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mattxr

Warfare Updated! v1.5

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Hm, never thought of that. But it does work in SP, just for the record.

Thanks for your help.

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Hm, never thought of that. But it does work in SP, just for the record.

Thanks for your help.

Probaby not, but all you have to do is click MP then at the side click new then type in a password and select your map and your away.

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respawn times are rediculously short. it makes fast travel utterly pointless. (because of this, the change you made to the fast-travel speed - or anything else related to it - is just a waste of time and effort on your part) currently, its much, MUCH faster to just respawn than to fast-travel.

Please extend this back to default values. even those i felt were too short.

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What would the possiblity of you chaning the respawning at camps in town to be somewhat similar to the ability to fast travel to areas under attack be?

I hate it when im trying to secure a camp and the enemy im fighting keeps spawning at that camp, and they obviously know where i am inside the camp, and they spawn somewhere nearby and have an advantage.

I think it would be better if you werent able to spawn at a camp that was under attack. It would mean that if an attacking force came in strong they would have an advantage because they could effectively prevent defenders from respawning. but if the defenders were better prepared than the attackers, they too could prevent an attacking force from respawning in the town they are attacking, halting the assault.

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i'd like to see some kind of supply limitation for vehicles, especially aircraft. it could be anything from a fixed number at the beginning to a resupply penalty when running out of stock.

the reason being: as the game progresses money is usually not a big issue anymore. consequently the tactics tend to become more and more silly because everyone can buy badass equipment every 5 min and make suicide runs.

of course that could also be fixed somewhat by further upping the prices, but this only delays the use of expensive gear later into the game which i think is unrealistic and annoying.

i could also think of a time penalty for wrecking equipment of some kind. for instance, if you waste a chopper, you can't fly another one for some time.

ultimately, my suggestions are aimed at the following:

1. more constant and realistic mix of weaponsystems throughout the game

2. increase the value of life and equipment

3. make supply considerations an integral part of gameplay

just my .2€

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Any feedback Matt on the mhq Packing bug?

We were into a game for 4 hours last night 20+ players. The other team were artying our base and so once it stopped i was going to move and as soon as i packed the mhq .. you guessed it "EAST WINS!!"

arma-moveBug1.jpg

As you can see We had the upper hand too. theyd lost 1142 soldiers to our 295.

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did you have enough supply i bealive you must have 100 supply before you pack your MHQ? otherwise you wont be able to re-deploy it which is classed as a defeat

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had 20 or 30,000 dollars of supply. that was the first time i'd tried to move it.

it has nothing to do with supply value. My bet is, its to do with latency.

Added to that. I dont believe you can pack your mhq if you dont have $100 supply dollars.

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Another problem that needs to be adressed is the placement of the main fort in Paraiso. Twice now there's been a resistance AI stuck in a wall that cant be found. So everytime you move away from the fort the Parasio is under attack messgae comes up and supply values starts to fall again. If the fort were moved to a more open area and not right up agaisnt the indestructable 10ft foundations then i think we could alleviate this.

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I was in that game. It was not the first time the west MHQ was moved. I was shocked when he did move it, as it was the 3rd or 4th time they had moved it, and from experience that's just asking for a defeat bug if you move it more than twice in a game.

A Kamov sitting 4-5km away was able to detect and pick off vehicles from that base. 4 Vikhr's (2 volleys of 2) were fired at the MHQ once he packed it up. Was it a delay in the script in detecting factories within 300m?

Supply and salvage trucks are a dead giveaway to the position of the MHQ. When I see supply trucks repeated come up at a location, I quickly switch to FFAR and fire off a 3-4 shot volley to saturate the area. I think those craters are from a FFAR volley...3.8km away. †hat's just not right.

Any chance VD can be equalized, or at least made a sub-game via commanders upgrading vd for their side at a cost? It just didn't feel right if I set VD and air VD to 3km that I had a decisive detection advantage. I think the longest target engaged and destroyed with a tandem volley was 4.4km away.

It was nice to see the Vikhr miss Cobra's travelling at high speeds. So all who believed in the infallibility (myself included) in the accuracy of the Vikhr, there you go. I did notice that as range increased, it made a huge difference if the missile was launched with the reticle placed inside the diamond lock-on HUD or outside of it.

A West player named Tetsu had fortified himself inside the south camp at Ortego with, oh...50 long walls. Making it inaccessible to capture, and he kept doing it by staying inside the camp. Even with a fully loaded T72, you were unable to bring down the walls, or shell him more than once. With 2-3 satchels you can only bring down 1 wall. I eventually stopped assaulting, and had a suspicion that the lag generated by all these structures would delay in their defensive mounts in reacting to attacking tanks and aircraft. I was right. First a T72 sniping 5 enemy factories, then the Kamov to finish off the remaining defenses.

Hope Matt and Mike are reading this. 2 issues to be resolved, as I believe they are cheats that are still "legal" in the current versions.

FFAR's need to be less accurate at long range.

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Is it possible to shorten the lock-on range of Vikhr's and Hellfires?

This would ensure that a helicopter has to expose itself to fire its missiles... instead of being able to sit out of view distance range and let the "TAB" key do all the work.

This way helicopters get to keep their entire armament...

Edit:

Not just helicopters, but setting aircraft/helicopters/lock on weapons like Stingers/Strelas all to the same distance for lockon.

You can't "defend" the MHQ when the helicopter/aircraft/guy on a hill with a stinger/strela locks on OUTSIDE of Vulcan/Shilka range.

If we can't adjust lockon ranges, then chaff/flares are probably what we need, so that the further away a missile locks on the higher the probability that chaff/flare will get rid of it. That would be just as acceptable.

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I dont see a problem with the range of the vikhrs, the FFAR's or the hellfires. If your going to move the mhq without an escort. Then thats the chance you take. Im yet to lose my mhq when its unpacked. I have lost it twice now because I went gallabanting in it solo. Took the chance and paid the price lol!

Initially I thought the Ka-50 had the advantage but now after some practice I can take out a kamov using the AH-1 with an AI gunner just as oftern (if not more). Actually id say the US have a slight advantage when there's Harriers with AIM9X's they neutralise Black sharks like they are rice bubbles.

A good base setup is what this game is all about in my opinion.

I can now work around the mhq packing bug. Simply check the player list and if there is desync nect to players names dont pack it. If there isnt then its safe. 100% success rate so far.

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On another issue Matt. From my Evo mission editing ive made templates for vehicle unflipping and the ability to airlift. Both could be nice features in Warfare.

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I guess 1.5f does not use defensive flares yet?

@modaFlanker

agree with ya there. KISS rule. If you can see them, they can see you rule?

BTW, not all targets were from tabbing. I'd say only 40% of kills were from tabbing. 50% was from manual locking on the base proximity, and 10% from air kills. Vulcan's don't get auto locked.

There was even an A-10 kill, but I had a Kamov wingman and we both fired about 6 missiles each to bring him down.

@169th_Ice

unflipping feature of a support tracked veh, then the possibility to rig it for towing back to a depot. I've already suggested it in the 1.0 topic.

Airlift I'd agree to, except MHQ's and MBT's. Getting the MHQ shot out of the sky is prob a nightmare for scripts to detect, and Tanks obviously for the lift limits of helos.

What's the chances of increasing the Vulcan/Shilka range to match Hellfire/Vikhr ranges?

FFAR's IMHO are basically expensive roman candles, and accuracy should not be as good as they are in Arma from ranges over 1km.

Knowing what I've seen and used, if I were a commander, I would only move the MHQ under a network of AAA.

In a dogfight, I'd say the cobra has an advantage, but you need to close the distance first, and that's the problem when VD is increasable in 1.5f.

If you're detected and anywhere in front of the Kamov's targeting system, better hope you're over land. 20mm only reaches out to 800m at best. That means you'll need to close the 4km or so distance before the odds are in your favor. I'd say 4 Cobras vs 1 KA-50 starting from long range would be an even fight.

I remember an old forum posting on the nature of modern warfare. CTI game advice; buy jeeps/HUMMV's and missile soldiers. Win by economy, and lethality of your crew. If I wanted to take down swarming Kamov's, I'd fan outwards AA soldiers, then follow them up with AA mounts. AA tanks are really useless in games so far.

Good find on the MHQ bug. Will try to verify your hypothesis.

Wth is a rice bubble? is that like an engorged pimple?

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Surely the solution then is to use Mando Missiles and make the shilkas/vulcans SAMs. Check out his standard missions in the Mando Missile pack - you aren't gonna mess with SAMs.

I've tried to put them in, but not been too successful presently due to the complexity of Warfare, but this is DEFINATELY a solution to air assets upsetting the game.

[TAO] Kremator

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Don't just replace Vulcans and Shilkas with longer range SAMs at similar cost - IMO that would tilt the balance too far the other way.

The option to deploy longer range but immobile SAMs to defend your base area whilst using Shilkas and Vulcans to accompany your armoured forces and truck convoys would make sense. Haviong longer ranged mobile AA would be okay but should be expensive.

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Hello!

First, i want to thanks you, Matt, for great patch!

And, second, some changes i want to see in next version of your patch:

1. Why AI units can't use aircrafts? Maybe we'll give them some...

2. After capturing enemy small bunker we see OUR gear set. It will be better if OUR gear appear with first supply truck arrived in town?

3. I want to order my AI unit at base to buy some men or armor. But i must  go to base and do it by self. Maybe give or men ability to use "T" key if them on base or town?

4. When we buy car, armor or aircraft with crew in it, base put rifleman inside instead of tank crew or pilots. Can you fix it?

It's all... sorry for my eng.

Thank you.

Grinya.

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@kremator

I think both Matt and Mike are against using addons in this mission. Too bad, because I've only heard good things with Mando.

@La_Grinya

1. --> I've suggested an aircraft option to spawn AI fixed wing at 600 altitude, or spawn only you with the new aircraft at 600, and rearm/refuel/repair at the map edge, or a specific area near the map edge.

2. Great idea. I second that.

3. (sorry for not specific credit due) someone suggested having a radioman class soldier that allows you to order AI units away from base. Maybe as an alternative any military vehicle would have that same option, since they would be equipped with radios?

I've suggested a new radar base structure that allows the commander to order AI units for you at base, and the AI units must be able to fast travel from base to a town near you.

4. Semantics, but I know. Better immersion. Good spot.

***

Is there a mod out there that generates smoke for land vehicles to help defend it vs AT lock-on from medium to long ranges? (1km+)

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@Frank-O

Units with radio - great idea!!! Radioman allow you to control your units at big distance and interact with base from distant point. Some army cars have radio already, ie HUMMVE have radio in front of cabin. In car or armor you can use radio anytime. But not in Trucks and so.

5. What about artillery squad with AI control? It may be looks like squad of men on guns and ammunition truck to re-supply it. So, we'll able to call art without OUR men on gun. Just pay from our wallet for art-strike!

6. I want land-function for my AI heli-pilot. It's too stupid instruct pilot to disembark pilot at any time when i want to put my men on ground!

Thanks!

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@kremator

I think both Matt and Mike are against using addons in this mission. Too bad, because I've only heard good things with Mando.

Mando missile and or mando bombs exist also in pure script suite version, you dont need to use any addon if you dont want to.

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Well what are we waiting for?! Get it in there! And get that land vehicle lock out of stingers/strellas out of there!

@La_Grinya

I've been maintaining a worklist for Mike Melvin and gang for the official version. I think Matt's been looking at it too, since the voting system been implemented in his 1.5f. Check it out. 68 items, of which some might interest you. 11th post on the first page.

I could be mistaken, but wasn't there a version of CRCTI that allowed you to set altitude for your air AI units? Was just a matter of picking the air unit and setting altitude to "0".

http://www.flashpoint1985.com/cgi-bin....98;st=0

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i would porte warfar 1.5f on smalfelden .

is there any important thing to know ? i usually use the "merge" function . i erase a large number of town , then , i place a tenth of them. that's the way i usually do.

here it seem something is broke.

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@kremator

I think both Matt and Mike are against using addons in this mission. Too bad, because I've only heard good things with Mando.

Mando missile and or mando bombs exist also in pure script suite version, you dont need to use any addon if you dont want to.

Mando very good weapon! It will be very fun to play with it on whole map. But i think it's necessary to have all mandos in solid complex. I mean bombs, missiles, guns, ships and recon. So it may looks like very expensive off-island support, i mean from outer zone. Ie i buy mando bomb strike and soon one or two bombers puts his bombs in my laser spot. Ship and recon plane works the same way as bombers.

Thanks.

ps: I bored of bug, which broke squad. After EJECT from any vehicle my leader-status went to someone from group. Order to "All back in formation" changed to "All follow All" or "Two follow two".

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old bug. get out of your vehicle. re-enter as commander. order all to wait for me, then return to formation. Switch to gunner or driver after that.

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