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crs24

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About crs24

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  1. crs24

    Warlords

    @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.
  2. crs24

    Warlords

    @Jezuro The official warlords servers modified costs and/or the warlords mission default costs?
  3. crs24

    Warlords

    @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.
  4. crs24

    Warlords

    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.
  5. crs24

    Warlords

    I’ve said this before but just to say again since I have no idea who reads my past comments if they haven’t followed the thread; Without going into a multi-paragraph explanation like I did the first time I wrote this, On the subject of the rhino, if in warlords you remove the ar-2’s and possibly the remote designator’s datalink so the rhino atgms needs line of sight to detect the lase or careful aiming to LOAL( and it does have this I checked) to hit with its atgms like every other vehicles LGM in warlords do it would be balanced in my opinion. On the subject of the ammo truck I’d much prefer slower reloading over limited ammo supply since that was a thing in early A3 and I and others hated it, especially since with some vehicles and currently still applicable with the smallest vehicle ammo crate you couldn’t even fully reload some vehicles ONCE before it became completely useless. On the whackamole meta, I think that sectors that are unlocked to both teams and not the current target should lock again to the enemy once the sectors current owner advances far enough past it. Also it should require 2 people/ai to start capping a empty sector.
  6. crs24

    Warlords

    I’ve suggested this before, and I think that instead of the current situation with sectors controlled by one team and locked to the other that when captured by the enemy team they remain forever unlocked for both teams to play whack a mole over, the captured sectors that are unlocked for both teams when not being a targeted sector should return to locked status for the team not controlling the sector if the other nearby sectors are also captured by this sectors controlling team and there’s no enemy sectors nearby so theres a limit to how many sectors 1 person can just drive a quad bike to or send a single ai to take by themselves. At the very least i think it should always take 2 people or ai squad members or some other minimum being there before your able to start taking an empty sector with no one else there.
  7. crs24

    Warlords

    On eu11 Some guy is currently hacking so many bomb explosions every couple minutes the server desyncs and everyone else freezes for everyone then the server comes back a couple minutes later and they do it again.
  8. crs24

    Warlords

    I played a round of altis 64 that lasted over 9 hours real early today, it was moderately populated when I joined, then well populated for a while, then sparsely populated at the very end, I know because I was there except it’s first hour, over 8 hours till it was won. And there were plenty of SAMs on the server although I think after a few hours the population dropped and blufor didn’t realize you needed a radar source, and it wasn’t SAMs existing I think that were the problem, it was when you fired them a lot. First Sam I placed when I fired a single missile at nothing to test rearming, my FPS noticeably dropped for a few seconds when I fired it, it didn’t drop later but that’s something I assume when a lot of SAMs fire is a problem. Also rearming them doesn’t seem to work well with launchers placed by multiple people when you control them even when not firing (as they don’t rearm themselves) unless you own that particular launcher, and it sometimes requires sticking an ai or yourself in a ammo truck so it will rearm, which I assume is desync. I put a launcher as opfor that lived several hours, it lasted the whole match afterwards, needed ai sitting in ammo truck to rearm when controlling it and had a Tigris and a static radar giving it data, probably sat there and fired a couple missiles at something every so often and occasionally fired constantly under my control for several hours, and this one guy on opfor with me who was worried about his PC dropping FPS and kept worrying every vote attacking telos would do so only complained it did and left despite our teams success there when blufor went for telos after several hours. Of course people leaving might balance the performance drop from a long run, but I assume the big issue is the SAMs being fired en masse not their existence alone are resource taxing on the server with that many people and that many targets. The Sams can LOAL, I once fired a Sam to test rearming with no target in sight and got a kill completely unexpectedly, so my suspicion is the biggest current cause of the freezing issue in warlords is the SAMs missiles are too resource intensive when fired rapidly from multiple launchers. I’ve seen freezes before but they were much more rare, and previous warlords related ones might of been from tons of mines and such. This is probably an arma 3 issue with the SAMs, I remember I used to hear about how the ghost hawks miniguns being fired used to lag the server to death until that was eventually fixed, but the issue never left some people’s minds.
  9. crs24

    Warlords

    I’ve been seeing manned independent vehicles spawn on blufor and opfor controlled sectors as defenders when they’re attacked by the enemy team and they attack the other defenders. Only started doing it since latest update 1.92. Happens on Altis 64 at least. Also there’s a strider that spawns in a building at Sofia power plant and the occasional AI glitched in a destroyed building or a rock you can’t kill but I think those existed before. If anybody else here sees specific cases you might wanna list them.
  10. crs24

    Warlords

    A idea I had after the recent posts on the camping and operating far behind the enemy frontline and thinking how other Cti worked, there could be a new optional server parameter to change airdrops to remove or limit the ability to airdrop things on a players location and change it to airdropping on or around friendly sectors only, as this currently isn’t an option even in the editor modules unless you just jack up the price of your location drops so its unaffordable. Airdrops would be the same as they are now by default and sector airdrops would stay the same always, but there’d be an option to limit or disable airdrops on a players location either to within a set distance from a friendly sector or only in a friendly sector. Basically there’d be a server parameter for airdropping on your location where there’s the default setting of you can airdrop on your location anywhere, one disables airdropping on your location entirely and the other settings are it requires you be within a set distance of a friendly sector to airdrop on your location.
  11. crs24

    Warlords

    I think the reason that airfield north of abdera was removed as a sector wasn’t because players couldn’t use it, but because planes purchased there which have to land under ai control wouldn’t land there and landed at almyra aka the salt flats instead, which is far east of abdera and by opfors base which often left free enemy planes for opfor to take since that north airfield was usually controlled by blufor.
  12. crs24

    Warlords

    Disabling the ai player by clicking the player symbol on the slot your going in before joining might remove the chance of ‘strange spawns’ happening if it bugs you, but hey free tank there.
  13. crs24

    Warlords

    I think the briefing tab on the map in warlords should have a number of those basic warlords specific tips that pop up constantly always listed there, like hold I inventory isn’t listed there but it pops up when you join, but someone might not notice apparently from how many ask, and Fast traveling and such isn’t obvious to many it seems. Some things about arma 3 itself aren’t obvious but there are some things your able to figure out if you read the field manual entries and other things, like with the rhino and darter you can see some of these things with it saying the rhino has Laser guided ATGM + the darter has a laser designator Which = profit, or certain things have data link by default, but arma is complex for new and old players. Then there’s some people I see who seem to have and others literally have said they’ve (literally or figuratively) never played arma 3 before playing on a warlords or any server. The boot camp campaign exists for a reason. Basically my thoughts when I’m online and a new guy is asking everyone things not mission related and that are very very basic questions about things the bootcamp teaches, often when I’m getting shot at, are sorta like this: please please please people the boot camp and other scenarios exist for this play them once dammit so you don’t need to keep asking how to get in a car or how to pick up a gun or aim down sights or switch firemodes or stand up and why do I have to keep typing out how to do these things when there’s a nice training mission for you to play to teach that I’ll still tell you how but come on wouldn’t it be more fun to play online when you have a basic idea of how to do ANYTHING?! Ok rant over, skill and knowledge always varies, but it’s bad when new people don’t even try learning the very basics thats listed right there on the main menu before playing online sometimes. I don’t mind helping people learn but the most basic things like knowing what the key to aim is should really be something you already know from the bootcamp or the keybindings at least.
  14. crs24

    Warlords

    You can also use a cheetah’s or Tigris’s radar to give target info to the SAMs the same way as the static radar. I also would flip to the static radar on and quickly switch to and fire the Sam before the target disappeared from the radar screen, but having a manned cheetah/Tigris with its radar on does work. I wonder if an option could be added to the uav terminal in Arma 3 to switch active radar on and off like the lights.
  15. crs24

    Warlords

    @CaptainDawson Therisa is right next to the aac, it’s less than 1km away, within running distance even, so it shouldn’t even require a vehicle that will just get picked up on the tigris’s radar. Did nobody try to use the new SAMs against shikras in those games, cause they were everywhere on both teams when I last played, although I’m not sure how many actually ever had a working radar, which even a cheetah/tigris gives a Sam targeting, with no radar they just scare people. Last time I was opfor I was shooting down every jet I saw when I had a Sam set up, I kept wondering why no one tried to kill me more directly as they could see where I had it positioned from center airbase when the views set to 4Km. And when there wasn’t jets bombing the rhinos due to the enemy SAMs I saw about 3 of them up at once at one point through the radars, but I think only one knew how to use them for their ATGMs.
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