G.Gonzalez
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21 ExcellentAbout G.Gonzalez
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Well I think this is a BAD idea... because late game is just people trying to cut the other off... There should be a "range" for locking... for example if a sector is 3 or more sectors away from any of your conquered sectors it should lock... making the battle more focused.
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Hello There @Jezuro I'd like to make a few points over my past playtime over the game mode. I love the idea of forcing players Not having infinite vehicle spawns, we had a lot of trouble with people spamming ATVs over altis and literally bringing the server to it's knees. Now, onto some points I'd like to make: WISH LIST: -I like the parachute idea for bringing vehicle to the game BUT I'd like to see another method of vehicle spawn, maybe it will cost more, maybe it needs to be a little further from the enemy sector.. but the thing is that most of the times when you spawn a vehicle you are literally broadcasting to the whole server that someone just got a tank... and as you might imagine for a fighter pilot is so easy to see that gigantic parachute coming down over a city... And this is coming from a jet pilot guy :P -Now onto Jets.... I'd love to see some sort of Jet loadout editor acessible by having an ammo truck nearby, Also this could cost money.... like the arsenal version for vehicles that have it (jets and helicopters) -And I'd love to see the new static radar into this game mode. It should be mildly expensive. but it's SAMs should be very expensive.. from values of today... the Radar should be close to 6k, but the SAMs should go up in 8-9k. WHY? Well the radar is an easy target once you put the SEAD missile on the above loadout. But it's SAM bateries (which are mostly useless witouth it!) are a far harder target to hit. SMALL ISSUES: - I'd Think that would be MUCH more FAIR For the Malden version to have Both Opfor and Bluefor Fighting from south to north. Meaning that Both Team's would have the same distance to get to the airport. So in the end the fight might be on the airport or the midway point to get to it. -For some reason It's possible to conquer sectors way , way Inside your friendly territory making the enemy cut you off almost all time... for example when you are blufor or opfor with the cities to the south of the airfield.... But for some reason other parts of the map are locked sometimes way closer to the front line than you'd want to... -I believe that NPCs should have a Quick reaction force everytime someone tries to take a place that is not marked as target. for example, it's way more interesting to a side to mark a green territory and while taking it , moving in those enemy sectors that are not locked out, since those sectors ARE NOT populated because they are not marked.
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large [SP/MP][COOP] Patrol Operations - Official Thread
G.Gonzalez replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello, I'm having trouble finding where to find the view distance settings... and where to accept people request for roles... Am I missing something? -
Tanks - tracked vehicles driving and handling
G.Gonzalez replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
I think tank launching has been since ArmA 2 but i might be wrong... in any case ,if you want to launch anything in ArmA 3 you just need to place this in the debug console = unit setvelocity [0,0,10000] I gotta say i got rid of some PKillers in coop servers this way :D nothing like "ejecting" people from your game :D ON THE MATER I feel like some objects needs to have some collision rework while i Can get over a truck if i have a car in from of the barricade I cant get over the junk barricade object (that is shaped like a somewhat ramp, "Land_Barricade_01_10m_F") I just like to point that out... -
Tanks - tracked vehicles driving and handling
G.Gonzalez replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Got no big issues by now... Just want to share this shot :D Those bags are too OP :D -
Wow Great Read... Thank you! As for distance. I was able to lock on and fire Firewill's F-16c Harm from about 17Km from the Sam (by placing it manually!) so it's possible to hit them within the range Question is how he made the missile work... Also his ECM's work great with your mod. Look like a great pair for flight! Thank you again for this excelent mod!
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Might be interesting going for SHK to get a random pos?
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Is it possible to enable the radars on the main radar of the spawn site? I mean for the game they are basically offline when they should be online, This makes impossible to use HARM missiles that base it self on the game radar being online. Plus makes them more stealthy which is not the case right?! It should be an extra 1 line in the code :) https://community.bistudio.com/wiki/enableVehicleSensor Thanks for the amazing mod!
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Another bug.
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There's some weird bug with the all the mast objects when i pace them on the editor even on the VR. They tend to jump into the air , the only way i can make them not do strange things is placing in the air...
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33Km and On sight ;)
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For viewdistance you can just type on the console setviewdistance X You can go crazy high in this.... But i advise not above 25km ;) not on Altis anyway... I already got to 100Km on Takistan but even so it's laggey
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Kinda OFFTOPIC , but i wouldn't use Kidal for anything Air based... cause for some reason the object spawn distance is all messed up.
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HCPookie, I have a question I like to use Firewill planes for doing Missions. And I'm pretty sure they all have some kind Of ECM on them... does they work with your radars?
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Whoa! Just came here to see if I could cheer you guys up into making a New sensor update , to discover that it's already coming :D Oh God Gotta love the A3 Community!