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System

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Posts posted by System

  1. 46 minutes ago, =VG= Acro1 said:

    Do you mean it was intended to have differences between identical kits depending on if you spawned with them or grabbed them from crate? If so, that would seem odd, nein?

    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

  2. 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.

  3. 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 flag

    edit:
    Guys, don't just spam the thread with "this map sux, bushes blah" - think of:

    3 hours ago, =VG= Melon Muncher said:

    specific issues

    • Upvote 3
  4. 9 minutes ago, =VG= SemlerPDX said:

    Server not empty as viewed on PRSPY as of time of this reply (though I understand what you mean) -- typically, when this happens to multiple people (and when everything is correct on our end) the conclusion is that the PR Master Server may be experiencing issues

    image.png

    image.png.4f73cc37198aef3460bda0e59786b2ac.png

    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

    • Thanks 1
  5. 7 minutes ago, =VG= The_Polish_Guy said:

    bagno.png.468bc7739b293331bd1461d3d9e63374.png

    Every one minute or so we get this error for every player in the server. No idea what it means just letting the smart people know.

    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

    • Thanks 1
  6. 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 randomizer

    4 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?

    • Upvote 1
  7. 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

    • Upvote 1
  8. 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)

  9. 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! 🍻

    • VG Spirit 1
    • Thanks 1
  10. 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.

  11. 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)

     

  12. 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.

    • Upvote 1
  13. 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.

    • Haha 1
    • Upvote 1
  14. 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)

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