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Found 18 results

  1. Hey guys and girls, I will post all of my current YouTube uploads in here for your viewing pleasure. If you like what you see jump onto my channel and subscribe Thanks for the support!!!
  2. Trying to figure out why our server goes from 50 to 7-9 tickrate when changing from Infantry only map to an AAS map with vehicles. Console shows tickrate about 5-10 minutes after after server being up. The server shows initially to be in the list when started and then disappears after a minute. Vanilla, 64 man server. Any ideas peeps? Server Spec's
  3. Here a preview of what the PRA3 team has been up to the last couple of months. First close playtest being held today. More footage and updates coming soon. Join the discussion! https://github.com/d...ectrealityarma3 https://twitter.com/RealityArmA http://discord.me/pra3
  4. A lot has been spoke about the co ordination and planning that squad leaders less has been said about the basic math that a SL should be aware of. I am talking about the cost of attack , and defence. Its generally easy to get a neutral flag but holding it is a different kettle of fish. Example 1 you capture the neutral flag no ticket gain no loss. But then in the coming attack defence you lose Btr, FOB and squad wipe your looking at an impressive 59 throw in the loss of the flag, say 20 your topping 79! in a crashed moment of thinking of glory the SL throws down an FOB with no hope of either spawning on it for the next 5mins or being able to defend it your now at 99! wow. So in the first 15 mins of a match nearly 1/5 of the total starting points have gone. Example 2 Desa captured neutral flag SL place FOB and repair. Even though flag not in play. SL drive logistic truck up river road to be destroyed by technical. So 8 for the truck and 3 for the men thrown to the wind. Then tries to defend a non capturable location that really shouldn't be there so after losing squad twice the SL has spent 29 tickets trying to defend something he doesn't need to be at. Add to the possible loss of 20 more when the FOB going down because you can see the repair station from the middle of no where, its a hefty 50 for nothing. (Ok I did end up leaving his squad at this point and dig up the FOB, to move them forward only so much you can take.) The reason these annoy me is that wasting tickets. Defending a flag all good and well, last ticket on the bleed flag, throw the kitchen sink. 1 logistic truck is 1 squad wipe, 3 wipes for a BTR. Holding the flag for the rest of the team to give time for capture sure. Throwing down a FOB for the team to launch an attack at last flag, and your going to be defending it. All good but Can your team afford it, please remember the math Lose FOB 20!! Btr 30 Hmmv 16 logistic truck 8 tec log 4 armed tech 8 Squad wipe 9 Rally 2 (not sure is still applies) It's very easy to get carried away but think can the team take the cost of throwing to much at the enemy for nothing. As a Squad leader your a linch pin in your team, figure out the cost. Not saying don't have fun, but look at the risk to cost to reward.
  5. I play with music on most of the time. Excuse me for that. I feel the footage captured here was pretty sweet and despite its length theres some good action and teamplay.
  6. Every Thursdays starting May 5 at 20:00 EST on our server 34th Infantry Division Realism Server, the 34th Infantry Division will be hosting an AAS game night. Our teamseak is 34thid.teamspeak3.com:4243 don't be shy, stop on by.
  7. Since I've found few visual resources to learn a bit more about the maps and areas, I'm sharing my own set of map-images which I've been using with a free (but awesome) program called GTactix, for learning and making strategies and tactics and so on. And for getting to know the map-layout, the names of areas and also in using the grid more efficiently. (Have added a "notes" section on the map-images for accessibility and ease-of-use in GTactix - or otherwise, if you will). Note that the program isn't needed to use the images - they're just .jpg's. You can use them with any picture-viewer. These are all the maps in AAS and Skirmish mode as of v5.1, haven't bothered yet with ITC or Insurgency since those are the modes I've played and play the least. Though I reckon I'll get to that later on (as well as correcting a few typos and trying to get better quality overall to make viewing and micro-strategizing easier). The images are taken in 1920x1080 and with the map zoomed all the way out. They will get grainy when zoomed in and I've not bothered to adjust brightness or contrast or colour. Grid locations for flags have been judged based on which area the flag rests on the most, but in future revisions I'll make sure to add more keypad-numbers to pinpoint. For GTactix, I hope to be able to compile all the maps from all the modes into one whole pack along with placeable icons (the ones used in-game) and higher-quality images (when I find the time to research that some more). Suggestions are welcome. Download Satellite Map Image-Pack Here Examples Chora AAS 1 OP First Light
  8. Hello sorry if something similar to this was already suggested, but I was thinking how AAS game rules could be changed in order to make FOBs more than just a team spawn point. Right now there is almost no incentive for players to defend a FOB, players prefer to attack or defent flags which are much more important objectives. On the other hand placing a FOB inside a flag capture area (and thus kiling two birds with one stone, so to say) is almost always a bad idea due to most flags currently having small capture areas. So my suggestion is to either create a new gamemode or adapt AAS such as to tie flags and fobs together: 1 - increase current flags capture areas by a large margin: this is to support item 2 below. 2 - in order to capture a flag, a team MUST have an active fob inside its capture area: all other CP capping rules maintain, except that flags without an active team's FOB won't be capturable by that team, no matter how many team players inside the area. 2.1 - in case a FOB inside a capture area is destroyed, its team will stop capturing it imediately. They will need to put another one inside capture area in order to start recapturing the flag again. 2.2 - in case both teams have active FOBs inside a flags capture area, then the other current capping rules apply: at least 3 players inside area, most players inside cap area, etc. 2.3 - in case a team manages to place a second (or more) FOB(s) inside a flag (if the capping area is large enough to allow it) the capping speed won't be affected, but then all FOBs would have to be destroyed so as to keep their team from capping the flag. 3 - FOBs placed outside any flag's capping area will not affect flags capping in any way: they will just work as current FOBs do today. They could be used as backup in the case a FOB inside a flag is lost, allowing the team to move back into the flag faster, or as a base to flank a forward enemy flag. 4 - Minimum distance betweeb FOBs should be reevaluated so as to allow at least one to be placed inside each flag capture area in current maps: if current 400m limit allows this than all is ok. Step one above is just to make sure the current state of putting FOBs inside flags won't mean enemies will find it as quickly and easily as today. So perhaps capture area should be very large for this to work out, making it somewhat difficult for teams to find FOBs inside a flag area. Having FOBs and flags tied like this would mean FOBs would turn into its own mini-flags inside capture areas, giving teams a very good reason to attack and defend them instead of just moving to another objective. Each flag area would turn into a mini-C&C (à lá PR C&C game mode) on its own, with each team trying to find and destroy enemy's FOB while defending their own! Plus this will also encourage teams to place more FOBs and build defense structures on them. Not sure how future logistics and vehicles would work with this game mode though, that's something to think about. So what you guys think of it? Feel free to suggest and criticize my idea!
  9. i just got this idea while I looked at OP first Light. could be interesting add one Shared Special flag will be same for Both team immediately from beginning. I5 area the village at east. http://www.airpressuretendency.net/fcsquad/squadmaps/forest_minimap/forest_minimap.html Everything else stay like it is now. Key point is. This special flag (East village) Is whole game active. If you cap any other flag, status of this special flag is not changed. Team have to hold this flag until the end of game. Lossing of this flag is more than -20 ticket it could be -40 ticket. Because its valuable place. Its control above train depot, village and crossroad. + One advance for militia. If they hold this flag...there is at N train wreck available spawn point which simulate incoming reinforce by train. Current main base is more less "checkpoint" and its spawn limited (9 spawns) after that disappear. Main base is situated more N from castle at edge. Castle simulate observation post and little fortification advance for militia. Example story behind that. US tried surprise attack to take control above trains and village and cut of supply resource route for militia. But closed checkpoint allow militia to react fast enough and try stabilize situation. They take control above south depot and continue push to village. But they know that most of current resources are situated at supply depot which are W from train track. They push parallely to South village and continue to take control above supply at storages but whole time militia trying to take control back above train track and village. Both side know that if they lost both control points it means problems and retrieve. This is just example that its not necessary create just parallel flag chain (like Chora AAS1 or Loghar) but could be interesting have one parallel Valuable area to capture and hold whole game
  10. Hi everyone, I believe that this game has the danger of losing part of its player-base (even though it's in its very early stages). The AAS (Assault and Secure) game-mode is fundamentally flawed (IMO), allow me to explain. Squad promotes itself as a realistic tactical FPS, however the principle of only having the ability to attack & defend a single point at any given time goes against sound reasoning & judgement. I would like to have the ability to assault any point, at any given time - much as you would have the capability of doing so IRL. My reasoning for finding the current model flawed is that you get many games where teams are disorganized, and struggle to coordinate themselves. It makes the game no fun to play due to a single squad failing to hold a position and as a result (generally speaking), creating a chain-reaction and losing every single point before anyone can react due to the main fight being all the way across the map! Allowing squads to make their own decisions based upon the ability to assault any point as they see fit, will allow better use of tactics and add to the overall enjoyment of the AAS game-mode. What I don't like is the game turning into a "relay-race", in which a single squad (just a few people) runs ahead of everyone else, anticipating their teams success so they can back-cap out from under their enemy and then rush to the next point causing them to win the game. This bullying tactic is happening more often than some may realize and it really does not create a fun gaming atmosphere. My 2 cents - Lets have a good discussion around this please. Update: I am very happy with the quality of this debate, lets keep it up!
  11. Lot of this discussion going around, and I suppose it will always be so, but I wanted to share the conventional wisdom that has been gained regarding FOB placement through the pre-alpha period. I can be long winded, so lets start with a picture; Here we have a quick overview of FOB placement and its need for structural defense. The infographic states the opinion, but let me explain the logic; Red areas are areas that the enemy NEEDS to attack if he intends to play the AAS objectives. If you build a FOB in this zone, and you intend to keep it, it will need defenses. This doesn't mean you can build heavily in ANY one of these red zones effectively. Ideally you push the boundary of heavily defended and forward placement. In the event of advance traction loss, the structural recourse can be beneficial. The disadvantage is that this placement becomes glaringly obvious, and becomes a easy target for effective 40mm rounds. Yellow areas are high-traffic flanks, areas that can be expected to have travel more often than not, and thus, Radios in these zones will likely be discovered. That doesn't mean they are priority targets.. If my team is well coordinated, and we are taking a flag with ease, knowing you have a FOB in a close but not preventative proximity, we can stage troops on the next objective, and we can choose to bypass your FOB on the path to out-capture. If you are making life hell for us trying to capture a local flag, we will be obliged to attempt to reduce your ability to reinforce. Thus, some guarded entrances are useful. Green areas are areas where radios will more often than not be unencountered. That doesn't mean they wont frequently be encountered, but the probability tips in the favor of obscurity in this zone. These Radios benefit greatly from this obscurity, and Radios scattered throughout the green zone along the path of advance is the most common utilization of effective Radio placement (thus far), providing the whole team rapid response for minimal manpower investment, leaving all soldiers to fighting and giving them a flexible mechanism of recovery in the event of ground lost. Obviously the beauty of tactics is that there are always counter-tactics that can overcome. However. Spending lots of player resources on a "castle in the sky" that can easily be bypassed, cripples your team. If you are determined to play "FOBcraft", make sure the enemy has no other option but to attack your castle if he wants victory. Efficient respawn-reduction is what wins the game, as long as you can keep your flags. If you lose all your flags, you lose a ticket a second. PTFO. PAAT. and may the best team win. I invite you to critique this if you think otherwise, and we can argue (respectfully) together here because I am very much interested in the communities take on this. This is my grasp of things, and its possible my summary is somewhat off, and I would appreciate the correction for myself and the community understanding.
  12. If you don't build fob, no supply, with having no supply means you will run out of munitions. Odds being that your lose your squad 9tkts + because very few have the patience to wait for revives. Other Squads get upset if you withdraw to resupply, most thinking dying holding the flag is the only option. The drip feeding from 100m away doesn't work. Doesn't take a genius to figure out fob position with troops running from it. Example Played last night we were attacked then defending storage, people didn't have ammo and medics calling they where out of bandages. Couldn't put down fob for another placed fob stopped it. So I made decision, smoke out and withdraw and move the fob, and ream. To launch a second attack. We withdrew. We put down couple of sand bags and ammo box to hold a ridge while we moved the fob east. While moving back a troll starts with our don't know what your doing in chat, and storage gets taken. Then a friendly team kills half the squad, nice. Not. End my game because of a fatal error with this patch. (Shame had been good match). We wouldn't have had to move if we had supply, doesn't need to be super fob. Supply means you have more chance to function. Fighting to the death like it's the Alamo is only needed on the last home flag. This attitude that it's insane to put a fob on a flag doesn't hold water if your defending the flag. Your ability to put down fire needs ammo, healing needs ammo. SL fuel your side. Even placing resource and then removing when done.
  13. Hello! I usually have a great time playing Squad but yesterday I've had a really boring match in a server with more or less 20ppl on AAS mode because of a (in my opinion) frustating game mechanic: Capping the Flags. When there are not enough players in a server to form up 2/3 full squads, some lonewolves can easely become a big problem and decrease the fun of players who prefer to play for the squad. The problem is that when a team haven't enough players to control all the vulnerable flags, one enemy is enough to neutralize a flag in short time and force the other team to constantly run from a flag to another just to kill one or two enemies... This situation can become really boring and honestly after 30 mins of running and few shots fired I gave up and left the server. So my question is: do you want a realistic shooter? If the map and the server msg can tell you the updated status af a flag, why can't we be aware when the enemies are neutralizing a flag before it's too late? How can be so fast for only one guy to neutralize a flag considering that he shoud be able to control the full flag area alone?
  14. WARNING!!! WALL OF TEXT! READ ONE COLOR SECTION AT A TIME. -WIP- I plan to divide this into several threads soon. AAS VICTORY CONDITIONS Teams win if the enemy has lost all capturable objectives. If time runs out, the match ends in a draw. No team loses because of "tickets". BUDGET (not necessarily inherent to other concepts below) Main base assets are also a factor. A landing strip to accommodate fixed wing aircraft and supporting hangars per vehicle carry massive costs. If the commander plans to use ground vehicles, he will need a repair/supply bay. Helicopters need landing pads. Assets such as these cost hundreds of tickets and is the reason for such a large initial budget available at game start. COMMANDER ORDERS COMMANDER (CO) LIEUTENANT COMMANDERS (XO) TIMELINES The XO would see up to five orders down the list, unless he is the one creating them, having received permission from the CO. The SL at this time would only see: Post script: I'd forgotten to clarify that the CO is the sole method of spawning for vehicle assets. Assets do not spawn of their own accord. XOs are not responsible for budget management beyond the conservation of their squads' assets and their spawn rate. Furthermore, COs, XO, and SLs all receive a battle notations tab with a notepad, and a request log, and a battle chat log. Request logs cover fire support requests, requests for orders, requests for transport, etc. These are automated requests generated through the script lists. Their purpose is to help sort out outstanding requests. The battle chat logs are as follows: CO sees his chat history with XOs or squads reporting directly to him.XOs see their chat history with CO, XOs, or their SLs.SLs see their chat history with their XO and maybe other SLs in their group).
  15. Dynamic AAS routes were introduced into PR a while back and have made a big difference in keeping the game from getting monotonous. Having a wide open map with every objective up for grabs all the time made for horrible chaos. There was no cap order at all so it broke the game and was too confusing. Consequently, AAS was changed to have fixed routes which also got boring because everyone knew exactly what would happen every single time. Devs were pestered to change objectives or received complains because of changes to them. Dynamic AAS let randomness break up the monotony of fixed AAS routes. So far so good. I'd like to suggest a bit of an adaption, where the teams get to choose where they want to go, but always end up meeting in the middle. Teams that follow the west side of the map, will meet up halfway along the west. Teams that chose opposite sides of the maps are directed choose among objectives that lead them towards meeting up with the other team -- all automatically. Teams choose the objective they want by capping it. However, if squads went to different objectives, the first one capped will cancel the others. I've made an amateur slideshow that gives readers the general idea. What a sample team would see as they start capturing objectives. Remember that the enemy team's location influences where the next new objectives will be.
  16. This has probably been ittirated In a certain form some where on the forum but I couldn't find it. Anyway a problem I have felt in PR is that flag capture in AAS was important but often ended up between two flags where bodies were kept being thrown with not much coordination with squads in a tactical aspect, so thought of this as a way to encourage stronger tactics. How it works: Advance and Conquer would give each team a large number of tickets (hopefully player abjusted). at the beginning each team would try to capture as many flags as they can without being able to enter an area of 2 flags away from their current objective to prevent flag rushing. Once they are a flag apart the ticket counter will start to drain from both sides at a rate which will that guarantee that both sides will lose all their tickets after an 1 1/2 or 2. And now the fun begins. Attack: Both teams will compete to capture the most flags (no even number of flags!) Once one team has the majority of the flags the amount of tickets each team loses shifts. The team with majority of the flags (conqueror) loses tickets at a slower or the same rate while the opposition loses tickets a bit faster. The rate would be added to the existing rate which would result in less time for them to drain the enemy (5-10 mins). This in turn would encourage capturing more flags to win faster. Defense: However there would be consequences for not defending. for every flag the conquered can get back, it gets 5-10 mins in tickets and the rate decreases, and if the conquered becomes the conqueror, the team who lost its flags will lose 5-10 mins. As you can see there it would become a real power struggle which makes the game more interesting and there is incentive to defend and also attack. Player Incentives: Because of the importance of both attack and defense there is a lot more tactical value to coordinating with other squads and developing a strategy to win the game faster. Squads would be rewarded score wise for both defense and offense. Since it's important to reward player actions in a way if you want to give them motivation, though specifics depend on whether the dev's will use a specific score system for game modes or a general one. I have many ideas but is up to them. Balancing: I became to tired of thinking so it's up to you[emoji12] But seriously I know there is probably a lot of balancing that should be done but I am one person. And this should be thought by a community. Not to mention individual scoring Overall it would give a new life to AAS while bringing the fun of Conquer with better gameplay Please make sure to leave opinions and suggestions.[emoji1]
  17. Idea for AAS : Hello everyone, I'm french so I may be wrong speak, excuse me in advance. I thought the developer could add an interesting feature in AAS mode. This would be to capture the oil fields and could make his last win tickets to each truck would arrive to the cities controlled by the team. On the map below, I drew an example on a 16km² area. Don't pay attention to the map selected, it's just an example of arrangement of the various hot places like cities, old fields etc... Each city would own 5 flags that must capture. If a team has at least three out of five (in position of domination against enemy), the trucks can transport cargo oil field in the city. Ideally they are driven by NPC, but it could be complicated to be programmed by developers. The trucks depart every 2 minutes in the oil fields. No more no less. If the truck reaches its destination, then the team is given 4 tickets. The "---->" (on the drawing) show trips for trucks. This would add immersion and multiple opportunities for gamplay (take a city, defend the truck during his trip, cut the enemy by destroying their supply truck, and more). It's just an idea that I wanted to share with you. That is, we can debate now. Good evening .
  18. So i just had this idea while taking a dump, and those are always the best right? It goes in the same direction as the emergent objectives recently suggested by Valmont, just not as far, it's still about capping flags. First of all, to illustrate the idea, admire my leet paint skills: For those of you who don't know PR, this is how the current AAS(Advance And Secure)v4 system works: There are different flag routes for each layer of a map, in my example called Alpha, Bravo and Charlie. At the start of a round the server picks one of those at random and that' where the fight will be. Before that we had AASv3 which had more randomness: The server would pick one flag at random from each group denoted by numbers in my example. This would turn out a bit weird sometimes, for example the route could be, from BLUFORs perspective: first cap 1Charlie, then 2Alpha, then 3Charlie. This could generate very large distances between successive objectives which made the gameplay a bit incoherent at times, and so it was replaced by AASv4. My idea now is this: 1. Let the players decide which objectives they want to go for. 2. Let that decision influence the next objectve, or rather the next set of objectives to choose from. 3. Don't let the teams see what the opponents have chosen and capped until they "meet in the middle", i.e. common objectives emerge, which one team has to attack and the other is defending. So for example Blufor would choose to secure 1Alpha first, which when completed gives them the choice to go for 2Alpha or 2Bravo next, but not 2Charlie because it's too far away. The next objective after that would probably be dependent on what Opfor have been up to in the meantime. I haven't fleshed this idea out fully yet; there are several possibilities of what could happen next: Say that Opfor has been going for 3Bravo, but Blufor was faster to secure 1Alpha. This means that Opfor can't choose 2Charlie any more, and by now everyone knows what the opponent was up to. Now the question is what flag in the middle will be fought over next, which team gets to decide that? We could leave both possibilities, i.e. 2Alpha and 2Bravo in the example, open for both teams, and select whichever is secured first by a team, automatically invalidating the other one. Or, say Opfor secures 2Bravo quickly but despite being in the same group of objectives, they both remain in play, and the attack/defend battle emerges may emerge between them. Another question is who on a team gets to actually make the decisions? This would probably need a commander role, but it doesn't have to be just a click on the map, ordering "We're going for that one!". Rather, you could also have different parts of the team try to achieve multiple possible objectives at once and when one or more of them has been achieved, i.e. flag(s) capped, the CO decides to commit to one of them, opening up the next set of objectives. Since you can't see what objectives the opposing team has committed to (until the strings of flags somehow meets in the middle), rushing one of their first objectives seems pointless. There is the possibility for new kinds of strategies though: Lets say, referring to the picture again, that Blufor rather want the fight to happen on the northwestern half of the map. They have faster choppers or whatever and insert into 3Charlie and hold off Opfor before they can secure it, in order to block that part of the sequence of objectives. Now Opfor has to make a choice: Let's say another Opfor Squad has secured 3Alpha. Now their CO can decide to commit to that route, giving Blufor the fight in the Area they wanted. Or, he can not commit yet and order more troops to help attack and secure 3Charlie. ...which leads me to another idea on the fly: Areas that have been secured but not committed to (either by CO or the mechanic of meeting in the middle) turn "neutral" again when there are no more troops present. Again in the example, Opfor could decide to abandon 3Alpha, or to leave the troops there but don't commit to the objective yet, just in case they can't flush out Blufor at 3Charlie. So, that's it, feel free to build upon it or take it apart.