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wattywatts

BI Developer
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Everything posted by wattywatts

  1. I'm starting this thread to put an end to all the confusion here :) Below are facts of how they currently work on the dev branch. "Main missions" - classic campaign missions "Scouting missions" - optional missions, where you can explore the wonderful places of Stratis and Altis, collect equipment from the deceased you find or make and improve your tactical and combat skills "Side-quests" aka Side missions - optional tasks of various kinds included in the scouting missions itself Scouting missions 1. How to start the scouting mission? - leave the base by foot in any direction. - activate the "Start scouting" action from the quad-bike (Survive, Adapt) or offroad (Adapt only) at the base (if you cannot find it, open map and zoom in, there's a marker "Patrol"). The map will open and you'll be able to choose from few predefined starting points. They are dependent if you go on foot or with a vehicle. You can only go for scouting before being informed about an upcoming main mission. 2. How many scouting missions are there? There are five scouting missions, one for each base. All enemy patrols have a certain chance to be present in each playthrough - so stay aware even in the areas which were enemy-free in your previous scoutings. All empty vehicles and "unique sites" (corpses with valuable equipment etc.) have also a certain chance to be present. However after you have found them already, they will be taken/stolen/looted/buried by locals afterwards. 3. How many times can I go to the scouting mission? As many times as you want before you move to another base or have to go for a main mission. 4. Is there any time limit for the scouting missions? Yes, it's the remaining time for the next main mission briefing. If you fail to get back before timeout for next mission, you will be automatically moved back to base. 5. Where can I get any vehicles? There is always a default vehicle at the base you can use. There are also usually some vehicles close to the starting positions of the mission. Beside these, you can find some vehicles in almost every city and mostly also in the AO of the side-quests. 6. Can I take some comrades-in-arms to the scouting? Yes, at Gori and Topolia in Adapt you are able to go on scouting with a small team. - both bases have a limited pool of warriors which can accompany you - they are always already waiting for you in the vehicle (offroad or a different one you take from the scouting) - to go on scouting with them, activate the "Start scouting" action on a vehicle they are in 7. What equipment I collect in the mission is saved? All equipment is saved. 8. Are the vehicles saved in some car park? Yes, there is always a default vehicle at the base you can take to the scouting. Beside this, the vehicle you return to the base with is also saved. If you return with more vehicles at Gori or Topolia, only yours will be saved. 9. Do any of the actions I make in the scouting missions or side-quests have an impact on the main missions? You can 'only' have a better equipment for you and your team. 10. How can I fully heal myself if I don't have a medic? - there are some medical trucks you can use or you can return back to base (a very skillful doctor will take care of you before you enter the base :) ). - there is also one medic willing to accompany you while at Topolia. 11. My vehicle got immobilized, can I repair it somehow? As you are not a repair specialist, you cannot. Try to find a new one and drive more carefully next time :p 12. I got killed by a sudden explosion, is this some sort of script? Yes, the area you can move in is limited, yet clearly marked on the map. 13. I found/got killed by a real mine, can I defuse it somehow? As you are not an engineer, you cannot. However some mines can be triggered by a nearby explosion or you can step over them. A mine detector is a vital instrument in some areas. 14. It's pitch black and I don't have NV goggles. You can always find some flashlights and chemlights in the armory. NV goggles can be otherwise found on certain types of enemy units, mostly the commanders and special forces. Or, if you don't like dark adventures, you can first go to a next main mission (if it's not the last available mission from the current base) and go scouting later. 15. Are there any static weapons I could use? Yes, there are few of them and some are carried by infantry support teams. Side-quests 1. What are the side quests? They are the optional tasks included in the scouting missions. To learn what exactly are you supposed to do in them, please read the task info. 2. How can I receive the side quest? There are two ways - you either overhear a conversation between some men in the camp, or when you reach a pre-defined distance from the side quest's AO in the scouting mission. 3. How are the side quests distributed among the scouting missions? Each side quest belongs only to one scouting mission. If you move to another base before completing some of them, they won't be active anymore. 4. How's it with saving the game? The game will be automatically saved when you 1. enter the side quest's general AO and 2.when you complete the task. Be aware that some save games may happen when you are in contact with enemies, though we made our best to have the save game areas enemy-free. I'd advise to return to base after you finish one or two side quests. 5. What happens to the objects included the side quests when I complete them? All units, vehicles and ammo boxes will be deleted when you go to the scouting mission again. Therefore decide carefully what you want to take with you back to base. 6. How many side quests are there in total?
  2. wattywatts

    Tanks - Fire-control system

    In the game, the 4-5km is the max. zeroing range for the cannons. Max. effective range (to hit a tank-sized target from front) should be 2-2.5km. At 4+km, it's more practical to shell enemy infantry with HE rounds while being out of range of their AT weaponry, rather than precision shooting at a point target, especially when it's moving.
  3. If you are viewing it from a distance with medium/lower terrain detail settings, it may seems it's levitating, but it should be placed on ground. Will be changed to 'direct' conversation mode with no radio post-processes. Due to various factors they have to stay at their position the whole time. Well, tank on steroids you know, as they said in the Dev Diary : ) Will investigate. The whole offensive needs some reworking anyway.
  4. No worries, the performance of the 20mm rounds will be improved to make them as useful as they should be. Each of our AFVs is getting their armor upgraded, which should eliminate the inconsistencies in their protection. This will however take some time, as it requires extensive encoding work and QA testing. To the ammo update - it's possible that the changelog was added before all of the addons have been packed, so the rest should be present in the next dev-branch update.
  5. This one got discovered yesterday by our QA and should be fixed in the next dev-branch update. It's caused when...
  6. True, but the current helmet is a reskin of the NATO's and since there is a new helmet available, it needs to be used somewhere. We can try different approach though.
  7. I see - it's not the locking itself, it's the incoming missile warning system, similar as in jets or helos. Some of it might get into release, but no promises. Noted. Noted. The depot reskin (and all possible reskins of everything) is nice-to-have, but - since data lock is nearby - is very unlikely. For the helmet - the plan is to give it to all CSAT crewmen, replacing the current one (which would be available in Virtual Arsenal).
  8. Titan is used by all main factions. As we were making new AT launchers, we primarily wanted to fill the gap and have one unguided launcher, usable for NATO, AAF and all kinds or irregulars. Then we also wanted to give CSAT something new, unique, of their own design, something requiring different approach than RPG or the Titan. He is there, Assistant Heavy AT. It's also in-game, though not in the loadout of the units. You should find the HE missiles in CSAT's Launcher crates. Static Vorona and SPG-9 were considered, as many of other nice-to-have assets, but with the given resources and deadlines, we had to focus on the high-priority assets. That depends. The damage overhaul is still in progress, so current damage dealt against armor is not final. The design for (infantry used) Titan is that it has a relatively small warhead and range and is effective against heavy armor only when used in top-down mode. For this you need to lock the target (which needs to be 'hot'), but doing so will alert its crew, giving it a chance to use countermeasures and locate your position. Vorona has much more powerful warhead and is undetectable, but you need to guide the missile the whole time, exposing yourself. It depends on situation - each launcher has some pros and cons.
  9. Firing from vehicles was actually planned and configured, unfortunately it collides with the content licensing system, thus it was switched off. Once we manage to bypass this issue, FFV should be enabled again. EDIT: since there seem to be some confusion, to put it more simply:
  10. wattywatts

    Tanks - Fire-control system

    We considered this variant, but in the end it won't be included in the release.
  11. wattywatts

    Tanks - Fire-control system

    We have plans for adjusting vehicle loadouts in similar way, however Encoding and Tech Design are flooded with work at the moment. Some of the planned changes would not be backwards compatible (6.5mm coax > 7.62mm coax, Slammer UP 105mm > 120mm), requiring more intern discussions and decisions before we take action.
  12. wattywatts

    Tanks DLC Feedback

    Lack of available programmers, as almost all of them are working on Enfusion. And now for something positive - while I can't give you any specific info, I can say that many of the issues mentioned here are on our long list of things we'd like to improve/fix/add. And they are progressing quite nicely.
  13. wattywatts

    Tanks DLC Feedback

    Yes, we are. And we appreciate all the ideas and your enthusiasm. But please don't get too hyped about APS, it's highly unlikely it will get in game.
  14. wattywatts

    Tanks DLC Feedback

    All premium vehicles will come with at least two texture variants, to fit on Altis and Tanoa type terrains.
  15. Unfortunately not, it's just in the mission.
  16. wattywatts

    Marksman Showcase

    Hello, it seems that in the first case you didn't eliminate all enemies and the timer ran out (which is 20 minutes for this task). In the second it's possible that you either went out of the AO or triggered another 20 minute timer.
  17. Thanks for reporting. The addon, in which the disabling of the headgear randomization for all campaign missions is included, was not sent to Steam (for some weird reason). Expect the Sgt. Fix to arrive tomorrow.
  18. wattywatts

    Scouting and side missions FAQ

    Updated These changes are one of the last on the East Wind campaign. With the Bootcamp DLC, some new assets - clothing and headgear - will be re-added to the campaign. I'd like to thank my colleague Jiří 'Warka' Wainar, as it was his magical scripting abilities that made this all possible :p
  19. wattywatts

    Scouting and side missions FAQ

    Each base has one repeatable scouting mission, which can be started as many times as you want (I have 14 replays of Scoutings in Adapt :)). The Scouting task is a parent task of the side missions, to distinguish them from the campaign missions. Regarding injuries: Regarding replaying campaign:
  20. wattywatts

    Scouting and side missions FAQ

    Updated. Current state in 1.18 and newest devbranch.
  21. wattywatts

    Starting the scouting missions in Adapt

    Since patch 1.18 (April 30th) all equipment (except unequipped goggles) should be saved to weapon pool.
  22. wattywatts

    New scouting missions during "Survive"

    There is very little free time before the Blackfoot down starts, so it's better to go scouting after the first mission.
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