=VG= Melon Muncher
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Everything posted by =VG= Melon Muncher
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[ArmA Event] The Empire Strikes Back
=VG= Melon Muncher replied to =VG= The_Polish_Guy's topic in Arma III
I can't make it, have been too busy procrastinating and left everything until last minute like always. -
[ArmA Event] The Empire Strikes Back
=VG= Melon Muncher replied to =VG= The_Polish_Guy's topic in Arma III
Gimme Grenadier noob tube Or a rifleman -
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Put me down as boat captain
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PR bot shots - Taking a poll
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Bot's have changed slightly with the patches, but we were running these changes for quite a while prior. If anything most AI weapons lost both accuracy and range -
Map Layer AverageTime Occurrences --- ----- ----------- ----------- adak 64 65.56 20 adak 128 97.8 5 albasrah_2 128 36.88 8 albasrah_2 32 49 12 albasrah_2 16 67 3 albasrah_2 64 49.1 40 asad_khal 32 18 2 asad_khal 64 45 2 ascheberg 32 62 3 ascheberg 64 63.5 8 ascheberg 16 47 1 assault_on_grozny 16 59.6 5 assault_on_grozny 128 51.9 12 assault_on_grozny 32 69.23 13 assault_on_grozny 64 43.25 12 bamyan 16 20.5 3 bamyan 32 72.79 23 bamyan 128 49.8 5 bamyan 64 72 12 battle_of_debrecen 64 54.62 13 battle_of_ia_drang 32 59 3 battle_of_ia_drang 64 69 4 battle_of_kerch 128 53.55 11 battle_of_kerch 32 42 16 beirut 64 76.5 4 beirut 128 61.29 7 beirut 32 57.12 8 beirut 16 49.5 19 black_gold 16 60.25 4 black_gold 32 50.58 12 black_gold 64 70.85 27 burning_sands 64 54.33 10 burning_sands 32 35.88 8 burning_sands 128 70.8 11 burning_sands 16 31.67 3 carentan 32 61.33 3 carentan 128 72 6 charlies_point 64 38.6 6 dovre 64 31.33 4 dovre_winter 64 116 1 dovre_winter 32 52 2 dragon_fly 16 74 3 fallujah_west 64 53.64 37 fallujah_west 32 39.5 5 fields_of_kassel 16 74.67 7 fools_road 32 88 1 fools_road 64 62.8 5 fools_road 128 38.5 2 gaza_2 16 34.29 7 gaza_2 32 51.4 17 gaza_2 64 42 5 goose_green 32 46.86 10 hades_peak 32 44 1 hades_peak 16 25 1 hades_peak 64 39 4 hill_488 128 58.67 3 hill_488 64 40 1 iron_ridge 64 51.75 4 kafar_halab 16 47.5 4 kafar_halab 64 47.18 11 kafar_halab 128 50.2 5 kafar_halab 32 53.47 21 karbala 32 48.58 23 karbala 64 74.75 4 kashan_desert 16 34.67 3 kashan_desert 32 51.56 16 kashan_desert 128 62.47 17 kashan_desert 64 48.54 61 khamisiyah 16 70 1 khamisiyah 128 71 6 khamisiyah 32 59.23 27 khamisiyah 64 67.23 14 kokan 16 47 5 kokan 64 72.86 7 kokan 32 55.83 6 kokan 128 54 5 korbach_offensive 128 64 2 korbach_offensive 64 84.5 4 korengal 64 69.6 5 kozelsk 32 73.57 7 kozelsk 16 48.2 7 kozelsk 64 47.25 4 krivaja_valley 32 48.94 18 kunar_province 32 41 2 kunar_province 64 66.75 5 lashkar_valley 64 38.33 4 lashkar_valley 16 38.75 5 masirah 128 79 4 masirah 16 50.33 9 masirah 64 47.33 7 masirah 32 39.82 13 merville 64 41 1 musa_qala 64 54 6 musa_qala 32 40 2 muttrah_city_2 64 57.55 75 muttrah_city_2 16 59.35 20 muttrah_city_2 128 82.5 11 muttrah_city_2 32 62.71 25 nuijamaa 16 52.2 5 omaha_beach 64 53.25 4 omaha_beach 32 57.5 8 op_barracuda 128 45.75 4 op_barracuda 64 42 5 op_barracuda 32 60.67 3 op_barracuda 16 53.38 11 operation_bobcat 32 91.25 4 operation_bobcat 16 50 2 operation_bobcat 128 65.25 4 operation_bobcat 64 65.96 29 operation_brunswick 64 33.64 11 operation_brunswick 32 42.88 8 operation_falcon 16 73.22 10 operation_falcon 32 44.5 4 operation_falcon 128 51.5 6 operation_falcon 64 39.67 3 operation_marlin 16 30.44 12 operation_marlin 128 88.43 7 operation_marlin 32 53.5 5 operation_marlin 64 55.45 11 operation_soul_rebel 64 74 2 operation_thunder 64 56.25 4 operation_thunder 32 96.75 5 operation_thunder 16 70.33 3 outpost 32 69.67 3 outpost 16 40.2 6 outpost 64 60.32 21 pavlovsk_bay 128 69.43 7 pavlovsk_bay 32 65.93 28 pavlovsk_bay 64 71.7 22 ramiel 32 57.33 12 ramiel 128 56 6 ramiel 16 27 4 ramiel 64 51.46 43 ras_el_masri_2 16 72.33 10 ras_el_masri_2 32 68.4 11 ras_el_masri_2 128 70.4 5 reichswald 64 34.2 6 road_to_damascus 16 51 1 road_to_damascus 64 40 1 route 16 47 1 route 64 104.5 2 route 32 40 2 rzhev 64 24.5 2 rzhev 32 39.75 4 saaremaa 32 88.25 5 saaremaa 64 63 3 sahel 16 39.75 4 sahel 64 79.25 4 sahel 32 51.6 10 sbeneh_outskirts 16 60.92 13 sbeneh_outskirts 128 56.67 6 sbeneh_outskirts 32 132.67 3 sbeneh_outskirts 64 53.4 15 shahadah 16 18.2 5 shahadah 32 50.94 18 shahadah 64 84.33 9 shijiavalley 64 57.6 5 shijiavalley 32 59.75 5 shijiavalley 16 45.5 11 silent_eagle 16 33 4 silent_eagle 64 44.78 10 tad_sae 32 29 1 tad_sae 16 32.75 4 the_falklands 16 20 1 ulyanovsk 64 26 1 vadso_city 128 75.2 5 vadso_city 64 60.67 4 vadso_city 32 32 1 vung_ro 64 64.77 13 vung_ro 32 37.88 9 vung_ro 128 34.33 12 wanda_shan 64 50.8 5 xiangshan 32 46 2 xiangshan 64 101.5 4 yamalia 128 33 5 yamalia 16 54 2 yamalia 32 61.4 6 yamalia 64 61 2 zakho 16 45 3 zakho 64 68.19 19 zakho 32 52.45 12 zakho 128 74.8 5 This is 2 months of data, from the update in june to now. Does not include crashes, empty server or run nexts as a part of this calculation.
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A bunch of inf maps are like that though. The general idea behind maps, and I say general because it's not always accurate is that LRG almost all assets are 2 man, these are the "harder" maps for coop. Usually more than one flag to cap at once and more enemy assets. STD a decent mix of assets and infantry, usually some one man assets etc. ALT is almost always opfor or a different faction. Being able to play more than one language on a map is a relatively new feature for pr so these are slowly getting done. Inf is usually less assets with a singular focus. Eg airborne assets, armour or apcs etc. There's a lot of maps and layers in pr, and each update we usually get a few maps more that follow these ideas. Slowly but surely the standard is being built
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So since we've had the dynamic respawn rate thanks @=VG= XOR, maps are much more dependent on the player count than the map themselves. for example bobcat inf is a decent low pop map, small, few assets and a pretty linear flag route. It's pretty cruizy going But if you play this map with 40 people it turns into a real slog, the bots respawn way faster and it's very hard to push forward with waves of ai pressing down on you. In contrast, maps with a lot of assets are usually easier on high pop than low. And there are a few maps that fit this regard like Adak large and shithaddah std. This is because you need the team play of combined arms and support to make these maps work. Plus bots respawn quicker when they die in an asset. As for inf maps, the older skirmish style maps are getting slowly replaced by better, light asset or more tactical infantry only maps. But I do think admins are definitely setting more infantry maps with every update that moves away from the skirmish style.
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Requesting clarification on Soloing heavy AA
=VG= Melon Muncher replied to =VG= chickenjason123's topic in PR
If you are at risk of getting killed by anything but enemy CAS you are in direct contact. Ideally, these assets should be fully manned, but if no one is gunning, they are able to be run solo to protect the team against enemy air, which is why they can be used one man, unlike any other asset. This applies to all AA being operated solo, they are to be used in a safe location and only against enemy air assets- 1 reply
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PR bot shots - Taking a poll
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
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Hey everyone, I'm currently experimenting with changing the bot behaviours. various tweaks and such. There's been a few of these changes running quietly in the background for a few days to see if anyone noticed a big difference. So now I'm just taking a poll on the changes and letting you tell me what you do and don't like. These changes will continue to run on the server for a while, so if you're unsure about anything, jump in and give it a try. All feedback welcome EDIT: Just to be clear, these changes are currently running on the Veterans Gaming Coop server. I am not looking for your opinions on how these changes sound. I'm looking for feedback on the changed bots that are currently on the server. This helps me work further with AI tweaks.
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Welcome spider and revox. Both good players
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If I drop a crate, but hit someone ,what should I do
=VG= Melon Muncher replied to spiderw's topic in Project Reality
As long as it's accidental you can just laugh it off. Say sorry and move on. If people want their crates and don't move out of the way for the drop, that's their own fault. -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Thanks to all those who joined. Was a good time. I might try and run it again another time. -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
If you are having trouble like danky redownload. I added a new link to a non-passworded download -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Download here Okay download is up, password will be released before the event so it's not spoiled. If you have never installed an event or custom map follow these steps A few things to note before the event starts. Most missions are relatively simple to understand, and are primarily AAS. Even still make sure you have a read of the mission briefing before clicking squad assignment There are no FOBs or SL spawnpoints. Transport is essential. I've removed handheld AA to help with this. SL and commander rallypoints are still active. Some settings are tweaked. SL rallypoints stay for 5 minutes, commander stays for ten. The entire team can spawn on a commander rally, but requires 6 team members nearby to deploy one. All assets are delayed 3 minutes at the round start, this is to allow everyone to organise and get kits sorted. Also give us opfor guys a chance to get ready. Don't try and walk from main bases. Normal coop rules apply regarding assets, correct squads for claimable assets. No mech inf sorry. Remember to bring ammo in your squads, supplies are in short demand. Depending on your skills we may not get through all the missions. At times if your team is struggling I might provide intel to the commander. Provided you have one. -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Still need some helpers on a few opfor maps. Anyone can do it -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
No, it's only Allie vs Me, System and Cubiks. Blufor has no signups besides commander, join on the day and you find/make a squad. -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Put you down as standby on opfor. If you're only going to be there a round or two it'll be more fun on blufor -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Yes of course. You can help on opfor then go blufor or the other way around with no issues. Also, while the missions are connected but if you can't join at the start there's no reason not to join partway through, you'll only be missing a little bit of context. -
Operation Shifting Sands: 16th March
=VG= Melon Muncher replied to =VG= Melon Muncher's topic in PR Cooperative
Pls choose which numbers between 1 and 5 you want to be commander and/or opfor on. That way it's not my decision. Those who go opfor will get some secret pre-game info for their maps and how we're going to focus entirely on killing X0R, -
OPERATION SHIFTING SANDS Operation Date: Saturday 16th March, 1800 GMT Download: HERE! Password: whereismelon It's 2003, a nice Spring day. Temperature is hovering around 100 degrees and the rations have just been handed out. Welcome to Nafir. A beautiful oasis in the middle of nowhere. This amazing city has many features, Vast deserts, a mostly intact airport, and many delightful small villages surrounding it. The main drawcard of this exceptional location has to be, without a doubt the vast stores of chemical weapons housed just outside the city. The invasion is going well, the hunt for oil weapons of mass destruction is well underway. and we might actually have some here. We're pushing the line fast and hard here to try and catch the MEC forces off guard and it looks to have paid off. We're operating very light on support, and are expecting our infantry to carry us through. This is going to be fast on the ground and require teamwork for success. Operational support is limited to 4 transport helicopters, 2 UH1N (Huey) and 2 MH6 (Littlebird) Unfortunately We've been regulated to some old maps we found in the in We have two objectives today, Firstly, securing Nafir Aiport. This fully functional hub is a vital strategic resource for further operations in the area, and we need to secure it before the MEC dig in and create a battleground that will only end with it non-functional and useless. Intel shows no military vehicles or entrenched positions and no quick response force able to assist. So we can hopefully take this quickly and without suffering catastrophic losses. Second objective is the hunt for weapons, The bunker complex has minor defenses, including a few scattered AA emplacements. low helo flight should be able to safely insert our troops to the area. Squads are tasked with securing the bunkers and collecting any evidence and weapons in the area. Any enemy trucks that are found are to be used to transport the goods back to Nafir airport This is a large military barracks, and we have no chance of taking the base without additional support. Bunkers do not need to be held for any longer than it takes to secure our findings and extract to the airport. While expectations are that you will recover all evidence that is present, command will call this mission a success if we are able to retrieve at least 60% of the found evidence. End Briefing So this is a bit of a new event from me. I've been setting it up for a bit now. It's a total of 5 "missions" or maps, though you only get the intel for the first one. The rest are super secret. If you didn't understand from the briefing the first mission is as follows: Step 1: Secure the airport by capturing all the flags Step 2: Capture each bunker flag Step 3: If a logi spawns you have to get it to the airport Now as usual for a melon event, things aren't always so simple. And some game functions will differ from normal coop. The modified: Removed the ability to build fobs Removed the ability to spawn on SL Removed bot handheld AA As an extra bonus I will be playing on the enemy team with a few selected players, acting as gamemaster to keep the bots on track and offer some unique challenges. The commander will play a vital role through organizing attacks, UAV and the commander rallypoints, so this is going to be the only signup available for blufor. Normal coop rules apply, no flag skipping, no baserape, no TK etc. There's also an additional no mech inf squads rules, assets are limited when available and have to be available to the dedicated asset squads. Signups Blufor Mission 1 Commander: Allie Mission 2 Commander: Inch Mission 3 Commander: Allie Mission 4 Commander: Mission 5 Commander: If you're interested in helping me on the opfor team signups are available with a standby slot if someone falls through. This is a specific role and you'll have to operate under a strict rules, it's not a free for all against the players. Opfor Mission 1: System Mission 1: Helilover Standby 1:Spartanish Mission 2: Danky Mission 2: Pew Pew Standby 2: Allie Mission 3:J4SON Mission 3: Pew Pew Standby 3: Mission 4: Spartanish Mission 4: Kovak Standby 4: Mission 5: Sniper Igor Mission 5:Sphee Standby 5:
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Hey, welcome to the forums! Glad to see you made it. Just to be clear, it wasn't so much a demand to join as a suggestion. I do love being in the spotlight though