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Everything posted by =VG= Connor
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Thats a good point. But when bugs occur or a tank flips to a hedge, that isn't so real life, and can be frustrating. Sometimes a vehicle will touch something so small and just yoink upside down, kinda annoying but yeah, not super common. I don't see how having the command at hand is such a pain, but, yano...not my decision to make anyways!
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I have BF3 but no DLC, but I have all DLC for BF4, so if you are ever on when I am around I'll hit you up!
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The update is currently broken. It seems to be throwing errors and does not update, will hopefully be fixed soon! Patch now fixed and server is updated! PR:BF2 v1.6.3.3 Changelog (2020/10/30)-----------------------General: Added option to adjust the weapon selection menu hide delay. Default is set to 1 second. (Video -> Weapon menu hide delay). Added option to disable LOD switching for vegetation. (Graphics -> Advanced -> Increase vegetation LOD) Added option to disable LOD switching for terrain. (Graphics -> Advanced -> Increase terrain LOD) Updated terrain to switch LOD later on all settings. Updated thermals Fixed water being too hot. Fixed sand terrain being too cold. Fixed static terrain shadows showing in thermals. Updated vehicle wrecks to be colder. Updated soldiers to be slightly colder. Updated kit geometries to be colder. Updated network action buffer to reduce input delay by up to two ticks. Updated networking to send more updates per packet. Updated audio settings Improved quality on Medium setting. Increased maximum amount of sounds that can play at once in High and Ultra. Players previously using High will now use quality Medium. Updated commander to require officer kit to place markers. Weapons: Fixed animation issue with Mini Beryl. Updated weapon switch deviation to apply jump deviation instead of movement deviation. This settles faster. Updated M1 Garand, Gewehr 43, MG42, MG34, M1919, BAR and FG42 to require two hits to kill. Vehicles: Added one more passenger seat to Warrior. Fixed Spandrel turret getting de-synced from camera. Fixed Stormer flipping too easily. Fixed ZSL-92 coax and smokelauncher getting disabled when damaged. Levels: Operation Barracuda Added PLA Marines. Ras el Masri Added AAS64: PLA vs IDF. Fixed some wall gaps and floaters. Added ladders to seawall stairs near TV station. Kafr Halab Fixed MEC not having UAV. AAS/INS64: Added Shilka to Militia. Replaced one support technical with logistics technical. AAS32: Replaced T-72S1 with T-72. Replaced Boragh with BTR-60.
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This was my first Event and it was super fun. The turn out was bigger than I expected too and the maps (only stayed for first 2) were great fun. Thanks guys!
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I don't think it's really worth using a flightstick in Squad just yet. The helicopters really aren't that good in their current state, also I don't know how well flightsticks are implemented in Squad right now, they might feel super bad or not work at all
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[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
Seems to be quite a sour tone to some responses for wanting trying something new. If this thread or me has somehow offended you then I apologise but if we just went to the devs for every suggestion then where would the server be now? -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
This is just a discussion. Nothing more, nothing less. -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
Share away! -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
This is a very narrow mindset. Every game has it's slow loaders, PR Deployment or not you will always get them. The discussion comes up again and again because for the slow loaders it's not nice to get into game and have no squad to join. To say slow loading is only a COOP issue is a really odd point to make. You make a point of upgrading PC, so by that you should understand that not everyone has beastly rigs that are fast and do in fact load slower than others. Nothing against you, but your whole response kind of contradicted itself all over and I don't understand where you are getting at. -
Make the server a domination server please and thank you
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This mod doesn't really excite me at all. From a modders stand point it's probably great but it doesn't really add much. Just seems like a sandbox atm, and i know it's very early stages but BF3 seems odd for a reality mod, I don't think it will work. But then again vanilla BF2 seems impossible to make realistic and it turned out great, so we will see
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Well like I said, on Bamyan Std, the helis are basically rendered useless after you reach a certain point in the map UNLESS the A10s kill the BMPs at pretty much their spawn points or just allow them to destroy the helis until they reach a point at which the A10s can kill them within the normal rules. BMPs are basically in par with AA other than the range at which they kill you, which in a place of no cover around you is still pretty far. There are a few maps that are kind of like this, where a BMP can kill you from around 2-3 flags away because of the open nature of the map and where the flags are located. I will say I am not defending baserape - I think baserape ruins the fun for others, especially when the CAS kills all assets way before they even get within shooting distance of infantry. I do however think their should be some exceptions for some layers/maps. Also another point to bring up (using Bamyan as an example again), baserape as far as I understand it is based off of the amount of flags you attack the enemy ahead of the current attack flag(s). Where I think this can be kind of confusing is like on Bamyan - once into the the second half of the map where you really start to see the assets coming in, what can be classed as baserape per flags ahead? I ask this because the flags are so close, and by close I mean just a few buildings down. So would killing a BMP 2 flags ahead, a.k.a, just a few meters ahead, still be classed as baserape? If this is a bit confusing to read I understand so feel free to ask, I can clarify if needed.
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@=VG= SemlerPDXHey, didn’t want to quote as it would take forever to cut everything out on phone for just one question; going from what I said about certain maps needing a bit of leeway, does the “act as we see fit” also go for that? What I mean is can we kill other assets like BMPs a few flags ahead if they cause it to be unplayable and of course if the current admins on the server feel its fine too. Or is it a set rule that this must only be AA and AAVs? Cheers!
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I think the issue with the Baserape rule is in some maps you kind of have to base rape a little otherwise it’s either really hard or just unplayable. Example: On Bamyan Std, once you get past the Delta flag and reach the mosque, BMPs snipe any CAS Helis from the airfield when they spawn. So the A10s have to get them before the reach the little town otherwise the helis are useless. It can be a very subjective rule to enforce I think. Just my thoughts!
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This game will never get a paid expansion, unless it's cosmetics (and even then they're pushing it) because it simply wouldn't work and definitely would not get any good feedback. They should and probably will only ever push free content... I would LOVE real CAS and I hope too that they add helis.
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It's really hard to tell. It's heavily play style based opinion. Best way to find out is if you just play them both. Although PR is far more teamwork heavy compared to Squads current state (previously required far more teamwork) and PRs maps are much larger than Squads. PR also has A LOT more assets than Squad, only downside to PR is of course it's not nearly as popular as Squad in terms of player base But PR basically has everything Squad has other than a few quality of life differences which is to be expected when comparing a 2004 mod to a modern title.
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Man that's a relief. G-sync monitors are either very hard to find at the price I want or they're all just expensive. I think I will go with a FreeSync and transform to G-Sync. Thanks cruizer!
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Oh wow I didn’t even think of that, thanks! I will take a look around. Also, America is far cheaper man.... Parts over here are far more expensive and god this build costs more than expected haha, but I’ll scrape the money and it’ll be worth it
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Hey guys! Heres my final build: https://uk.pcpartpicker.com/user/ConnorH_/saved/VJ6mrH CPU will be upgraded at some point and I will also be getting a: 1440p 144hz Monitor
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[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
I dont think it’s necessarily over complicated, COOP just makes it seem that way as it isn’t built in to it like it is in deployment. We could easily go without this whole thing and it wouldn’t really change much and all the slow loaders would just get on with it like they have for 10+ years. But nothing is wrong with changing things with great ideas just because it has not been changed before. That’s not how the world goes around otherwise we would still be stuck in the stone ages aye? Also I don't think this is "suddenly" an issue, it has probably been brought up many times throughout the years but no real solution to it until now -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
Yeah but again, we don’t know how many people are for or against this so would it be worth testing in the first place? Who knowsss -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
The only issue I have with this idea is that it would definitely take some trial and error to get it perfect and that will definitely cause some frustration to new and common players. If there was a test environment away from the main server then that would be great but of course in reality we don’t know how many people are for or against this idea anyways. -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
I don't think comparing the briefing time in Arma to the briefing in PR is a fair comparison. briefing in PR isn't really a briefing at all, just a small wait period for slow loading players a chance to join Squads. If you play deployment you will understand. -
[serverside script] restrict named squad creation & asset use
=VG= Connor replied to =VG= XOR's topic in Suggestions
I don't know exactly at what time the server registers as "Round Start", if it's when the first player joins or another factor but 5 mins seems a little too long. I don't know what the average load time is, and yes I know this is to compensate for the slow loaders but maybe it is a tad too long? I have no idea though it might work fine at 5 mins, but either way I am glad you came up with something so thanks!