crs24
Member-
Content Count
63 -
Joined
-
Last visited
-
Medals
Community Reputation
33 ExcellentAbout crs24
-
Rank
Corporal
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
@One In The Chamber Resetting without cause is a problem but I’m also wary of people being stupid with not voting about that like with not votekicking idiots, although a prompt like with choosing the next sector might work. The current sector reset does need 2000cp from the person doing it and there’s a cooldown before anyone can do it again afterwards. Its annoying when some troll does it without cause but if you can get people to vote for the current sector again you hopefully can get it selected before people die from being out of bounds if it was locked and the idiot won’t be able to reset again for a few minutes where you can at least try votekicking him if he’s a real idiot. If theres a drone blocking fast travel move a bit away from the base and you’ll be able to fast travel again from outside the base if you can’t kill it. @Nic1 I agree that the sectors capture area really should have a maximum height as well. The helicopters I think depending on type can’t actually fly higher than say 4-5km which is still higher than the view distance, but a jet can also fly straight up for the same hovering effect till they hit the service ceiling.
-
View distance also impacts the air defense ranges if they aren’t radar guided missiles so it doesn’t solely benefit air, and like Ive said before I used to kill the cheetah/tigris with attack helicopters very easily when it was 2500 before it was upped to 4000. 3000 would be the absolute minimum to maintain some balance in air vs air defense in my opinion.
-
Just a thought without any experience in the new mission yet, but having played other missions with a scripted rearming, a 5 minute cooldown between being able to rearm or repair again sounds like it might be too long In my opinion for keeping casual players from being repeatedly frustrated especially in pvp. Stopping nonstop unlimited bullet/missile spam or invincible vehicles is the primary goal I’m assuming with a cooldown, and a 1-2 minute cooldown would probably do that without making it frustrating in some circumstances. If for example I repair my car and break a tire on a rock 15 seconds later because arma physics, and then feel the urge to quit because I’m stuck for 5 minutes if I’m poor and I don’t have a repair specialist handy. Or I take off in a helicopter after rearming, a jet fires all it’s radar guided missiles at me shortly thereafter before he goes to rearm and I’m stuck waiting to rearm my flares until after he is airborne again and kills me. Or I’m in a tank that I just rearmed, a couple at missiles come at me and I pop all smoke, and I now need to hide for 5 minutes or wait for someone to kill the at before I can move. Never mind if the servers lagging and 5 minutes turns into more or the service vehicle disappears while I’m waiting because someone else bought it but they just left the server. Basically it should have a balance between endless ammo and keeping it fun while taking into account how fast things can blow up in pvp. Also while taking into account I haven’t played it yet, on other things I agree with Dawson’s points from all the descriptions I’ve seen so far. Besides that if the Arsenal is gone like Dawson mentioned I have to say I’m not sure why having it was a problem requiring complete removal and not say a price or usage restriction like say it’s only available at the main base or something if it needs heavier limiting. Getting every little thing not just the important things by buying multiple mostly redundant crates would be a pain in the ass. Also from personal experience putting the servers max view distance too low allows some tricks to kill the enemy without them being able to fight back.
-
All mods from workshop are now showing as corrupt
crs24 replied to Donnie_Plays's topic in ARMA 3 - TROUBLESHOOTING
@major-stiffy Does it still work if you close and restart steam again afterwards? I tried clearing the download cache a few hours ago and It started downloading and corrupting again when I restarted steam again after clearing it. -
All mods from workshop are now showing as corrupt
crs24 replied to Donnie_Plays's topic in ARMA 3 - TROUBLESHOOTING
It might be steam not A3. I have another game Mowas2 which is unrelated to Arma 3 but it keeps redownloading some workshop items every time I restart steam the same way and at the same time as A3 does and those mods are screwed up the same way in that they’ve disappeared after the download finishes. -
Altis is capable of allowing a 4000m view, yesterday I was being shot at by a tank 3000m away, and aircraft are even easier for long range. But even more importantly, some weapon systems like the titan missiles that rely on infrared and not radar are limited by view distance settings. For example, if you get in a cheetah/tigris and can see a plane on radar 3000m out and the titan missiles range is 4000m but the object view distance is set to 2000m, you can’t lock onto it until it’s 2000m away. The cheetah/tigris can be nearly impotent on lower view distances compared to its effectiveness on higher view distance settings. The max view distance in warlords however probably shouldn’t surpass 4000m as beagle stated for performance and balance reasons, but it probably shouldn’t be less than 3000m for the same reasons.
-
The static auto turrets are fine as is I think except when people now somehow glitch the turrets into the ground. According to the target info on a group of turrets that were glitched into a hill I saw last night to stop us from taking neochori, it says they’re 20+ km away from me when I’m standing on top of its sector scanned position which is WTF, maybe limiting the vertical cap radius like the horizontal is as it’s been suggested would fix that. And while auto turrets can stop you from capping like they’re a enemy vehicle and without a overwhelming majority, if you get enough people and ai in a sector to take it anyway the auto turrets cannot recapture a zone themselves like players or ai soldiers can. On the drones, I think the ar2s and Ed-1s or anything that’s both autonomous and self propelled need to be spawned purely from the defenses menu, not from the arsenal so people can’t just use the arsenal to drop dozens of drone backpacks with no limit, that or the unit limit should apply to the ones placed from the arsenal as well somehow. I think however that if the drones are spawned from the defense menu instead they should still be able to be disassembled into backpacks like the arsenal version unless that causes issues.
-
The cooldown is definitely time per individual sector. You can scan multiple sectors on the map at once by yourself without delay if you want, but you have to wait to scan a sector you’ve already scanned again for however many seconds it’s set to. I don’t know however if it’s per player, where someone else on your team can scan a sector you’ve just scanned immediately after you did while you can’t, or if no one on your team can scan that sector you just scanned for the set time. I think let’s try a 1 minute cooldown first and see what happens.
-
I think the sector scan cooldown is already a mission parameter in warlords after update 1.94. It’s not enabled by default but it’s there in the mission parameters along with a jets dlc enabled/disabled switch and any other new options.
-
Honestly I don’t see the IR masking uniforms as a problem usually except with basecampers, and the ar2s sensors can detect people even in stealth suits within 500m for that. Unless you don’t stop at IR uniforms and TI goggles/helmets, and remove all TI from all vehicles, scopes etc which Id hate and very much think is too far (and its 2035 in A3, TI is everywhere in 2019), the IR masking uniforms should probably still be there in my opinion. If you just remove infantry used TI and IR camo it just makes vehicle TI more powerful, and if you stop at goggles/helmets there’s still scopes and every other TI device.
-
A relatively simple fix (if it’s possible) that I see to the rhino in warlords without larger changes would be the aforementioned suggestion I gave to remove the send data link from the ar2s in warlords so the rhino can still get other vehicles data link like normal but it has to actually see the ar2s laser or aim carefully for LOAL. The rhino only works so well as artillery due to the data link letting it always see and shoot a ar2s lase in top attack mode from anywhere in 8km regardless of terrain, and of everything in warlords with data link that shoots (rhino,t140k,cheetah/tigris and Sam systems), nothing except for the rhino uses the data link to see a laser for actual laser-guided munitions, nothing in warlords with data link except the rhino and t140k can even see lasers and other than seeing lasers you can only see the ar2s IR sensor data and the drones position through data link, which the IR only detects anything hot within 500-1000m of the direction of the drones camera. With data link only being in a few vehicles in warlords and most people flying the ar2 above 1000m to avoid aa radar, that makes the IR sensor aspect in regards to data link mostly irrelevant in warlords except to the occasional Sam system that somehow radar locks from IR data, and the laser being seen purely by data link only matters to the rhino or t140k. @Jezuro Would datalink changes to the ar2 or others only when in warlords mode be possible, and with the ar2 backpack you get from the arsenal, could that drone instead be something you buy and place like the current static defenses? You would still be able to disassemble it to a backpack I assume after placing it since you used to be able to do that with the placed autonomous turrets. It would also stop people from getting dozens of ar2s at a time from the arsenal in one purchase and make them have to pay for each one individually.
-
@Nic1 I suspect from what I’ve seen that the reason it isn’t set to kill AI entering locked sectors is that when you have the AI enabled to fill unused squad leader slots and with the AI in general, they aren’t capable of avoiding traveling through the locked sectors sometimes when traveling to the current objective, so on some objectives they’d get stuck and keep dying in certain situations. Maybe the AI subordinates in actual player controlled groups should still die in locked sectors though. @CaptainDawson On spawning things in enemy territory an idea I’ve mentioned before is to maybe have a new parameter that can change airdrops on your location to either the current setup of drop on your location anywhere, be set to require a friendly sector nearby to drop on your location, or disable it entirely and only allow airdrops on friendly sectors.
-
@Jezuro The official warlords servers modified costs and/or the warlords mission default costs?
-
@CaptainDawson i assume the SAM cost will be returned to something normal if they’re fixed since that’s a server side change anyway. I think however that if the SAMs return to normal costs the price ratios for the launcher/radar should switch to the launcher being more expensive than the radar due to the frequency I saw the launcher placed everywhere before their current ban, cheaper cheetah/tigris option for radar targeting, and the static radars current inability to stay active when it’s not being manually controlled. I also think the SAM costs should still reflect them being a strategic AA weapon compared to the cheetah/Tigris in being able to cover a majority or entirety of the map and essentially deny the entire airspace thereof by itself if resupplied and used properly.
-
Basically on Altis both teams try to get enough income to get expensive things and tend to wait to advance so they don’t get steamrolled if they lose said expensive things. Usually if one team in a game where both teams have similar player counts tries to charge straight for the hq of the other to quickly end the game without increasing their income through slower advance or backcapping, with either lower cp income than the other team or a income lower than a few hundred per minute, it typically stalls unless they can maintain asset superiority and high enemy attrition, something that’s easier with said backcapping adding more assets first, then people tend to leave on whatever team is getting beaten up or deadlocked, and the winner of said outcome respectively either continues advancing or backcapping until they win the game or advance or stall, and with the latter 2 it starts all over again. Which is why both teams often try to get a good economy before attacking the other full time. Of course it also deadlocks through both teams backcapping everything and then in the center it’s a stalemate, but that can be fun for a while IMO when your not constantly worried about backcapping and both are attacking, at least until people on one team start blowing up everything and the other team just starts leaving instead, but hopefully that means somebody wins. The issue i think is when it’s been a slog for many hours and the game still isn’t close to ending, then people leave, and unless everyone leaves or the mission finally ends it stalls and starts all over again for the new people until one team finally wins a battle where nobody still there played a part in its early making. I don’t mind long battles but maybe the match should end if it’s been over 12 hours since it first started. Strategically blufor has more sectors before opfor reaches their base, but Opfor has a shorter advance to a choke point if they skip sectors and better airfield locations. If blufor is pushed back far enough from the center to their airfield it’s often game over or a slog win for opfor unless a asset or player shakeup occurs, if opfor gets pushed back more than a few sectors past the map center they have even less sectors separating their base from being taken so it’s often game over or slog win for blufor unless a asset or player shakeup occurs. As one of those of “socially questionable endurance” 😄 (i’m not offended) as beagle put it, I agree with beagle that this would probably kill warlords popularity as written and penalize people for not playing enough. And 3 hours? you often barely see both teams get close enough sector-wise to fight directly in 1 hour 9/10 times, 3 hours it might start getting fun then bang it restarts, it would kill the official servers. A 6-12 hour maximum limit might work so a game doesn’t last forever but not anything less IMO since as bad as stalemates are, if I’m fighting for 2 hours and finally were getting somewhere and then bam SESSION LOST I’m probably getting off instead of playing again. I used to play on a server way back in A2 that had this type of victim controlled punishment system for killing people you shouldn’t and almost no administration (barely more than none unless you jumped through hoops to get a nigh nonexistent until called admin). It was abused constantly by trolls who would run in front of moving cars and people shooting or encourage people to kill them to get killed “wrongfully”, then hit the punish button regardless of the fact they caused it, so I don’t think that selectable punishing should be an option unless it at minimum requires multiple people being teamkilled or rapid repeated teamkills by the same person, which would be grounds for automatic punishment. I think warlords has shown the lack of features A3 has had in its base state to help prevent the many ways a troll can easily abuse nearly anything in the base game if an admin isn’t there to prevent it. The kickvote changes are new yet arma 3 has been out nearly 6 years and had idiots like that since day 1, and arma 2 never got it. Depends on the parameters. Squad doesn’t have maps the size of altis, at least not yet and the smaller maps barely get played in warlords. And in warlords each player is a squad leader leading a squad of ai, not grouping up in a squad with other players and I don’t think you can do so without breaking the ai subordinates. Restricting things too heavily will probably kill the interest in warlords, and in Squad certain things like the vehicles are apart of the mission and always there as such so say 3 tanks and cars are there at base every time the map plays with it costing tickets and time when they die before respawning. In warlords you only have what you and others buy with everything other than what you can put in your own inventory needing to be bought. And except for what’s in your inventory and certain placeable things like mines or some deployable things from the arsenal like the AR2, everything else like vehicles and crates and static defenses that you can buy disappear when the person who bought it leaves the server.