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_triumph_

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About _triumph_

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  1. Try playing night missions with heavy fog or rain to keep the need to blast the brightness up to see well across the map from happening.
  2. _triumph_

    =Sealz= Evening PvP

    Their servers are regular and public friendly.
  3. _triumph_

    Zeus gaming Nights

    It would be great to see a UK or central european server run DTAS and have a high population. The game mode is easy to learn but hard to master making things fun for randoms and team players. The =SEALZ= guys are running DTAS quite often and they're supporting north american evenings for activity. Just need a great euro server now!
  4. _triumph_

    JJ Competitive Ladder PvP Mission (Idea)

    AD-100 DTAS presents something that I've seen work for 4v4 - 10v10+ as a fast paced mode. http://forums.bistudio.com/showthread.php?153398-Dynamic-Take-And-Secure-Randomized-Round-Based-No-Respawn-A-amp-D
  5. There are differences between accidents, acts of trolling, and incompetence. There is no doubt that all three can and will happen in a game space. Solid design limits the punishment of the first two on others and attempts to keep the third from ruining the game before it has truly started. Perfect example of the third is reiterating kit balance and design. That is terrific. Does this resemble fun? Is your player paramount? The design of your mode is telling me that this is a game. And if this is a game indeed, then fun factor is driving and the road is the theme and other important elements. You're selling us short and sweet rounds which is great for promoting growth. Instant gratification is what it is all about and arma rarely provides that. So far the pop stars are selling adventure. Your business looks like action. But here stating that you're frustrated and not willing to smooth out issues that come along with providing that unique, sweet experience. That extra step to provide that good first, smooth, experience and being able to overcome hiccups is what I think player retention is all about. The mode you have here does provide the setting for some excellent moments even when people are in that default car. I've had games where a group of guys are with me on TS and we meet a scout and draw a whole bunch of defenders towards us and the default car guys on in-game VOIP (or not) ends up winning the game just because you designed the game to implicitly group people, preparing them for success. Smooth out more of the issues and you have pure gold that is playable for the lower and shorter options where somethings, like cars, don't matter and the upper where distance and time increase and the chance of muck ups increase. Otherwise I don't see the point in offering options if you're just considering a set optimal experience that includes punishment at the cost of fun factor. I jumped on what I have observed to be the most popular not-wasteland PvP mode. It used a 20 second repair time for my test involving popping a tire. If you do find an implementation that isn't consuming too many of your personal resources then 20 seconds might be the magic starting place to avoid comments like "arma walking simulator." For an m14 being an issue I would apply your current machine gun logic (No nades, limited or no optics) and dial up from there to make sure the introduction or switch is smooth. High damage is inviting, low ammo count and control of mag count is the primary factor in my eyes. I haven't heard any issues about rifles doing it or your blufor mk200 which is why i am mentioning options to promote reloading for incompetence while retaining high potential DPS output. In fact I am pretty sure that I am punished for spraying with my 556's. And I do what I can to hold hands and inform. Many times I find it fun. I've noticed that the iterative design process helps a lot more than myself being a conscious set of string macros ever will.
  6. _triumph_

    New Mission - Playtesters Wanted!

    How many players is recommended? Would this be great for just 2 people? Is this English friendly?
  7. Well I'm hearing frustration in the 556 vs 762 match up and I know from experience that spray and pray doesn't pay off so well with m14's which would also smash 2 birds 1 stone the call of duty style railgunning possibility. MX or the Mk200? The MX issue is also a big source of frustration because of (primarily) the sound and the model scaring the heck out of players that are not mini-map aware. "LMG_Mk200_pointer_F"; this addMagazine ["200rnd_65x39_cased_box", 100]; this addmagazine ["200rnd_65x39_cased_box", 100]; this additem "optic_ACO_grn"; A brute band-aid. I'm sure there is a more clever way about things. If the issue is the name of the weapon or the name of the ammo box not being in line with a customized X > or X < 200 then the kit name can be changed to reflect the belt size if adding new objects is a bother or an issue. Players will be well informed about what they're getting into. And if the issue is the gun sucking then try it out after going prone and hitting ctrl + W. The sitting position makes it awesome for accuracy and recoil in a semi-exposed stance without having too much damage output and I already mentioned ACO vs Non Aco. Perfect for the defenders. And if that is too much still then bump it down to a 75 round belt. I don't think anyone who is default spawning knows what "prefer driving" really is. I still don't wish to see 4 of 12 guys not have fun because someone went forward, hit M, and then smashed into whatever object that destroys tonka tough tires.
  8. Looks solid. That still doesn't solve the ability to rambo through CQC and if I give it to defenders then it becomes the number one weapon to use. Without it the response I hear is "if I didn't have this (5.56)ing weapon I would have been able to (get something done)." It just should not be there. Thanks for the info on cars. A look will allow me to keep track of who may need to be kicked.
  9. _triumph_

    Why to people play so much Life and Wasteland?

    So far I have only seen Hi,A3 servers run something that looks like a decent pub FPS mode but even that has some huge issues. There currently aren't any servers running a mission 24/7 that is complete, has a clear and obvious game mode and a hard to exploit meta that scales well for a small population up to a very large population.
  10. Locking is about making sure a car isn't taken after jumping out of it. Even when playing against people in clans we've been able to run people over with their cars. Currently it's "Please take a class that has a silenced pistol so we can shoot the tire out." I've seen the car get a tire wrecked within a few to 30seconds and then dudes have to play, and I quote "a fun walking simulator" for most or all of of the round. Sure it doesn't happen at 500/600 meter with a time limit of 6/7 but double those numbers and the chance for accidents and grief increases greatly. And at the moment i don't think its possible to see who is driving a car on elite so it's harder for me to kick a troll without the troll be overly stupid or obvious. And yes, I am that worried about player retention. There are simply people I have to FAQ on the server over and over and over again. I think a custom loading screen is the answer. Some top questions i see are: Who am I/Who do i shoot at (Even in a sea of blu or gur skins before the round start) Why am I now (attacker/defender) What weapons are in these classes (or the difference between a rifle and a spec or lmg and the other) What is (default) hotkey for GPS / What is GPS. Less asked: How do i pick a group how do i place a jeep/helo/boat --- The answers are all obvious 1-liners. With those given a custom loading screen would be the best way to force someone to read a short FAQ with a picture of your blufor attacker and guerrilla defender skins explicitly stated as attacker and defender. They have to be AFK for them to miss it. And in case that happens I am pretty sure you can stick the image to the face of an object like one of those signs in the showcases inside the predeployment zone. Two layers of redundancy, great, now a server message can say read the FAQ at deployment or i type "FAQ" instead of giving a lecture. :D The "What weapons are in these classes (or the difference between a rifle and a spec or lmg and the other)" question could be solved with a more clear name like " Rifle Aco 1x Grenade 2x Smoke" or "KitA: Rifle Aco 1x Grenade 2x Smoke" if something else is too much information for an FAQ image. I thought you were giving them the junk 556 without anything else to keep the class from being stupid-fun and more punishing to the defenders just for anti rush. And in the case of a guy having more rockets he will end up using them on the enemy. And if you want to talk about weird lets all just yell at BI for having an RPG that clips through the players model. Overall a backpack will make a hiding troops profile larger and the tan sticks out making the player have to think. Would it ever be smarter to carry the backpack instead of putting it in a smart place while defending a sector and if one player does carry a ton of weight to rambo he will be punished by the current stamina system. If max punishment is wanted then the iirc Carryall weighs the most, has a huge profile to punish prone sitting. It's an option even though the rpg itself would be next to it instead of inside of it. 3v3, 4v4, I sit on a point, i agree, I don't think I'll run out of ammo with just a single belt. But one belt means constant suppression is a hard choice and as player numbers go up you are going to want to become more than a left-click hold rifleman. If an ammo bearer sucks that much then an Aco will make it much more playable without feeling the need for a kabitha or the other 5.56 rifle. In the instance I was refering to I was able to trade for a holo and have a 7.62 marksmen machinegunner allowing me to take the holo acrossed half a click of open field and then win in CQC against guys in cover when th zaf could only suppress. Would be cooler just to deploy an MG mount (no thermals) for situations like that. Personally I am fine with guns being able to hit things. I'm just not fine with symmetrical balancing as a bandaid or the best and most obvious choice besides grenadier being something that can rambo spray and pray while penetrating with ease. I've been on both sides of the gun and I think there is a situation to be made here where someone with an MG can feel powerful without needing to have the situation becoming some level of ridiculousness like going zaf every time i can as guerilla just to have easy mode due to depressing 5.56 power. Blue shirt and olive pants guerilla skin which i think is Guerilla2_3 mixed with the vest that is V_TacVest_camo or V_TacVest_Olive will produce a solid result. The shemagopen_tan does clip. I have a lot of trouble getting the green one to clip. Here are some pictures: http://imgur.com/a/9ETiB#1 Even if you think i am going over board I still think you can get four similar unique set ups for each side. GL harness vest + whatever shirt is 1, backpack with whatever shirt is 2, blu shirt green pants TacVest 3, grey camo shirt 4. Blufor is as easy as swap a helm for a booniehat and/or remove the vest / GL harness. And for stratis, what is more ridiculous? Future force alien outfits or a vest covering up a normal uniform with a star or two showing? Great to know! No matter what happens I hope to see your game mode grow in popularity and rival what the funky hi,a3 servers are running.
  11. I am seeing a ton of players that enjoy this mode. Excellent implementation here! It's still fun after more than a few 4-6 hour sessions. Now if only we would see servers that are as active as the battlefield game mode knock-offs. Useful Features for Pub operations: *Note I’ve only played DTAS on Elite settings so far. I Hope I am not over looking the obvious* A more direct and clear explanation or FAQ of gamemode/rules/features for new players. For example a high-res loading screen, a billboard at the kit selection lobby. Something more accessible for those who crave instant gratification and may otherwise disconnect or be lost for a few rounds without asking questions to other players. Vehicle Lock Repair Option for Vehicles Ability to see who is speaking @ all times Ability to see who is in your vehicle Always GPS on or GPS removal options at parameters Remove inability to steal/police enemy gear EXCEPT uniform Flavor: The Opfor guerilla outfits could use some spice so that way when blufor attacks they can easily take note of what they are attacking and call out specifically what they see without just seeing the weapon. U_IG_Guerilla2_3 and leader are good looking. I think it is possible to have some Hex flavored classes without having them look like future force aliens from the planet Xiranu 5. Something along the lines of: Officer fatigues (Hex): “U_O_OfficerUniform_ocamo†Vest: “V_HarnessOSpec_brn†Or: “V_TacVest_brn†Headgear: "H_beret_blk" Or: “H_MilCap_ocamo†This is a gateway to allow you to allow players to use Katiba 6.5 mm and not give them a lot of ammo with it. Kit balance and keypoints: Introduce tracer rounds to work in some more resource management and to allow players to implicitly spot targets. This might help pub games a lot and will help you balance out potentially overpowered classes for distance combat. Allow player choice between the ACO red and Holosight for Blu forces. Allow Blu to survive more attrition through an extra grenade and first aid kit. For example a rifleman with an ACO Red has 3 frag, 3 smoke, 2 first aid kit Introduce the m14 as a marksmen to help in corridors where players would normally lay & spray with a zafir. If you want to create sides that feel more unique I suggest adding assistant classes to the Guerilla faction. These are basically ammo bearers for specialized roles. And you make specialized classes such as LMG and RPG reliant upon having a partner even if it just means a friend spawns in as that class and pops down his backpack some place for you. LMG with Mk200 6.5 mm alone will be fine for small matches. However as server size expands he will require a friend. If he wants optics or fights at night he loses some utility. This will help newbies focus on firing and relocating. Tracers also ensure that blu can only have trouble in cqc as it will be clear where an ACO gunner is. The LMG gunners are distinguished by their uniform that is blue and olive green. It’s clear who they are, what they can do and players can choose the difficulty curve if they’re not used to the weapon. An assistant will play a minor medical role, can attempt to spot even though he does not have gun optics, he can help guide the LMG fire for long range targets for those times where there is open ground. His clear downsides are a lack of frags and optics. Also he’s obvious due to his uniform and backpack and that is good. Now blu can attempt to prioritize targets. Class 8 – GreenFor LMG LMG Gunner A – LMG Frag Uniform: Guerilla Smocks addUniform"U_IG_Guerilla2_3";, Slash Bandolier (olive) "V_bandollierB_oli"; Hat: Shemag (olive) Weapon: Mk200 6.5 mm Mags: 1x 6.5mm 200Rnd Belt Case Items: Binoculars Explosives: 2x RGOFrag Grenade, 2x Green Smoke Class Gunner B - LMG Tracer Aco Uniform: Guerilla Smocks addUniform"U_IG_Guerilla2_3"; Slash Bandolier (olive) "V_bandollierB_oli"; Hat: Shemag (olive) Weapon: Mk200 6.5 mm LMG_Mk200_F" Mags: 2x 6.5mm 200Rnd Tracer (Green) Belt Case Items: Flashlight, Green Aco Explosives: 2x Green Smoke Class C – LMG Ammo Assistant Uniform: Guerilla leader , Carryall Backpack (Olive) addUniform"U_IG_leader" addbackpack "B_carryall_base" Hat: none Weapon: Mk20 5.56 mm Mags: 3x 5.56mm 30rnd STANAG mag , 3x 5.56mm 30rnd Tracer (Green) Mag, 1x 6.5mm 200Rnd Belt Case, 1x 6.5mm 200Rnd Tracer (Green) Belt Case Items: 2x First Aid Kit, Binoculars Explosives: 2x Green Smoke RPG Operators are not as punishing anymore but they stick out like a sore thumb and can’t stay engaged with the enemy due to their weapon being a pistol. They need a friend, an assistant to tag along. All of this is at the cost of being able to make a mistake or extremely punish a poor blitz opening. Class D –RPG Operator Uniform: Guerilla addUniform"U_IG_Guerilla2_2"; Range Master Belt V_Rangemaster_belt , addbackpack "B_fieldpack_Base" Hat: Shemag (olive) Weapon: ACP-CS .45 , RPG “launch_rpg32_fâ€; Mags: 5X .45 ACP 9Rnd Mag Items: None Explosives: 2x Green Smoke, 2x RPG-42 Missile Class E –RPG Assistant Uniform: Guerilla leader , Carryall Backpack (Olive) addUniform"U_IG_leader" addbackpack "B_carryall_base" Hat: none Weapon: Mk20c 5.56 mm (camo) Mags: 3x 5.56mm 30rnd STANAG mag , 3x 5.56mm 30rnd Tracer (Green) Mag Items: 2x First Aid Kit, Binoculars Explosives: 2x Green Smoke, 2x RPG-42 Missile A few notes Guerilla irons are not that fun to use. UAV should be a one man class. Also I think UAV users may be punished by the AFK timer. A lot of Friendly Fire happens because of the blufor autorifle being for opfor. I think there is a way to add belts that contain only 100 rounds for the LMG_MK200. Even without that, giving it tracer rounds and starting a player with only one belt would be just fine. If the irons are not fun then an ACO green would be fine as well. The zafir has to go. It feels over the top when players could be using an m14 with attachments that are inline with their faction. Right now it’s clearly a top tier weapon and trading the sights with a marksmen on blu makes it even better for wide open spaces. Also, M14s with ARCO would put an end to the issue of seeing a lot of pubs attempting to snipe in urban combat where targets are less than 50m away and it would also stop me from being able to pull off the scope and run around with a railgun as if this was a completely arcade arena shooter. If anything I am saying sounds solid then take a look at this set of classes I came up with. http://pastebin.com/kEZsVj5U The defender skin and attachment suggestions would be great to see.
  12. Please finish up the outfits that are currently just a shirt and underpants.
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