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Posted: Fri Sep 25, 2015 7:22 pm     Super secret spam barrier
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V3 Up

v3
- Reduced IED threats - due to too much clutter
- Reduced Civilian Pop from 30 to 10 - increase FPS
- reduced active OpFor spawns from 50 to 30 - increase FPS
- Introduced CAS + ARTY Support elements via US 8th Army Units Stationed to the South East. Call using ALiVE Key - MUST have long range SL radio backpack
- Introduced ability to call For Reinforcements & Resupply to hold captured zones - prevents OpFor from re-capturing. Use ALiVE key - MUST have long range SL radio backpack
- Added an enemy QRF that will react to British forces moving into the old FOB at mission start (gives players some activity pre-Insurgency)


Posted: Fri Sep 25, 2015 10:42 pm     Super secret spam barrier
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Some stuff about the Green Zone.

1. If the medical tent in the base is supposed to work as a "everyone can use the PAK here zone", there is a good chance it doesnt work. Two pilots tried to fix me with a PAK but got no option to use it on me.

2. Not exactly sure how I feel about the ALIVE Combat Support. While it can help when you have a low ammount of players on the server it feels a bit weird and to some extent disconnected from the rest of the players. I would rather try to see players do things like CAS (which they already do) and also I dont really like the usage of AI Artillery, Logistics and CAS.

3. I think there should be more IED's etc. I dont know how it was before the last edit but right now it feels like the danger of IED's etc is minimal.

4. At the start the FPS were pretty good but later on they went down a bit. Especially having a AI Apache, AI artillery and AI Transport Helos/troops around probably did not help to improve it.

There is no war to end all wars.


Posted: Fri Sep 25, 2015 10:49 pm     Super secret spam barrier
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Mefirst wrote:
1. If the medical tent in the base is supposed to work as a "everyone can use the PAK here zone", there is a good chance it doesnt work. Two pilots tried to fix me with a PAK but got no option to use it on me.

2. Not exactly sure how I feel about the ALIVE Combat Support. While it can help when you have a low ammount of players on the server it feels a bit weird and to some extent disconnected from the rest of the players. I would rather try to see players do things like CAS (which they already do) and also I dont really like the usage of AI Artillery, Logistics and CAS.

1. @Apollo/Serjames - please add "this call mrg_fnc_adm_vehInit;" to the medical tent(s). Nvm, this wouldn't work.

2. Agreed here. I've never liked the idea of having friendly AI - bit of an immersion breaker for me (and also adds unnecessary AI, which may affect FPS for some). I understand that they're added to help prevent the enemy AI from over-taking the map, but then perhaps the enemy shouldn't be made capable of this to begin with.


Posted: Fri Sep 25, 2015 10:56 pm     Super secret spam barrier
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I wouldnt call it overtaking the map. They just give you a hard tome establishing a safe route on the ground to get reinforcements to the "front" and I thnk that is fitting perfectly into the general scenario. We are not fighting in a classic scenario where to military factions are fighting about a specific area or objective. Our enemy on this one are insurgents and from what I have seen the AI is doing that pretty well, they even try to do some ambushes.

I like the idea that we actually fight a insurgency that is using those tactics that are not there to capture objective X, but hit us at every opportunity.

There is no war to end all wars.


Posted: Fri Sep 25, 2015 11:03 pm     Super secret spam barrier
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I'm usually against AI stuff as well but tonight it gave me a really nice feeling of a larger-scale operation happening around our player sections! 


Posted: Fri Sep 25, 2015 11:19 pm     Super secret spam barrier
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I agree - we only had 2 and a bit sections and there is no way we could have got as far as we did without the 2 arty strikes (only 2 - one of which was to take out an R-HQ we'd left standing behind us.) and the Cas Apache chopper assisting the whiskey's when they were on transport duty. For AI reinforcements we only used 16 men - all of whom were profiled / and not landed until we were more than 800m away - so little to no FPS drain.

I totally agree re not ideal, but unless we have people willing to wait at base for Mortar Fire missions (and who can use the blooming thing accurately) and at least 2 active pilots it's not possible to progress far I think - I'd like to get some more opinions on it - it's the first time we've used it for ages and I enjoyed the immersion to be honest - really felt like we were in a Hot zone


Posted: Fri Sep 25, 2015 11:35 pm     Super secret spam barrier
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Well I have to play more on this awesome map to decide if I like, dislike, or hate the AI thingy.

There is no war to end all wars.


Posted: Fri Sep 25, 2015 11:38 pm     Super secret spam barrier
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Mefirst wrote:
I wouldnt call it overtaking the map. They just give you a hard tome establishing a safe route on the ground to get reinforcements to the "front" and I thnk that is fitting perfectly into the general scenario. We are not fighting in a classic scenario where to military factions are fighting about a specific area or objective. Our enemy on this one are insurgents and from what I have seen the AI is doing that pretty well, they even try to do some ambushes.

I like the idea that we actually fight a insurgency that is using those tactics that are not there to capture objective X, but hit us at every opportunity.

Yeah, I agree with you - I was just stating the reason why we've used friendly AI in the past (and why I don't personally like it) ;)


Serjames wrote:
I totally agree re not ideal, but unless we have people willing to wait at base for Mortar Fire missions (and who can use the blooming thing accurately) and at least 2 active pilots it's not possible to progress far I think - I'd like to get some more opinions on it - it's the first time we've used it for ages and I enjoyed the immersion to be honest - really felt like we were in a Hot zone

Rather than requiring that we have mortar teams at base just to survive, shouldn't the enemy AI just be more balanced? I know some people like friendly AI (and some people don't) - I personally find it unnecessary and an immersion breaker.


Posted: Fri Sep 25, 2015 11:52 pm     Super secret spam barrier
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Well they're not forced on you - only at the request of company - and their numbers are limited..... so for me it made the mission more interesting tonight... immersive and active - lots of choppers buzzing around and we knew we could call in American Arty if we got into a pickle...

But if you don't want to use it... that's ok - the mission will still run fine.. just don't expect to be able to use land transport through previously cleared areas.


Posted: Sat Sep 26, 2015 11:15 am     Super secret spam barrier
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Serjames wrote:
But if you don't want to use it... that's ok - the mission will still run fine.. just don't expect to be able to use land transport through previously cleared areas.

As long as we, the players, are fully capable of clearing areas without the assistance of (or reliance on) friendly AI - I'm happy (even though I'd rather them not be there at all).

Anyway, if other people enjoy having friendly AI then we shouldn't take it away. I was just giving some personal feedback ;)


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