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LaughingJack

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Posts posted by LaughingJack


  1. 17 hours ago, Trauma said:

    2. Don't allow them to be buried into tarmac.

    totally agree. i think it's hilarious, in a bad way, that you can even do it - can they also be 'dug' into concrete?

     

    13 hours ago, Phoenixstorm said:

    would still be able to mine the main

    not the road itself though, if it's concrete/asphalt.

    13 hours ago, Phoenixstorm said:

    An extended 2nd layer of main base protection (prevented area for explosive deployment) 300,500 or 1000m  of the main or something similar would be more effective.

    how?

    all this would do is push the invisible line out further, so you get to drive futher before being mined on the same route; and means that up to 1000m radius from Mains would be effectively removed from the useful play area for the opposition. what then happens to Caps that then end up too close to or overlap this extended range?

     

    the biggest meta i've noticed is all the vehicles heading straight for the nearest river/field, to dodge/avoid the roads (mines) - cannot believe that Water has not been fixed yet - the fact that it allows anything less than an APC to actually drive along rivers is highly ridiculous. can't wait for a propper water volume and bouyancy to be introduced.


  2. what @zarenx said ^

     

    (my reference here is JointOps): base camping was never more than a temporary annoyance. we never had protection zones but we did, mostly, have various options for exiting (multiple road, water, air options; map-dependant ofc).

    we would have peeps camping inside the zone, stealing vehicles, hiding expolsives - generally causing mischief. this was never "commonplace" as the vast majority of the community never did such things but some peanuts couldn't help themselves. instances were usually stomped on hard, mostly but not always, by the next peep to spawn, who would hunt down and clear that miscreant and any surprises that left - we wouldn't whinge about the camping, we'd deal with it.

     

    my advice would be that if Main is being compromised in any way, that players make the effort to clear it and any enemies - if someone gets dead 5 times in a row because they get spotted trying to mine in front of Main, they will eventually give up, i would suggest.

     

     


  3. On 19/08/2019 at 4:00 AM, Flavor Town said:

    More like a 4GB and an 8GB

    i initialy made the assumption that you, like my old box of same CPU class (i7-6700 + DDR3), were using triple channel memory (3x4GB) for 12GB.

    ...

    but a 4 & 8 mixed will cause pain for you, as Vewt mentions above, they're prolly running downrated. i'm really surprised that a pre-built would come like this - it makes no sense and sounds dodgy as.


  4. aside from anything else in here, this seems an odd thing to say.

    On 07/08/2019 at 5:47 PM, <invalid> said:

    Trust me it triggers when the mouse is clicked. I shot at someone 800m away and they went prone the moment I clicked my mouse, not when the bullet landed.

    you assume he went prone as a result of your actions; i do hope the basis of your argument is not a result of this.

     

    just thought it odd, that's all.

     


  5. On 8/14/2019 at 8:34 PM, Zylfrax791 said:

    It depends on which setting your view distance is on. On a bunch of Mestia layers for example with view distance on low the trees and certain buildings are literally gone after about 500 meters showing nothing but barren terrain through scopes etc. Any of the larger maps with elevation changes you see this as well.

    yeah, the terrain-pop is also pretty bad, in one of my maps at least - not sure how it effects gameplay though.

     

    i was wondering if there is something like: IS occluded (100%) by fog, from players POV, then don't render - regardless of view distance. (that Mestia thing sounds ugly)


  6. really nice work everyone. Poly Land looks really cool, too ;)

     

    @Gatzby : AAS - can we please get some update on how to use and what to use?

    at this point i have no idea how to use it or find the parts required and this has been the case since the v12 update broke it all. i have asked in here and in discord about this a number of times, to no avail - if i have to reinstall the SDK to fix this then so be it but nobody can tell me if i need to - iv'e had zero helpful replies so far. AAS is critical to my mod and, mostly, the only thing holding me up from getting it to testing stage. i appreciate the team is busy with more important work and i applaud their efforts unreservedly - all i'm asking for is a short answer i can go forward with.

    cheers mate ;)

     

     


  7. On 8/13/2019 at 9:17 AM, Zylfrax791 said:

    Since I started this thread I reckon the main protection zones have seemed to have been strengthened more. Might just be my imagination but if you're in a vehicle and you charge into it you will go into orbit. If you're on foot it seems quite deadly as well. I don't see the necessity of any more supplemental rules for this concern.

    yep, that sounds pretty good.


  8. Main protection:  as soon as an oposition player crosses into the zone, cull any vehicle they might in and also cull all loadout items - loose the vic, ammo, weapons and meds; all dressed up with nowhere to go - this is aside from the normal(?) culling of projectiles - keep that, obviously.

     

    Retard does not mean Injured.

     

    have no issue with 3 TK's; people need to be more careful and look where they're going and what they are shooting at.

     


  9. @=CDN= Wehmann: i just disagree with the "oops button" thing, that's all. sorry if i rambled or wasn't clear.

     

    21 hours ago, oTec said:

     

    How are they going to check if the vehicle is really abandoned though?

     

    No friendlies within x m? Nice, a spawn behind enemy lines.

    No enemies within x m? Giving away intel on enemy movement. (If it's on a relevant flag or near an enemy fob).

     

    Easiest and least exploitable way is a destruction timer. Just not sure about the conditions.

    Within active fob range it shouldn't expire.

    Your vehicle expires and you lose tickets. But you do get it back, with a penalty of ticket loss.

     

    *I remember a way of vehicle claim expiring from planetside 2, where if you leave your vehicle, even near friendlies it would have a 20m timer and then just be claimable by evry player unless someone got it.

    Maybe a 10m timer on a vehicle outside fob range where you need to get in and out to reset. Show the timer on the map counting down so you can see wich vehicles are affected.

     

     

     

    that's why i said an abandon function is needed for the vehicles; that includes the trigger volume and logic, including a timer to destroy the vehicle for respawn. (i'm trying to do exactly this but need access to the vehicle Parents to do anything)

    within FOB deactivates the function, agreed.

    good idea about the tickets too.

     

    PS2 used the same gameplay as JointOps, basically, which is where that function was born, i believe.

    in JO it was a 30m radius (i think), after 3 - 5 minutes (i think), then destroy. yes, you (or the enemy) could reset the timer. they also went neutral after about a minute, i think, unless within a zone (vehicles reverted to Zone Owner, after a delay).


  10. i'm doing it by chosing your (multi-faction) team, then chosing a kit, ie: US or British roles  (v.  INS or MIL roles).

    atm it does not change uniform when changing roles at an armoury (ammobox) but does happily change the loadout per-role, which is ok because i wanted the player to be able to chose a uniform/look that was, hopefully, seperate from the loadout, ie: i want to run with 'green' uniform on this map but i want to use a US loadout (weapon) as well; so, choose British uniform (character), then change role at the first ammocrate after spawning to select a US role (loadout) = Brit with an M4 - i think it's a bug, but it works :) 

    i plan on adding Canada as well - wonder if we'll get another oposition team; also played wit the idea of adding RUS to the "oposition" side as a balance for adding CAN.

    the only problem i'm going to run into is that you can only fit so many icons around the commorose, they don't stack-out, which would be nice, so three factions may be the limit, which isn't too bad really.

    to fix that problem and allow more expansion, i would like it to be: select team > select uniform(charcter) from milti-faction team > select loadout.

    - even better if we had encumbrance and granular loadout ;)

     

     

     

     


  11. i have no issue whatsoever with the idea of the enemy 'taking your vehicles hostage' (or outright stealing them).
     

    On 07/08/2019 at 4:09 AM, =CDN= Wehmann said:

    But having the ability to Radio your Commander, let them know your Squad has been wiped ( which the commander would prob know already ) and have that Troop transport truck be Reset from way out in the field back to main for the Squad.

    do not agree with this idea: this appears to be similar, in principle, to the BR's (or RP's in general), ie: lets help the incompetent.

    as you bracketed; if the Commander is awake and breathing he should not have to be told - he should see everything - that's the whole point of the role. a magic reset of vehicles by god-like Commander? the first thing this would achieve is to remove the value placed upon the vehicles, as assets.

     

    an Abandon function (this does not yet exist) would be required before you can allow the Commander to reset the vehicle, other wise it could be misused.

     

    why does the game need to compensate for peoples ineptitude? you make the mistake, you pay the penalty.

     

    On 07/08/2019 at 9:01 AM, Thr34t said:

    I think instantly hitting the "oops" button is a bit weird and video gamey compared to having the asset be abandoneed until recovered or demod..

    yep, agreed.

    On 07/08/2019 at 9:01 AM, Thr34t said:

    Possible fix to rallies: they go away when SL dies

    heh, yeah, sounds interesting ;) . the only probs is it might make the SL turn into the SL from BF's (ie: hide-the-SL-and-spawn-on-him meta), or it might not, but it would be interesting to see how many peeps would loose their **** over it.

     


  12. On 05/08/2019 at 4:22 AM, Minipops said:

    That level of shooter is apparently not your bag, or your buddies...

     

    Honor was not accumulated by hours played in America's Army. You'd know that if you weren't a quitter.

     

    Our server is noob friendly and we help out players continuously. But i can't be there to mentor each and every person when they decide to play the game. America's Army was what i consider to be "EA and Activision" unfriendly. From the sounds of it you and your buddies are pew pew players. That actually assured because anyone that digs these kinds of games and are any good, would have liked the AA Training. 

    not even gunna ...


  13. @Zylfrax791:

     

    working prototype when AAS is worked out - atm pretty much nobody knows how AAS is supposed to be set up now, or with what assets; the previous AAS parts, that worked fine, are now gone, with no obvious replacements. i need the AAS Capture Zones and Spawns (spawns seem to have disappeared as well) to create the PSP-style Cap and until this happens i can't finish the mod, unfortunately.

    I'd be happy to have the old scripts back, to use, if they still worked.

    Re-skinning - nope. not done any as i'm using modified vanilla factions stuffs, mostly, particularly, Soldiers; I think somebody made up a PS template for re-skinning the soldiers but that must have been nearly 2 years ago now. i'll have to likewise mod the vehicles as well, unless we get access to those Parents.

    TDM - well what i have now is basically TDM, coz no PSP's (oh, and i can't place Spawns, coz missing). It does mean, which i've done, that you have to go in and modify the KillDeath and Scoring Rulesets and something else i can't think of atm - basically removing ticket costs from everything you can find - i'm setting tickets (1) to each Cap so when the last is taken the losing team loses their last ticket = end game.

    so yeah TDM is pretty easy to do actually.

     

    Again, my brickwall atm is: AAS stuff and Spawns missing from the(My) SDK .


  14. On 31/07/2019 at 12:59 PM, Zylfrax791 said:

    Of course the stock map is very nice as its replicates an aerial photograph but it would be nice to toggle to this as someone else mentioned.

    yeah rgr tht. the choice would be nice.

     


  15. N1 @Zylfrax791, looks good  ZOMG!!!, mate ;)     -----   i just found the zoom - "oh, oh sh****** bro!, that's f***n awesome!!" !!!!! <extra's for good measure.

     

    can it be done with a white BG? i presume so ...

    then adding Topo-style markings for statics could be done in gimp/ps, easy-peasy.

     

      ....  This is a NEEDED thing, i feel.

     

    oh ... yeah .. might be kinda interested :P


  16. 13 hours ago, David_Armstrong1988 said:

    But really a lot of ppl want to get this graphical improvement

    15 to 12 is not that thing and it's not an "improvement" it is an addition.

    your first iteration of the poll was severely one-sided; this version is somewhat improved, though still heavily biased.

    i would vote but ...

    11 hours ago, Nightingale87 said:

    What if I want to vote no?

    "The option to vote "No!" doesn't make sense to us." - iv'e just re-read this entire thread and only now come to realise just how desperate you are to have this feature. this line above said it all, imo. oh, and below ...

     

    "Maybe many people who voted I don´t care actually wanted to vote NO. But the results Will make you feel justified to say that  alot of people WANT it ...and t(h)e rest HAVE NOTHING AGAINST IT"  - Nightingale87

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