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Sophecles

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  1. Sophecles

    Warlords

    You said it yourself, tone down, which doesn't mean remove completely. I'm alright with this and will re-suggest what I mentioned a couple weeks ago, that there should be a much longer cool-downs for vehicle rearming (like 20 - 30 min), and that will solve 90% of any kind of vehicle spamming... rhino, nephrons, kajman, etc. In fact it'l actually make flying more fun for pilots, who will need to think more strategically rather than rapid-fire HE spam, as well as for ground... who get bombed less lol.
  2. Sophecles

    Warlords

    Theres plenty of ways to counter nephrons, i.e, manpads, cheetahs, wasps, defenders. And like i mentionned earlier the problem isn't the plane itself, its the rearm. If rearms were slower, instead of blind-firing 20 missiles on a contested sector, pilots would have to pick their targets more carefully and drop 2 - 3. But logically there should be overall less planes & vehicles flying around, the team composition should be a triangle with most people being infantry, some armor, and very few planes/helos. Battlefield actually got his right by limiting the number of such vehicles on each side, though I could see that being frustrating for arma players, perhaps having a buying-queue system. I agree though that theres are alot of gameplay loops in warlords that are plain boring & frustrating. Like players with voronas freshly spawning into a contested zone 1 shotting tanks, or like you mentionned, spending half of the night chasing backapers reseizing sectors behind your lines. Not sure what the solution is exactly to this, perhaps making voronas more expensive, & automatically re-locking seized sectors if they are 2 spaces behind the contested one... though its a bit discouraging because even if we come up with these ideas theres pretty much 0 patching going on with warlords...
  3. Sophecles

    Warlords

    This has been known for some time, I flagged it a couple months back on these forums though it has yet to be patched. Beer30 is one of the players who frequently does this on US east & West and thinks its totally fine. He even hides them under hills & rocks, only way to kill them is to glitch into the rocks yourself and shoot them.
  4. Sophecles

    Warlords

    How about we don't turn warlords into antistasi. Aircraft aren't the problem. Vehicle spam & rearm is, as you will recall, your nemesis a couple posts back was an angara shooting HE shells... What would solve this would be 30 min rearm cooldowns on all vehicles, as well as higher buy prices. That will force players to use their ammo more strategically rather than carpet bombing & immediately rearming.
  5. Sophecles

    Warlords

    I did answer your question: "Get air up and lock a macer" Your answer: "But air is difficult so I'm not going to try!" So lets try to figure out how to surmount this impossible obstacle of airfield camping! 😮 Step 1: Get a Defender up + ammo box. This should come naturally to you. All you literally have to do sit in the same spot and spam the left mouse button. I believe in you! You can do this! Step 2: Now with a 16 km air safe zone get a UAV up, spot the camping armor near AAC and snipe em with a Slammer, Titan AT, or whatever else. Step 3: "But what about that one ghillie guy crouched somewhere we can't see him"... call in a blackfoot or something else to bait a missile, and if everyone is paying attention track the general zone where it came from with the UAV and run him down. This is probably the messiest part, its a whole grey zone to find thermal-hidden infantry... but opfor gets camped like that far more than bluefor so put that keen rhino-brain of yours to the task and figure it out! Step 4: Now with all campers gone call in your wasp, and kill those evil angara exploiters! (See my previous comment for a step by step tutorial on how to kill a tank with an aircraft!) ... Now I realize this is alot of information so lets take a 5 minute break. ... Still with me? Great, so now you've got a wasp in the air that can essentially destroy any Opfor armor + a safe zone the wasp can fly in if Opfor manages to get a shikra up. Also, all these steps are only necessary because you've failed to get the first jet up and have to fight uphill to get air superiority back. Now last time we played on the same side, I think roughly 8 months ago, you had some convoluted logic of going up to Ammolofi Airfield before going to AAC... essentially handing Opfor air superiority on a silver platter... Remember, you're going to have to fight that opfor air at some point and pretending it doesn't exist while avoiding AAC will just make things worse! Its like a militarized denial complex lol. Gene Porter, Kullwarrior, and a handfull of other players have totally hammered opfor because they understand how air works. Oh... and that part about rhinos getting armaed inside warehouses... not sure if it might be related but sometimes when a GBU lands a on warehouse it will make it implode on the rhino and literally shoot it into the air xD I call them Rhino-stars, a rare but beautiful sight :')
  6. Sophecles

    Warlords

    Ouf. Now I know it's a foreign concept for you so I'll break it down into pieces... - Arma is a game with several types of vehicles, not just rhinos (surprising I know 😮 ) - One of these vehicles is called a Black Wasp. - This plane has a weapon system that's so easy to use you literally just need to press "T" and it will lock and 1 shot an angara. You have enough to kill those 3 t-140s and one extra to drop on a quad bike if you're bored. And that's just one bombing run... - And guess what? You can do the exact same thing to kill that kajman ontop of the hill spamming he rockets... but you need to use an AA missile, complicated I know! It's so typically bluefor of you to underuse all of your air assets and rely on some broken gimmick. You think an angara is hard to counter because it's outside infantry vision range? Well imagine trying to find a rhino permanently outside radar vision in an 8 km radius that doesn't require line of sight. Hell, you dont even need to be in a warehouse, you can just hide between buildings or in tall grasses and it'l hide your radar all the same, it can legit hide anywhere on the map.
  7. Sophecles

    Warlords

    Theres something painfully ironic about a player, who's entire game meta is to hide 8 km away in a warehouse firing Rhino ATGMs, complain about getting killed by something he can't reach... Nonetheless Kestrel here does bring up a good point which is that Warlords dearly needs to have new players initially assigned to a random team to disperse noobs on both sides, and perhaps pop an "instructions" dialogue when they initially join to run them through the basics. Don't think automatically spawning players to a contested zone is a good idea though, since they can just get trapped in an endless cycle of getting spawn killed there, a more aggressive afk kick should do the trick for filtering out players sitting at spawn. And for the kajmans carpet bombing, just nerf their reload speed to 1 He rocket every 1 - 2 seconds, that should do it.
  8. Sophecles

    Warlords

    @Jezuro Nice to hear development is still happening on Warlords! I've put down some issues I've noticed over the past year or so, hope its helpful. Glitches/Exploits: - DAGR glitch: enables footsoldiers to load a DAGR through arsenal and fire it handheld automatically - Auto-turret glitch: placing auto turrets under hills/rocks, and blocking zones indefinetly. Would recommend that auto-turrets don’t factor into a zone’s capture, since its impossible to prevent people from glitching into the ground. - Troll alts: Trolls disconnecting and switching to different soldiers before being vote-kicked. Would recommend that votes become additive to a player on the same account if they log on the server with a different solider than previous (to slowly build up kick-votes and get them out). Realise this is a bit complicated, but I noticed that if you mute someone it carries across to their alts, so they’re definitely tracked somehow by the server. Overall balance issues: - Players initially placed on bluefor, so that team accumulates more noobs/trolls and usually looses. Would recommend randomizing initial team selection, and have team locking after 10 min. - DIY artillery: Rhino has no radar signature when hidden in warehouses & tall bushes and can accurately fire an ATGM from 8 km. Kajman can do a similar effect and fire Skyfire rockets full-auto across the map when hovering on a hilltop over an ammo truck. - Arsenal glitch: can drag items from arsenal straight onto the ground (make infinite UAVs & auto-turrets, & place Apers mine dispensers) - More strict TK rules: TK in spawn should immediately ban someone until restart. TKing a friendly vehicle inside a friendly (and uncontested) zone should also be an immediate ban until restart. This would help a lot with cracking down on trolls. Wishlist: - Game start time at 4:00 am (sunrise) with faster timespeed and even faster nighttime speed - Weather effects - Random initial base spawns (we currently have the map plan memorised) - Implementation of aircraft carrier & destroyer (perhaps initial base?) - Randomise both player teams (able to play as independent) - Soft implementation of attack drones (2 per team)
  9. Sophecles

    Warlords

    @Jezuro Disabling turret placement while in proximity to enemies is working well, though some exploiters have found a new workaround by placing auto-turrets under the ground and inside bins. Might be easiest just to remove an auto-turret's ability to contest a zone altogether.
  10. Sophecles

    Warlords

    Agreed, Bluefor being swarmed by all the noobs and trolls is the main reason experienced players actively switch to Opfor. Just randomizing the team assignment for new players would solve that. One thing that KOTH team balancing does badly though, is you can be switched teams like 3 times in a game if there populations fluctuate alot, which kills any hope of teamplay. So players should always have the choice to switch to a disadvantaged team rather than being auto-switched, and if they do switch, I'd recommend all their vehicles and CP be refunded to 100%, even get a little 10% bonus or something. For teamswitching you could probably just lock players after they're on a team for more than 5 minutes, I've seen certain Wasteland servers where the team locking persists even if they leave and reconnect. I'm familiar with Fog of War, but how does that work in Arma 3? Its not the same as view distance right?
  11. Sophecles

    Warlords

    Spectrum device could be a good counter, but its not available in the arsenal You can pretty easily maintain air superiority on Bluefor with only the AAC, just by having two wasps doing rotations. Juju and I did it countless times, hammering Opfor down to their quadbikes. In many cases the Wasp is actually a better fighter since you can control both skies and ground, while intercepting with radar campers trying to sneak in. Fatigue of having to explain to the likes of you every game why capturing AAC over north Ammolofi, and breaking down into kindergarden sized chunks how air superiority affets the survivability of allied ground units just drained us of our energy. We'd be doing circles over Opfor without a single radar ping to bomb, and Bluefor would be sitting, half AFK and half retarded trying to push Opfor before backaping. And yes actually, if it shoots a single shell from 8 km out I think its unbalanced. If Bluefor ever gets more decent pilots like Kullwarrior and Opfor somehow loose air superiority and finds itself on the defensive, to the point of building a 30k Rhea, a Bluefor Rhino can just snipe it outside of enemy range, without even having a radar signal, essentially invisible in the bushes. As you said it yourself, its not suppose to be artillery. So you shouldn't have any objection to reducing the ATGM shell maneuverability to 10 - 15 degrees from its firing direction, so it cant shoot over hills or from factories, and limit laser detection range to 3 - 4 km which is the currently visibility range in Warlords. Somehow I get the feeling you'll still disagree, and for that same reason perhaps Livonia is a better place for you, where you can exploit your broken Rhino mechanic from your bush without fear of air repercussions.
  12. Sophecles

    Warlords

    Most SDVs I've seen are pretty close to the surface like 5 m below surface, Neph's AGs can usually lock it, if not a good old GBU.
  13. Sophecles

    Warlords

    No more unlimited Rhinos? For once Kestrel, you're making sense. Its ridiculous that one side has artillery with the ATGMs and not the other, thats the biggest imbalance in Warlords ATM. Especially since you can hide them in bushes and factories which removes its radar signature. And you're tactic is flawed. In fact it's worse if Shikra pilots transition into Nephs, since we can then lock and easily wipe out Bluefor armor and infantry with 4x AGs and the 40x rockets, forcing Bluefor to captured towns on foot... and even then we can identify bluefor's contested zone spawn and park a kajman to swat blue infantry with skalpels, essentially putting bluefor to a complete sandstill. Its actually even more of an incentive to attack bluefor once you're free of having to patrol in a Shikra, we literally only buy that plane to fend off wasps and intercept the hummingbirds and SDVs sneaking into opfor territory since they have better radar (shirkas identidy SDVs and Nephs/Kajmans/Xians bomb them). The only thing that changes by removing shirkas/wasps, is we don't have to patrol in one anymore to protect our CAS and don't have to worry about the only thing that threatens our airspace, being wasps. So now instead of finding 3 shikras over AAC, you'll find 5 Nephs, which is actually far worse if you're trying to defend ground assets. The a-10 flies like a brick with terrible climbing, so you don't really need to worry about those in a Neph. In fact its the same Shirka vs Wasp thing happening all over, except this time its just about the Neph flying faster than the A-10, but having a whole arsenal of AGs instead of a measely 3 GBUs. So hey, if you want to crippled Bluefor with that, I won't complain 😄 If you really want to protect bluefor aircraft spawn, I'd recommend both team's bases be in an aircraft carriers just off the shore protected by a destroyer, armed with full AAs. Their location can be randomized, which is an awesome concept and a perfect way of adding some fun new strategy to Warlords. That gives you what, 2 CIWS and spartan launchers with a denial zone of around 8 km? So you can take off your jets without being camped, you can repair the turrets for lets say 10 k, and it adds a really fun ship assault for the last objective 🙂 One last thing, occasionally we let Bluefor camp molos AF and call in a kajman every now and then to make them feel important while using Selekano airfield, it literally removes 2 - 3 of the more competent bluefor players + Ais from the battle 🙂
  14. Sophecles

    Warlords gamemode balancing is garbage

    I've noticed the opposite actually on the US warlords servers. Since people are placed by default on Bluefor, that team racks up all the noobs and trolls who don't know or dont care about switching teams. So you often find Opfor accumulating more of the experienced players, and as a result it wins nearly every game. What would solve this would be for the server to place new players randomly on teams by default, so even if you can immediately switch teams, noobs, troll and whatnot are evenly spread out. When it comes to balancing team numbers by putting a black screen over your view, its pretty good, like that if im playing with a friend I can just wait for more people to join the enemy team for the mask to disapear and not be split from my friends. One thing we do really need though is team locking. Often when we've got guerrilla war-fighters or simply when we've been hammering the other team with air superiority too long, some Bluefors get all salty, switch teams, then call out positions on global channel.
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