#3488113 - 01/05/12 05:47 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Sep 2009
Posts: 165
DeadMeat
Professional Meat Shield
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Professional Meat Shield
Member
Joined: Sep 2009
Posts: 165
Kentucky
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Sounds good, can't wait to try it out again. I see a possible all nighter, maybe Friday or Saturday.
See you in the game -DM
I've come to realize that many adults act more childish than most children.
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#3489263 - 01/07/12 03:07 AM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Apr 2007
Posts: 763
Punisher5555
Member
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Member
Joined: Apr 2007
Posts: 763
Cleveland, Ohio
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Tao,
I played this mission Friday night. Just myself. I cleared the first two towns and then it crashed. (9:30 P.M. EST 'ish).
My 2 cents:
Way easy. I cleared the first two towns all by myself and only died twice. I just sniped and used the Strykers from the hilltops. Never encountered any ieds, bombers, etc.. Is it based on number of players? The only thing I saw was a muj run up to plant a land mine in front of my stationary Stryker. Then he just stood there, so I shot him. Come to think of it, I never had to move. After the first shot they all came to me. Group comes close, kill, next,...... Town clear.
3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution. MSI z68a-gd80 (g3) motherboard Ivy Bridge 3770k 3.5Ghz 32GB RAM (all .pbo's loaded into a 12GB RamDisk) TrackIR4 zboard merc keyboard Saitek X-52 stick/throttle/pedals Logitech MOMO racing wheel/pedals Razer Deathadder 3500 black mouse Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
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#3489282 - 01/07/12 03:56 AM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2011
Posts: 1,389
Taosenai
Arma 3 Stuff Maker
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Arma 3 Stuff Maker
Member
Joined: Mar 2011
Posts: 1,389
U.S.A.
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The server most likely went down to upload the new version, since adlabs emailed me about it around then. NEW VERSION IS UP
The first four towns are statically designed and do not have any dynamic spawning. They are designed to be cleared out quickly and easily by 1-4 players to provide an introduction to the game type and allow an initial growth of Reputation Points for building outposts north. Once those four are secured, you unlock the airbase and the enemy begins spawning dynamically, including more powerful groups up to a T-34+infantry team, as well as random hidden mortar teams.
The number of enemy groups that spawn in Phase 2 is determined by the number of players connected at the spawn time. More players means more groups attack each town, but fewer towns are simultaneously attacked.
I'm surprised you were able to get away with sniping and Strykering without moving. In Chak Chak, they have a mortar base set up which will shell the heck out of you near the town -- it has always prevented me from using that type of tactic, if I don't get slaughtered by the SPG-9 trucks first. Suicide bombers and VBIEDs will only be found in CQB in the town -- the newest version has also roadside bombs, but they are not excessively common except in a few zones. If this turns out to be an issue even in phase 2, I already have a solution in the pipeline that will spawn dedicated groups that know your position and will continuously hunt players down across the map, lol. Hit squads! I've held off on this.
That said, it's not designed to be that difficult in terms of actual fighting -- U.S. forces have a huge tech advantage over insurgent junk. The challenge comes in phase 2 when you can't be everywhere at once (while the insurgents can), and have to rely on your bases, logistics network, outpost fast travel links, and other transport assets to fight across the map to hold as many towns as possible. We discovered this playing with 4-5 players before. Even with Apache + Abrams and other assets, we were having trouble holding just the southern towns consistently, since as soon as we left the enemies who were hiding in the town could reclaim control, and it was risky to move the base building equipment around near uncleared areas.
Last edited by Taosenai; 01/07/12 03:57 AM.
Taosenai, TMR Modular Realism Developer "It is necessary to develop a strategy that utilizes all the physical conditions and elements that are directly at hand. The best strategy relies upon an unlimited set of responses." -- Ueshiba Morihei
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#3489579 - 01/07/12 07:12 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Apr 2007
Posts: 763
Punisher5555
Member
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Member
Joined: Apr 2007
Posts: 763
Cleveland, Ohio
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Thanks for the explaination.
Another thing I did not like is having to go to that tent to change my view distance. Can you just that on the map or radio?
3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution. MSI z68a-gd80 (g3) motherboard Ivy Bridge 3770k 3.5Ghz 32GB RAM (all .pbo's loaded into a 12GB RamDisk) TrackIR4 zboard merc keyboard Saitek X-52 stick/throttle/pedals Logitech MOMO racing wheel/pedals Razer Deathadder 3500 black mouse Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
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#3489890 - 01/08/12 09:43 AM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2008
Posts: 2,882
Meatsheild
Arma3 guy!
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Arma3 guy!
Senior Member
Joined: Mar 2008
Posts: 2,882
Peoples Republic of Yorkshire
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bug - need to fix fast travel maybe some sort of anti-flip thing for the vechiles?? as fun as it is watching a stryker fly several thousend feet in the air when hit with a bradley, it is a bit annoying
SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!
http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626
All spelling errors are included free of charge and courtesy of a broken spell checker!
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#3489978 - 01/08/12 02:54 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Jun 2011
Posts: 500
TankerWade
Member
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Member
Joined: Jun 2011
Posts: 500
Portsmouth, NH
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Bug - Abrams at Loy Manera are locked and not playable.
Everybody gets everything they want. I wanted a mission. And for my sins..they gave me one.
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#3490537 - 01/09/12 01:09 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Apr 2007
Posts: 763
Punisher5555
Member
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Member
Joined: Apr 2007
Posts: 763
Cleveland, Ohio
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There was a floating guy in a static .50 just north of the the middle of the airbase.
3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution. MSI z68a-gd80 (g3) motherboard Ivy Bridge 3770k 3.5Ghz 32GB RAM (all .pbo's loaded into a 12GB RamDisk) TrackIR4 zboard merc keyboard Saitek X-52 stick/throttle/pedals Logitech MOMO racing wheel/pedals Razer Deathadder 3500 black mouse Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
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#3496233 - 01/17/12 12:32 AM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Mar 2008
Posts: 2,882
Meatsheild
Arma3 guy!
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Arma3 guy!
Senior Member
Joined: Mar 2008
Posts: 2,882
Peoples Republic of Yorkshire
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Wouldn't expect any major updates to this for awhile, unless the fast travel turns out to still be broken. I am reconsidering the concept and trying to determine how I can make it less possible to stand off and just abuse technology against them. I wanted this to be a very up close and personal type of conflict. Perhaps I will make a new variant that only includes light vehicles.
more people inside? that way you HAVE to go in on foot and clear them out?? TOW pads?
SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!
http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626
All spelling errors are included free of charge and courtesy of a broken spell checker!
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#3496581 - 01/17/12 04:36 PM
Re: Counterinsurgency Bug Reports, Known Bugs, Feature Reqs
[Re: Taosenai]
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Joined: Apr 2007
Posts: 763
Punisher5555
Member
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Member
Joined: Apr 2007
Posts: 763
Cleveland, Ohio
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More takiban in the houses would help. With this 1.60 I saw a takiban take cover in a house.
Maybe it is my military training, but standoff firepower from high ground is the only thing I do.
I think the issue maybe the game itself. When ever you shoot at a squad/group of AI they just automatically start making their way toward you. Then you just keep picking them off as they get closer. The game has always been this way. So when I roll up to a town I take a couple of shots at group to start them coming at me. Take them out and then start with the next group. So on and so on.
3 Samsung 27" LED Monitors powered by a Zotac 4GB 680GTX. Set at PCI Gen3. 5760 x 1080 resolution. MSI z68a-gd80 (g3) motherboard Ivy Bridge 3770k 3.5Ghz 32GB RAM (all .pbo's loaded into a 12GB RamDisk) TrackIR4 zboard merc keyboard Saitek X-52 stick/throttle/pedals Logitech MOMO racing wheel/pedals Razer Deathadder 3500 black mouse Sony receiver for 5.1 surround sound. 5 speakers and powered sub-woofer.
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