Jump to content

=VG= Fastjack

VG Clan Member
  • Posts

    861
  • Joined

  • Last visited

Everything posted by =VG= Fastjack

  1. Because your choice is important sir. Because the others want a shitload of heavy assets only to drive to the fronts, raping incomming enemy vehicles that leaving the base. wasting assets multiple times (without consequences !!!). The other few teamplay orientated infantry players want a better gameplay, where both (infantry and vehicles) trying to play the game as it has should to be played. Together and not this arcade lonewolf deathmatch style we currently have on some maps. Loading in first, create super asset squad, rape and die, continoue with asset wasting because there are enough on the map. With less assets, less rules getting broken like baserape, assetwasting or the "dont care about the others" When you want also some changes but dont want to hurt the others feelings, than please dont vote for some maps/layers. when you mean it isnt good. Dont give the others you vote.
  2. In my opinion, he would fit into an admin job, must not be a full admin but light admins are always welcome. Sidenote: I know him better as some guys i voted YES for. That is a good point from Zzang. I mentioned in your (Seekin) last disruptive player report that we need people who are NICE admins with good repuation. I suggest, lets wait a bit more time, for my =VG= mates to get trust in you. You already have mine but seems to ....... ah, lets wait the next polls.
  3. Kit Restriction is messed up. Deployable Assets spawn in finalstate. Deathtimer really short. TOW humvee messed up. Only when you go into max zoom the thermal turns off. I got the info its already versions ago messed up. But the teamplay on our server is better as in Deployment
  4. I cant understand this too. They eliminated BOTH options to recover a broken helo and with that another aspect of teamwork. You can save a soldier ticket but not anymore the tickest that a transbird cost. T(h)anks for that.
  5. Sorry Sir, I haven't really much knowledge about ArmA modding. I was only a player in the DayZRedux community and played with the DEVs (Venthos and Alexander). They told me much what you can done by scripts serverside etc. but Custom Content like your AlienMonsterPlant i believe must be packed into it. Sofar i know must the Custom Content integrated into a map/mod. Adding stuff on a map, thats already part of the Game/Mod, can be done Serverside. I never played Epoch on ArmA3, only on ArmA2. But question: Isnt the Epoch Mod totally broken after the new 64bit patch or thge patch before. 2 Patches ago, after patching i wasnt able to join Frankies Tanoa server.
  6. When you would see the whole movie, we all was alltime aware about that. The lower balcony groups had cover for such an grenadier from the buildings and had the job to kill those threats. TEDF, there was no chance for any grenadier to get us all, because 90% of the time, we was prone on the floor, we managed all people to watch out that there legs not looking through the walls. Some balconies had civies, our balcony had atleast to additional kits laying around with grenades. Martin and Gabi did an amazing job as medics and they organisated all the ropes for the people. I watched the full clip and at the best times we was 14 ppl around the cache and 11 on the balconies. You cannot see it in the pics because i choosed moments to make screens, where i saw many people to get them in few pics. Later, we was well scattered over the balconies. Me, the RPG was on the highest level. The real firepower was on the lower levels and had perfect cover against the APC from the desert or outskirts. You can hear that in the shortclip about who, which level of balconyhas to use. It was an amazing organisation job and all people had fun and joined our BLACK HAWK DOWN AMBUSH. It all started with my words: YESSSSSS, what a nice location for an ambush like in BHD. Martin, rope me up. And than it begun ...... In this clip we all was up and not hiding because we wanted people on the screenshot that Martin made.
  7. Watched the movie. And ..... good job Martin. (Credits from 5 guys ingame) Powning the british guy with the scorpion.
  8. But Martin, you know where i'm proud of ....... You noticed that we was the guys (you, Gabi and me), who controlled the whole crowd. You noticed? About your Brother: Can you ask him if he like =VG=? Really enjoy playing with him Insurgency
  9. The Cache balcony The neighbourhood of the ammocache balcony Get some ! Burn bitch Only for the sake My balcony crew Breache ron Cache Minimap cluster fuck
  10. i have 40 minutes recorded of that round Got the moment with the Breacher on the cache, where i am RPG'ed him. Recorded also Gabi's and my dirty laughing. Taped also the RPG hit on the Lynx. This was a nice Insurgency round as INS team. We had the kill lead with 65+. We won with 2 caches left. Sad that you didn't catched the other guys on the balcony. We had atleast 10 players on the balconies around.
  11. Hey wait. That are botonly mortars! Modifying them wouldn't hurt Deployment. Maybe Melon could add a secondary seatposition to the mortar, where a 2nd guy knees with his handheldweapon and 360 degree fireangle. Would make mortars a bit harder to backstab.
  12. Another good proof, that mortarpits, hideouts and fixed machine guns should spawn on random position.
  13. Go Deployment, hide in a bush and wait. Grenadier Kit = 5 grenades, you will have more fun as in coop. Doesn't matter how low or high your skill is. Yesterday, i played Charlies Point and i crouched in a bush and freezed because of the hiding GI in the bush. After checking the situation that he hasn't noticed me i pressed my AK on his forehead and pulled the trigger and ....... than cames his medic.
  14. You must do it Oldschool. Write it down with Pen & Paper.
  15. LIMA CHARLIE = loud and clear Lima Zulu = Landing Zone Bravo Sierra = Bullshit Charlie Foxtrot = Clusterfuck Whiskey Tango Foxtrot = WTF Good to know. We have some more excamples? Should i call the CAS squad now Charlie - Alpha - Sierra ? Should we make our own Military Radio Dictionary?
  16. Raptor : Steel Rain, this is Raptor. Adjust fire, system aided, over. Steel Rain : Raptor, this is Steel Rain, adjust fire, system aided, out. Raptor : Ten digit grid, November Uniform 6 7 3 1 2 0 9 5 7 1, over. Steel Rain : Ten digit grid, November Uniform 6 7 3 1 2 0 9er 5 7 1, out. Steel Rain : Message to observer, Charlie, two rounds, five guns in effect, target number Alpha Bravo 1 0 0 4, over. Raptor : Message to observer, Charlie, two rounds, five guns in effect, target number Alpha Bravo 1 0 0 4, out. Steel Rain : Shot, over. Raptor : Shot, out. Steel Rain : Splash, over. Raptor : Splash, out. Raptor : Ten digit impact grid November Uniform 6 7 2 1 4 0 9 6 1 1, correct fire for effect, over. Steel Rain : Ten digit impact grid November Uniform 6 7 2 1 4 0 9er 6 1 1, correct fire for effect, out. Raptor : Record this target, end of mission, target suppressed, over. Steel Rain : Record this target, end of mission, target suppressed, out.
  17. Also all people here should keep in mind, that the guy who made the navmesh had to live with the statics that the mapper placed! It isnt like he can move or delete objects like he want to optimate the success of the navmesh process. Melon wasnt the guy who placed the concrete roadblocks and lampost to close to the bridge. The PR mapper placing statics how they want and zerofucksaregiven what they can cause to the navmesh. The only thing the ai supporter can do is replace objects in critical places or find another way/trick to make it better. And it also easy said with replacing objects. There are many on a map. Many. The other way is editing the navmesh in 3ds max. Also not easy. Additionally, there exist some statics that fuck up the navmesh and causes crashing errors (its called manifolds).
  18. Dont blame the Devs for everything. For excample bugged navmeshs: The left road is clear but lets take a look behind the scence. The lampost, busstation sign and the busstation cabine Boundingboxes totally ruin the road navmesh. Navmeshing is a 2D process like you see on the upper pic. The reason of the navmesh hole wideness are the lamps of the lampost. The 2D process cant see that the lights hanging 4 meters in the air so the the navmesh process create s a wide one. Solution : Turn every fucking lampost by 90 degree only for the navmesh process so the roadnavmesh dont end up in a bottleneck. Its also possible to replace the whole object by another one that create a smaller vehicle Boundingbox. You should also move some objects a bit for the vehiclenavmesh process to guarantee that the navmesh not getting broken/interrupted. The navmesh of this bridge is broken. No botvehicle can pass this bridge. The used concrete roadblocks and the lampost Boundingboxes totally preventing any connection. As you can see, isnt so easy knowing the navmesh pattern of each staticobject and what kind of hole it creates.
  19. Read this : http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=13330 Giving the bots the ability to prioritize targets could be done by micromanaging the soldierclasses ai's. Currently, all soldiers in PR/BF2 counts as Infantery (yes, its wrongspelled), doesn't matter what kit they use. You can give each kit a class specific bot behaviour. You could make that the OPFOR automatic rifleman prioritize AT soldiers first and than the grenadier and each other class as 3rd, 4th etc. When you doing this, you can also give tanks the order to shoot first tanks than apc's than AT soldiers and than choppers. You could also split up that some bots shoot at choppers and other classes ignoring the chopper but that is tweakable in the weapons.ai of the handheld weapons. I believe, each handheld weapon taking choppers under fire. Solution: look that the kit layout of the botteam has weapons that prioritize choppers and some not. So infantry and chopper getting attacked. Simple. You can also create civi bots. The bot, that ignored you, prio was to attack the humvee.
  20. God beware, fighting bots in vegetation and darkness. Our bots are already OP enough! I have no fun getting oneshot killed each time and see only bushes, fooliage and darkness. Also a good commander will not help against so many salt. Citymaps are better for seeding. I believe the commander role will get more popular when the Project Reality Devteam starts improving the coop part and i dont mean more maps or assets or weapons or whatever digital objects. I mean GAMEPLAY. The only cool breakthrough (gameplay wise) that got implemented in coop to make it BLUFOR a bit more difficult are the botmortars. ESAi helped only a bit. It never got full functionally because of missing Objecttypeflags. Problem in coop the assets are always in the same spot. After 10 rounds you remember each location of each asset and later map for map. I still remember all old cache locations in coop on Basrah in 0.9. Who want to play a commander or will listen to them when all experienced players already know where all the stuff spawns and know what they have todo?
  21. In coop, the commander would also make more sense, when all deployable botmortars, hideouts/FOB's and maybe for some fixed bipod mg's from the opponent team wouldn't spawn always in the same locations. Having a RANDOM code for the botassets (like in INS the ammocaches) would be nice in AAS. A commander would be needed to locate enemy mortars or FOB's. Should i make a suggestion for this in the PR forum?
  22. 3) Order the most cooperative known squadleader back near to BRAVO and let him call in a AREA ATTACK. I missed this option. People like area attacks. Big Movie, you know. CO also like killing bots with area attack. (insertheremyoldmissing jesteremojicon).
×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy