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About Carkidd
- Birthday 06/30/1999
Profile Information
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Gender
Male
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Location
USA, WV
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Interests
Aviation, firearms, cute boys, vidya, 3D modeling
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Occupation
Student
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PR Changes for to make game more harder without making it shit
Carkidd replied to =VG= Melon Muncher's topic in PR
Did you guys up the bot fire-rate recently? They seem to go full auto on you and supress the shit out of you now- it's appreciated but a little insane some times, and it's nearly impossible to win against two or more at range. -
Fools road Large- No spawns at the actual bluefor main, and as a complaint, a severe lack of infantry transport. You've got the two warriors that only carry 6, two panthers that only carry 4, and one transport land-rover that carries 8, it sucks. Bamyan Alt: Unplayable, bluefor tickets bleed INCREDIBLY quickly when the city flag is capped. As an addition, if anyone's forgetting the exact layer they have in mind, you can use this to check them all out including the COOP ones. https://www.realitymod.com/mapgallery/#!/
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PR Changes for to make game more harder without making it shit
Carkidd replied to =VG= Melon Muncher's topic in PR
I think the bots still shoot RPGs at choppers, unless that was removed in the last update. And yeah, it's a ton of fun to get RPGs shot at your positions, hearing everyone screaming and shit. Local voice chat is such a great feature! -
PR Changes for to make game more harder without making it shit
Carkidd replied to =VG= Melon Muncher's topic in PR
I would like to say the biggest issue right now is bots being stuck or walking between caps/their main/wherever being avoided by attacking infantry and leading to an easy cap. Too many maps have you rushing the first few flags in a few minutes, leading to predictable fights on the last couple, or even no fights when the bots are in the map elsewhere. I would say that anything that keeps the bots more in the area around the caps and inside the cap zone itself should be explored. An 'attack-counterattack' sort of system would arise- you first penetrate into the objective, killing the bots inside, then when you cap, all of the bots in the area turn on the cap, leading to you needing to defend it until you kill the ones surrounding and only need to deal with the ones attacking from the direction of the next cap. I would take great interest in something that makes sure that a good amount of bots spawn on the first flags in the map as well. That always leads to fun 'ambush' situations where people saunter in with vehicles and shit and get lit up by 20 or so bots at once and either scramble to cover and survive or then need to respawn and think for a second when then attack next. -
Carkidd changed their profile photo
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No, this is intentional. The only seats shown are the 'crewmember' seats, being the driver/pilot, codriver/copilot/commander, and any gunner.
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I wish it was swapped teams so we got to see some of the new Russian Naval assets including the helicopter. It is a fun map for sure.
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The server is down.
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@=VG= SemlerPDX I have a theory that the reduced bot count leads to a faster bot reaction time overall, as the game has less bots to manage. This behavior is also seen on other games with bots like Payday 2. Further experimentation would be required, of course, but currently the way the bots only hang around the final few flags is very boring. I hope some work can be done on spawn prioritization!
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Was the bot difficulty turned up in 1.6.3? I'm getting one-shot as I turn corners on a single bot now.
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The issue with Kashan I attribute to our tanks not being on the ball that round- we got bogged down outside the airfield and stuck in a cycle of tanks having to drive 20 minutes to rearm so we never had them concentrated for a push. I wish there was some sort of way to rearm vehicles in the field- maybe a special crate, or give the combat engineer a special bag that can do it. Would give logi squads and combat engineers some more use. It would have to be slow or otherwise balanced in use of crates, but it would really help in those large maps.
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Looks like the Veitnam medic kits are missing their smoke grenades. Recommend that you guys do a sweep of all the SP kits to make sure nothings missing.
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And Qwai river has an entire half of the map unused. Having the flags split on both sides like the alt Marlin would lead to good teamplay as you would have the team split up. to get through quickly.
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@Johnny__Rico Remaking Beruit on the Russian Naval side will alleviate the scope issues, and also get us a chance to check out the new assets made for that faction that we don't ever see (the GAZ, new trucks, new landing ship and new helicopters!) I hope you guys put some thought into it, and thanks for running this survey!
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A very interesting map mechanic I'm seeing now is bot rally points spread around the map, which continue to spawn even when the flag is captured, but are able to be destroyed by gunfire. I think this is a fantastic mechanic, which should be utilized in maps more. What map makers should do is place these well outside flags, in other directions than the bots normally come from. This requires squads to search for and destroy the rally point before they can call an area safe, and let the map makers lead people into fights not in the same places as always, without having to put a flag or a permaspawn there. I really think this should be used more often, and in place of any backcap permaspawns.
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@Johnny__Rico Don't get me wrong, I love the tough maps, but it can be a thin line between a tough map and a total rape of even an experienced 40 person server. A good example of what I would like to see more of is found on barracuda- Normally, to end the map, a squad simply flies to the bunker entracnce of the final point and runs right in without much of a fight. This update has added a quad gun to the roof of that bunker making such a strat suicide without dealing with it. This is a simple change, that's worked around in multiple ways (blow up the quad with cas, mortar it, land elsewhere and walk in, etc) that forces you to change your tactics and use new parts of the map (what we really want with coop!) without just giving the bots a ton of armor, and is what should be focused on with improving coop gameplay. Shahada does this as well with smart placement of tow and AA on roofs resulting in tanks and CAS never having free reign in the town, and it's large amounts of enemy armor are much more easily dealt with due to the city allowing you to flank.