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Posted: Tue Jul 25, 2017 9:06 pm     Super secret spam barrier
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I feel that is true for more than just that mission. 


Posted: Tue Jul 25, 2017 9:46 pm     Super secret spam barrier
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The armoury as a whole in my opinion needs a review. I don't know why there are so many different uniforms. For example, you can dress up in so many different terrorist clothing.

"Any ship can be a minesweeper....once." - Murphys Law


Posted: Thu Jul 27, 2017 9:22 am     Super secret spam barrier
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Map: Hearts & Minds

Desc: Still has old style loading on. The one which is done via an addAction of red text. People are using it to overfill the vehicles. 

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Posted: Thu Jul 27, 2017 12:31 pm     Super secret spam barrier
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Map: Mannerheim Line

Dynamic Bases: I like how they work, however, two issues. Firstly, one of the FOB's consisted of like a broken down wind turbine where AI's would spawn in the rubble and shoot out, I had to deal with it via Zeus. Secondly, I had an issue with the way the defend objective works. Quite often, we would fail the defense mission, although the closest AI was only around 300 meters out. Overall, it's nice. I would like to see the base parts now be used at base to reinforce the FOBs.

AAA Positions: Had a look around in Zeus to spot any other changes. However, for what ever reason, the AAA positions that spawn around the map, that consist of small bases with a Shilka, never spawn any crew in the shilka, making them redundant. 

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Posted: Thu Jul 27, 2017 12:51 pm     Super secret spam barrier
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Jetrise wrote:
One of the FOB's consisted of like a broken down wind turbine where AI's would spawn in the rubble and shoot out, I had to deal with it via Zeus 


The FOBs are randomly selected from ALIVE compositions, so they are designed to be varied in size and defense. ALIVE spawns a small number of units in the centre of the FOB to defend it. When you say you had to deal with them via Zeus, why was this?

Jetrise wrote:
Secondly, I had an issue with the way the defend objective works. Quite often, we would fail the defense mission, although the closest AI was only around 300 meters out.  


This is by design (although it should be < 200m). The idea is that if the enemy has sufficient weight of force close to the FOB, then they're deny you resupply. It's also to encourage you to patrol around the FOB, rather than just to sit unrealistically behind the defences.

Jetrise wrote:
I would like to see the base parts now be used at base to reinforce the FOBs. 

Can you elaborate?


There are no other visible changes to the mission.


Posted: Thu Jul 27, 2017 1:39 pm     Super secret spam barrier
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No I mean the AI physically spawned under the rubble. We couldn't shoot them, we could see their guns sticking out of the rubble, but they could shoot us. They basically spawned inside the object if that makes sense. 

Ah okay that's cool. They could have got within 200 meters but I was under the impression they had to take out the enemy force in the FOB before securing it. My bad.

There are ALiVE logistics at the base where you can move and load objects. We could use the vehicles to move the objects out to the FOB's and reinforce them. 

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Posted: Thu Jul 27, 2017 2:30 pm     Super secret spam barrier
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Ok that makes sense.  Sounds like an ALIVE bug.  We'll have to keep an eye on it, and see how frequently it occurs

We'll take a look at ALIVE logistics in the future, thanks.


Posted: Thu Jul 27, 2017 4:08 pm     Super secret spam barrier
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The ALIVE logistic items are already at base, Lifetap. They've always been there, just never really used. I think Jetrise is saying that there is now a reason to use them in order to reinforce the FOB's. They can be loaded into vehicles as far as I am aware.

As for the AAA Shilka sites on Mannerheim, they don't actually spawn in. They are empty compositions set on the map to protect the Opfor line. When a player gets close, the AI spawn in around them and man the Shilka's. There is an ALIVE custom objective module set on each of them that determines the amount of AI that spawn at the location.

"Never turn down an ale, who knows if it may be your last."


Posted: Thu Jul 27, 2017 4:26 pm     Super secret spam barrier
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Evrik wrote:
The ALIVE logistic items are already at base, Lifetap. They've always been there, just never really used. I think Jetrise is saying that there is now a reason to use them in order to reinforce the FOB's. They can be loaded into vehicles as far as I am aware.

As for the AAA Shilka sites on Mannerheim, they don't actually spawn in. They are empty compositions set on the map to protect the Opfor line. When a player gets close, the AI spawn in around them and man the Shilka's. There is an ALIVE custom objective module set on each of them that determines the amount of AI that spawn at the location.

Evrik is correct. However, the logistics don't seem to work very well. I've tried loading things (H-Barriers, Bunkers etc) into the HEMTT Truck, and it's very temperamental. Sometimes you lose what you load in. Maybe this needs to be looked at. 

In regards to the AAA Evrik, that's not correct. I know stuff doesn't spawn till a player is present in the AO. That's why I went over to the composition. Infantry spawn, however, never mount the vehicle. 


Posted: Thu Jul 27, 2017 4:29 pm     Super secret spam barrier
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Probably best to just delete the AAA compositions then. The vehicle can't be trusted to spawn with crew. It will just explode in the emplacement as ALIVE isn't precise. They spawn into an area with a degree of movement, rather than an exact location. 

"Never turn down an ale, who knows if it may be your last."


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