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Murghab District - Feedback and Bug Reporting

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Posted: Sun Mar 04, 2018 12:23 am     Super secret spam barrier
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The TFAR update for AI being able to hear us, has been enabled for several months, across all our servers


Posted: Sun Mar 04, 2018 1:04 am     Super secret spam barrier
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Dobbeh is referring to something I noticed: (some? all?) buildings don't block your Shacktac HUD perception, which I presume means that they aren't properly occluding view (because, as mentioned, STHUD now pays attention to occlusion when rendering the UI). This gels with what I was seeing when stood back from the edge of a rooftop with lip, and people directly below were still frantically trying to shoot me despite having no idea where I was.

I also found the buildings to be *exceedingly* fragile, with a single grenade being sufficient to level large numbers of structures easily, even when they weren't terribly close to the explosion. My "favourite" moment of the evening was when I fired three 5.56 rounds at a person stood near a mosque, and caused the mosque to partially collapse...

I will say, the FPS were very good and far better than you normally see in most Arma maps - let alone a detailed one like this.


Posted: Sun Mar 04, 2018 1:15 am     Super secret spam barrier
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The map uses JBAD buildings which have a few "issues".  .50 cal bullets cause real issues.  I'm afraid there is not a lot I can do to remedy the issue.


Posted: Sun Mar 04, 2018 8:55 am     Super secret spam barrier
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Few issues.
- I saw damaged vehicles at "patrol FOB". I presume due to small spacing they damage each other on respawn.
- Good FPS overall (45-50) except NW big city (19-22). All section members reported bad FPS there. When i got extracted from there FPS recovered.
- I wound like to see some disposable quad-bikes at "patrol FOB" so reinforcements don't have to take other vehicles.


Posted: Sun Mar 04, 2018 12:13 pm     Super secret spam barrier
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@Mastero, Thanks, noted.  I'll add in so quad bikes.  I forgot about those at the FOB.

@Dobbeh.  Given your comment about getting instantly into the action.  For week 3, would you like to still have the option of using FOB Alexandria, which is just outside of the AO?  So you have an alternative position to launch an attack.


Posted: Sun Mar 04, 2018 2:44 pm     Super secret spam barrier
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Lifetap wrote:
@Mastero, Thanks, noted.  I'll add in so quad bikes.  I forgot about those at the FOB.

@Dobbeh.  Given your comment about getting instantly into the action.  For week 3, would you like to still have the option of using FOB Alexandria, which is just outside of the AO?  So you have an alternative position to launch an attack.

I'm not saying that getting into action straight away is a bad thing (compared to some maps), it fits nicely with the "You're in their territory now" kinda feeling with the mission. 

Just an issue we faced when we started to leave base was the noticeable framedrop/desync as ALIVE kicked in for about 1 min. Difficult to react when rounds are coming down from all directions. 

But to move the FOB just a little outside the zone? I think that could work nicely in regards to staging/moving out to the AO without giving commanders a headache (not that usually happens anyway...)


Posted: Sun Mar 04, 2018 3:43 pm     Super secret spam barrier
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Ok, I'll update and provide two FOB's per week (phase). 

One in the AO and one outside.


Posted: Wed Mar 07, 2018 12:51 pm     Super secret spam barrier
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Thanks for the constructive feedback.

The mission(s) have been updated and will now be added to the regular rotation.


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