objective impossible to cap, 0 cover, 200m cap, foliage everywhere, South Fields is also painful, but only cause of that 1 spawn inside of a bush on the south-west side of the flagedit:
Guys, don't just spam the thread with "this map sux, bushes blah" - think of:3 hours ago, =VG= Melon Muncher said:specific issues
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On question no9 there's is no "none" option and it say's "this field is required"
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Bamyan Lrg - broken spawn on VCP (K3kp2 south side) makes the enemy spawn near our main continually during the match even though we are progressing through the flags
@=VG= Melon Muncher-
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9 minutes ago, =VG= SemlerPDX said:
Ours is the only one that looks like this, the rest look fine, it's registering that the players are there, but it can't verify that it is them
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7 minutes ago, =VG= The_Polish_Guy said:
It means that somewhere in between our server and the PR master server (MS) there is no connection, meaning that it can't verify accounts that are linked to our steam accounts, it's also the reason why the server looks empty on PR SPY
Try restarting it, maybe it'll fix it, if that doesn't work contact @=VG= m823us-
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45 minutes ago, =VG= SemlerPDX said:
These are also 'starter maps', they have a chance to run anytime the server crashes/restarts. This could skew the results, so I wouldn't take this 'innuendo' personally
Was gonna say this^^
Also most of the time the randomizer does most of the job, we usually just pick maps when we have either a good enough team/good enough people for harder maps or don't have enough for a hard map so we change it for a lower pop one
Also the numbers still don't tell the story of how good each layer is, Beirut may have an all round good selection of layers, but the Alt layer is pure garbage basically, and admins only ever set the large layer - most of the time Beirut only ends up being played cause of the randomizer4 hours ago, =VG= 0100011000101 said:Marlin, Vadso and Gronzi
Marlin and Grozny are actually quite good maps, all of the layers that we have there - Vadso on the other hand is the single most boring map I've played too many times
My suggestion: remove all of the current starter maps except for maybe Pavlovsk and put in maps like Shahadah Inf and Alt, Falcon Alt, Qwai Alt, Al Basrah Std and Alt, Reichswald, Black Gold Std and Alt and see what happens to the numbers then for a month
Can we get the stats for layers and not just maps?-
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On 1/1/2022 at 6:42 PM, whtz said:
Fixed all instances of COOP layers having incorrectly defined ticket bleed and significantly increased the rate of bleeding.
@=VG= Melon Muncher
Kozelsk Alt bleed broken
Barracuda Lrg bleed broken
Pavlovsk is broken due to render distance I guess
edit: maps with new off-map airbases like Bamyan and Khamisiyah have the bots spawn less frequently in their armor/cas in main, leading to less resistance in general-
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11 hours ago, DankyTheFemboy said:
Will hill 488 by any chance get fixed? Admins avoid it because apparently it crashes
We avoid it cuz it sux, it doesn't crash
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sniper please
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1. Always keep opening your map to check for info, and for general direction (^^x0r), use the squad leader marker as well
2. If you're using an aircraft that has AIM-120 missiles keep them on so that you can scan the air at a longer range, most kills come from finding the target first, rather than letting the enemy aircraft come in and then reacting
3. Make sure you have enough distance between you and the enemy and that enemy aircraft isn't at a weird angle coming towards you, you can shoot them down from the front, they just need to be a bit further away - don't have an itchy trigger finger, just wait it out if you're not sure the missile will hit properly, you can always readjust
4. Lead your target when you are chasing them (bot jets have different flight models, they will always out-turn you, but brief windows of time when they are turning and you are on them are perfect to let off a burst of cannon rounds - even if it just gets them smoking)
5. AIM-9s are also viable as weapons, you just gotta wait for the lock (and pray no friendly AA is targeting the enemy) - some enemy jets don't even flare
6. When attacking Gophers or Stingers always pre-flare while your going to the target location - especially with jets like the F16
7. Make sure your sensitivity is good, and that you can rotate the aircraft with ease and less movement of the hand (if you fly with a mouse) - find what's most comfortable for you
8. If you have enemy jets on your ass just do what vanillapop said
9. Learn the AA positions, take them out in an order where they can't hit you all at once, coordinate with other pilots - quickly go in and out
10. If you miss the quad or there is something shooting at you, just dive and keep turning (I don't use the rudder here, it usually gets me out of danger), put as much terrain and obstacles between you and the thing shooting you
11. Compensate for bullet drop when firing at a longer range
It's all about practice in the end
This is what I tend to do, and I don't consider myself as good of a pilot as some of the people that I've seen fly on coop, hope it helps ya
(oh and don't listen to x0r, he's a hacker) -
Yeah man, I know that feeling all too well...
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Fools Road alternative - last flag has bots dying on the spawn in the metal scaffolding, causing massive lag for everyone and an uncapturable flag.
Outpost standard - we all know its broken, should be taken out
Khamisiyah large - I believe has already been taken out of rotation? It technically works, but due to the lag that is caused by enemy vehicles piling up in certain areas of the map it usually ends in a runnext vote
Route E-106 standard - bots die in their spawn in main, no reason for it to be in rotation
@=VG= SemlerPDX
Cheers and thanks for the work!-
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What exactly do you mean by "there is a delay"?
It takes 2 shots with most small caliber weapons to kill an enemy.
Do you experience stutters or does it lag for you in any other animation (from other players, to switching your weapons, crate drops, etc)?
Does this happen to you on other servers?
My bet is on the wifi if your ping is as good as you say it is. -
23 minutes ago, The_Polish_Guy said:
Quadguns are again able to spot us without us seeing them. They can again engage us from behind the "fog". On maps like Karbala they can snipe aircraft across half of the map.
"this is a feature" - some guy
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1 hour ago, =VG= Fastjack said:
The zpu4_atc are weapons (childs = a part of the mainpart) that got added to the AirControlTower that actually has a pco. You can see it only on OSR and another map i dont remember.
The Argentinians on the Falklands map have it I think in their main.
1 hour ago, =VG= Fastjack said:Its about the quadgun itself System. The objectspawner spawning weapons and not enterable pco's.
I understand now, I was just pointing out that it didn't really change the gameplay of the map in general because the quadguns don't get manned on Khami Std at all for some reason - unlike on Alt. (cause you said that they weren't a threat - sorry for the sidetrack with the sentence)
48 minutes ago, X0R said:As fastjack said, It's just a debug message, for the new auto-pickup kit feature no one wanted
It won't be on any changelog.
My thought was it was displayed when someone gets revived but their kit was taken or something? I guess the picking up your last used kit after a revive is a good type of change (unlike the help help where is my sniper rifle i've requested the kit using t????-dumbed down I can't look around and press G to swap kit attitude)
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3 hours ago, =VG= Fastjack said:
Edit: The quadguns shouldn't be a threat. Its missing its main pco or can someone report different?
Quad guns on that map aren't a threat in general, bots just don't seem to use them as they do on other maps/layers, for example Khami Alt they man all of them and dealing with the quads is a challenge for CAS, but on Std it's a cakewalk taking them all out as they are rarely manned. Although having them indestructible is a whole other thing.
Haven't played Khami Alt to check it, but maybe they are like that there as well? Not sure how it is on deployment.-
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10 minutes ago, =VG= Fastjack said:
You mean the shit that you have to make at least 10 post to make a post right?
Yeah, long time ago I tried making one for stuff like suggestions, but then I just gave up because of the restrictions, nowadays I just read them to see what the devs are up to/changelogs.
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5 minutes ago, =VG= Fastjack said:
I think you all should report this asap to the PR forums and i'Äm sure the Devs will take care of it.
I don't have an account on the forums (I gave up on it since the restrictions there) - you on the hand I am sure will relay this immediately (so I don't have to make an account)
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15 minutes ago, =VG= Fastjack said:
Which map and which faction and kit you played?
It's on all maps, shows up periodically.
On the other hand I got a real good one: today on Khami Std we couldn't kill any of the quads, bombed quad on chemical twice, fired 200 cannon rounds at it, tank shot at it 3 times with HE, it was still alive. Same for other quads on that map.-
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13 hours ago, =VG= Kavelenko said:
I've heard several people mention "Gun Game" is this a thing now and how do we set it?
It's only a PvP mode Kav, and you have a few maps only:
General:Added new Game Mode for low population server:
Gungame. Available maps:
Black Gold 16 & 64
Wanda Shan 16
Dovre 16
Asad Khal 16
Al Basrah 16
I guess the command would look like !setnext black gungame inf (gpm_gungame seems to be the name of the mode) -
Just a fun poll to gauge how people prefer to fly aircraft (helicopters and planes) in PR.
If you have any other preferences feel free to share below!
Edit: When flying with a mouse.-
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alpha squad lead pls
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v1.7.1.1 Please post Server Reports here
in PR Cooperative
Posted
Idk, ask melon, I think he wanted to put kits without smoke to make the maps a little tougher, but forgot about the deployment style kits, or just wanted to experiment with them.
@=VG= Melon Muncher