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Ebden

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About Ebden

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    Lance Corporal

core_pfieldgroups_3

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    Researcher
  1. The weapon could be a good basis for a mission, esp. if the mission involves the weapon in use throughout firing either on an in-map area or part of a campaign on another area (weapon in Chernarus, early mission on UTES, but end of mission finds unknown bombardment of island, moving to second mission to disrupt bombardment) Of course, I'm one of those nubs with lots of ideas and zero editing ability, so instead I'll be pleased to see the train as a usable transport addon in the future.
  2. Next some clever WWII fanatic needs to make this, and give it to OPFOR (reworking the 'scrapmetal' history of the Gustav Gun a bit to say that the US gave it to the USSR following WWII out of respect for the assaults on Fort Stalin, Fort Lenin and Fort Maxim Gorki...maybe a good mission background?)
  3. Now you've got me confused. I'm too daft about this stuff to be sneaky, but I'm trying my best to get the Sparta crowd up and running with ACE. They are keen to use a stable version and are not interested in continuous updating of the server. If 1.0.4 is the same as v284, then great. I'm going by the roadmap dates at dev-heaven and corresponding them to the released version #s on sixupdater.
  4. Is b284, the version released today, the same as 1.0.4? Is this the last of the thrice-weekly updates?
  5. Ebden

    CO12 ACE Operation Icarus

    Nice. Look forward to trying it this weekend.
  6. Are the server crash issues sorted with this TvT yet? (This is the mission with Blufor Hum chasing Opfor AI, with an extra Opfor Hum squad harrassing Blufor, right?)
  7. Ebden

    CO12 ACE Operation Icarus

    Myself and a few others spent several hours working on this one. It was brutal on my machine. Three of us with AI disabled made it to the second town, but by that time I had frozen, crashed, dumped to desktop, or BSOD'd and couldn't continue. Each time we liked what the mission offered, which is why we kept going back to it (I was hosting at the start, but someone else took it with a more stable machine). I was unimpressed by the UK weapons though, especially when used in a mission with CQB at the very first objective. Not a one of the UK weapons has iron sights, so we opted for some of the ACE2 weapons instead. Also, it may be ACE2 related, but on respawn we were not able to rekit a ruck nor put a weapon on our back. Despite these hangups (investigating compu stability this week), I'll be back at this mission soon.
  8. Edit: Sorry, comments relevant to another mission. Wrong thread.
  9. Ebden

    CO12 ACE Operation Icarus

    The NES comp was tounge'n'cheek. I totally get your point about addons as an obstacle, and there are plenty of missions available without addons too. ARMA 2 launchers are available to help manage launching games with the right addons, and even ACE2-Beta has a couple manual updater programs around. I don't want to distract this thread about OP. ICARUS, so we'll keep it on topic for now. Are you stuck at any particular step for using the addons in this mission?
  10. Ebden

    CO12 ACE Operation Icarus

    C'mon alleycat, you can't imagine that everyone thinks the same as you? If so, we'd still use NES 8-bit. Addons are functional and immersive to varying degrees. ]ntruder is using them to give the mission a certain 'feel', which wouldn't exist if this was Chernarus with vanilla kit. I'm all for using addons when they will add to the game's enjoyment or functionality. I do agree, however, that addons can decrease potential users, because the means to use them is still not as user-friendly as it could be. (wasn't 1.05 supposed to support something which automatically launched addons based on some .pbo parameter?)
  11. Ebden

    CO12 ACE Operation Icarus

    Gave it a look as well, I liked what I saw, but I'm still trying to coerce a group to download all the addons needed.
  12. I think just the first ground convoy, NW of the MLRS, should be moved. The second ground convoy, a couple KM to the NE, is far enough out that most players (if all slots full) can get in the air and pick a few targets. That is if it's that convoy that destroyed the MLRS. I still don't know if it was that or a 4km lock from one of the SUs. (The two tanks just NW of the MLRS seemed the most logical given how close they start, but I don't know if they had a real angle to fire). Either that, or add in secondary defense checkpoints to slow the advance of ground convoys. To keep from simply 'beefing up' ground defenses in your mission, the checkpoints could be optional secondary defense objectives, emphasis still on the MLRS. The checkpoints as well would need to be far enough out that ground convoys must first pass them before effective ranging on the MLRS. This is all moot if the MLRS went down from a long-range SU rocket instead. In that case, I'm not sure what to offer to help the mission along. I wouldn't want to see the mission 'step up' in intensity over time, trickling in more and more SUs, that's not the point of the scramble. Maybe, if it was an SU that destroys the MLRS in the first minute, the SUs could have a few more ground targets for them to engage...US or other allied AA defenses, with the crew skill set low enough that they don't take too many kills from human players. On further thought, there's an Everon mission that might have a few hints to offer. Edit: Mission Valkyrie by Nikiller The point is-there is an air group and a ground group, both meant to assault two towns. What about adding a few (2-3) ground slots in that local militia? Would that completely wreck the point of the mission? No SMAW/Jav, just mines, satchels, perhaps an RPG. Playing those slots isn't necessary, but it might give a combined-arms touch.
  13. Host issues on my end from the earlier noted high pings. The other EU server (2 legitimate trys) ran smooth. A couple traffic-jams with player coordination at the deck launcher-if more than one person selected deck launcher then the stack-up is a bit crippling (though I think the launch-effect still works, my A10 took off facing the ship's port side). Most frustrating was Opfor's quick takedown of the MLRS. It happened within 2 minutes each of our two tries today. We identified a couple T90s moving close at the starting gate. It created a bit of a mad rush the second time when we realized what had happened. I like the need for quick-response, I haven't seen a mission yet that legitimately can end that quickly, but it can also be a big turnoff to other players to lose that fast. I wish I remembered which pilot slot I used the second try. On my first spawn I was glitched into the carrier wall and had to die and respawn before continuing to play. Given how quick the round can lose, wasting a respawn at the start is bad mojo.
  14. Tried with 8 people on my home machine via internet-cross Atlantic connections (non-MMA version). Pings all 350-450, crippling. I normally hosted these guys at max 180ping. We're going to try with a EU connection now. From what I saw at the start, this looks like a laugh (a good laugh).
  15. Ironic, I was checking this thread, trying to sort why the launcher cycles the 'new mods found/deleted' window, and I received an error message from the launcher (v2.0.4 RC1): It's contents contained no parameters <> And 'No application is associated with the specified file for this operation' Line 7813 Run Ideas?
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