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crs24

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Everything posted by crs24

  1. crs24

    Warlords

    @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.
  2. crs24

    Warlords

    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.
  3. crs24

    Warlords

    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.
  4. @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.
  5. 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.
  6. crs24

    Warlords

    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.
  7. crs24

    Warlords

    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.
  8. crs24

    Warlords

    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.
  9. crs24

    Warlords

    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.
  10. crs24

    Warlords

    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.
  11. crs24

    Warlords

    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.
  12. 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.
  13. crs24

    Warlords

    @Jezuro The official warlords servers modified costs and/or the warlords mission default costs?
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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