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CaptainDawson

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  1. CaptainDawson

    Warlords

    @vikingbjorn thank you, you have perfectly summed up how we feel about Redux. Now everything has been discussed and rediscussed at this point. It's pretty clear that the current Redux is not going to cut it without some significant changes. My last few things to say on Redux, adding to what @vikingbjorn said, is that removing the Arsenal would be the end of Warlords' popularity. Honestly Warlords lacks the appeal it had when it was originally released. When Warlords first came out, it was as it should be: Everyone could choose how they wanted to fight, and work out a strategy to fight as a team. Then some people realized that some stategies were excessively overpowed and started spamming that one tactic. Mostly spawn camping certain sectors like AAC. Now that everyone knows most spammy tactics, both teams are dominated by a few expert players who massacre everything using unrealistic tactics. Yes I am one of those players. Yesterday I mowed down a platoons worth of armored vehicles by teleporting back and forth near their paradrop locations with a Bergen and Vorona. Because this is how you get ahead in the game, counter spam with spam. Redux will fix this, but at what cost? IMO, changing the base and sector layout and countering spammy tactics is all that is needed to make Warlords unpredictable again. Players already know what to do, the same old thing every single game. Same spawn camp AAC, same Rhino ripplefire spam, and same Neophon mow down AI with HE rockets. Limiting the use of the ammo truck (single use), Rhino (timed reload, several minutes to reload ATGMs), and Airplanes (limit time they can fly or better yet, disable reload) is far better than simply increasing the prices to match the players complaints. Before writing me off, please consider my argument! Example: Navid is a single-use weapon on KOTH instead of increased permanent buy cost for a reason! Endgame vehicles like Rhino and planes NEED to have a counter, they can't be allowed to operate unhindered for the whole match! Let us play on more equal footing, force players to make a new strategy as a team on an alternate map layout. Instead of having to deal with one-sided air spam and constant camping. Nobody wants a beat down they cant fight back against, you see the player numbers go down as soon as this happens. We want it to be like when it first came out: Discovering new tactics and strategies to win, not the same thing over and over again. Redux has a many great additions, but the real problems are not only not adressed, but arguably made worse. If a T-140 comes into a Blufor sector without warning, there is literally almost nothing they can do. No easy access to AT. No one brought AT because they didn't find them or not enough CP? Blufor now lacks Vorona, huge disadvantage when going against tanks! Paradrop launcher crate? Now the tank can easily spot them. Arsenal is what allows players to switch roles and customize their experience. I understand the removal is to counter exploit of it, but most will agree after the security changes, hacking and exploiting has become fairly rare. The arsenal is one the the places Warlords shines! Warlords does not need a massive overhaul. It needs only for the spam tactics to be eliminated. Change the sector and base layout, it does not take a genius to see that Blufor is getting unfairly camped at AAC nearly every single match and that the war on Anthrakia is extremely predictable. Randomized sectors is great, though hiding the enemy's progress might be a bit too far. There are so many cool vehicles and game mechanics that are yet untapped in Warlords. Warlords is awesome and has so much potential, we just need players to have a reason to play it again! Thank you @Jezuro for all your work on this project, I hope that whatever solution you come to it will restore Warlords to its full potential.
  2. CaptainDawson

    Warlords

    @Jezuro , got a few people on the server last night to do a quick trial. I still need to test a few things with vehicles, just to see if I can find any bugs. Here are my thoughts: AI: The AI are more challenging than the stock Warlords. I personally think this is great, it makes capping sectors a little more nuanced than simply mowing down helpless AI. There are 3 problems with this however. 1. There are still WAY too many AIs considering their skill and accuracy increase. I know Warlords is not canon in the Armaverse, but let's be real. AAF currently have more AI than the entire realistic population of Altis. The current amount of AI between Telos, Lakka Factory, Neochori, Kavala, Georgios, and Nidasos should be their ENTIRE manpower. Please consider keeping the skill the same, but reducing the amount of AI significantly. I suggest removing one third to one half of the current AI to make up for the increased skill. Move a fair portion of those AI into buildings, either starting position inside or locked in with DisableAi "PATH" command. These two things combined would not only make sector caps quicker, but also increase the immersion and encourage real tactics besides mowing down everything with a HMG car. 2. The extra sectors combined with the AI skill will make the game take LONGER. This is definitely a bad thing. The longer the game, the more players give up and leave. Team balance parameter and disabled team switch means the player numbers can decline quickly once the game gets to a point where one side has an advantage, because new players will not want to play on the losing side. If new players happen to join on the losing side and are getting seal clubbed, they can't switch teams now, so they will just leave and go play fortnite. Shorter game can be easily attained by reducing the sectors and/or decreasing the amount of AI. 3. Many players (mostly new players) will not like the increased AI difficulty, considering that there are literally thousands of AI. We already have players who don't know what they're doing, logging into Warlords without ever playing the SP campaign or any of the training tutorials. That's not our fault, but having some way for players to learn the basics of Warlords in game would be great. And again, decreasing amount of AI would help this. Balance: Starting players on the Opfor slot list is VERY effective. I had a friend who is new to Arma play, and he went on Opfor despite wanting to play with me on Blufor. He didn't even realize how to switch teams, but of course once I told him he couldn't switch because of the team switch parameter. While it can potentially be very annoying at first, I think this is a good addition. Preventing cheaters from switching teams once they know where everything is is important. Having some of the noobs spread onto Opfor means we probably won't have to deal with situations where Opfor is stacked with veterans while Blufor is 95% new players like we do now. Of course, players who wanted to play on Blufor and find themselves locked to Opfor will inevitably rage quit sometimes lol. Contested sector teleports: Adding a bigger teleport spawn area on contested sector is nice, but I noticed that when you fast travel to contested sector, you always spawn on the same side regardless of what sector you teleported from. I can imagine when redux goes live, it won't take long for campers to discover that everyone spawns in the same side of the sector. Possible solution to prevent camping, increase size of the restricted zones for the rest of the sectors. I see some sectors like Oreokastro have already been increased. Asked some players about their experiences: We have 1.5 or 2km view distance on Redux instead of 4km on default Warlords, they want 4km back. Instant rearm for vehicles, should at least take a little bit time (I suggest at least one or two minutes for realism) Once in a tank, sectors are extremely easy to capture, leading to a very big difference between infantry and vehicle capping since AI are more skilled. Again, AI need to do more than stand there and be mowed down. Meta of mowing down AI with a HMG cal vehicle can be fixed by putting at least a few AI to garrison buildings. No briefings for novices. In may people's opinion we need a concise briefing for new players to at least understand the basics of the game. We are sick of saying "Hold I to fast travel, click Strategy, click Fast Travel" in side chat for the entire game. White name hard to see on map There is an issue (which I haven't confirmed) that the Xi'an AI pilot does not exit on landing, preventing the player from flying the Xi'an. They still don't like the night (I suggested accelerated night but regular time day, they liked it. Another suggestion, start in very early morning with real time to allow more daytime fighting) They don't like the rain (random weather is nice addition, but when it's continuously bad weather it gets annoying. One game I played it was night and raining for a significant amount of time. Maybe add parameter for maximum time length of fog/rain) According to random noob, it's "not very fun". Presumably because it is hard to learn Warlords without help and he keeps dying. Some say Redux is still better, some others say the original Warlords is better.
  3. CaptainDawson

    Warlords

    To be a little more specific, the Redux server is [EU] #11. Currently at 0 players... I guess I gotta get a discord squad together if I don't want to play by myself
  4. CaptainDawson

    Warlords

    I agree. While I still think vests, backpacks, and helmets should stay faction limited, Blufor will really be at a disadvantage if they don't have access to some of the most powerful weapons. The fact that Blufor does not have the Vorona is not the main problem though, the problem is that Opfor has better armored vehicles altogether! Without the Vorona, it will be very difficult to kill things like the T-140K seeing as the lag and dsync issues can really make the Titan useless compared to the Vorona in many scenarios. The Vorona also is the only man-portable weapon that can feasibly destroy tanks while they are dropping by parachute. A very big advantage as I have found out! To say that the game takes place in the year 2035 but give NATO an outdated variant of the Merkava without Active Protection Systems is a bit ridiculous. There are Merkavas with Trophy APS that can defend against ATGMs and AT shells, seems like that would be a reasonable thing to include on the in-game Slammer seeing as the real life Merkava it is based on one has it now in 2019. I have a mod downloaded that adds APS to the stock vehicles, it really adds purpose to the Slammer when it can no longer be one-shotted by Vorona. Fun fact, today's Merkava is fully capable of intercepting and destroying the Kornet missiles the Vorona is based on. Kind of funny to assume the Vorona could be carried by a single soldier as well, since the real life system needs a crew of two and is used on a tripod or vehicle mount, but maybe that's besides the point. Maybe it's time for some balance, I mean, do you think such a heavy AT weapon can be reloaded and ready to fire in literally 5 seconds? Assembly and preparation takes nearly a minute on the real life counterpart lol. It's been awhile since we've seen changes to the stock vehicles... I feel like it would not be unreasonable to expect more capable NATO vehicles and less spammy man-portable AT weapons. Opfor has ATGMs on its APC, and the T-140K has a secondary weapon that is basically as powerful as the Nato APCs main weapon! They have better mobility, even the Ifrit is faster than the Hunter and even has a smoke screen. Don't get me started on the helis and planes... I understand that there will never be a perfect balance between the two factions, but whatever we do, we need to avoid making the balance worse! Maybe even add A-143 to NATO for reduced price. We have so many awesome vehicles and assets in Arma that aren't being used in Warlords, and they have a lot of potential. Perhaps even add NATO and CSAT heavy artillery vehicles, but limit them to 3 shots only, 10 minute reload time, and only medium range radius. Cheap Greyhawk CAS drone limited to 2 missiles, single use? Hey giving Blufor CAS drones but not to Opfor could be a balance to the Opfor superiority even... We need more variability in terms of targets, tactics, and otherwise. It's currently very repetitive. When it gets to the point that Blufor doesn't even bother to spawn tanks or APCs because they know they can be destroyed so easily, you know we have a problem. Hey, maybe we can have access to some of the AAF and FIA assets on the NATO faction to at least add a little balance. In the campaign, NATO's ally FIA uses Gorgon APCs. FIA camo Gorgon on Blufor faction would be a nice addition and balance to CSAT's more powerful BTR. BTR can withstand up to 2 120mm APFSDS shells and it has access to 4 ATGMs which can each kill a tank in one shot. The NATO Marshal is severely lacking in comparison seeing as it cannot kill tanks yet can still be destroyed in a single hit by practically any AT weapon. Is there any way we can add the Gorgon, there is already a NATO camouflage you can unlock for it in-game with a script!
  5. CaptainDawson

    Warlords

    This. I completely agree. That seems reasonable, and with the randomized sectors we likely wont have to worry about airfield camping the way we do now.
  6. CaptainDawson

    Warlords

    Ok, how about this, don't know if anyone has mentioned this yet: Instead of basing the restricted zone off of the individual sectors, perhaps you could make the the limit a set distance radius from the most forward points facing the opposing team, while leaving the rest of the map open. For example, Blufor's limit of operations could be everything on their side of the map, but they are restricted from going farther than like 3 km from their most forward capture points. The limit would only be on the side towards the enemy, giving them a clue which way they should go. Something like this perhaps.
  7. CaptainDawson

    Warlords

    I will give it a try and get back to you. That's a good idea! I was not able to ever repair the Rhino though regardless of who called in the repair truck, so I assume there is some other problem... I will test again today though. Small thing to add, maybe the Rhino should be a bit cheaper if it can't ripple fire anymore? Now that we need to drive significant distances across the map it would be nice to have the Rhino more accessible, especially since Opfor's APCs, AA, and tanks almost all have a significant advantage in driving speed! Honestly I think a good idea would be to simply leave it the way it is in the current Warlords, but make the sector restricted areas larger and re position the sectors so that players cannot camp airfields and bases as easily. One of the most fun aspects of Warlords is being able to go behind enemy lines and recon, we just need a way to do this without players being able to exploit it. Keeping the awesome randomized sectors you've added while keeping the ability to go behind the lines could be workable if we can figure out how to stop spawn camping. One great way to stop camping: make it so they cannot call tanks OR supply boxes more than 2 km away from their front line! Idea: Use the restriction zone system from Redux to control where you can SPAWN units, not where your player can go. Deny the Bergen backpack, deny filling a vehicles inventory with extra AT missiles, and they can only carry up to 4 AT rounds on their person which is much more reasonable. Take away their supply line, and you will not have people sitting on an island sending a stream of missiles into AAC. Shouldn't have to be dealing with stuff like T-100s and Tigris on an inaccessible island near AAC! We want to still be able to do recon and amphibious landings behind enemy lines, but we need to be limited in our resources while in enemy territory. That would stop most camping IMO, and also bring new importance to the awesome transport and sling loading mechanics.
  8. CaptainDawson

    Warlords

    @Jezuro Early assessment from testing Redux (in case anyone didn't see it on the discord): I played a few matches with MaRii, Rollingace, and a few other players today, we tested stuff and coordinated between Opfor and Blufor to test theories. My main takeaways: There are a lot of good ideas in Redux, but there are also a lot of problems. Here is a bit of my early personal opinions on Warlords Redux: The Good: The new function for selecting and deleting vehicles and AI is a lot better than the current system. Different colors for different action menu selections is a nice touch. Random weather is a nice touch. Random bases and sectors is awesome. Not being able to spawn vehicles on player location unless you are in a captured sector. Not knowing where the enemy base is a cool idea. Notification that enemy is capturing one of your sectors is great. Selecting a sector far away takes a longer time to get there for vehicles, requiring vehicles to take more time to get there is a good addition. This is a good counter to the current meta of just spawning a Tigris or Cheetah right next to the enemy AI and just immediately mowing them down. AI is significantly more skilled. 5 minute cooldown on Ammo and Repair truck. I got 50-70 FPS, probably mostly because there were only 4 players, and the view distance was only like 1500m. Glitches: When you reset the sector, the boundaries are reset to what they were before. But if you happen to be outside that newly set boundary after the time of the reset, you don't die from being outside the zone, and you can literally go wherever you want inside the restricted zone! I drove to Opfor base, selected its sector, and then capped it in 30 seconds before they could even have time to react. Bases seemed to have no AI defense. Seeing as the enemy can sneak up on your base without you knowing until the last second, it would seem they need at least some form of AI defense. I could not for the life of me get the repair truck to work on the Rhino. It worked fine on the Slammer. Getting the reload and repair mechanics to work was very spotty even when following the on screen instructions to the letter. Balance: The first game we played, our first sector was AAC guarded by 3 tanks and APCs. We had no access to AT, so as you can imagine, capping that sector was kind of impossible without cheating. Trying to sneak past MBTs to steal an AI's Titan and shoot him without him noticing is really hard. If your game starts near Telos, and the noobs all vote for Telos, the game is effectively over at that point. No access to Arsenal OR Anti-Tank weapons, there is no way they will cap it in a reasonable amount of time. True you might grab one or two Titans from the AI, but if a noob misses his shots or wastes them, what else do you have to kill those tanks?? The sectors directly surrounding your base should not have any kind of AI tanks or vehicles. Regardless of where you teleport from, you always spawn on the same side of the contested sector. (At least every time I tried it.) While it is not always on the exact same spot, always spawning on the same side of the sector means spawn campers are going to do the exact same thing they're doing now. The Bad: AI is significantly more skilled, a good thing IMO, but it is to the point that some players will have a really hard time killing and give up if they can't have easy access to the Arsenal. Making the game more difficult while also removing the Arsenal may be a bit too much for most players. Aircraft and helis are effectively almost useless due to the restricted zone. A heli or plane will often have to do a 180 directly over the contested sector to avoid being autokilled by the restricted zone, meaning CAS support is basically impossible. While restricting the zone to a limited area is a good idea in theory, cooping up all the players into a tiny area definitely goes over the top and ruins some of the best things about Warlords IMO. The AR-2 Darter. Unless we are planning on just banning it altogether, in Redux it would be extremely overpowered because it can go anywhere on the map, whereas any player or tank or aircraft is bound to a tiny area of operations. Not only that, he can use thermals to find the Opfor base really early in the match. The Rhino. In the current Warlords Redux, the Rhino will be FAR FAR more powerful than it is now. Why? Because in Redux it is effectively the ONLY usable beyond line of sight weapon with the absence of CAS. Not only can it fire outside of his team's border area, but it is basically immune to attack if he is under cover outside the enemy's area of operations! The same goes for any vehicle firing from the safety of his own team's area. The restricted area is just too much IMO. The More Bad: For those who have not tried Redux yet, wide swaths of the map are restricted zones for the majority of the match. For parts of the match, there is only a tiny area of land you can access without being killed in a restricted zone. At any given time, the restricted zone could be different for Blufor than it is for Opfor. Think about it. Blufor will have areas they can use their vehicles that Opfor can't access, (like current unselected sectors) except that in redux the enemy's area of operations is an impossible to guess shape, covering wide swaths of the ENIRE MAP. There are a lot of potential exploits that could start manifesting as a result of this. Especially due to the fact that one team doesnt know where the enemy's restricted zone is or what shape it is. Imagine a dogfight between 2 planes, they each have different giant MAZE of areas and dead ends they can and cant access, how on earth can these planes even fly a straight line without hitting a restricted zone barrier? What about a sniper, he could be near a contested sector for the opposing teams and be sniping their contested sector spawn, but if he is inside the restricted area for the opposing team, they can't come to him to kill him! If he hides behind a building he is basically INVINCIBLE, not even a plane can fly behind the building to kill him because of the giant restricted area. Recommendations: 5 minute cooldown on Ammo and Repair truck is in theory a great idea. It is annoying that only the player who used it can see the remaining cooldown time. We should need to unlock a repair or ammo truck before it can be used. MaRii used my Repair truck before I could, and now I couldn't use it for 5 minutes even though I bought it lol. The AI skill is way up but there still seems to be way more AI then necessary. As discussed on the forums, some of us think a better option would be to DECREASE the amount of AI, while also increasing their skill. Put some of them inside the buildings so players don't just use one HMG truck to mow down everything in 2 minutes. Limiting the players to a such a small area within the restricted border is too much. Such drastic measures are probably not necessary to fix the imbalance and camping. IMO, all that needs to be done is add the things listed under "Good" parts of Redux to the current Warlords, and we would have a much better game. Add to that giving Opfor and Blufor equal access to airfields, (Blufor needs something besides the easily camped AAC) give Blackwasp at least somewhat equal armament to Shikra (8x ASRAAM), limit gear to faction, etc. Again, randomization of bases and sectors alone is enough to fix a lot of the repetitive tactics we're seeing on the official servers now. Besides the bad things, I think Redux has a lot of potential and I was happy to see some of the improvements in it! This is only my opinion, I'm open to hear what others have to say about it.
  9. CaptainDawson

    Warlords

    I like this idea. It would be great to have the match start at early morning in the dark, to let us play though the morning and get to the PVP before nightfall.
  10. Thanks mate, I appreciate the input!
  11. Hi, I was recently donated a dedicated server. Lately me and many other players have been getting extremely tired of the repetitive spamming and griefing that goes in the official servers. Now that I have access to my own server, I'd like to see if I can set up an unofficial server running similar missions to the official ones. The idea being that I will set up my own trusted admins to attempt to keep the missions at least playable. Make changes to the default Warlords, like re-balancing sectors and addressing the camping tactics etc. However, I have very little experience with setting up servers, besides making a few temporary servers on my PC. My question is, is it feasible for me to make a workable dedicated server setup using a residential router and internet setup? Can a server host 40-60 players using the average household network hardware, or do I need the "latest and greatest" network and server equipment to expect to host large missions like on the official servers? Do I need to be concerned with setting up advanced security firewalls and such, or does Battleye handle everything? Would I need to take measures to protect my home network, etc? I am currently testing the server on LAN. Any tips on setting up a server, besides what is already on the forum? Any help appreciated, thanks
  12. CaptainDawson

    Warlords

    That and the fact that most players apparently don't seem too interested in playing on the new map. Shame, because it's a great map. I was looking forward to playing it with other players, but looks like most have given up on it. People will generally join the server where they see the most players I guess.
  13. CaptainDawson

    Warlords

    Maybe this explains why I have not been able to find any Livonia Warlords server with more than 3 players for the past several days...
  14. CaptainDawson

    Warlords

    Nooo don't remove it before I've had a chance to try it XD I was walking in Anthrakia and heard like auto shotgun fire I was like "what player is doing this" and they said it's just the Mini Robots LOL
  15. CaptainDawson

    Warlords

    Ok, I understand not everyone gets the same performance I do. I do think there is still room for improvement in the way of lag-inducing features of Warlords. Primarily, reduce number of AI (increase skill), delete AI that have strayed far from the sector and are not taking contact from anyone, reduce max vehicle count parameter (One player does not need 10 Blackwasps, reducing max vehicle also restrains some CP exploits).
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