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=VG= Fastjack

VG Clan Member
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Everything posted by =VG= Fastjack

  1. Dear Rabbit, your maps al sbeneh region and sbeneh outskirts (will not mention the nice looking not finished/released map with the airfield - dont remember the name) have so much better coop gameplay potential i never seen on other coop maps before. I love them from the design. You are really good mapper and i dont want that you feel insulted from my upper comments. My comment about the mapsize was related to the other maps and not sbeneh. I wrote it shitty, i'm so sorry. Your maps have more gamplay area as all 4k maps. Seriously Project Reality, 50 player per team, only few can take a big asset and the rest (infantry) is cannonfodder in the coverless 4k tundra. The missplaced statics in the field tunnels is not a big thing but the navmesh is not cool. I see it from my thickheaded coop-insurgency gameplay view. But we can make a deal. Instead of complaining, you finish it and i will make the navmesh. TBH. look at Ramiels navmesh size - why both sbenehs navmeshes are so small? You know, so much nice map but not for coop and normally its not a thing of impossibility. There are so much tricks to increase the success of a bigger navmesh process you cannot imaging. First trick would be to make the border of the navmeshed / not navmeshed area with other statics like long walls (sounds shitty but make a trump wall as Combatarea for the navmesh process). All people using the combatarea to do this but the combatarea produces unecessary navmesh triangles at the edges and the amount of triangles isn't unlimited. 2nd trick is replace some small round statics with cube shape statics like replacing a lampost with a single crate. The lampost causes more tiny triangles (infantry.qtr) as an cube shape object. Also, the crate would fuck up less the vehicle navmesh because of the shitty boundingboxes of the lampost caused by the upper lamps. Such objects should be turned by 90 degree. Overgrowth would be special treated. It would be much work but at the and i have a sticky navmesh to the terrain surface with less triangles. And less triangles used in an area could be used for another area and more areas means bigger battlefield. And now stop posting, go mapping
  2. Its up to the Devs to integrate it into the main mod (corefiles) so noone get kicked from the server. @Kav: I'm bit dissapointed about the playable area of al sbeneh region. The best places, that would make amazing fun you never had before aren't navmeshed. There are also some cosmetical missplaced statics by the field tunnelsystem that indeed gamebreaking but this tunnels arent meshed so no one of us will see this. Than the navmesh at all isn't good. I think also the size of the map doesn't fit to Project Reality. Karkand got a nice static update but its still to small.
  3. Be our friend. Maybe one day you an good PR CAS pilot.
  4. You mean on Bamyan? Sound good for a nice scenario. Problem is : CAS going lonewolf / Squadleader rarely laze targets. Sadly, but true.
  5. Reminds me : AlBasrah, touching with scimitar with the SLAT armor the destructible fence.
  6. I played only the Bamyan and Fallujah ALT layers. Bamyan : I like Bamyan Bradley's to OP - killfarming the bots and infantry can watch it. Map is nice. I like that the grass isn't too high and the bots sticking with half of its body out of it and so visible for players. The few intense firefights i had without IFV support was good. Bots came from 3 different directions, the range of the gunfights wasn't to far or to close for ACOG-Kits. Camping hills with an apc is a problem of many maps like Archer, Lashkar, Kashan, Bijar, Marlin and MORE ... I suggest let one Bradley in and replace the others IFV with Strykers. They have only the 50cal RWS and not a 25mm Bushmaster cannon with a shitload of HE/AP rounds, ATGM Launcher and 7.62 coaxial with tons of rounds as backup. BlackHawk's - SOAR's are OP when you park it for longrange firesupport on a mosque roof but that wouldn't fit in our server rules i believe. This can be done on everymap where a BlackHawk spawns. I love seeing a BlackHawk giving firesupport from air how it is in reality. Using trans as CAS is to 99% not allowed on Deployment servers, the last 4 or 5 good visited ones, but we shouldn't take over this Deployment NO TRANS CAS RULEZ mentality. In COOP we can do thing what never would be tolerated on Deployment servers. Dreams can become true. Fallujah : I like it much. Starting the map from this area is nice. Different gameplay - now its more crossing the long roads and not walking along them with maximum viewdistance. Here you have to keep your eyes open in every direction and spotting a bot is not so easy anymore as on the current layers where you seeing them from far away coming. Now it s more CQB and bots with AK' in CQB is a challenge. I heared already static weapons (bipods) but i suggest to put more in. In COOP AAS4 you can use them better as me in COOP-Insurgency because of the flagcaping/objectspawner system. I will write you a PM how you can let them dissapear. I dont understand why i dont get this idea before. Sadly it works only in AAS-4 and not COOP-INS. Same trick can be done for off-board bot mortars on bamyan to prevent hill camping. Fallujah without navmeshed asylum basement is a NO GO. It's like taking out the static island from falklands map. Also upper floor levels aren't navmeshed. I saw also some spots where the navmesh sux but i cannot understand why it happen? Seems to me that one of the eastern edge muttrah buildings having/causing a strange boundingbox. Your inf layer works also with the old navmesh. I also suggest to keep on with the tests because i (maybe more) wasn't able (latetime) to test all of them. In the moment, i haven't prepared enough for coop insurgency tests so you can use DEV2.
  7. Melon ihave a question: Didn't downloaded yet but will do. Having the maps their own name and can live together inside of the levelsfolder or i have to remove the originals first to prevent overrided contnent? Yes, they are. DESC-file.
  8. Sniperskits where hiding in the smoke and was able to fire out of smoke without any handicap.
  9. I think we should make an pure vehicle warfare layer for ........ ...... but for which map? Or we must make deployment event for vehicle warfare. The only formation i always see with tanks is on kadashian desert on the hilltops or on the way to enemy main.
  10. Grenadier is a must on each urban map in deployment. Best Tshape cleaning toolkit you can have. Favorite kit on Muttrah. AR's are better on forestmaps. Machinegunner kit is better in my opinion when you want to lock down (camping) an area for longer time like on top of fallujah's gates, service station or russian appartment buildings. More about squad formations. Look how difficult it is atm. to keep apc's closer to infantry to give them firesupport (its also an formation but rarely seen).
  11. My opinion about squad formation : It doesn't make sense in coop or not at the current stage of coop. I remember the old Karbala 0.9. Bots spawned these times at a medium distance around the flag (carpark) and your squad was forced to cover each direction. Today they coming mostly from direction next flag/mainbase on many maps. Few maps are exceptions like Sbeneh. It makes more sense in deployment. SL shouldn't play the role as the point man. Medics stay behind. The LAT/HAT always move with an rifleman on one flank, with distance to the squad.
  12. How you will kill an enemy apc or how you laze a bigger target for CAS and how you want to take out a FOB/Hideout/Ammocache/mortarpit?
  13. To much specialkits. When you have good squadmates you dont need a second medic. Replace it with a rifleman for the second shot for the LAT. When you have a machinegunner in the squad you dont need an automatic rifleman. Replace also with a rifleman for the LAT or ammo for the MG. LAT and MG kits running quick out of ammo.
  14. Happy Birthday Digga. Hope you make it well. :drag_02:

  15. =VG= Fastjack

    Im gone!

    Teejay, what's wrong? Has your decision todo with the PM you send me end oif march?
  16. The direction you drive. Is that DOWNHILL? I imagine when all the secure material rips and this MAGNET rolling down the roads. HOW many tons?
  17. I posted it in the forums. http://www.realitymod.com/forum/f311-coop-singleplayer/142001-pr-coop-insurgency-gamemode-kokan.html What they think about it, i dont know but some guys offered me help and i got an map from Rabbit.
  18. Sometimes, i see rounds, without any communication at all. After a while, you know player names and when you join a server and see much names on the opponent team, this tactic works . PR player having similiar behaviour like bots in coop.
  19. Hope we cya one day back, bro

  20. Another Coop Insurgency playtest with the new Gaza_2. ..... and currently working on the killing an civilian Intel. In humans vs. bots mode, i have to change only 1 codeline in the python and it works. In Coop, human/bots vs. bots i have to make a complete specifiec class behaviour setup for the Opfor and Blufor bots, so the Blufor bots only will use the arresting weapons (ziptie, shotgun, etc.) against civies.
  21. No it's not true, please, don't tell me Martin baited every newbie to revive the dead soldier static and they tried it?
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