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Everything posted by ZZANG1847
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Now, I know some of you expected me to post some other type of naughty toy that kids shouldn't fool around with, but I am not a kinky person. Instead, I like to collect some toys that I could show off in public "range" and still use it in intended purpose, which is killing paper targets. I present you, the Molot VEPR-12: VEPR-12 is a semi-auto shotgun, made in Molot factory in Russia. They used to make famous firearms like PPSh-41, RPK, and many other for Soviet Union during the cold war, and now they also make AK-type rifles designed for a civilian purpose as well as this shotgun, which is more likely intended to be used by both competetive shooters as well as military/police personnel around the globe. People heard more about Saiga-12 shotguns over VEPR-12 due to their recent appearance in video games (such as BF, COD, and so forth), but in real-life Saiga-12 is a very tricky weapon to use as they require some fitting and tuning in order to run various loads of 12 guage shotshells, not to mention all of modifications needed to make it look like a true AK-type shotgun. VEPR-12, on the other hand, is much more reliable right out of the factory and come with all kinds of features that you would love, like last-round bolt open and bolt release button, cheek riser for mounting optics, threaded muzzle for muzzle break/compensator, and etc. Due to features like these, many people actually run VEPR-12 in a competetive environment, but I am not all that good when it comes down to speed shooting, so this is going to remain as a fun toy to use in a public range, leaving a bruise on my shoulder and shit-eating grin on my face. So, how does it work on paper target that i mentioned before? Pretty gud, if you ask me ')
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PRT TIME (Project Reality Tournament time) is equal to Greenwich Mean Time (GMT), also known as Coordinated Universal Time (UTC), 1900 PRT/GMT/UTC equals to following times: UTC (Time Zone) Saturday, July 30, 2016 at 7:00:00 PM UTC UTC Los Angeles (USA - California) Saturday, July 30, 2016 at 12:00:00 Noon PDT UTC-7 hours Houston (USA - Texas) Saturday, July 30, 2016 at 2:00:00 PM CDT UTC-5 hours New York (USA - New York) Saturday, July 30, 2016 at 3:00:00 PM EDT UTC-4 hours London (United Kingdom - England) Saturday, July 30, 2016 at 8:00:00 PM BST UTC+1 hour Berlin (Germany - Berlin) Saturday, July 30, 2016 at 9:00:00 PM CEST UTC+2 hours Helsinki (Finland) Saturday, July 30, 2016 at 10:00:00 PM EEST UTC+3 hours Moscow (Russia - Moscow) Saturday, July 30, 2016 at 10:00:00 PM MSK UTC+3 hours Jerusalem (Israel) Saturday, July 30, 2016 at 10:00:00 PM IDT UTC+3 hours Sydney (Australia - New South Wales) Sunday, July 31, 2016 at 5:00:00 AM AEST UTC+10 hours Seoul (South Korea) Sunday, July 31, 2016 at 4:00:00 AM KST UTC+9 hours Honolulu (USA - Hawaii) Saturday, July 30, 2016 at 9:00:00 AM HAST UTC-10 hours P.S) I have used Time Zone Converter, which you can access in the link below: http://www.timeanddate.com/worldclock/converter.html P.S) Please forgive me if i forgot to put your city/country in the table. Out of 195 soverign nations in this planet, these are the cities I recognized their name the most. In case you live near the big city I listed, please don't be upset. I don't expect any of you to know that I live in a city called Shoreline, and less than 1% of USA population remember our city because Seattle is right next to it. And yes, Seattle sucks. P.S) Yes I did put 4 USA regions because FREEDOOM not every city in this nation is under the same time zone. P.S) This post is getting longer because I am starting to put stuff that isn't either funny or necessary. Okay, I will stop now.
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Any APC/IFV squad who has a competent squad leader will glady lend one vehicle for the squad in order to aid the team as a whole, but I see more benefit of assigning APC/INF squad member under the command of INF squad leader (this doesn't mean letting him joining INF squad) instead of letting one of them take the vehicle. By doing this, you can not only have every single one of your squad members fulfilling their role as an infantryman, but also give the driver/gunner an objective assessment of the situation and environment. I have seen many cases where MECHINF simply asks their driver to rush into the flag and drop them off in order to minimize walking, and this caused countless armors to be destroyed by an RPG bot who spawned behind them. While Deployment uses armor as a speahead to cause a panic within enemy team, COOP is a place where we deal with rpg bots that can shoot through trees and hit it from an insane distance without even properly aiming. Because of this, armor should be always behind inf, providing an overwatch and fire support from a safe distance. It's never meant to be a simple, disposable taxi cab, and we shouldn't use it like that. Regarding Jersan's comment, there are situations where APC/INF's role is limited to fire support from a distance due to a situation they're facing. Do we really want APC/INF asset to be inside the first village flag in Operation Archer? Do we want them to be a spearhead on assault to Kuressaare in Saaremaa? There are situations where chopper ride is much safer than a APC/INF ride, and limited number of armored asset on certain maps make both MECHINF and APC/INF squad impossible to create. Case in point, APC/INF should always have the priority to strategize how to use their asset in order to maximize the usefulness of one.
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We admins, as a whole, work based on a principle that decisions need to be made in a timely fashion but also require a lot of thinking before execution. Contrary to your original statement in other posts, we do not hand out BAN as much as you think we do, and we take these ban appeals very seriously. Also, about 3/4 of appeals come from a person who simply admitted that they did something they shouldn't have done, and they are hoping that we have a mercy to let them play on our server again. The other 1/4 is ones who are accusing admins for doing what they haven't done, and after many conversations and internal investigation, the majority of accusation end up being revealed as false/fake. Did we had abusive admins in the past? Of course we did. Some of people I knew who i thought were normal ended up turning into an egocentric, power hungry savages who will only listen to their own rules of righteousness, and after their removal from admin roster they never came back to this server because they were simply not willing to admit that they FxxKED up their responsibility & privilege. Remember, both being an admin and playing in this server is not a right, it is a privilege that can be taken away under a few circumstances. However, as of now, I believe all =VG= related admins are responsible individuals who are willing to accept their mistakes and correct the wrongdoings, and I have no problem vouching every single one of them(welll.... maybe except melon :P). So if i can vouch every single on of them, why are there so much discussion about one admin & one specific incident that does not show any signs of abuse of power? From my perspective, I believe you finally realized that we didn't buy your story and think you can force us making a sincere, formal apology if we are being accused as a group of people who are self-rightous, egocentric, power hungry savages. Unfortunately, nobody in our server deserve such unfair treatment and I have no problem telling you move onto other PR servers if you think we are who you think we are.
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Instead of flags and bleeding tickets, how about low ticket count for us? I know VG tried to implement low ticket count server a few months ago and scratched that idea due to inproper ticket set for certain maps. While it was far from being perfect, that low ticket count actually forced many players to think and play smart in order to win the battle. Putting flags on insurgent map and signing couple of infantry squads just to defend a flag without getting into some "real action" might make them feel boring and repetitive even if we switch around who does defending and who goes for hunting. Also, this layout might work on 40 player count but if we have low population in our server, human side will simply be outnumbered by bots attacking multiple points, and it will come down to an inevitable, painful defeat. By putting low ticket counts and only light assets on human side, Bots will still have a chance to win the battle if humans decide to play stupid, and even well-coordinated human squads will have to fight hard and fast as time and ticket isn't on their side. P.S) Civi seems like a great idea for us to actually identify the target before engaging the target. In addition to intel penalty, how about longer spawn time for the soldier who did not follow ROE? That might make them think twice before pulling the trigger without actually hurting the team as a whole too much. P.S) I mentioned light assets only, so there should be no TANK, HEAVY CAS, IFV(not APCs like AAVP-7A1 and stryker) for us. However, if regular faction(GER, RUS, MEC, and etc) is on bot side, then both sides should have same asset set up.
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This looks very promising and I will defeinitely look fowrad playing this mode in the near future. But, there are couple of things I caught in the video like other people did that might need to be tweaked/changed. 1. Pre-opened door - Lobbing a grenade and breaching the door would make this mode too easy. 2. Commander spam - Melon suggested a solution, so let's see how that goes. 3. Unnecessary flags - They just seem pointless in a mode where the main objective is to blow up caches. (However, this might be useful as holding few flags might bring down actual number of people on cache hunting) 4. No intel-gathering process. - I know we can just sit at main and just farm kills, but at least we could emulate deployment INS. (Maybe increase the number of kills before intel is shown?)
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Becoming an admin, while some might say it shouldn't be too hard for a small community, is actually time-consuming and challenging. While we all understand your frustration with trolls in a regular basis, we need to take time to do this in order to avoid any harm to the community. I am NOT saying you will cause one, but we had a couple of cases where we facepalmed so hard because some admins decided to go above their privilege and stir up a hornet's nest. While you are waiting for other admins to approve your application, join TS and ask around if there is a troll in VG server. There are couple of admins always online on TS, and they can join fast if you need a help. But enough of that, here are couple of "tips" many VG members will suggest to new people asking for an admin privilege: 1. Join TS and talk to regulars/admins/VG member. If you just do a casual, friendly talking with nice manner and calm voice, they will recognize you at some point and won't hesitate to recommend you to be the new VG server admin. Do not become an annoying one, and make sure to ask people if they are okay to talk before starting a conversation. 2. Play the game while following the rules. Yes i know this is kinda no-brainer for anybody with a brain, but sometimes even a regular decide not to follow rules because he thinks he will get a "free pass." Unfortunately, we don't do that kind of stuff here. Also, report any incidents or disturbance you see, and help admins the best you can. 3. Be a team player. Follow your squad leader's order(that is if they know what they're doing), and try to help other people out even if they are not asking. You see a friendly body on the street and you have a medic kit? Ask the body if he is revivable. You are flying a transport chopper and see a bunch of troops on top of building, pinned by enemy BTR fire? Drop a crate and see if they are smart enough to get LAT/HAT kit to kill it. Are you at the carrier deck and see a chopper burning bad on the pad due to enemy AA fire? Grab a combat engineer kit and help them repair faster. It is not that hard to take an extra step further and do something good for your team. You won't believe how many choppers i saved, how many people i revived, and how many FOBs i built that was a crucial part of the next flag, even though people didn't ask for it. Hope this helps. If there is anyone who wants to add something or change to my tips, please do so. -ZZANG
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Give me a sec, let me find what i recorded back then..... Oh here it is, enjoy :) And NO, this was from VG server when nobody was in, and bot difficulty was right around 85% so it is legit.
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Before the 1.3 patch, I would say I enjoyed Jabal ALT and Sebeneh Outskirt ALT the most. After melon put stupid sandstorm/night time into Jabal and Sebeneh and remove it from Black Gold STD, Black Gold is my favorite. And yes, Charlie's Point still sucks.
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Current status of the server regarding new players and teamwork
ZZANG1847 replied to =VG= keed's topic in PR Cooperative
Over the past few weeks, I came across a lot of new players who wouldn't hesitate to ask questions and let me know that this is their first/second time playing. Although I wasn't going to lead an infantry squad, as sometimes I just want to do some HAT sniping/LMG camping alone, I glady led an infantry squad when they asked to help them know how squad tactics and infantry combat work. Yes, there are people who just want to mess around the server and give logistic squads a great amount of headache, but there are also new players who are willing to listen to squad lead and do what they are supposed/instructed to do. I played Korengal valley and Fallujah yesterday as a inf squad leader that had new players as well as seasonal veterans, and it was quite enjoyable to see how they interact with each other and try to play objective. In the end, I believe we are still in a stage where bad habitants come in make a stressful situation. However, as we weed out bad people, we will face many new players who are willing to take an initiative and play the objective like others did in the past. In that case, I am willing to take the risk and play the inf squad leader again. P.S) Keed sucks as an inf squad leader. Join ZZANG, as he will lead you noobies to an ultimate victory. -
Hello, Recently Melon changed bot difficulty setting on PR CO-OP server, and there has been quite a talking about whether this change was necessary or not. As melon mentioned in one of previous forum threads, this change is apprarently being reviewed at this point so i won't make a judgement thinking that this is how CO-OP server will be in 2015. However, since it is already being implemented and many regulars, myself included played several matches, i would like to share my opinion about the new difficulty setting. If you think my take on this change is not worthy of your time to read, then please enjoy your time doing other stuffs. Or if you're here because you want to simply comment my thread saying "ZZANG SUCKS," then i guess that's what you're going to do(Yes I am talking about you, Ben). Anyway, here is my take on the changes: When i started playing PR few days ago, i realized that there was something different about the server. It was definitely not related to how i was playing, but more like how bots were acting. I talked to other friendly neighbors and they told me that there has been a change of bot difficulty setting. I was generally okay with how Melon changed server settings(like increasing bot number to 40, requiring people to use crates to build FOBs, and etc), so i was hoping to get some fresh feelings about PR CO-OP as bots were too easy to deal with. Then something happened. Me and 20 other people started playing Asad Khal on INF setting, and i started to realize how accurate their shots and how manuverable their movements were. It was to the point where infantry squads were getting wiped out left and right and i had to flank around the village flag and take other flag first just to make some breathing ground for these poor souls. After that, bots started shooting at me and rest of gameplay was hiding inside the building around the flag because looking outside the window for more than 2 seconds resulted in my head getting blown up and bots start swarming the building. At this point i was frustrated to hell, but my squad and some other people helped to take a flag, and we won the match by reducing bot tickets to 0, which never happened to me before. So, with such experience I've got, I was ready to explode in TS by saying that this difficulty is too much and we're here to play against CO-OP bots, not Tier 1 spec ops marksmans. However, I wanted to wait couple more days and figure out whether this affect all aspects of CO-OP or not, and possibly find some ways to still enjoy the game while not getting frustrated 24/7. And surprisingly, playing anything other than infantry was still fun, with a little more difficulty to make the gameplay more refreshing. Yesterday, me and 8 other players played Kashan Desert, ALT and it was really exciting to win the match. It wasn't no longer just rushing to the flag to cap and move on to the next map. We actually had to coordinate the assult and cover each other's back, as bot tanks were as strong as ours and their shots were deadly on close to medium range. So how do i feel about the recent change? I think the vehicle gameplay is still fun, even with new setting. However, I, and many others included, believe that there needs to be a further improvement of difficulty tweaks. We all know Shilling and Robot knows how to play PR and they will do just fine with the change. However, we must understand the fact that not everyone is on Shilling/Robot's level of combat skill. By changing the level of bot's accuracy against human players little lower compare to how it is right now, I think we can still make a game that is refreshing for veteran players, but also playable for newcomers like myself.
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Since you posted your gun pictures, i might as well put up mine so that people can keep this post going 1. GSG 1911 .22 LR - 1911 in a .22 lr. It's so much fun to shoot, and you don't have to worry about .45's massive recoil at all. I miss the days when .22 lr was actually cheap to buy anywhere in the U.S. Those days are gone, i guess..... 2. Glock 19 Generation 4 - Nothing fancy here. Typical glock, and it works whether you want to take care of it or not. Some people say that glock gen 4 has less recoil thanks to dual spring under the barrel, but i couldn't feel the difference. One thing though, people love gen 3 but some people hate gen 4. I guess i am not the one who hates gen 4, or hate glock in general. 3. Zastava N-PAP Generation 2 - Former yugoslavian, or now known as serbian ak. Chambered in 7.62 x 39 mm and it has distinctive handguard and stock. As you might expect, this thing kicks like a mule if you don't grip it properly. I was unaware of buttstock hitting a man's cheek before so after 30 rounds or so i had a visible bruise by the end of the day. Maybe i will take this one day when my friends want to shoot. I might as well teach him a lesson, huh? 4. S&W M&P 15-22 - AR-15, in 22 lr. This is in fact my first gun i've bought. I had to make a choice between this and Ruger 10-22, and i am happy i chose this thing. I know 10-22 is a good gun, but i just wanted something more beefier than plain-old wooden stock and boring design. Thanks to this, i know a thing or two about AR-15, and i am seriously thinking about buying .223/5.56 AR-15 in near future. Hey, man can dream right? P.S) I just bought Norinco SKS too, but i won't be able to grab it from the shop until 29th. P.S) And i just realized that i didn't include Maverick 88 shotgun i bought recently. I am kinda lazy to put that picture up P.S) BTW, I live in Seattle, WA