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Jezuro
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Posts posted by Jezuro
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@HellhoundF Actually I agree with him. The game will never be completely balanced. You could argue that OPFOR has generally superior armor and aircraft. If you let BLUFOR get air superiority as well as enough resources to roll in several tanks and APC's, you have big problems with or without Rhinos having ATGMs.
@Tex_Actual BLUFOR base location is not currently under investigation, but it could happen. There have been some issues with the Oreokastro airfield and it was removed on purpose (too short runway iirc).
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@HellhoundF, you need to calm down. The point is, changing the default loadouts is not a suitable solution.
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Another bit of WIP changelog:
Changed: Increased cost of repair and ammo trucks as well as the Rhino
Added: Team balance parameter-
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13 hours ago, HellhoundF said:Any words about removing the Rhino's ATGM? It literally counts as artillery.
Maybe making it more expensive.
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Not at this moment. I can give you a WIP changelog though:
Changed: Subordinates limit increased to 3 for the 64-player Altis scenario
Added: Long-range AA defense assets (SAM sites, radars)
Added: Autonomous defences are now limited to 3 per player
Tweaked: Cost of planes increased
Changed: Most requested assets are now locked by default and can be unlocked either directly via Action menu or through the Strategy tab in the Request menu
Added: Parameter for maximum Command Points
Fixed: Various script errors
Added: Custom offset parameter for Defences
Added: Friendly fire protection for requested assets (first 3 minutes after being requested)Added: Unless their base is under attack, all playable units are now invulnerable after respawn until they leave the base (60 seconds maximum). - Iteration
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Some global bans have been issued so we'll see if the situation gets better.
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@HellhoundF I understand your frustration and the need to vent, and by all means, if it makes you feel better, then do. But please, don't presume that I don't care about these things. I do and I am working on Warlords (even though I have other tasks now), but it takes time.
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@HellhoundF I don't currently have any ETA on next update for Warlords. To my knowledge, the main problems are to do with trolling players, so the measures to counter this need to be properly tested first.
@Hostilian The mode only allows uniforms available to your side.
@Beagle That should be fairly easy to implement, yes.
@darrenin Some UI-related scripts can't be serialized and it looks they need to be restarted upon loading the game. I'll take a look.
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Yes, but you still need to inject the code somehow.
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@Beagle Hacks, unfortunately, I can do nothing about. However the teamkill penalty not working is weird, I remember seeing it working on official servers.
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Are you sure you can teamswitch into units created by createUnit?
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While selectPlayer could be used in theory (since proper respawn into units created on the fly is not possible, not to mention that it's not possible to change the respawn type during the mission), handling of this is very complicated and the eventual issues are way too severe to balance the gameplay benefit.
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Hello. Unfortunately no.
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SAM sites are placeablw like other static defenses. Custom offsets have also been introduced for this.
The costs are of course not necessarily final.
Ramming will have to be tested yet.
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I've started experimenting with some more features:
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Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM)
- Introducing limit to max autonomous turrets per player to 3, this also affects autonomous MGs
- Planes cost increase (12.000CP for CAS planes, 17.500CP for fighters)
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Vehicles are locked by default when requested
- Can be unlocked/locked directly via Action menu or you can lock/unlock all your vehicles globally via Request menu
- Requested assets are immune to FRIENDLY fire for 3 minutes
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Limit for maximum CP
- The value can be modified under Parameters so flexible testing can be done on retail
Please keep in mind that this is not final and might not eventually make it to live.
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Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM)
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2 hours ago, jandrews said:How do these units garrison and patrol?
They are spawned in a sector controlled by BLUFOR or OPFOR when the enemy faction targets it for the first time.
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1 hour ago, Hostilian said:If there's such an agressive ground cleanup, can we please have some sort of private 'locker' or box, where we can store stuff in the main base? Or make us able to place ammo boxes where we want them..
Defo a nice-to-have..
You can always request an ammobox and fill it with additional equipment.
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BTW how would you guys feel about a limit for maximum Command Points? As an optional scenario parameter with default being unlimited of course. Servers could then experiment with different presets, let's say 15.000, 20.000, 30.000, 50.000, 100.000, until a reasonably balanced value is found.
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@jandrews The former is for assets that players and AI can request for Command Points. The latter is used for spawning AI garrisons and patrols.
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I think it's time to introduce something to prevent the asset destruction by teammates. I must admit that the behavior of some players has taken me by surprise. I should have expected the worst.
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Warlords
in ARMA 3 - OFFICIAL MISSIONS
Posted
Dwarden has implemented some new anti-cheat measures on our servers. We're monitoring the situation. Please keep an eye out for cheaters over the weekend at let us know if you encounter any.