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pooroldspike

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Posts posted by pooroldspike


  1. Has anyone suggested this before?

     

    If not, im kinda surprised. As it is now it easy to bring a tigris just outside the spawnpoint perimeter and blast right into the AO. Thats silly gameplay. And I know servers have their specific ruleset, but its gonna happend. Not all players will read the ruleset, I dont think half the players read the ruleset.

     

    If u ask me, the spawnpoints should be twice as far away from the AO. I would also make sense to use a chopper to fly players in.

     

    Hi, I play several hours every day on the KOTH servers and have racked up 900+ hours over the past 6 months.

    If you move to within 500 metres of the enemy spawn perimeter on foot or in a vehicle you're breaking the rules and you get kicked off the game if you don't pull back. It's happened to me twice when I was cutting the enemy supply road and miscalculated how far away I was.

    Does that answer your question and is there anything else you'd like to know?


  2. I analysed AA3 frogmen, water mines, boats and subs a couple of years ago in the 'Weapon Tests' thread with a couple of dozen screenshots spread over  pages 6/7/8 beginning with post #119, pick it up here-

    https://forums.bistudio.com/topic/165403-weapon-tests/page-6

     

    NOTE- the posts are 2 years old so don't take them as gospel, because Bohemia might have done program tweaks and updates since then.

    Here's a glimpse of some of my posts-

     

    NAVAL MINES

    There are currently these 3 types in the game-

    The Moored mine is anchored to the seabed, it has sensors that will detonate it when a vessel gets around 10 metres, or bumps into it.
    It can either sit on the surface to scare enemy ships away-
    AA3-moordmin2_zpsb432ac1b.jpg~original


    ..or can be moored deeper like this to stay out of sight. (use the Elevation option in the editor and set a minus number)
    This one is at -5 metres..
    AA3-moordmin_zps34bcb69a.jpg~original




    The Bottom mine sits on the seabed and explodes when it's sensors detect nearby vessels at around 10 metres. Place it with a minus number, this one is at -10..
    AA3-bottmine_zps05373186.jpg~original




    The PDM-7 mine sits on the seabed. Its sensors only have a range of about 5 metres so if it's placed in deeper water it won't detect vessels on the surface. It's therefore primarily a shallow water mine and shouldn't be placed deeper than around -5.
    AA3-PDM7_zpsec926732.jpg~original


    NOTE: remember rubber boats can't be detected by the Moored mine and the Bottom mine, but can be detected by the PDM-7.
    Also don't place the Moored and the Bottom more than -10 deep or their sensors won't reach the surface.
    For the same reason don't place the PDM-7 deeper than -5.
    Below: this pic shows a Moored mine at -10 and is just to give an idea of what -10 metres looks like.
    AA3-blast10_zps88d942f1.jpg~original


  3. ..Bushes do definitely block LOS but sometimes it doesn't match what we humans see visually; bushes have holes and semi-transparent parts which shouldn't make the AI spot enemies. But if the bush is totally opaque to the eye, it will most likely block AI's vision too.

     

    Yes but the problem is we can't always rely on our eyeballs to tell us if a bush is opaque, I've lost count of the number of times I've crawled behind a thick bush, only for shots to start coming through it later; I suppose the AI's have got thermal sights which can pick up the tiniest gap between the leaves.

    PS- I play on the King of the Hill servers against human opponents and always- but always- go into battle carrying a Titan AT or AA launcher so that I can also use it's thermal sights to spot warm squishy bodies. For example only yesterday i was being sniped at but couldn't spot him with my eyeballs, so I shouldered my AT launcher and quickly spotted  his head and shoulders as a white dot looking out of a top-floor window. I could have switched back to my rifle to engage, but I fired my missile through the window instead and it was adios muchacho..;) 

    • Like 1

  4. I don't know of any sure-fire remedy to unstick infantry, but if you get stuck in a vehicle the option to "Unflip vehicle" sometimes (but not always) appears depending at what angle it's stuck at, for example jammed on its side (or even upside down) between big rocks. Select "unflip" and it jumps a few feet to level ground on an even keel.

    I can't remember seeing the option in the past, maybe it's a new thing with v1.64 and/or Apex.


  5. Okay I ran some Tigris tests-

     

    He's a Neophron flying left to right, I lock hiim up and open up with the Tigris's  twin 35mm guns, keeping the crosshairs not on the plane but on the white aiming circle, and two smoke puffs indicate I'm getting hits even at this long range.

    Tip- don't fire in bursts, jam your finger on the fire button and keep it there for sustained continuous fire at the white circle.

    Another tip-  don't use zoom or it'll be harder to pan fast across the sky, stay unzoomed like this pic as the aiming circle is big enough without zooming-

    AA3-Tig1_zpss4bsycfp.jpg~original

     

     

    I carry on hosing him down as he gets closer and he takes more hits.

    (And yes I know the crosshairs are not in the circle, it's difficult to keep them there so we just have to do our best)-

    AA3-Tig2_zpsppfssqks.jpg~original

     

     

    And he goes in hard. (The pilot ejected out of frame)

    AA3-Tig3_zpsrtplgrpy.jpg~original

     

     

    And now a test using the Tigris's 4 x Titan AA missiles-

    I lock him up and fire all 4 missiles one after the other at less than a second intervals. (you don't have to re-lock each time you fire, as the original lock holds good for all the missiles) 

    4 smoke puffs indicate 4 hits, he ain't walking away from this-

    AA3-Tig-Titan2_zpsqykhe3lp.jpg~original

     

     

    Down he goes-

    AA3-Tig-titan3_zpsapzmdlzn.jpg~original

     

    I also ran some Cheetah tests but couldn't shoot the jet down with its 12.7 HMG, (it's got no missiles)

    Maybe the jet took some slight damage but I couldn't tell as there were no smoke puffs. Also the Cheetah has got no radar so you can't lock up the plane and you have to use your eyeball.

    However I was able to shoot down a Mohawk heli easily.

    Conclusion- the Cheetah is almost useless against jets but does better against choppers.

    • Like 2

  6. ..Thinking mainly about tactics aginst jets. Sometimes I see nothing on the radar...and suddenly BAM! some jet blows me up. I almost get the feeling they see me long before I see them :(

     

    The good news is that KOTH have just introduced the UK#1 No Jets server which means tanks and AFV's have got a better chance of surviving for more than 5 minutes..:)

    However, they've left in all the attack choppers (groan) which means we still get chewed up real bad by the helis  ATGM's, rockets, miniguns and door gunners!

    I've suggested in their forum that they should throw out ALL armed choppers- 

    http://hostiletakeover.co/forum/viewtopic.php?f=22&t=4983

     

    As regards your Tigris question, I've had almost no experience with it because my favourite anti-aircraft weapon is the shoulder Titan AA and it does the job nicely, but I'll run some Tigris (and other cannon-armed/HMG-armed AFV) tests later and post the results here in your thread.

    • Like 1

  7. I bought saitek x52 and trying to set up the keys for flying chopper.

    Is it normal that i have to manually setup the keys (even stick) to make it work? I had hoped arma3 had some sort of default setup which i can tweak from.

    Is there a way to download a preset to setup everything automaticly?

     

    Not sure I understand: I bought an ordinary 'Thrustmaster T-FlightstickX'  joystick early this year and simply plugged it into my PC and can fly planes and helis in AA3 just fine without any manual key adjustments of any kind.

    I just waggle and twist it, and juggle the throttle lever, and use the hat switch to pan.

    It's got buttons on it but i don't bother with them, I prefer jabbing my keyboard for flaps/gear/chaff-flares etc.


  8. Is there a way to improve the sound separation and direction? Most of the time I cannot tell from what direction a weapon is firing from? Yes I have two ears, lol.

     

    Forgot to mention I am using a Creative Labs Sound Blaster Z card.

     

    Are you using a headset or speakers?

    I use two speakers and have them spaced as far apart as possible in front of me to get a decent realistic stereo effect to tell which direction the sounds are coming from in a frontal 180-degree arc.

    But the effect doesn't work if the sound is coming from behind you in the game because the speakers are in front of you, so sounds that are behind you come out of the speakers that are in front of you if you see what I mean.. 


  9. I've got Apex and I'm finding that in the King of the Hill servers I can operate the new stuff like the Blackfish and vehicles, but apparently non-Apex owners can only ride in them and can't control them or fire their guns.

    For example I bought an armed Qilin vehicle and jumped behind the wheel to drive, and a passenger jumped in.

    "Get on the Gatling gun" I said, but he replied "I can't, I don't have the Apex DLC".

    A few more jumped in and one who had Apex was able to man and fire the gun.

    Below- a Qilin and its Gatling-

     

    AA3-Qlim-Arrmed-Gatl-6.5_zpsvxmtwe7z.jpg


  10. How do we make our character sling his weapons onto his back to leave his arms free so he can sprint like Usain Bolt? I've experimented with the Sprint key assignment but it seems to have no effect.

    The only way I can make him sprint is to do a clumsy workaround by hitting the B (binocs) key which makes him sling his weapons onto his back and raise the binocs to his eyes, then hitting the I key to bring up the inventory and chuck his binocs onto the ground. He's then free to sprint as in the pics below with his arms flailing like pistons on the Orange Blossom Special by holding down the 'Move fast' key.

    However that only works once because he loses his sprint capability the next time he raises his weapon.

    So I'm looking for a key somewhere that makes him sling his weapons to leave his arms free to sprint.

    Any ideas?

     

    AA3-sprint_zpszm3ej6xg.jpg~original


  11. FIRING AT-MISSILES AGAINST A MOVING TARGET WITHOUT A LOCKON.

    If you lock up a mover the lock will keep breaking as he moves behind bushes and trees etc, so it's worthwhile taking a pot at him without a lockon. I set up this test in the Editor-

     

    PIC 1- We're packing a Titan AT launcher and see a Varsuk streaking fast along the road in the direction of the arrow..

    AA3-therm-mov1_zpshxwgu4wr.jpg~original

     

     

    PIC 2- We switch to thermals to get a clearer image of him and fire a missile, and the sequence 1234 illustrates how the missile (even though unlocked) will still try to follow the crosshairs on a curving flight path as you sweep them along just in front of the tank.

    (The tank is partially shielded in 2 and 3 by bushes and a pole but the missile doesn't care as it's only interested in following the crosshairs like a bloodhound)

    The trick is to guess how far in front of the tank the hairs have to be kept. Best I could do in this test was a near miss (4), but I've managed to get the odd hit during gameplay in the past, though not very often.

    PS- The tank in the test isn't glowing white-hot because it's only been moving for a hundred yards and hasn't warmed up properly yet-

    AA3-therm-mov2_zpsdofyu0iz.jpg~original

    • Like 2

  12. ..PD: AI is coward, they exist the tank if a track is broken.

     

    Call me chicken too, but that's exactly what I do in AA3 if my tank gets hit and I'm still alive.. :)

    Me and any other surviving crew exit the tank, run fast about 40 yards to get out of the blast zone in case it explodes and dive behind cover, then if no more shells/missiles are clobbering the tank and it's not burning I get back in to check the damage. Sometimes it's hurt but still driveable so I try to pull it back to a repair depot, or do a field repair myself if the server allows it.


  13. Thermal imaging has revolutionised modern warfare, making tanks easily spottable.

    For example in this AA3 Editor setup I'm eyeballing a tract of landscape and can see zilch enemy units-

    AA3-therm1_zpscjheu0p4.jpg~original

     

     

    And even zooming in like this reveals nothing-

    AA3-therm2_zpsni8eqz3h.jpg~original

     

     

    Even the Titan AT daylight optics at standard zoom spot nothing that screams "Tank!"-

    AA3-therm3_zpshehuwhpy.jpg~original

     

     

    But the full zoom view sees something, a Varsuk tank (which I've circled), but even then it's hard to spot as it could be a garden shed or whatever. This is how WW2 doods had to fight wars with eyeballs and binoculars, slowly scanning the landscape hoping to see something- 

    AA3-therm4_zps1kadiqfo.jpg~original

     

     

    The modern way- a touch of the Titan thermal button on standard zoom makes the tank light up like a neon sign-

    AA3-therm5_zps0orffpkv.jpg~original

     

     

    And it looks huge at full zoom-

    AA3-therm6_zpsky4ryp0q.jpg~original

     

     

    I lay the crosshairs on him and fire un-locked, and the missile can be seen homing in on the hairs centre-

    AA3-therm7_zpsxvwqfqzo.jpg~original

     

     

    Zappo!-

    AA3-therm8_zpsxrobfr8f.jpg~original

     

     

    The tank doesn't fireball but must be hurt bad because the crew jump out and leg it.  We then have the choice of finishing it off with another missile or two, or leaving it as a useless hulk- 

    AA3-therm9_zps923ygwpa.jpg~original


  14. The problem with armor is two fold in most missions.

    Ether AT lock on is so common you cant drive a tank 2m at the front before getting hit by a "fire and forget" system or the tank is camping 1,5km away from infantry and shelling them like artillery.

     

    1- I can't speak for other servers but I play on the King of the Hill servers and we usually get a "You are being targetted by an AT weapon" warning message when one locks up our tank, so we have just enough time to hit the 'C' (countermeasures) key to pop smoke, and the smoke cloud makes the missile veer off 99% of the time.

    If we've run out of smoke grenades and the lock-on warning comes up, we can slam into reverse to get back off the ridgeline, or slam forward to dive behind a house or something. On average it takes a missile about 5 seconds to reach you, so if you're quick off the mark you'll be gone when it arrives.

    When I'm a Titan AT missileman I prefer to fire UN-locked so the enemy tank gets no warning (hehe), use the thermal sights to make the tank glow hot and hit the zoom key to enlarge it, then simply keep the crosshairs on the tank and the missile will fly down the crosshairs..:)

     

    2- If a tank is shelling your infantry he's a sitting duck so clobber him with a couple of AT missiles, problem solved..:)

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