Jump to content

Martinj77

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About Martinj77

  • Rank
    Rookie
  1. Martinj77

    [MP][CTI-COOP] Liberation (continued)

    *facepalm lol. that makes that a lot easier. it never crossed my mind to do that. one thing i just noticed in regard of the logistics. on server reset when we come back in some of the missions get hung up and freeze and when i hit abort it hangs saying aborting time 1 minute. I'll keep an eye on it and let you know if it happens us again.
  2. Martinj77

    [MP][CTI-COOP] Liberation (continued)

    First off you can only use the production menu at the fob and you can only use that menu if your the commander or you have the right permissions. Secondly you have to keep constantly switching between it and the logistics menu trying to remember what is producing what. so if someone joins thats not the commander how are they going to know whats producing what without driving all over the map. any marks you write on the map get wiped with a server restart so its kinda impossible to keep track of everything and whats doing what. especially once you start to take a lot of towns.
  3. Martinj77

    [MP][CTI-COOP] Liberation (continued)

    Hey some feedback from myself and a few friends who have been playing most of the week. - The resource system is a nice new addition. It bring's alot of new game play aspects but it started to get really tedious to use after a few play sessions. - We could do with some markers for towns. we keep having to mark the towns to remember what the are producing and when the server gets reset its back to square one. - Setting up a town to produce stuff is also a headache if the right amounts dont spawn there ( maybe 200 of each guaranteed spawn so you can set up after capture and move on without having to haul 1 crate 2km) - The logistics system works well. If it could display what resources are in a location when you have selected it that would make it 100% easier to use. - As stated above the start is a little wonky and getting established can be a pain. airdropping a truck would be nice. - Over all good system but the option to set up some sort of passive income would be nice, after a few sessions people just didn't want to haul stuff anymore. Even a parameter to set the time it takes captured areas to produce crates or what a crate is worth might help. - The salvage building seems to despawn on server restart for some reason. - Overall there just seems to be a little bit too much work for a small group to do and its work that doesn't add any sort of gameplay enjoyment. i get that you guys are play in a milsim environment and like stuff to be as real as possible but i never felt this mission was originally designed to be that. you could make it more casual or more realistic. - Im very happy that you have taken over the mission as i fell like its one of the best pve missions added to date and i feel it has a lot more to offer so keep up the good work.
×