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winter_mute_

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Everything posted by winter_mute_

  1. winter_mute_

    co10 Escape

    I am hosting it locally off my machine. My machines game difficulty settings are on the lowest possible. I have altered Escapes settings to be low too. I have always played at cadet level and would kill usually about 40 people each game, successful or not. Now I am lucky to kill 5 people before the game ends. Before the update, soldiers would usually shoot around me and then eventually hitting me in the body. Now its very common to be sitting far away from enemy and just randomly die from a headshot.
  2. winter_mute_

    co10 Escape

    They are at the lowest setting, still get headshots from 300M. If you are constantly spotted at 300M, you dont get far.
  3. winter_mute_

    AI Discussion (dev branch)

    If thats true, then they did something wrong. On the same mission that I only play (escape arma by neo and scruffy) my average kills were like 30-40 kills. Now I'm lucky to get 5 kills before I get killed. Also before the upgrade, It was common to hear bullets hit next to me and get shot in the body, Now its just straight headshots with each death. I even lowered both my own game difficulty to the lowest possible setting and also the scripts in the game I play. Playing at the lowest possible skill levels and still getting headshot from 200+ meters.
  4. winter_mute_

    AI Discussion (dev branch)

    AI is now super human. I witnessed a sniper at 300+ meters go prone and headshot me. He spotted me way too quick. I did not engage him, and i was crouched and trying to not let him see me. Currently the game is unplayable for me. I just keep dying over and over.
  5. winter_mute_

    co10 Escape

    I found a couple other AI tweaks from the spotrep: Tweaked: Small reduction in AI spotting speeds in connection to skill tweaks Tweaked: AI should now be able to spot enemies faster (linked to the skill inversion tweaking) Tweaked: Spotting and aiming error values of AI were improved (idem) This explains why snipers were spotting me at 300M going prone and sniping the shit out me. I had never experienced the behavior of AI going prone at 300M without even being fired upon. I was watching them as I was trying to escape and not engage them. The AI is just brutal now and as I said, its unplayable. I went into AIskills.sqf and changed the cadet _aiSkillBase from 0.2 to 0.1, but that didnt have any effect on their skill. I might experiment with changing their spot distance and accuracy again.
  6. winter_mute_

    co10 Escape

    ok I did some more investigation on this and found out that there was an update to AI and was listed in the spotrep notes: There was a thread that where people were complaining that accuracy was too high for AI and getting headshots at 300M like i was. And that setting your own AI difficulty wasn't doing much. In that thread people were turning down AI skill to really low values like 0.01 in their scripts. So here is where Escape might come in. I am assuming that changing Escapes difficulty to Cadet, Easy, etc is changing all AI difficulty regardless of what I might set my personal difficulty to. Is that true? I dont have the game in front of me but I will try and experiment with it when I get home. As of now, Escape is unplayable with 2 people. I've played in bigger groups and its way easier to complete the game, whereas playing with 2 people, i have a success rate of 1 out of 20+ games. Since the update, I cannot get more than 1 kilometer from the prison before my team is killed.
  7. winter_mute_

    co10 Escape

    Just curious if anyone has seen the AI difficulty shoot up to a much harder level after the Law of War update? Even though I set AI difficulty to pretty low levels (skill: 0.4, and Accuracy: .20) and have Escape set at cadet difficulty, AI is extremely accurate. I only play with one other person, so we have to set the difficulty really low or we wont escape the prison most times. The game was hard before for us 2 but after the update, AI are getting headshot from 2-300 meters which was not happening before. I asked around in other forums if people saw any difference in arma, but got no responses, so I'm wondering if this is just specific to the Escape games.
  8. winter_mute_

    Tweaked: Tactical Ping icon and sound

    I put in a ticket for this issue https://feedback.bistudio.com/T126664
  9. The new update has changed the tactical ping from a big red circle to a very small yellow circle. Its impossible to see because most of the grasses or ground seem to be in the green and yellow range. I was using it friends and they all had trouble seeing it. Even when I placed it, i could hardly see it. Is there a way to mod this or change the color somehow?
  10. winter_mute_

    co10 Escape

    It's possibly 1.7. I dont remember. I only play Escape in Arma and thats all I play so it was definitely in one of the versions.
  11. winter_mute_

    co10 Escape

    Been loving the 1.9 build with all the new roadblock, ammo depot and comm center configurations. I'm curious about a couple things. It seems like on tanoa no civilian airplanes spawn at the airports anymore, which is quite important for a map that has multiple islands and a need to cross them. Any chance you can up the chance of them spawning at airports. Civilian airplanes add a great dynamic as you never know if you are going to get shot down when you land on another islands airport, plus you have no guns. great fun! Also seems like there are some difference as far as how weapons and equipment spawn between different maps/mods. For example, if I play vanilla Tanoa, a lot of soldiers may have lots of smoke grenades on them, but if I play the CUP version of Tanoa, almost no one has smokes or scopes, including sniper rifles which really sucks. Are these just idiosyncrasies of the individual mods/non mods/soldier units or something that you guys are programming in?
  12. winter_mute_

    co10 Escape

    I only play escape on my own computer and have 1 or 2 other people playing with me. I dont have any problems playing. With the latest edge build on Malden, I did have one issue with the evac choppers not showing up when i dropped multiple smoke grenades. I went to a nearby comcenter (not the same one i used before) and was able to get a new evac location and popped smokes and all was fine. The first location, I didnt not get the evac message, however on the second time, I did get it.
  13. winter_mute_

    co10 Escape

    Does anyone find that Malden plays a little different? I play with the 1-3 player setting and was swarmed by enemy. at one point there were probably 20 AI surrounding me. It happened to me a few times last night. Also the amount of vehicles seems higher. I saw 3 ifrits together on a city. A vehicle seemed to be dispatched every time we were seen.
  14. winter_mute_

    co10 Escape

    I'm still having problems with the Extract locations appearing on the bottom left of the map even with using the most current version. I do set my extraction points to close and not random.
  15. winter_mute_

    Flying fixed wings after update - issues

    If you are using a throttle (not keyboard) try removing the increase/decrease thrust key bindings and just use analogue. I had the same behavior until i removed them. Now my throttle stays at a steady number in any position, and i can increment the throttle by just a few numbers with slight moves.
  16. winter_mute_

    co10 Escape

    Anyone have issues with the AI shooting through the Hescos (cell wall boxes) gaps. I played the last couple of nights and they were killing me every round. The gaps are pretty small most of the time, but they have laser aim (sometimes the gaps are huge, but not in these instances). It might not be an issue if you star with a large group (4 or more players) but if you have a team of two, which is what i usually play, its way to hard to even leave the cell.
  17. winter_mute_

    co10 Escape

    Did you turn down the chopper setting in the parameter? If you turn it down he wont fire as quick, mostly just searching. He wont fire unless you fire on him. However I have seen cases where he does become aggressive if there is a big firefight going on, but could possibly be due to ricochets going in the direction of the chopper.
  18. winter_mute_

    co10 Escape

    I have another bug for you. When exiting the jail compound, if i turn left and hug the hescos, I will die for no reason. It doesnt happen every time, but I've died probably 4 or 5 times in the last 20 plays. I am not walking over the campfire and I've died even after clearing out all the enemy so it cant be a shot i didnt hear. The person I have played with has also died a few times.
  19. winter_mute_

    co10 Escape

    oh shoot! If i edit it, i should not repack it? Just play it unpacked?
  20. winter_mute_

    co10 Escape

    I have edited the backpack to have better guns, and I changed the default preferences/settings to always start with the settings I picked. (i changed things like AI spawn, medium, maps show icon with type, reduced artillery) I didnt change anything else.
  21. winter_mute_

    co10 Escape

    Possible Bug?: After I hijack/hack the terminal the evac icon appears on the map but it is on the very edge of the map in the water. Obviously if i could get to it, i wouldn't need a helicopter pickup. Anyone else seeing this? Im using version 1.8.0
  22. winter_mute_

    co10 Escape

    Hey, I played on the Flava server the other day and I noticed that enemies had a white/yellow/red marker under their feet for easier detection. I loved it. What is this mod called and is this version on the bleeding edge releases? Would love to use it or add it to the versions I play privately with friends. Thanks!
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