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Multiplayer Questions in General
Varis replied to Doesnt Matter Much's topic in ARMA 3 - MULTIPLAYER
4. I've bumped into spontaneous teams on European KotH servers. Actually the teamplay has even been above the bar in MP gaming. Just mute the brainless baboons that seem to clutter every game and you're fine. But TBH if you want organized voice then you join a group basically. 4a. Zerty's Mod/Jammy Warfare does mechanized infantry quite well. You can find my combined arms PvP thread from last year or so if you look around a bit. 6. Keep looking - the offering is VERY varied and you'll have a number of near-misses before you find just the right group/mode again. ARMA is something that grows on you over a long time. -
Maybe it's the sad developments after BF2 that pushed me towards ARMA. A2 was on my radar years ago but never felt the final urge to try it out, perhaps the genre's reputation is not quite as welcoming to the public as it should. Then they started hyping A3, and I was interested, but kind of never noticed a sale or something to pull me in. Until 2 years ago when they went for Humblebundle... soon I had all the DLCs and now even have a 2nd copy of Apex Edition just in case. ARMA is something which grows on you slowly - you do hit plateaus working through what the community and the sandbox model can offer you. I'm still to try out the custom mission/milsim side. Coming more from a mainstream PvP background, there's always been some jewels to be found at the bottom if you keep prospecting and digging long enough.
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Will There Ever be a Fix for Tracked Vehicle Analog Steering?
Varis replied to kronovan's topic in ARMA 3 - GENERAL
I don't think tracked vehicles are challenging to maneuver in MP - some of them like the Nyx have considerable oversteer or sliding, which makes things worse, but it's not a big enough issue to affect balancing. Tracked vehicles are well countered by shoulder launched weapons in many scenarios. Once you have decent pedals, you start feeling sad there is no usable analog control for the tracked (and other?) vehicles. Would do wonders for immersion. My pedals + throttle work well enough for helicopters... -
Varis started following ARMA3 for complete newbies
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Hi, I have close to 800 hours in ARMA myself but here's the situation: We're having a little LAN at work and to my surprise ARMA3 is getting some votes in the game selection (#2 just after Overwatch). This raises the challenge how to run ARMA as a one-shot thing with people who likely are completely new to the game. The Bootcamp can be great in introducing the very basics but we're talking of quite busy people who might not have the time to go through anything like that on their own. They are more or less gamers and generally bright people so they might pick up things quick on the go - most of them I don't know that well however to assess their exact capability. Everybody being in the same room and focusing on the game can help too. Was thinking of writing a little info blurb with just a few pointers how this game is different from your regular shooter and pointing them to the Bootcamp so some at least can pick up things beforehand and educate the others. Also making it co-op removes much of the skill gap and can provide for a nice change of pace in the LAN. Keeping it simple is a must, then again multicrew vehicles is something where ARMA shines and just driving and fooling around in a ground vehicle is quite easy and fun to do. I would think Zeus mode, or can I find fun missions that are easy to set up and easy to play for total newbies? Zeus would provide the advantage of adapting on the fly and setting both the content+challenge level to group specifications. I do have experience with the editor but I'm new to Zeus myself, I've been glancing at it and thinking it's a great tool - I used to play it while I was new - but the time to prepare is very short now. We could make it a simple scenario in semi-open terrain + towns, most probably Altis as that's the map most familiar to me and it's commonly played, also very different locations available. Assuming 7-8 players I'd break it into 3 fire teams: motorized recon (1-3 experienced players), an armored component (eg. tigris, MBT, APC with 2 or 3 people), motorized rifle squad (everybody else, mostly newbies). There's probably around 2-3 hours we can spend on the whole experience. Running Zerty's Mod with the right settings could be an idea, as I'm familiar with the mode and it exposes much of the game. We'd be taking over one town after the other and building our force. The enemies mostly would be stupid bots with some vehicle support (they would have APC etc). This way everyone would get to play and there would be a challenge to rise to, the experienced players would pull more of the game though. The challenge wouldn't really scale up but it's a short exercise anyway and in just a couple of hours we could get to running around with various ground vehicles or even commanding bots (it gets tricky in this territory though). Zerty's has a couple of its own mechanisms like factories with build queues, town mechanics, economy and bases so some people involved could get bogged down by those (IMO you could mostly just ignore them and tail the rest of the group). In terms of training, I think we need to cover: The basics of handling the game (gear selection, context menu, what to expect) How to operate with infantry (using cover, stances, locating enemies or rather the difficulty of it) How to hit things with firearms (eg. holding shift, selecting your engagement range, weapon types, bullet drop/zeroing, short bursts) Any special roles people want to try out (sniper weapons, ATGM, vehicle gunners) I will need to have another look at the WarMachine mode as that might provide just what we need, but in a more simple format. Any other ideas, concerns or suggestions?
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Try KotH infantry servers to get a hang of flying transport tasks and surviving under small arms fire (7.62mm machine guns mostly).
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The EUTW server may also have improved somewhat thanks to a retuning of the economics. While the previous Lite layouts were devoid of almost any kind of heavy vehicle, I recently played in a match that apparently had been going on for a while - and vehicle support was almost constant on both sides, ranging from APCs to even some tanks and helicopters.
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To me it always felt that doorways are the strange thing. Then again, it could be that backpack and launcher too?
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How well can you jump if you're carrying A combat helmet and night vision goggles A full ghillie suit and a combat/carrying vest A large backpack A light machine gun With 2 boxes of spare ammunition An anti-tank launcher with 2 missiles A couple of grenades Mechanic's tools for on the field repairs Three sets of bandages and some other medical supplies Would imagine there's some rations and drinks as well not modelled in the game Oh yes I remember the bunny hopping days from Battlefield 2 as well
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How do i get my own server up'n'running?
Varis replied to NiKeMaN's topic in ARMA 3 - SERVERS & ADMINISTRATION
Do you have a mission file for that? If not and it's a public server, why not put something new and interesting like WarMachine or Advanced Fierce Combat System (!) on it? -
Is there a disadvantage to selecting a Missile specialist?
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The essence of ARMA and how it provides value to the player
Varis replied to Varis's topic in ARMA 3 - GENERAL
Hilarious that the image worked (after much hair-pulling) just a couple of hours ago. Here's a backup in case it doesn't come back: https://imgur.com/LJzrYGd ARMA forum. -
The essence of ARMA and how it provides value to the player
Varis posted a topic in ARMA 3 - GENERAL
Just some thoughts. With my 600+ hours in ARMA, I often wonder WTH is it that I am playing or developing. I get a strong impression that ARMA is unique, even with all the similarities to some other gaming software. Perhaps BI is decades ahead in its business model and in the future other companies will copy it and be much more successful. Not sure if I yet dare to ask the question what ARMA is really about. Many of you have probably long since abandoned the idea that ARMA is a game. It's not a platform either. Without further ado, here's ARMA as a gaming software stack: Some of you may notice a similarity to the ISO/OSI network model. Maybe fittingly, in the 80's we had maybe just 3 layers or so, and still in many cases some are omitted or fused together. Like BI here does several jobs at the moment. -
Updated the source code link above to a slightly more fixed version in case somebody actually wants to run it. Tested it for a short bit as blufor, fewer issues though the reward for town capture was broken so remember to set some extra funds All the interesting code is currently in Dropbox. GitHub now has a source tree + Kanban board + project which may be informative down the road (obviously not everything will be recorded in issues). At the moment the sources in GitHub are just the baseline from Zerty's mod. Code from the master branch is always supposed to be semi-stable and if you don't have deep software engineering skills is probably what you want. Development work would happen in the three other branches. https://github.com/VarisA3/BECTI-DYN
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king of the hill KOTH reset to level 1?
Varis replied to Johny_s1krr's topic in ARMA 3 - MULTIPLAYER
You'll be back to lvl30 before you know it. Good to really learn some of those old guns too :-P Go play CTI / EUTW or BECTI/Zerty's mod if you don't like resets...- 1 reply
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Air research is worked into a 4-step branch instead of just 1 step. This allows rocket helicopters early into the game, also UAV comes more in the mid-game, while the heavier stuff requires more time and money than in the mainline version. I have a pretty solid vision WRT helicopters but jets and UAV will probably get reworked a bit. I initially thought level 2 would be "light jets + UAV" but we don't seem to have much in the way of light jets - most jets in the game are actually pretty powerful. With UAV the Zertymod community has seen quite a bit of breakage in the meta so they may require additional thought as well. As always this is a Work In Progress and isn't even implemented for OPFOR yet because it will change based on feedback etc. But this could be a straightforward improvement even in the Zertymod mainline as it allows low-tier air units into the game. There is some work in air unit pricing but more essential in my mind are changes on the AA side. AA threats need to be reduced - one idea is that teams would need to maintain stratified Air Defense Networks (ie. various tiers of AA units active to counter various tiers of threats that are operational or coming with the enemy's next step of research) - so this would take more money and effort than currently. However I would like to provide a larger selection of AA units and technology - there would be a cannon-only AA tank and the AA nyx has been made available in the main heavy factory tree - its powerful AA missiles are required to counter UAV/jet threats in Zertymod. It's very difficult to add new vehicles without requiring players to install any mods. More effective air can make the game balance volatile because the better team could leverage their economic advantage with aggressive use of air. Also I'd like a faster escalation into the mid game as it's where BECTI/Zertymod seems to shine. There are some tweaks currently - eg. a less dramatic effect from town occupation while denying income in enemy towns remains a possible strategy even in the late game - but some of the issues can probably be addressed by just changing the server parameters that are already available in the mainline code. A number of defaults and options are changed just to better facilitate testing (ATM want to get attack helicopters in the air quickly etc). There is a new marker for the priority town/priority zone (also one for town activation zone). There is a +10% bonus on all rewards (kills and captures) when the player is in this zone. The mainline just implemented what they call dynamic tasks which could offer better functionality - I haven't yet had the time to check out what they do in practice. Also this functionality created much of the breakage I think, so I might remove the priority zone from my codebase but add the bonus mechanisms later if needed. In the current dev version some vehicles such as marid and qi-lin are added to the flag shops in towns. This allows more intense frontline action but could be also used to bring less used vehicles into the meta. Another idea is creating different player teams - ones with a high AI cap like currently and ones with a much lower cap (eg. 2 or 4 AI units) but which would have various bonuses. This would allow marketing the mode to players currently outside of the CTI playerbase as the gameplay would be slightly closer to what they have currently and the learning curve would be a bit reduced. Probably they are not so interested in AI commanding or the strategic aspect - but a BECTI environment provides plenty of accessible combined arms action as well, possibly more than any other mode I've seen in ARMA3. If the project gets really serious this could be a necessary approach since it allows creating of a new meaningful playerbase. However there are several different options in implementing this feature and probably we already have some CTI modes which have taken this approach? There is a good bunch of other experimentation, in quality of life things, AI, documentation updates etc. These are fairly minor in the large picture and often just of a temporary nature. The ~full changelog is included in the files (and ingame), together with some of the main known bugs. I'm currently reorganizing and it might take a couple of weeks before I have something sensible up in GitHub for curious souls to actually try out. Would be happy to read your thoughts in the meanwhile