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Everything posted by System
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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)
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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.
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"this is a feature" - some guy
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The Argentinians on the Falklands map have it I think in their main. 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) 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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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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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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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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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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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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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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hmmmm wolf 1 paramedic
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v1.6.6.0 Message says 'debug test failed'....nothing works.
System replied to Mostly Blind's topic in Project Reality
Offer still stands (during my free time when I'm home from work) P.S. I'm not =VG= hahahaha -
You've played Hades Peak Std on other servers and can confirm that we are the only server with this issue? I'm fairly certain this is PR related, as in the layer itself was made like that.
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This is the case qiezi, along with the problem of them bleeding out 1 flag before the last (the same as kafr halab). The admins can't do anything about it tho, it is up to the devs to fix this permanently.
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It is in fact a dual birotor, you will also need to know how to operate it in all three physical dimensions
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Wolf 1 paramedic please
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I am simply pointing out where you contradicted yourself. You've obviously not taken the time to read what I said. Figures. But then don't reply at all, if you think I am a fool not worth discussing with/not worth your time.
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"Still i am playing realistic game mode, and i am not really up for this." - your argument was "realistic game mode" those were examples of unrealistic stuff you want to keep in game Cobras hovering between buildings shooting stuff is not realistic, Shermans flipping like that is not realistic - your argument is "I do not want this it is unrealistic" making a contradiction, if your argument was "I don't want this it is overpowered" then it would not be contradicting your previous statements.
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What are you not up for? The same realistic game mode where choppers hover 1 meter above ground moving between building on Muttrah, where bots always move in the same fashion and have 0 strategical/tactical capability? Or maybe that a Sherman tank does a horizontal 180 because it touched a fence at minimum speed? (the same feature you advocated to keep because it should be a learning curve for players and it's not fair that a !flip vehicle command should exist?) This game is anything but real (despite the name), and removing a feature from it because it is "seems unreal" is just plain absurd.
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I wouldn't agree, and this is not a cherry picked scenario, enemy CAS does do their job quite well. On Pavlovsk it's easy mode once you take out the quads. The rest of the game involves hiding from the enemy tank, until it drowns itself, every time. Tanks with a top gunner that actually go on land would make it more difficult for hovering. Having the entire enemy team fire at you would actually make more sense. IMO the changes melon implemented server side a few patches ago to fix the maps should've been released game side. Also the spawning is not what it used to be, all maps feel like a breeze these days, as if bots are a) not spawning on intended flags, and b) spawning less frequently. The thing that I miss the most is the neutral time, previously melon made it so that when you reach 0% cap the flag would stay in enemy control for about 15 seconds, long enough for them to spawn and push back the cap, now it when it reaches 0 it's immediately neutral (like it was before the change). Also the harrier in hover mode is just a fun mini-game inside the game itself, learning to fly it and utilizing it to maximum effect is an extremely fun and challenging task (at least it was for me, and round where are I don't die in it are extremely rare). P.S. Friendlies shoot more at me than the enemy
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You can also use the Q button, I find that easier.
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I won't make it tomorrow, will be home late and tired from some unexpected work I've signed up for (on a Saturday, yes). Big sorry to Blizz and Sausag3 for bailing late, hope I can make it next week.