Amannim
Member-
Content Count
7 -
Joined
-
Last visited
-
Medals
Community Reputation
0 NeutralAbout Amannim
-
Rank
Rookie
-
It seems like the only way to get POWs is to execute all the squad officers first. Not sure exactly but it seems for a town to be considered captured you must neutralize all the vehicles and the officers within the town, the rest of the soldiers will then drop their arms and can be captured. Haven't had a chance to test this theory yet. But it seems my buddy and I always seem to capture a town after killing the last squad leader, never seem to be a regular GI. Obviously vehicles are wiped out because they are the easiest targets once you find the right cover. After that its a matter of sweeping the town for survivors. One thing I had happen a day or two ago was my squad inadvertently shot the Captain and robbed me of my ability to gain some extra points. Oh well, he had it coming to him. So yeah, next time I'm in game, going on an officer only spree. GoGo M24 FTW!
-
If the radio tower is still on map, then you've blown up the wrong one... Oh we got the right radio tower, it was guarded by several troops and an APC. After a few attempts of a foot assault, I loaded a HMMV up with myself a crew, drove directly to the base of the tower, jumped out, had men jump out and cover me, while I set the charge. Ran a few feet, blew it, and died. lol. But ok, it sounds like the grey area is whats killing us. We were doing Cobra assaults for a bit and we'd fly in, take out 8 vehicles or so, fly back to re-arm, come back.... there's more! So we gotta just park an NPC in the grey to keep the town from respawning. Give that a twirl later.
-
What exactly is required for a town to be considered captured in v3.0? My buddy and I are still stuck on the first town, we've blown the radio tower (even though its not considered destroyed in the secondary objective), and we've captured the officer. After countless missions on both air and ground, it seems Parisio has an endless supply of full squads, apc's, uaz's, and tanks.
-
@Kiljoy - w0o0o0o0o0o00t! Bravo man on v3.0. Buddy and I spent about 3hrs tonight (and 22 lives?) trying to take the first town. Radio communications have been severed and the enemy forces severely dented. Love the progression so far. Keep up the good work!
-
Evolution V1.0 Large scale respawn coop
Amannim replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Its funny I lost the UH60MG the other night about 50' into the water and it made me desperately want a chinook to airlift the poor thing out of the water... or a naval recovery ship. But lets stop exaggerating here... 30 minutes to drive around? Take a MH-6 to the nearest FARP and drive yourself from there... the AI is horrible at driving, and with that stupid bridge bug they can't get to most places. Sure it took my buddy and I 45-60 minutes per city to repair and return our damaged vehicles... granted we also took any enemy vehicles we could (last count 5 t-72's, a bmp-2, a brdm). So we had a nice heft arsenal. But if we had been less sloppy about our tactics those vehicles wouldn't have been destroyed in the first place. One 'bug' I did notice was I can place an AI friendly soldier in any vehicle I wasn't eligible for yet and they could drive it, and I could be gunner/commander... not sure if that is intentional, but it is a way to circumvent the fact that I myself couldn't drive it. -
Evolution V1.0 Large scale respawn coop
Amannim replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Kiljoy rules! <3 Thanks, I don't have a monitor setup on that box and I dread having to run the game in Terminal Services to get the defaults set hahaha.... so I just copied over your sample config for those settings and I'm tweaking them. Have to go in and rescue one of our downed blackhawks, I guess hovering over the town past Parisio was a bad idea lol. Got my fingers crossed the 'flip' action still exists in ArmedA, safe to say I didnt have a clean landing. -
Evolution V1.0 Large scale respawn coop
Amannim replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
@Kiljoy - awesome mission man. Besides the fact that the original MFCTI still has some bugs and doesn't support the JIP... we've found Evolution to be a highly enjoyable mission and at the moment has replaced MFCTI on our server. I was searching all night, can someone please tell me how on a dedicated server I adjust the enemy AI? All I could find was the precisionEnemy and skillEnemy settings for single player matches... and I added them to the server.cfg but I haven't had enough time to test if its actually making a difference. I've seen several people ask but haven't found an answer yet. (And yes, I read all 58 pages of this thread, so if I missed it, i apologize). Also checked the wiki/biki, and did several searches on this forum but cannot locate anything for dedicated servers and the server.cfg.