ArmA 1 didn't really have grass as such. It was pretty much the same as low settings now.
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ArmA 1 didn't really have grass as such. It was pretty much the same as low settings now.
I think PvP is sooo far superior to playing against AI, as to be almost another game.
I know Gruber/Cal's team were kicking 4 shades of excrement out of us from Hill 15, but I don't mind it.... I don't mind dying IF it's exciting. And it WAS exciting. I don't mind crawling for miles if I get a satifying kills. (Cal.....don't swim that far bud... it was like a duck shoot ;))
But here are my ideas for you guys, which I'll be brief and brutal on.
Voice Comms, like in IL-2, were a mess. Too many people, not enough control.
It is time to buddy up into a MAXIMUM of 4 players per channel. We had 6 or 7 I think. Couldn't talk, couldn't hear the instructions, was a mess.
I'd rather buddy up with 2 other people, maybe 3 and then go take ONE place and hold it... until I get a message from our overall leader (Lowe for example) telling us to move onward.
Next thing: the game was too short. War aint short... it should take a good few hours. It doesn't matter if we're losing... keep at it. Gotta be tenacious.
I know how Geist plays... I'll happily have him right by me and ditto Nuts/Yamangman/James who I could see going Lone Wolf up into the hills yesterday and who I followed to try to cover his front blind side, cos I knew someone (ninja) was after him. Each team NEEDS a leader.. and it's gotta be someone who we totally obey, through thick and thin. No questions... obey. We can change leaders another week... but last night was a right royal hogdge podge of people going off in a million different directions.
Is there anyway of turning OFF the radar so that only vehicles show? I'd RATHER have no UAV/Scanner/Aerial Data in a PvP.
Next thing.. the shortage of sniping weapons made it hard but amazingly exciting. Not being able to snipe back made my brain work very hard on a new tactic.
Next...I don't MIND not seeing anyone to shoot at for 15 minutes or more... it doesn't HAVE to be a fire fight... if it's a 3 hour server, and you only get 4 or 5 kills, so be it.
I think what I'm saying is I want more structure, and more control.
I'd even be happy to play in multiple pairs.
Gesit? You up for teaming up? I always last longer in this and in IL-2 when you're near and we're talking.
Fair comments Zak. The map showing people up is a simple server switch which can be turned off so that's easy enough to sort out.
Comms - was a bit of a mess but then tbh I didn't realise that we'd be playing in 2 seperate squads. I thought it would be one large one so that's my fault for not knowing more about the mission set up. We desperately need separate channels on Mumble so that we've got a squad channel and a squad leaders channel. If we can't do this in Mumble then we'll have to wait until the VOIP in ArmA itself is given a volume slider.
Shortness of the map is purely because we got owned mate. :lol: That mission (if played properly) would have gone on for a lot, lot longer. Because we'd not captured the centre zones we were over run and couldn't recapture anything quick enough - hence why the map ended.
Oh - and the final thing to remember with these missions that we're playing is that they're community built. The game's only been out a month and a bit, so everything is in relatively early stages. Lots of promise though, the potential is awesome! :)
I think less is more for the record.
We should be restricted in weapons. In fact I suggest everyone has the same weapons at one point tbh. :)
We need some woodland PvP and I really think the Island is gagging for it..
My plan is this:
team one sitting in boats on the shore of the island.
team two at hiome base at the parachute option teleport pole
Count down.. 3 2 1 go
team one gets out of the boats and climbs that huge hill, while team two drops in on the far shore and pop's chutes as late as possible
war
If you like I'll try setting up a PvP mission based around that island. One side trying to get over to the mini island and taking down the light house or similar.
I thnk it would be a hoot... closer and more....personal ;)
Besides... I like woodland warfare
All my team mates told me not to do that, but I didn't listen, I deserved my punishment :) I did tell Ninja where you were after though and he brough hell down on you :P
This is where your team (BLUEFOR) and our team (OPFOR) were different, Gruber mentioned we should split channels on mumble and use the ingame comms for commanders only, I sorta took charge of my squad and Gruber took charge of his squad. I think with us, we sent different squads to different points, but when we came towards the center of the map, we set one squad up (my squad) to cover the other squads whilst they took the points, we did this from the center of town.
So that's more so down to whose running the team on the day, Gruber did a great job last night, so I have much <3 for him. I won't comment on Lowe as I wasn't on that team :)
That is my fault mate, I wasn't too clear on the settings at first, the lowest option was one team holds the majority of points for 60 minutes, which in the case last night was us (OPFOR) so I thought it would of possibly lasted a couple of hours, but dues to issues with your team not capping the points properly at first (the learning curve) it ended up that we through all the game always had the majority of points.
Teamplay is always hard to promote out of the clan, I think this however is just down to lack of comms. The best way I find is to buddy up to whoever is closest, and keep in communication with them. I did this with Mile5 a bit last night and Ninja, we helped each other out quite often.
As far as what you see in the map and generally what you see on the screen, most of it can be turned off, we can even turn the crosshairs off if we wanted to, on the server side.
[QUOTE=Zak33;1744934]Next thing.. the shortage of sniping weapons made it hard but amazingly exciting. Not being able to snipe back made my brain work very hard on a new tactic.[/quote
Thats to do wtih the actual devastation mod. I am unclear as to how you unlock weapons, it maybe a point system, but I am unclear as to how it works. I did manage to get a sniper rifle last night though. Eventually.
That's not usually the case, I think if we had more people last night and once the FOB (forward operations base) and rally points are setup correctly, getting to the action is even quicker.
This is something we will take to note, alsot Zak, your more than welcome to make any suggestions you may have on the clan forums :)
Thanks to everyone who turned up.
HEXUS getsd the short version Cal... you .:iGi:. lot will get the full lengthy discourse later ;)
Guys,
My CoD4 team/ clan have ventrillo and I think we have a spare ventrillo server as well.
if I am given enough time I could try and get it setup to have a couple of rooms and make some people admins?
Np, i know you have mumble I just thought you were having trouble with the rooms and such, but np.
Yeah, didn't want the MG originally because I had a feeling the targets would be out of range, but it was accurate enough in very short bursts to do the job - it worked out pretty well in the end. It was courtesy of my squad assignment, not picking it out of supply dumps.
I didn't have grass disabled, but I certainly had all the draw distances set low because my PC seemed to be struggling a bit at 1440x900.
That explains a lot :). I didn't really notice the fade from black at all, probably because I never had to spawn into a position where I could get shot, had loads of time to head 2-300 yards forward before we came into contact.
Communications is a problem everyone knows about and tbh is as much getting to know and used to the people your playing with.
The amazing thing with Mumble when it's supported properly is you can set it so only people close ingame can hear (opfor as well ;)). I love this as most 'comms' for guys on the ground would be them shouting/whispering to each other, or over line of site (ish) radios.
The sooner ingame voip volume can be controlled the better. One button for the squad and one for side to call contact reports and you're sorted.
Starting with either iron sites or a red dot was annoying. I've no idea how big a difference the weapons have to each other but I didn't notice any from using the full length M16A4 to the M4 variant with the same scope.
It did take me a while to figure out we should treat bodies properly. Win the firefight, fight through, regroup and search the bodies etc. Everyone seems to carry bucket-loads of ammo.
Heh Zak I'm glad someone knows how I play, cos I don't :D Lets face it though there's a reason we use the buddy buddy system. Everything's done in pairs. It's just harder when you only have one comms channel. No nod of the head or whisper and mainly no months of doing the same training together.
Me thinks I'm someone's human shield :D "Just run out into the open..." ;)Quote:
Originally Posted by Zak
We need to turn the red dots off. They seemed to 'highlight' enemy a good 200-300m away. It makes target recognition pointless and as Zak and I found out at one point we watched a BMP drive past a good 200m away thinking "He'll see the dots any... second... now..."
However I quite like having the icons appear on the map but if we could make them stationary it would be good. Ie. Someone's seen something and called it over the net so the others know where it is... or was. Having the map icons in real team is not good. Remember if you have the map out, you're not fighting.
A lot of the issues I find will be fixed in the next patch and as pointed out the pvp mod is still very young.
So the real question is have we scared you away yet? :crazy:
More PvP or PvE? Larger engagements? More Hueys? ;)
Fake edit:
hmm seems I've just written my random thoughts so far...