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DarkDemise

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Everything posted by DarkDemise

  1. DarkDemise

    Warlords

    I don't think that matters too much, the 5.8 is still a good round. Opfor get the rifles with sniper rounds under them in one of the crates right? Whoops quoted the wrong post.
  2. DarkDemise

    Rearming AI

    There is, (6) action menu, and then find the "rearm at ___ " command. However it's not working right now, AI will call out "ready" as soon as the command is given without actually rearming.
  3. DarkDemise

    Warlords

    https://clips.twitch.tv/TameBreakablePlumPupper Ok I noticed this happening a few times during the mission the enemy would just spawn in front of me. I could not for the life of me break through this area, opfor had it locked down no matter how many I killed.. I fixed this by setting fast travel to owned sectors only for a more realistic approach, the only problem is the AI don't use transports so players are OP at capturing fast. ;) Also in my latest game I was able to simply drive into the enemy base with no resistance. Once again I think it had something to do with disabling fast travel. Edit: Just played again and was able to rush to the enemy base with an HMG hunter and was basically invincible, won very easily. :/
  4. DarkDemise

    Warlords

    So far have completed 4 of the different Warlords scenarios in singleplayer, some really good fun! My only concern is the gamemode is getting a bit "predictable" I guess is the word in singleplayer. Would be really interesting in my opinion if the AI made use of other vehicles other than tanks such as transports or even armed MRAPs to wreck havoc in the early game and maybe rarely some attack helicopters/jets. I don't think the AI will be able to play without fast travel is my concern and I was hoping to do a hardcore playthrough when it's fully released. I understand singleplayer is not the primary focus of the mode and it's fine if these things are too difficult to implement, I've been having a blast either way.
  5. DarkDemise

    Warlords

    One thing I'm noticing is the severe lack of AT in the early game, a APC rolled into the first town and killed my only AT soldier and me and it was just respawn simulator after that trying to get to the town/find an AT launcher. The only way I could get an AT launcher is buy a crate or AT soldier and at 10CP a minute it wasn't happening. :( Another issue is once you target the base no more zones can be captured, it's a do or die move. I really dislike this as mentioned in my more detailed post, there's no way to increase your income after that. Edit: New strategy, spend initial CP on a box of launchers. Edit2: Nevermind I just found out about the "last loadout" option.. Hahaha
  6. DarkDemise

    Warlords

    I just tried it and it doesn't seem like there's a way to save in the current version.
  7. DarkDemise

    Warlords

    It's all good I was planning on disabling fast travel entirely on my next playthrough, I found an old post of mine from 2015 and I'm going to see how it plays out with the most "hardcore" settings I can think of. The only problem I can think of is it's going to take a LONG time and I don't see any option to save the mission.
  8. DarkDemise

    Warlords

    I figured as much, I just hope the AI can figure out how to get there effectively because I play mainly singleplayer. Otherwise it's basically a free zone for my team. ;)
  9. DarkDemise

    Warlords

    Yup connected and fast travel to all other sectors works perfectly, I just assumed you couldn't fast travel over water.
  10. DarkDemise

    Warlords

    I'm running default settings, whenever I try to fast travel to contested sector on the military island it says "fast travel to this sector is unavailable".
  11. DarkDemise

    Warlords

    But you can't fast travel to the island? Hopefully they're not slowly trying to cross like I think they might be. ;)
  12. DarkDemise

    Warlords

    This is almost everything I wanted out of the gamemode back when I played in in 2015! Amazing job on the gamemode, had an incredibly fun 4 and a half hour singleplayer session and even won the game! I have a complaint about the AI squads and how the sector voting system works late game. The blufor (my team) had at least 10 tanks sitting AFK in base with a bunch of AI squads paroling due to a recent enemy attack that we managed to hold off. However after the attack they continued patrolling indefinitely and would not leave the base for any reason. This caused me to be the only squad capturing objectives for the rest of the mission, I never saw a single friendly squad after that. My second issue is I don't think the AI knows how to get to the military island on Malden, I seemed to be the only squad using boats to get there but again this might be related to my first issue so this might not be a real issue. And lastly during the late game the BluFor and OpFor ended up targeting each other's bases which led to a huge stalemate, my friendly squads refused to leave the base out of fear of being attack I guess. The opfor still attacked but VERY rarely did I see them at all. Lastly there was no way to try and capture the still neutral territory until the game ended.. which seems like a pretty big issue. I propose that the enemy base be open to attack when you capture a neighboring sector but don't lock the sector vote to the enemy base as it causes a massive stalemate when there's still neutral territory to capture. EDIT: I forgot to mention: CSAT forces spawned INSIDE the indestructible white church model on Malden. Any time I left the zone it would immediately flip back to OpFor control due to this and I tried a plethora of explosives and nothing would kill them. Sector scan + I could hear them shouting inside the church. Is there any way we could get a dismiss AI option if they're inside a friendly zone? So many times my AI unit would get stuck in a porch and I had to fast travel there and kill him to free a slot and buy a new one.
  13. DarkDemise

    Release Candidate Branch Discussion

    Considering those rounds are meant for ground targets they might be over-penetrating and not doing enough damage? I'm not sure how air to air combat is modeled in arma but those 20mm AA guns will rip another plane apart.
  14. DarkDemise

    Release Candidate Branch Discussion

    Thank you for the response Oukej! It's been bugging me for a while and it's comforting to know that it's acknowledged.
  15. DarkDemise

    Release Candidate Branch Discussion

    Terrain is still not blocking line of sight to vehicles in the dev branch. :( https://feedback.bistudio.com/T133247
  16. DarkDemise

    Project OPFOR

    ALiVE multiplayer doesn't seem to be working with your factions.. Really disappointing as it works in singleplayer.
  17. DarkDemise

    Warlords

    Unfortunately not paced very well for hardcore players. I prefer to start with 0 CP since the AI refuse to use vehicles for transport (they could easily call in a quad) so I usually end up scouting the area around a sector waiting for the AI to arrive and open fire. Makes for some very immersive gameplay. I just thought of something while writing this reply, can you please make a new parameter for fast travel so players and AI can fast travel to an already captured sector but not ones in conflict? Would help with "hardcore" pacing. :D
  18. DarkDemise

    Warlords

    Thanks for the fast reply, I'll keep an eye on the forums! ---------- Post added at 19:36 ---------- Previous post was at 19:04 ---------- Also noticed a glitch or something, in the RHS version of the map if you die you respawn without a weapon.
  19. DarkDemise

    Warlords

    Great job on the mission, really fun to play! I only have a small complaint. I like to enjoy a more "hardcore" experience (markers and fast travel disable with a low CP start on elite difficulty), my only problem is this results in VERY long mission times with no way to save my progress. I would really like to see a save feature implemented as this mission is extremely fun but I just spent 2 hours just for it to be reset when I leave. :( Keep up the good work! -Dark Demise
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