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HellhoundF
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6 NeutralAbout HellhoundF
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Increasing the cost of the support trucks and the rhino isn't the solution. keeping the rhino cheap and removing it's ATGM from the mission is enough.
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I don't know why still the Rhino's ATGMs discussion is still brought up. It should be removed. Might as well add mortars back, am I right? if a laser guided artillery is allowed, why not mortars? That's the logic.
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I'll be surprised when an entire day plays okay without any TKs, glitches or script kiddies ruining the fun.
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No they aren't, I'm pretty sure they're default, smaller scenarios for less players. I've played them myself on SP.
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The all new: Ask a moderator about the forum & rules
HellhoundF replied to Placebo's topic in OFFTOPIC
I triple-checked my inbox and there's nothing there. more importantly, when it's gonna be lifted? I feel like i'm chinese and the government is into me. -
The all new: Ask a moderator about the forum & rules
HellhoundF replied to Placebo's topic in OFFTOPIC
what's up with the censorship? -
Only someone who doesn't plays ArmA3 would say this. Civilians = More processing power needed. Not viable. They also suck in general, only running around and shouting orders like a soldier would, this can be very distracting by mistaking a civilian voice for an AAF soldier voice. Not sure about animals, but I think the bunnies and snakes are enough.
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Here's my suggestion: Instead of increasing Rhino's/Trucks' cost, decrease it to 3000 - 3500(UP), while removing the missiles. BLUFOR doesn't have anything comparable to the T-140 in terms of durability and versatility. BLUFOR's strength comes in mobility, and the Rhino, in my eyes, should be used as a flanking vehicle. NATO should also be in hand of the other versions of the blackfish: Infantry and Vehicle transport of course cheaper than the Gunship version, along with the Bobcat (7500cp) Question: Is this parameter enabled by default? what's it's value? I enjoy playing on the official servers.
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Any words about removing the Rhino's ATGM? It literally counts as artillery.
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Any progress on the new update?
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now this is something completely out of Jezuro's control. Poke battleye (that is quite blind) and arma3's anti-cheat engineers or something related to it.
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This shouldn't happen, at all. If all the circumstances would be taken into account, TK's wouldn't happen. what bugs me the most is that how the mission is scripted allows it. A black screen? really? Is that the best you could come with? Why not a kick, a CP compensation for damages, or a session ban/perma ban? Maybe all of these? Even voted admins would do. Teamkilling went this far, is because @Jezuro doesn't gives a shit. He allows it. He knows it's urgent, and yet lets the toxicity run rampant day after day. IF he ever manages to fix it, the circus is already ashes. @Jezuro, if you can't handle the maintenance of your own mission, handle it to someone who will.
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when is the mission update coming out? with the myriad of problems listed, it should be urgent.
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It is an improvement. I've made respective comments on certain points.
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New issue regarding the 64 player mission: Teamstacking. Just played on US east 6 as OPFOR. The enemy had 17 players, and we had 4, counting me. That ratio is murderous to the team with less players, because we don't have a compensation to our economy/team balance. In the 64 player version, more players means more income, since the extra slots are empty, the potential CP is thrown away. Even with the same amount of sectors, the side with more players will always have more money in total. Solutions: Compensation by ratio.: for example, 17/4 is 4.25. The side with the less players should have their CP multiplied by that as a compensation. Team Balance.: self-explanatory. if the TM/Tl (TM = Team More; Tl: Team Less) ratio is equal to or bigger than 1.5, the team with more players is locked and joining players are forced to join the team with less players until the ratio is less than 1.5.