plundera
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10 GoodAbout plundera
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Get a PC you pov kunt :)
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No worries Laggy, looking forward to it Thanks again for your hard work. Merry XMas and happy NY Cheers
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"BUT, if you like atmosphere, tension and unpredictability you should enjoy it EVERY time." This aptly describes the appeal to us. You can certainly cut the tension with a knife in this map. Thanks again and really looking forward to it Cheers,
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Hey Laggy, I appreciate your working on other things, but we were hoping you could put out a version 1, even if you spend 5-10 minutes randomising a few of the currently fixed enemy groups, add a surprise or two more (SU25 patrolling 2nd half :)?) and release it? Would be terrific! Cheers again
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Hey Laggy, An news on an update? Can't wait for the final release
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Hi Laggy, I host, although we are considering setting up a dedicated box, as hosting seems to shave off a few FPS on the large scenarios. I'd say every time we have played .98 it has been pretty tense the entire time given the prospensity of the random encounters. Based on our observations, in particular the left flank of the map, or really, the 'top' left quater was particularly 'hot' (we have even seen Jets patrolling this area a couple times!). On the top right quater, after evading the static BMP + squad it is generally quiet all the way down to the main highway (after staying hard right) where I believe the tracker chopper trigger point is. The center tends to be quiet dangerous with patrols near the forest roads great at giving an ambush. We don't have that much experience on the back half of the map however as we tended to keep to the same route until we completed it. The road blocks were a nice touch although couldn't stop us due to their reaction time. Perhaps some static MG's to force players to either engage to use the roadway, or evade through the forest. We were surprised we could drive straight out from Moglivka after taking out the presence there. While I'd say it was 'hard' there does appear to be an experience curve effect. After we had experience evading the inital groups (or engaging one to fight our way out from the crash site) we usually stuck to a similar plan. The degree of randomness is reasonably high so there was always some surprises though. I certainly wouldn't say no to an even greater challenge!.. maybe the odd armour patrol! The only other point I would make is using roads 'seemed' a little to easy (noting the roadblocks do exist however)... perhaps a few more of those jeep patrols or even the odd BMP patrolling. This would force the player to transverse in the wilderness to remain 'hidden' which is perhaps more realistic
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Hey Laggy, Finally finished it last night after many attempts with 2 players. >Once we could recognise the spawn 'pattern' of the enemy around the chopper in the initial phase it was easy to get to Gorkja or Novy Sober and get a car. >The left flank of the map proved to be consistency dangerous with numerous patrols and UAV's calling in what we believe were motar attacks. Very cool. >The tracker chopper was a real b@stard. Especially the large team of Spec-Ops which seem to have an extreme degree of skill! Our tactic was to attain an RPG from an early skirmish near the downed chopper, then ambush it in a clearing from covered terrain. Opening fire on it before it was vunerable was suicide. Very neat 'surprise'. >We occasionally met a BMP patrol which appeared to track... we were able to evade it due to its low speed. >We took out the parked armed 4x4's at Morlikevia (spelling?) and basically drove one through a roadblock to victory. All in all difficulty was certain up on .97. Cheers,
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Game CPU-Optimization - no troubleshooting !
plundera replied to Herbal Influence's topic in ARMA 2 & OA - SUGGESTIONS
Hi Guys, For what it's worth, I run ATItool to keep an eye on CPU utilisation, process memory and GPU utilisation. I have noted low FPS while all three indicators have significant capacity! So I don't understand where the bottleneck is? When CPU's are 80% (verified in task man), mem only ever to a max of 600mb and GPU's barely over 50% but frames = max 30-35 on some missions it suggests the game is poorly optimised for modern computers with some limitation in the engine kernel or something. My basic stats are: Win XP Core 2 Duo 3.2ghz (OC) ATI 4870x2 2gb ram -
Hey, Has anyone ran through the entire campaign coop? Recommended? Any issue or problems? Does the latest patch (1.04) fix all the issues? Interested in doing it with 3 players but just want to ensure its good and won't end up bailing due to bugs or other issues Cheers
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Hi Bravo, Re: Commander. We weren't at all aware we had killed him until we received the message. As I mentioned there was an shootout at the treeline near the castle on our approach, and subsequent we got the 'commander dead' message. This may have been a outlier event or something. Have you had a run with the groups with tracking tracking dogs? Out of curiousty, how did you deal with the killer dogs at enemy base? The only time we killed the commander was on the last attempt (will update you once we have played more times). As we fled in panic I didn't notice any dogs. We evaded two large groups (one I think was 'gangsta's') by 'hiding' in between them as they conveged on the castle. This was roughly south-east of the castle perhaps 750m. The dogs in the enemy base were tough on account of their silent but violent attack. While the woofing was obvious I didn't recall any 'scurrying' sounds informing us of impending doom, and my teamate wasn't watching the front (!) at the point they got through (I was rearguard). They got me a couple times but my teamate was able to get them afterwards. Pretty cool foe to tangile with. I am working on updated version that will have a couple of new features (including ammo drop) as if you end up engaged in a battle with enemy and survive you will most likely need ammo. Sounds good. Plundering guns from dead enemies is also an option obviously. This is what we would naturally do in the event of low ammo. The mission does have 300-400 enemy troops (although they are not on map at the same time to save on performance) depending on how stealthy your group is.. Nice. We really enjoy scenarios with suprises and the general theme of 'against overwhelming odds' so 400 vs 2-4 intuitively appeals. Certainly noticed a 'heavy' density of enemies in the truck on the way out. I use atiTOOL to track CPU/GPU/MEM et al stats. It was cool to see CPU/MEM spike after the commander was killed...this is generally a good indication that the 'sheet' has hit the fan in ARMA2. Once again awesome mission, looking forward to the update and attempting it again. Cheers :)
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Hey Bravo, Two of us gave it a quick go without managing completing it. Some points: >Great mission idea/design. >We generally avoided the patrols which appeared to be concentrated on the southern approaches to the castle. Entering from the North a few times enabled us to get to the walls undetected. Getting inside was another matter however. >The only time we killed the commander was on an eastern approach. The commander (plus a few others) made a very surprising 'sallied forth' coming out to the treeline where we were scouting. We were surprised by this as we considered he would be bunkered up inside the castle. After we killed him, all hell broke loose (prompted by the message). We exited south-east from where we were (just east of the castle) and evaded two large groups converging on the castle purely by chance. >We noted a truck somewhere further south-south-east. This had presumably dropped a squad. We took the truck and headed generally south. >The density of patrols was great, which made it pretty difficult. Truck was under fire a few times from unseen assailants (we play expert). >We made it about half-way south before meeting our waterloo when a close encounter with a armed 4x4 went wrong. >We made perhaps 7-8 attempts. The final attempt where we met the commander we brought in the AI for 'backup'. Possible ideas: >Not sure if the commander was meant to sally out of the castle? If possible lock him down inside a bunker or something. >Noted that there is "400-500 soldiers" in the area? Is this true!? Certainly seemed possible given the density we saw and the cpu/ram usage. >Believe the squad (8-10 guys) dropped by the truck moved towards the castle, the stopped allowing us to evade them. Perhaps get them to generally head south or start tracking after the initial convergence on the castle. >Get a random chopper to do a patrol over the major roads just to keep it interesting! >Also if possible the standard revive would be good. Everytime we were hit it = death. Once again, great mission, look forward to tackling it again soon! Cheers,
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Sounds great Laggy, looking forward to it
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Thanks for the response Laggy Understood re: the limitations of the ACM module. I certainly concur the variance around enemy density is very high from our experiences. I appreciate there is no quick fix also. Based on that my only suggestions would be: >More set piece units in the back half of the map. The dog chasers make it tense in the first half. Some kind of equivilent for the back half would be great (someone mentioned a Mi8 hunter script might be easy to implement?) >A few roaming solo snipers in a few of the forested areas where players might avoid the main roadways. There known presence would keep things tense at all times (I'm certain you've seen the movie "Behind Enemy Lines"!) . >Static defenses on each major road at some stage, particuarly at major towns >Some final horrible 'surprises' just outside Chernogorsk, just when you think your home Thanks again - awesome mission in its current form (my suggestions are only due to my lust of an extreme challenge). I think it's a real winning reciepe "escape against overwhelming odds".
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Hi Laggy, Loving this mission. Sure to be a classic worthy of Wikipeida! Just one request: Would it be possible to have an 'extreme' version with the random encounters increased 250% and (if easy) double the number of tracker units? While it's challenging at the moment, an insane extreme version would be fantastic. I know it's probably asking to much. Cheers anyway for a fantastic mission
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Sounds awesome'o powa'! Host it up please curly