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Masharra

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Everything posted by Masharra

  1. Masharra

    Suppression Effect missing in ARMA3

    If death is not enough then I dont know what will work. Then gain death with respawn isnt much of a death more of a minor inconvenience. I believe all the rope in the world should be given, hands not held, and kinetic encouragement given for all. Let people be "stupid". They will learn or they will drown.
  2. Working with no / unnoticeable bugs.
  3. Masharra

    Development Blog & Reveals

    I am sorta amused by the term dev bashing here biforums really. Looks at say cryptics forums when they screw up, looks at pretty much any ea game forum, and this is dev bashing? Actually dev bashing I think is against the rules. I would urge people instead of ignoring it to report it. If you believe we are that bad maybe we need a break then. What is really amusing is other games do less than this and get slaughtered without a second thought. Also this not a slaughter. This is not a slaughter in any way shape or form.
  4. Masharra

    Development Blog & Reveals

    You should have stopped at "the entire tactical layer" as I would have been inclined to agree with that issue unfortunately you kept going and screwed the advantage you had. You missed out a MASSIVE tactical boon by not having implemented the sun and other weather related effects into your mission planning stages.
  5. Masharra

    Development Blog & Reveals

    Quarter three if they keep their "deadline". So July to September. That being said I liked "D''s video. Def a good intro to Arma 3 heli flying.
  6. Masharra

    Development Blog & Reveals

    Exactly when in that video did they say they were delaying the camp to concentrate on the core features? Just wondering. Dont worry Ill wait so you can tell me. Chortles! You're the quotes guy. Can you help him out?
  7. Masharra

    Development Blog & Reveals

    Damnit I am supposed to be sleeping. I gather the inverse from the "defenders". I think of it as you assuring me that because they removed the campaign that other features will work perfectly or that the campaign will be perfect because it was released later. That when the campaign is put back in it will work perfectly. Atleast that is the only excuses I see being given. They are taking it out because 1. Its a buggy pos right now and they want to fix it. 2. They are working on something else (or something to that effect) Firstly I want to know how they know those are the reasons it was removed as iirc they said they will release a dev blog giving reasons. Otherwise shits being made up. Furthermore I dont gather really anger at the removal of the camp, its more anger at they have to remove the camp. As it stands they seem to have more excuses than "insert x that gives a lot of excuses" and as much as I want to rec the game and give massive props to BI, I have to hesitate. Why? Because if they decided to look at recent history of BI as a company read the forums for a bit they would say This looks like some shady business.
  8. Masharra

    Development Blog & Reveals

    Proof its only the camp please? Its not that I doubt you but I know of a person who got in trouble for spreading "unproven" claims except they were negative. If you are doing the same and they are positive I merely want to chuckle to myself.
  9. Masharra

    Development Blog & Reveals

    Oh it not the "ONLY" thing. Just one that shows uhh that something major is "wrong". I have nothing until launch day :D. Thats good and all about the editor but thats sorta like telling people who play unreal to forget about the game and make your own.
  10. Masharra

    Development Blog & Reveals

    Well you see that is technically the problem. Up until a couple of hours ago we were going to get a camp on release. Who is to say next week MBT's wont be until after release? Who is to say fixed wing wont be until after release? Who is to say Altis wont be until after release? Chances are we will get that stuff ofcourse, but chances were that we were going to get a camp at release too. No doubt that something "major" had to happen that caused them to ax the camp thus far, but what else is cut? I just im'd my friend who I "MADE" buy the supporters editon. I threatened and hyped and bitched and bribed until he got it. I told him no camp at release. He said and I quote "altis better be the shit or else I owe him a hundred bucks."
  11. Nice Nice I was looking for one of these for a mission and this sounds like the perfect tool.
  12. Not sure why sad. The building of communities around single servers has been the "norm" for many a year. From mmo's, fps, to rts and more. Its a great thing as you get superior quality assurance.
  13. Masharra

    False Hacking

    Find people who accused me of hacking and deal with them. I like that option. Realistically this is the internet. Keep on "hacking" until you cant log in.
  14. Masharra

    Minor but distracting Sound Bug

    Hmm so that wasnt my soundcard being silly. I can confirm that on my system it does that also. 5.1ss
  15. Masharra

    AI Discussion (dev branch)

    I do not think Arma 3 really attempts to simulate "real engagements". Its more along the lines of dropping people in a military theme and hoping they do something that they think is realistic. Else things like suppression, armour, wind, etc would be default ingame. Alas that is OT though. That gameplay is more akin based on the mission though.
  16. Masharra

    Terrain Improvement (dev branch)

    I would argue about the tired after playing 2-3 hours but in my youth It was common for me to spend 24-48hrs nonstop doing things. I dont think it was the colours and would agree with you Anachoretes as I am not a psychoanalyst by trade, unfortunately .... Maybe if another psychoanalyst could speak up and confirm?
  17. shakes head... not at you tyl3r not at you. But realistically.. I doubt it. EXTREMELY doubt it. I think it is simply too much work for too little gain. It would be more productive if they had a suggest a similar topic feature like in other support areas. That would cut down on future duplicates. also polls I believe dont do much.
  18. Masharra

    Co-oP Missions by Viktor Reznov

    co08_shockwave V1.3 Changes removed gl4, fog,lights, changed grenades to _east, full moon ------- Working on fixing fog it works too well------ co12_until_we_bleed v1.0 Elements of the Russian Armoured Forces make an offensive push against joint US and Czech held zones. Req RHS MCN_Aliabad http://ciahome.net/forum/index.php?topic=2861.msg20255#msg20255
  19. Cant believe I havent posted before but.... Thank you ever so much. The hours of practice flying the littlebird on these lovely missions exceeds my years. Great missions
  20. Masharra

    AI Discussion (dev branch)

    I should clarify I dont exactly want players to have suppression effects as I believe getting shot at is good enough reason to be suppressed. I mainly dont want it with ai that has no way of defending itself. TPWcas is great but I prefer it with something that makes units either drop smoke or units Rush to cover. They have some means of defending themselves/impairing the attacker. The struggle for fire superiority is the reason we carry mg's and have a spare guy or more carry ammo for him. When attacking or being attacked he is the GO_TO guy to make things change. When suppressed he is supposed to achieve fire superiority with his brothers over the suppressors. Thus suppressing them. It becomes more than just shooting at each other. For the player it changes from "yea we got this" to "shit do I need my attacking team to assist in suppression instead of flanking?" For the AI it goes from "Incoming get to cover gain fire superiority to splitting group into two one attack/flanks and one suppresses" Wishful thinking on my part but that whole scenario can build up to squad on squad battles to whole armies duking it out over the whole of altis because one squad said "shit we are pinned down request assistance at XXXXXX"
  21. Masharra

    AI Discussion (dev branch)

    The reduction of ai accuracy is both a pro and a con. Pro because it is realistic. Con because it is gamey. Why gamey? I would say I am a shit player and I behave quite realistically when under fire.(namely because of the no-respawn/no-revive gameplay I enjoy) I want to LIVE Some of the better players I have observed dont really head to cover, they place extremely accurate medium/long range shots from exactly where they stand(albeit taking a knee or prone for accuracy). Ai suppression without player suppression will become a turkey shoot. Unless player accuracy is also reduced ai accuracy shouldnt be reduced under suppression. Why? What is the main reason people take cover from arma ai? (from range) They can shoot the mole off your nuttsack. Remove that and we have no real reason to fear(unless you play similar game modes and even then it is reduced) The vying for fire supremacy without actually seeing the target is something that I have rarely seen in arma(correction I see it Tuesdays/Sundays/Thursdays :D) outside of those days not really. Even mg fire is extremely accurate. I can only imagine what suppressible ai would be like in regards to respawn/revive missions. Actually I think this come back to what that person somewhere in the past pages has said. They need to be taught some of the basics first. Without some of those basics, things like ai suppression, are more of a crutch on the player than the ai. To paraphrase a conversation between a great leader and a mg from one of our sessions. Rifleman- Underfire! SL- MG Suppress! MG- I cant see them SL- Shoot east MG- I dont see anyone. SL- You dont need to see. Just send bullets that direction and thats enough. The ONLY thing the ai has is its accuracy right now. It can not fire blindly at sound sources, it does not know how to lay ambushes, I doubt it can even try to conceal itself with smoke. Before we kick the retarded kid in the shins how about we send him to infantry school first? Can I say retarded kid?
  22. I always though that feature was odd. Surely one could speak or type. I dont think the ai actually needs to "hear" the confirmations as it most likely knows instantly. That being said it should be consistent for those that like it.
  23. Horizon - horizontal - left to right vertical - up down- *censored joke*
  24. Masharra

    AI Discussion (dev branch)

    And vice verse else your simply playing domination.
  25. Masharra

    AI Discussion (dev branch)

    I would rather they behave like trained infantry and when ordered to disengage they dont act like idiots. Unless when the player disengages from battle they are forced to do the same. Though optionally as like in gl4 if enough of the squad is destroyed and not close enough to a soldier the chance of the ai surrendering/ playing dead should appear. // ============================================================== // GL4 Enemy A.I. Surrender: // ============================================================== // Choose if enemy A.I. should be able to surrender if they are fleeing. // True / False, default is True // GL4_Global set [50, False]; // Enemy A.I. Surrender Courage Fixed: // Choose the enemy A.I. surrender courage. // Note: The higher this value the higher the chance that enemy A.I. will surrender. // 0 - 1, default is 0.1 // GL4_Global set [51, 0.1]; // Enemy A.I. Surrender Courage Random: // Choose the random enemy A.I. surrender courage. // Note: This value will randomly increase the "Fixed" value given above. // 0 - 1, default is 0.5 // GL4_Global set [52, 0.5]; // Enemy A.I. Surrender Rank Chance: // Choose the chance of how fast enemy A.I. with a specific rank should be able to surrender. // 0 - 100, default is PRIVATE: 70% | CORPORAL: 60% | SERGEANT: 50% | LIEUTENANT: 40% | CAPTAIN: 30% | MAJOR: 20% | Colonel: 10% // GL4_Global set [53, [70, 60, 50, 40, 30, 20, 10] ]; // Enemy A.I. Surrender Group Size: // Choose how much units of a enemy A.I. group must be alive till a unit of the enemy A.I. group will think about surrendering. // 1 - 10, default is 3 // GL4_Global set [54, 3]; // Enemy A.I. Surrender Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not surrender. // Note: If there are more friendly A.I. units nearby like set here then the unit will not surrender. // 0 - 100, default is 5 // GL4_Global set [55, 5]; // Enemy A.I. Surrender Captive Player: // Choose how many captives each player can capture at the same time. // 0 - 10, default is 3 // GL4_Global set [56, 3]; // Enemy A.I. Surrender Fleeing Chance: // Choose the chance of how enemy A.I. which already was captured by a player will try fleeing. // 0 - 100, default is 5% // GL4_Global set [57, 5]; // ============================================================== // GL4 Enemy A.I. Simulate Dead: ( New ) // ============================================================== // Choose if enemy A.I. should be able to simulate dead if no friendly A.I. is nearby. // True / False, default is True GL4_Global set [58, False]; // Enemy A.I. Simulate Dead Chance: // Choose the chance of how enemy A.I. should simulate dead. // 0 - 100, default is 15% // GL4_Global set [59, 15]; // Enemy A.I. Simulate Dead Friendly Nearby: // Choose how much friendly A.I. units have to be nearby that the unit will not simulate dead. // Note: If there are more friendly A.I. units nearby like set here then the unit will not simulate dead. // 0 - 100, default is 5 // GL4_Global set [60, 5];
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