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winter_mute_

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Everything posted by winter_mute_

  1. winter_mute_

    co10 Escape

    I one time played a modded version of Escape that had civilian airplanes that spawned at airports. It actually added a lot to the gameplay. Some maps really do need it because either map size or because sometimes boats dont spawn on islands that have no bridge. Also it's one hell of a thrill ride to fly around with all those AA troops out there and to also land on at an airport that might have troops on it.
  2. winter_mute_

    co10 Escape

    well shoot. ive been playing escape for years and now im just learning about this!. I'll definitely have to comment out some stuff too. i feel the drone is too OP now.
  3. winter_mute_

    co10 Escape

    Anyone else dying from random rockets to your vehicle? It just seems if you play against a faction that has guided rockets. you can be far away from someone and there is no chance to survive. Even if you think you are undetected flying through a field 500 meters away from a town where someone might spawn.. then boom, you are dead.
  4. winter_mute_

    co10 Escape

    Thanks! didn't know we had access to that. Chernarus looks great and escape plays well on it. It would be nice if we could use the enemy soldiers clothes. It's cold out there and their parkas look warm.
  5. winter_mute_

    co10 Escape

    Neo, great work on Chernarus Winter! Hoping you can include a mission for it for Escape! thanks!
  6. winter_mute_

    co10 Escape

    Thought I would share an intense run in with an Apache. In my experience playing the mission on the lowest settings, there is like a 5% chance a gunship will be called in. So when this Apache started attacking, I had no idea what it was. Thought it was the IFV that was called out but the rounds quickly became apparent that it was something else. Good thing he didn't use rockets or missiles....but he might have used rockets..cant really tell. We survived the attack and Escaped Esseker. And yes we were screaming like girls during the attack. We thought it was over. View the clip here: https://streamable.com/z1vzi
  7. winter_mute_

    co10 Escape

    Neo, I am using 1.10 dev129. Have experience this RHS bug for a few different versions of 1.10. I looked at my RPT but couldnt figure out which error was causing the problem. My RPT is here: https://pastebin.com/L4pKTAtz
  8. winter_mute_

    co10 Escape

    Anyone working on a mission for Rosche, Germany? Also does anyone have any problems with guards not spawning at the prison in the latest dev builds for RHS only? I have it set to to the 1-3 player configuration (forgot the setting name) and I havent seen prison guards for a few months.
  9. winter_mute_

    co10 Escape

    I host the game on my local machine. There are always civilians driving cars. Some times there are tons of cars sometimes not very many. Are you at least seeing wrecked cars? Because civilians always wreck into something which you can fix if you have the tool kit.
  10. winter_mute_

    co10 Escape

    I only ever play with two. We will win about 1 out of 5 attempts. Here are some tips how to win with 1 or 2 players. 1. turn your time to fast time, so you can play in the dark.start in the day, end in the night. it gives you a huge advantage as long as you have night vision. Some maps are for some reason are super bright at night and dont need night vision (lythium). 2. obviously, helmets and armor are going to help you. Without it one shot to the dome and you are done. 3. Take the back way. Use forrests even if its slower or out of the way.If you use roads, be ready turn around quickly because roadblocks. 4. Silencers are a huge advantage. Get to the ammo depots and look for those silencers. 5. Plan every attack when hitting the bases. If you dont see any cover such as ridges, houses, big rocks, big trees avoid it. A base in the open field will stomp you dead. Find and kill all static gunners first. 6. Leave the area quickly once you finish a firefight. It is escape arma, not linger in arma. Especially at the ammo sites, I have died so many times when i take my time. It's better to have one person on look out because they will be coming.
  11. winter_mute_

    co10 Escape

    Neo, I think i tracked it down to when the mission is RHS RU vs US/USMC. It seems to throw an error in game when creating the RHS G36. I have pasted it here https://pastebin.com/b0seb5fb and here https://pastebin.com/95imsC0B
  12. winter_mute_

    co10 Escape

    hey, I played some new maps this week fallujah and abramia. There didnt seem to be any guards at the prison on start. Played it multiple times and they never spawned. Was play 1.9.
  13. winter_mute_

    co10 Escape

    been noticing that rescue choppers now turn off the engines when they land in the latest build. So far so good, it costs a bit extra time when you sit there and nothing happens and then they start up. Could be deadly if you are trying to get out fast.
  14. winter_mute_

    co10 Escape

    yeah thats a tough one. I made a version for Taviana which has alot of objects int he road and cars will drive super fast straight into the object and blow up. it can get crazy.
  15. winter_mute_

    co10 Escape

    One other comment about the new 1.9.x version. Playing as RU, i noticed when I called a contact (contact 300 Meters, 015), I could hear myself speak, however I got no text message (bottom left) that displays and translates contact info. It does display the messages for my teammate. Any idea how to fix this?
  16. winter_mute_

    co10 Escape

    There was a change in AI from Bohemia and I believe that Neo changed the code to make it easier at the cadet level. I cant remember which version had the change though. What was happening was I was getting head shot with one shot from 300 meters. I usually only play with one other person, so this was devastating for gameplay. I've played with teams of 8 and this is not an issue with large teams because someone can always save you while the rest of the team can continue fighting. If you go back and look for my comments, you might find where Neo/Scruffy updated it to be easier. However it seems to have returned but will do some testing again for the newest version. Neo/Scruffy: I'm really loving the changes you made to the latest version (1.9.x RC) 4/5/18. The new prisons are fantastic and dont suffer from what the tin shack was doing before. Also adding the "somewhere in XXXX" after you escape the prison area is nice polish and feels better. It used to lag for me when the game starts and all the AI is spawning and fighting, now it doesnt. Thank you for those changes and hard work you guys do. Now I am not certain, but I might be seeing the problems zeep is seeing. First it seems people are head shotting, or should i say face shotting since im wearing a helmet, in just one or two bullets from the AI at the cadet level. It seems to be happening very frequently. And I am not certain this is related to that, but last night, I was about 250 meters aiming at the static gunner on the com-center big tower undetected. As soon as i shot with my silenced weapon, and before the bullet landed near him, he did a near 90 degree turn then fired and killed me. That is some super spidey sense right there. I can see that happening at a higher difficulty but at cadet and with a silenced weapon? Give me a break! One other thing like zeep said above, there seems to be some crazy spawning going on. I was playing Lythium out in the middle of nowhere in the mountains. all difficulties for patrols set to cadet, low, small etc. And there were about 5 different patrols that attacked in that area within about 3 minutes. While it keeps me on my toes, it does seem to be different behavior from what 1.8.x was doing. Usually at the most i might encounter 2 groups, but 5 seemed excessive. Anyway, thanks again for those updates!
  17. winter_mute_

    co10 Escape

    Hi, I have ported the latest dev mission over to Taviana and trying to get gameplay to feel a little better. I have a couple of questions. 1. Because of the large amount of cities or villages, I have placed a lot of village markers. Is there a limit to the amount of village markers before you start to see some bad performance? 2. From the post explaining how to port: "You can place a single big marker or a bunch of smaller ones to cover a bigger city. If you want to confine the patrols to the inner part, make it smaller, if it's larger they will also patrol around the city." Taviana has a couple big cities but they are still feeling quite empty. For big cities should i put multiple village markers instead of one giant one? My goal here is to have a big city have a larger amount of troops in it even if the patrol or amount of enemy settings are set to low. Right now playing on low settings, I might encounter 3 or 4 troops in a very big city. 3. Is it possible to place troops on bridges? Taviana has a few big bridges, but not sure if the editor will just dump them on the water, or high up on the bridge. thanks!
  18. winter_mute_

    co10 Escape

    Any chance we can get the small tin shed bass from the development built?
  19. winter_mute_

    co10 Escape

    Any chance we can get the map Kobbvattn on escape? Seems pretty nice looking https://steamcommunity.com/sharedfiles/filedetails/?id=1161282110&searchtext=
  20. winter_mute_

    co10 Escape

    Yeah i have experienced the same thing. If the alarm has gone off, I have seen soldiers walk straight through the gate and kill us. I have also seen two enemy stick their head and guns through the wall and fire as well. One other weird thing is that the chopper seems to hover really really close and not breaking off at all. It seemed before that the chopper would see us but have a bigger circling pattern, whereas the new version has the chopper basically hovering over us or within a 25 meter circle. really close!
  21. winter_mute_

    co10 Escape

    I played the latest build of Tanoa CUP SLA vs USMC on cadet and it looks like the AI are now less accurate and the spotting distance or time is now a lot lower. It was still a bit harder but much closer to their previous state before the lastest Arma update. Thanks for fixing that. i will try out Malden tonight, but Malden is one hell of a map to escape from. The number of spawn points for enemy is crazy. One thing that might be different is when you pick up the backpack inside the prison the alarm goes off. I remember the alarm going off only when you open the door to the prison. One problem with this is when you are in the new smaller prison (fence door, 2 windows, corrugated steel) it makes the enemy aggressive right away and they can shoot through the door and kill you before you are able to equip a pistol. Sometimes the enemy is not near the door but a couple times they were and ended the match real quick. It would be nice if the alarm went off only when the prison door opened.
  22. winter_mute_

    co10 Escape

    Thanks! I will test this tonight and report back. I also lol'ed at "Experimental lobotomy performed on AI." in the changelog.
  23. winter_mute_

    co10 Escape

    yeah i dont think any changes need to happen other than to tweak the settings. Every time I have played in a group being hosted on a dedicated server, the settings have always been set to Normal. I would think that maybe only Cadet and possibly Easy needs to be tweaked. I looked into the SQM file and tried changing the settings for it, but I didnt see any change to the AI. It was the first time that I've tried changing a sqm file so i could have possibly just done it wrong and it had no effect on the mission. It seems that Cadet, Easy, Normal, etc are all given a value. That value is then used to mulitply against the AI sub skills which have their own value. All the AI skills listed here: AI sub skills.
  24. winter_mute_

    co10 Escape

    Chernarus is almost unplayable because the big open fields and the longer spotting distances of the AI. Malden is unplayable because of the number of spawn points on that island. You try and get away and some new spawned troops see you right away. Bring in the presence of a helicopter on both maps and its not fun. Tanoa has been playable because I can escape into the jungle, but if you for one second pop out for a second with a clear view towards an enemy, forget it. They shoot right away. One new thing I noticed is that the AI started shooting through gaps in the walls in the prison again. For some reason this was happening in 1.7 and seemed to stop somewhere during 1.8. When they were doing this, it was stupid and not even fun. But because of the superhuman spotting with the new update, they are again firing through the gaps. I HATE IT. NeoArmageddon and Scruffy can you please investigate the difficulty settings. Playing with groups of 3+ has a significant difference versus playing with 1 or 2 people. I have my own game difficulty settings set to 0.0....yes ZERO. and I even have reduced damage set to on now, just so i can attempt to play Escape. But obviously this has no effect on the AI. I am playing on Cadet too. To me the game has changed drastically and its becoming not fun to play anymore.
  25. winter_mute_

    co10 Escape

    I've actually been playing Cup (SLA vs USMC) malden and also Tanoa.
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