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=VG= Melon Muncher

VG Clan Member (Administrator)
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Everything posted by =VG= Melon Muncher

  1. Great feedback, thanks everyone. I've done some changes today based on feedback, will leave as is for about a week so everyone can get a feel for it. Keep up with feed back as it comes to you. Main changes are; Bots are more open to suppressing an area with an machine gun now. Will definitely suppress you when they have a good angle. Snipers are a bit more likely to shoot when they don't have a perfect shot. Bots should hopefully stay on target a bit longer, rather than forgetting about you as soo as you duck in cover. SMG bots spray and pray more than the john wick shit they were doing with scorpions before, expect a full mag dump in close quarters
  2. Please answer poll and provide feedback if any. Thanks xx
  3. I took out the difficult maps from the list so the server doesn't die on them when there is no admin so when a map is played that isn't in the list it will default to first map after which is usually jabal, muttrah or kashan I removed vadso from start rotation
  4. I've run the numbers from October 1st to December 31st to see how many times each map is played Alphabetical Adak 30 Al basrah 53 Asad 21 Grozny 42 Mestia 6 Bamyan 71 Ia Drang 16 Beirut 52 Bijar 63 Black gold 73 Brecourt 10 Burning Sands 65 Carentan 34 Charlies Point 12 Dovre 8 Dovre Winter 18 Dragon Fly 11 Fallujah 52 Fools Road 20 Gaza 23 Goose Green 16 Hades Peak 22 Hill 488 3 Iron Ridge 13 Jabal 149 Kafr Halab 60 Karbala 26 Kashan 161 Khamisiyah 92 Kokan 66 Korengal 14 Kozelsk 21 Lashkar 26 Masirah 28 Merville 10 Musa Qala 21 Muttrah 185 Nuijamaa 8 Omaha Beach 20 Op Barracuda 35 Op Bobcat 30 Op Falcon 18 Op Ghost Train 6 Op Marlin 40 Op Soul Rebel 14 Op Thunder 19 Outpost 22 Pavlovsk Bay 113 Qwai River 37 Ramiel 90 Reichswald 9 Route E-106 13 Saaremaa 23 Sahel 19 Sbeneh Outskirts 49 Shahadah 50 Shijia 18 Silent Eagle 33 Tad Sae 9 The Falklands 6 Ulyanovsk 10 Vadso City 53 Wanda Shan 15 Xiangshan 15 Yamalia 26 By number Muttrah 185 Kashan 161 Jabal 149 Pavlovsk Bay 113 Khamisiyah 92 Ramiel 90 Black gold 73 Bamyan 71 Kokan 66 Burning Sands 65 Bijar 63 Kafr Halab 60 Albasrah 53 Vadso City 53 Beirut 52 Fallujah 52 Shahadah 50 Sbeneh Outskirts 49 Grozny 42 Op Marlin 40 Qwai River 37 Op Barracuda 35 Carentan 34 Silent Eagle 33 Adak 30 Op Bobcat 30 Masirah 28 Karbala 26 Lashkar 26 Yamalia 26 Gaza 23 Saaremaa 23 Hades Peak 22 Outpost 22 Asad 21 Kozelsk 21 Musa Qala 21 Fools Road 20 Omaha Beach 20 Op Thunder 19 Sahel 19 Dovre Winter 18 Op Falcon 18 Shijia 18 Ia Drang 16 Goose Green 16 Wanda Shan 15 Xiangshan 15 Korengal 14 Op Soul Rebel 14 Iron Ridge 13 Route E-106 13 Charlies Point 12 Dragon Fly 11 Brecourt 10 Merville 10 Ulyanovsk 10 Reichswald 9 Tad Sae 9 Nuijamaa 8 Dovre 8 Mestia 6 The Falklands 6 Op Ghost Train 6 Hill 488 3 Some cools stats Top three maps are Muttrah (185), Kashan (161) and Jabal (149). This tells us that the admins have no taste Total Map count is 2399, the average of all the maps is 36.9 plays per map This puts 44 of 65 (or 68%) of maps below the average. The top 3 maps account for 20% of all plays. Almost one in every three games consists of one of the top six maps (32.9%) Muttrah City has been played more times than the bottom 18 maps combined. Lowest map is obviously Hill 488, with only 3 plays over 3 months. It's a shit map though so don't care. Beirut seems to have the most well rounded stats, with 10, 11,12 and 19 for inf, alt, std and lrg layers Ia Drang alt (night, infantry, forest map, and arguably the worst map in game for playing vs bots) has been played 7 times. This is more times than many other, much less cancerous maps like barracuda infanty (5), black gold infantry (4) or even Op Ghost Train (6) Yamalia. Despite crashing every time it has been played 26 times and it beats out more than half the list. Al Basrah infantry only had one play through in three months.
  5. Worst comes to worst we just remove bleed server side
  6. Hey guys, quick poll on what sort of events you'd like to see next as well as thoughts from the last one I'd like to put some more time into the next one, last one was a bit rushed (I couldn't even get the timezone right) If anyone wants to add further feedback it's always good Also, if anyone in the community wants to organise an event I'm happy to help out where I can.
  7. Download added and OP updated. Due to time constraints there's going to be some minor things missing. There are no loading overviews. The littlebird has an ammo crate but no ammo counter
  8. Probably going to be done and uploaded a few hours before event. Will only be small 40 to 50mb download
  9. Dates is set. Sorry Aussie bros. Saturday the 6th 1500 UTC Al basrah was giving me issues, so has been removed. I'll have a 4th map, Gaza posted up soon.
  10. Saturday, 6th November. 1500 UTC Download here extract into to PR/LEVELS folder. Do not overwrite any files. Ask on TS or discord if unsure Hey guys, been a while since we had one so let's do it. There's not really a story behind the event other than it's main focus being some good old infantry fun. Each level will be run with 48 bots and 32 humans, there are no signups for squads but if somebody wants to organize themselves that's cool. There will be some maps to download and install soon. The event rules are as follows: Squad size is limited to 5 men (unless there is an odd man out in need of a squad); these are CQB maps with lots of objectives and are intended to be played in small squads. Pilots need to cycle between rounds, no one person piloting on every map, share the love. Other usual PR rules apply Death will not cause ticket bleed. losing will be caused by vehicle loss or bleed. Vehicles cost 20 tickets KITS All maps will be USA vs Insurgents There are no kit requests, select the kits wisely before spawning Because I don't want to put most of my time into making the game look pretty and missing important things the loadouts will be put here. In game they will look like normal PR kits until you spawn. Officer: Knife, Pistol, M4 eotech, Grenades, radio, smoke, med-patch Officer alt: Knife, Pistol, MP5, Grenades, radio, smoke, med-patch Grenadier: Knife, pistol, M4 UGL, med-patch Grenadier alt: Knife, pistol, MP5, M79, med-patch Rifleman: Knife, pistol, m4aimpoint, Grenades, ammo, med-patch Rifleman: Knife, pistol, MP5, Grenades, ammo, med-patch Support: Knife, m249, med-patch Support alt: Knife, HK417 marksman, med-patch Specialist: Knife, M4 eotech, mossberg590, c4, med-patch Specialist alt: Knife, mp5, mossberg590, c4, med-patch Medic: Knife, m4eotech, smoke, epipen, medkit, med-patch Medic alt: Knife, MP5, smoke, epipen, medkit, med-patch AT: Knife, psitol, M4 eotech, Grenades, m72, med-patch AT alt: Knife, pistol, MP5, Grenades, m72, med-patch MAPS Khamisiyah A raid on a chemical Facility has turned up empty, secure the nearby weapon bunkers and don't let the chemical plant fall into enemy hands 2x UH60 Ramiel In retaliation for seizing chemical plant a warlord has managed to bring down the two blackhawks. 6 survivors are able to spawn on each of the downed UH60's and hold the points while reinforcements prepare and arrive for the extraction. Neither UH60 (PURPLE) can fall. A small motorized convoy must make their way to each UH60 following the designated route (Yellow) and securing key points (Orange) on the way. Only vehicles can capture the Orange and extraction points Capture the airbase after the securing the extraction to evacuate. 2x MH6 littlebird transports (can fly through OOB) 3x 50cal humvees 1x repair humvee Masirah After tracking the warlord down to his fortified city it's time to take him out Assualt the Anti Air Emplacements (RED) Then move secure the four most likely hideouts (YELLOW) 4x MH6 Little bird 2x RHIB Gaza The starter map. defend the safe house and secure the perimeter flags. Ammo is only available at the safe house and by riflemen.
  11. Please send future bug reports here https://www.realitymod.com/forum/forumdisplay.php?f=26
  12. Sorry, it's not going to happen. It's way too much work for something most people get over after a few hours. You get a bunch of new maps with alternate factions this update and the plan is to add some more to give people a bit more freedom. At this stage most maps are designed with a stronger opposition to get coop a challenge, otherwise they are a ssteamroll
  13. Known issues Bamyan lrg enemy bleeds quick and round ends quickly Khamisiyah lrg, crashes, issue unknown Op Bobcat, medikits are deployment style.
  14. Zeee sucks at picking maps Thank you for putting forward the recommendation. Though admin is not something we give out solely based on approval from players it is always something we look for when appointing admins. There is quite a process we go through when recruiting and it sometimes takes time for a regular to move onto admin status. Be assured that we are always looking for potential admins within the player base and that if someone is a worthy candidate they are appointed at an appropriate time (provided they want to do it). In the mean time, we are always watching.
  15. Actually if the map is not in the maplist but it exists as an official map it can be added to the rotation and played by any admin on the server with the !setnext command. This is why we need to let everyone know when maps are broken. Removing them from rotation will only make them not show up randomly.
  16. pt.WW2 all WW2 bots have a range somewhere between 100-200 for their weapons now. Was previously really hard thanks to the above changes making bots shoow halfway across the map and through all the hedgerows
  17. Al Basrah - Standard: Flag spawns for last two flags are switched (Apartments and Palace), infantry spawns on Palace instead of Apartments, and when Apartments is neutral they all start spawning on one broken spawn in the center of the flag compound. Not fixed yetAssault on Grozny - Standard: Transport trucks despawn after a short amount of time. Same as every other map, 20 min. Not brokenBlack Gold - Infantry: Chopper does not have rearm and repair point. Not able to be fixed until patchBlack Gold - Standard: Transport trucks despawn after a short amount of time. FixedCarentan - Standard: Last cappable flag in DoD, must run next always. FixedCarentan - Alternative: No spawn points for Americans. Unplayable. FixedDovre Winter - Standard: Area attack is like a nuke, it's called in, you don't hear or see anything except a mild suppression effect and it kills everything inside every building in the area, no hiding from it. Broken asset, also not my mapGoose Green - Standard: Entering the helicopter disables mumble until you leave it. The pilot can't communicate via mumble at all. Combat Area issue, can't fix til patchJabal al Burj - Alternative: Broken spawn on Bridge flag. They stop spawning there after Dam is capped. Designed so bots would retake bridge if no-one pays attentionJabal al Burj - Large: Although not really broken, the map should have out of bounds areas marked. Not my map. I've got told off for editing a certain someone's maps so I don't touch themKafr Halab - Standard: Tickets bleed out quickly after second last flag is capped, even though there is one more flag to be capped. FixedKarbala - Standard: Enemies don't spawn on the last flag at all. Not my map. I've got told off for editing a certain someone's maps so I don't touch themKashan Desert - Alternative: Broken spawns on North Village, they keep spawning even though the flag is neutral. They stop spawning when North Bunkers flag is capped. Not my map. I've got told off for editing a certain someone's maps so I don't touch themKozelsk - Alternative: Enemies don't spawn on last flag. Only in the vehicles. Not fixing at the momentMasirah - Large: All enemies seem to be attacking uncappable Terminal flag even though West Radar is the cappable one. Just the bots being bots, they don't understand how AAS worksMusa Qala - Standard: Friendlies can't spawn on their squadleaders. I did this on purpose, might do it to all maps, who knows.Operation Barracuda - Large: Building one FOB doesn't work, building two FOBs does. You can't spawn on the FOB or build emplacements if only one FOB is built in the area, you gotta cheat it by building two. Gonna say this is a really hard bug to reproduce and makes zero sense in any context and should not be map dependentOperation Marlin - Standard: Last cappable flag in DoD. Enemy chopper is useless. Fixed flag cap, chopper is human chopper that bots stealPavlovsk Bay - Standard: Enemies get stuck on spawn in the southern bay of Submarine Pen flag. FixedPavlovsk Bay - Alternative: Broken spawn on Construction Site flag, enemies die immediately upon spawning. FixedRoute E-106 - Standard: Broken, bots spawn in their main and immediately die. Not my map. I've got told off for editing a certain someone's maps so I don't touch themVadso City - All: Not possible to see flags or flag names on map, can't see cap progress either. Not sure if fixed or not, haven't played it recently. Not sure on this one, can't reproduce locally, will look into it thoughWanda Shan - Standard: Bots don't spawn on last flag at all. Bots die upon exiting Stingers on second last flag. Not my map. I've got told off for editing a certain someone's maps so I don't touch them (stinger should be fixed with the above changes though) Charlie's Point std - bots go to and stay on Point Lookout (the first cap) even after other objectives are secured by US forces. Just bots being bots OUTPOST - Not playable by any means, for some reason. Even though the map still there on Coop maplist, waiting to be fixed. Not my map. I've got told off for editing a certain someone's maps so I don't touch them Bamyan Alt: Unplayable, bluefor tickets bleed INCREDIBLY quickly when the city flag is capped. Hasn't been an issue for ages now
  18. In theory yes, having the bots ride in an apc to active flag would be better, but the bots are useless in the back and it is just easy kills for vehicles or HAT. a constant stream of walking bots is better imo. Nothing is permanent but see how it goes. LAT kits only get one rocket, originally this was why I took them targeting helis out of the main build in the first place. bot shoots his missile at something shit and then has nothing when he faces down a tank. RPGs still shoot at inf and with grenade launches neing increased give them a boost in explosive power vs inf
  19. Pt .2 (the anti CAS heli versionn) Bots will no longer ride as passengers in APC (could result in more bots walking from the enemy mains though, have to see if it's worth it) Bots will use grenade launchers again and against helicopters LAT no longer shoots at inf, targets Helicopters
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