leg two 1 Posted May 28, 2020 I played recently, yet the new 'official' version that replaces Capture the Island just seemed worse in literally every aspect: Here is a brief list of things CTI had that Warlords fails to perform correctly: 1 Commander - must be voted and then chooses which structures, base location, and coordinates with the team for upgrades Base location is changeable - in warlords there is no doubt where the enemy will be, just same respawn points, no real bases, and probably meet up in the middle Various victory conditions: even if a team holds less towns, an unplanned strike on an enemy base & factories could still be an option, which is more like an RTS than the current 'linear' gameplay in warlords. Strategies can be changed - more structures, more variety, upgrade paths, asking comm and coordinating with team effectiveness ties in (but not necessary, for the many braindeads) so that strategies won't break the game but are feasible All towns are accessible - a team could spread out and grab any town, depending on their own skill level and teammates, and begin the gathering of resources and guess-work where the enemy base might be at AI worked properly, even in Arma2 and Arma3; warlords limits to 3 AI per person and many other limitations, but in the past it spawned in and had scaled and over-time infantry, vehicles, and defenses Warlords has lazy gear system for infantry, could be much better, more streamlined to get only available gear, make more for cost/resources spent Nonsense resource point expense - there is a tank destroyer that is basically the export version of the armored tank (like what the US would give to canada) that cost more for some reason. Strategy and progression; PvP is either 1-sided or a big stalemate decided by maybe 3 people, while the rest were AFK or not being useful, and sometimes front line causes the 3 fps glitch. rather than an infinite amount of players respawning in the same areas like magic, you could take the respawn points on towns to make teams have a clear victory/defeat when attacking Also more reasons: A CTI mission seems it was made on Arma3; why not just ask the creator(s) or modify one? (not like they really own the editor mission they make), rather than make the lite/worse mode that is there now? I'm sure even if the idea is the community seems too retarded, they would probably still play it if it's an 'official' mode, then they'd adapt anyway: at least it'd give the illusion the community are learning something (even if they don't ever learn), and give the more options. similar to Project Arcus the game, by bohemia, or whatever other example of a smaller version of something larger, seems like warlords is just boring and lacks variety, as it repeats the same thing, rather than expanding into something else. anything 'official' gets played, pretty sure it's not refined at all or really had as much effort as the arma2 CTI and maybe early arma3 if it had it. I think the current mode was literally made by children. It definitely can be made better, but in the end, I see no motivation that they'd ever attempt to change it or they ever tried. In warlords, you just get a slow paced progression (if you can even call it that) and really it's forced to make no team better than the other team; you see the 1 town they attack, they see the 1 town you attack, and eventually you just meet in the same spot Other than that I kno the community is not really amazingly using the potential of this engine all the time.. for example, they make roleplay/co-op groups that do crap like line up in formations that get them killed, don't do many joined sessions, nor blufor vs opfor scenarios. many don't do so many joined sessions vs AI mods and show maybe where the AI mods and difficulty can be actually high, instead/rather than a race to see who gets there first and spams more AI kills. there's players like myself who prefer to play without much comms and just fire in full-auto with a few exploits (e.g. it's not like you are really there tired as fuk if you carry a bunch of gear, or saving ammo) and typically do better than the community groups anyway so.. the current state might just be related to what the game/community has shaped it to be. I am confused the main reason there's something like warlords, and not the one that had been developed for years by the community? but again, it's only an old game, not sure i care or it matters much, and I'm more curious why they went the route of using that mission as the 'official' one. Share this post Link to post Share on other sites
stanhope 411 Posted May 29, 2020 Make such a mission and throw it on a server I'd say. 2 Share this post Link to post Share on other sites