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dy_dead

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About dy_dead

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  1. dy_dead

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Yeah sorry HaVOS, I actually talked about the Oasis or Marah mission at first, realized I was typing on the wrong thread and just started editing it to make it work for this thread xD. Probably wasn't smart haha. And yes, 64bit will hopefully make the game not run like an absolute shitshow and allow for more then 10 squads to be on a server simultaneously before it starts lagging to hell (Arma 3 is the only game I play 30fps in firefights and put up with it). I do actually host using TADST, but play the game on the same machine which I think has a pretty negative impact on performance. I'd rent a server but it's so expensive for Arma 3 (especially if you want to use custom mods). ALiVE seriously needs a reinforcement point or something you can place as a module to allow for different types of reinforcement to come from different points of the map (instead of EVERYTHING being airdropped). Perhaps create a custom capture zone at the edge of the map as a top priority point for BLUFOR and have a logistics module that can only use that capture zone as a drop point? Then again I'm not sure if BLUFOR would ever leave that point if that was the case. I do hope this can be improved at some point. I love your insurgency missions but would love to see something along the lines of Oasis of Marah with US vs Russia. Arma missions are mostly vs IS, but I'd say with recent world events it might be something to look into ;) I understand the Taliban not having Mi-24's, that'd be a bit over the top ;). It was more of a wish really, helicopters and heavy equipment create obstacles that require certain tools to deal with. Perhaps a suggestion for that US vs Russia mission ;). Once you release the Clafghan map (great job on indexing it btw) I'll have a bit more patience, hopefully I'll be able to grow the same love for Insurgency as you have ;)
  2. dy_dead

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Sounds perfect. The respawns for CAS and transport were especially helpful as the AI can be very dumb and destroy the assets out of your control. (These are some random observations we made on things we found whilst playing your missions) The hand crafted insurgent bases make for an enjoyable experience (from the Oasis of Marah mission), ALiVE is a good system for random engagement placement, but it can feel a bit chaotic/disjointed at times (especially with asymmetric warfare, even though I like it more then insurgency). Having these bases around means there are certain hotspots in the map that need to be avoided/attacked as they are most important. It creates a goal besides interacting with civilians and trying to find installations (in this map). It's cool that you make the different mission types instead of only Insurgency, variety is the spice of life ;). I think that's why Oasis of Marah for me seems more focused and allows me to get into the action quicker and more effectively. Hand crafted stuff/specified objectives always give it that extra layer of detail. I usually try doing it myself when playing as ZEUS on your maps to flesh out the ALiVE placement/units for engagements. It makes the mission/target less random, but the unit placement and commander strategy/response dynamic. Having the map go from safe zones to extremely dangerous areas makes for a more logical campaign as you have a clear end goal (destroy assets/bases at the complete west side of the map) but it's almost impossible to do them at the start of the campaign as your reinforcement is usually nowhere near. This is more of a personal preference I suppose. Also, the way reinforcements are handled, the friendly AI commander sometimes drops loads of troops on small objectives and starts moving all of the units on from there. This can cause some massive slowdowns if it's a battalion of tanks and infantry. I'm not sure if there's another way to handle this. Perhaps a way to divide heavy reinforcement deploying in the main base of the map and infantry and mechanized dropping in/driving in from edge of the map points? I'm not that intimate with ALiVE so I'm not sure that's even possible. Also the use of helicopters and planes, is this possible in these sort of scenarios? It should be rare of course but can add some extra danger to otherwise mostly infantry focused fights. This could also just be a complaint due to the fact I don't have a hosted dedicated server, but host my own locally (on the same machine that I play on(I'm poor)). The CQB module (on Oasis of Marah) also places units perhaps a bit too randomly, as if you move the zeus camera over to the total west of the map, US soldiers still spawn in the middle of the enemy territory hotspots as if they were camping out there and waiting for the war to start. But that's probably something inherent to ALiVE. I think what I like most about your maps is the sandbox feeling it has, you can mostly do what you want. This can sometimes cause a feeling of having no clear goals or targets though, so perhaps my request would be for more fixed objectives/hand crafted bases as to create both sandbox and focused styles of play? A CLAFGHAN version would be incredible, I loved that map but never got ALiVE to function properly (due to indexing errors). That map always ran very well for me since it wasn't that large and town areas were optimized very well. Can't wait for its release! Will it be Asymmetrical warfare or Insurgency? Thanks for your work :)
  3. dy_dead

    [ALiVE, SP/COOP 1-20] Battle of Sangin [Insurgency]

    Just wanted to say that this mission, and all your other missions, are just simply amazing. I make missions myself but suck pretty badly (and don't have nearly enough time to make them), so these missions allow me to play something with a small group of friends instead of pissing about in the editor for hours. Love the immersion and usage of @ALiVE. Also a thanks for scaling down the mods used. I understand the need to get more things into the game (I love mods ;)) but my friends have already realized I love them a little bit too much. So perhaps not thanks from me, but from them ;). Last but not least, getting this map from Armaholic is a pain in the ass. Why does that site hate me so much?? It used to be amazing.
  4. Hello Massi, Nice gun pack! Quality of the weapons used to be a bit iffy, but now the weapons look and sound great! I usually play singleplayer games where I use multiple weapons for different situations. Carrying one gun in a backpack whilst using a secondary rifle. For some reason NONE of your weapons can go into backpacks? Is this intentional? I want to use these guns so much, but running around with just an M24 allows me to only play one role :)
  5. Hey Kibot, Great mission, really enjoy it alot. But, alas, after about 30 to 60 minutes, the FPS drops from 30-35 to 10-15.... It becomes truly unplayable sometimes even with 1 zone. Sometimes I simply start the mission and the FPS is already at 20. Is there anything that is causing this? I don't understand how these FPS problems occur! This is the only mission available for a small group of people to enjoy all the features ArmA 3 has to offer. But I can't even play it properly :( I've tried 0.77a; 0.8 and 0.8b. None have worked well so far. It's not my PC as I can play BeCTI with large groups of AI and almost no FPS loss. Is there anything I can do to improve FPS? Thanks for any help!
  6. I've tried editing the mission so that I manually place the HQ near an airstrip and add all sorts of vehicles (Sort of like a mix between DOMI and Mission generated content.) But, as soon as a friend joins my server and spawns, it puts a second HQ down right where he spawns, which creates 2 HQ's inside one-another. Which ofcourse means you can't use the officer anymore to get missions or gear. Very frustrating stuff. I've tried going through the code to find any lines that indicate spawning a new HQ with every new player, but alas, I can't find anything. Does anyone know how to fix this? I'm so lost, and really want to play! Sincerely, DD
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