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AGM on Test


Do you like AGM?
Poll ended at Mon Oct 20, 2014 4:50 pm
Yes 82%  82%  [ 23 ]
No 18%  18%  [ 5 ]
Total votes : 28
68 posts in this topic
Posted: Thu Oct 23, 2014 11:12 pm     Super secret spam barrier
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Report from today's Dev Server AGM test session with 15+ players:

Mission: 3CB_BMR-Insurgency_v15tAGM4.Takistan

Ran for 6 hours straight, from Midday to Midnight.
RPT file size: 169KB   -- brilliant!


Server Command Line:
__a3__\@cba_a3;
__a3__\@allinarmaterrainpack;
__a3__\@african_conflict;
__a3__\@agm;
__a3__\@beretpack2;
__a3__\@chinookpack;
__a3__\@nato_russian_sf_weapons;
__a3__\@asdg_jr;
__a3__\@rh_m4_a3;
__a3__\@stkr_bi;
__a3__\@task_force_radio;
__a3__\@trixie_britishweapons;

Bikey's on, BattleEye off.

Client Mods:
@african_conflict
@agm
@allinarmaterrainpack
@asdg_jr
@beretpack2
@cba_a3
@chinookpack
@nato_russian_sf_weapons
@rh_m4_a3
@st_nametags
@st_stamina_bar
@sthud_a3
@stkr_bi
@tao_foldmap_a3
@task_force_radio
@trixie_britishweapons


Posted: Fri Oct 24, 2014 9:01 am     Super secret spam barrier
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The only issue we had last night was with the enemies - they seemed to require a lot more shots to kill than usual (around 4-6 to kill rather than the usual 2-3). Does the AGM damage coefficient also affect AI? Is there any way to make it player-side only? Would only be fair since the AI don't use the medical system (putting us at a disadvantage).

Also, it seemed like anyone could get me out of an unconscious state (i.e. non-medics). While I like others being able to use bandages/morphine, I would really like it if only the medic can revive people with epi (similarly to BTC - if the medic dies, we all die - puts a huge amount of emphasis on the medic's life and role). If anyone can revive, there's no need for a medic slot (other than using it to simply designate who's the 'main' medic).


Posted: Fri Oct 24, 2014 10:14 am     Super secret spam barrier
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I would agree with Goodson's last points. The enemies did seem to have an uncanny ability to absorb shots. I was using a 7.62 gpmg and it still took 3+ rounds to put them down, even at point blank range while room clearing. Also, regardless of what mod we use, I have always believed that the best balance for the medical system is for non-medics to be able to stabilise a downed played - i.e stop bleeding with bandages and use a morphine pen to reduce pain, thus stopping their respawn counter, but it is only the medics that can fully revive with epi and blood transfusions. This gives the medic a vital role and can promote the need for squads to support one another (i.e. if they lose a medic in a firefight).

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


Posted: Fri Oct 24, 2014 10:56 am     Super secret spam barrier
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Agreed on all accounts.


Posted: Fri Oct 24, 2014 12:13 pm     Super secret spam barrier
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The AGM version of the BMR Insurgency mission is now running on the Public Server for final trials.

Rather than switch off the ability for non-medics to revive unconscious players (limiting on a public server with variable player count) we have adjusted it so that non-medics will now take 4 times longer (was 2 times) than a medic to provide assistance. Please test this out and let us know what you think.

If we adopt AGM and use it for official Op's, it can be set-up so that only medics can revive downed players.

Regarding AI, it looks like they have the same damage modifier applied as do the players, which is currently set to 0.5, so that we don't get taken down with the first shot. We'll ask the AGM authors if they'll add a module parameter to separate out the AI from the player damage settings.


Posted: Fri Oct 24, 2014 4:07 pm     Super secret spam barrier
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Well, lets see how it goes on the Public with time adjustments for non-medics. For Sunday Ops, all roles could carry a small CLS kit of bandages and morphine for self-treatment / treating fellow soldiers, whereas the Medic has all of the other gear and is the only one who can use the Epi / Blood. Otherwise, you may as well remove the medic class as it will have no specific abilities. Alternatively, in a similar vein to the additional MG and AT teams attached to the squads, add in a dedicated Corpman support team to move and assist as needed.

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


Posted: Fri Oct 24, 2014 4:45 pm     Super secret spam barrier
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Benzy's put it well, I agree with all points.
I also think the earplugs are a waste of time - they add nothing to game play, in fact just make the game sound duller for 99% of the time. 


Posted: Fri Oct 24, 2014 5:03 pm     Super secret spam barrier
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Yes it can be disabled. Just do not load the agm_hearing module.


Posted: Fri Oct 24, 2014 6:23 pm     Super secret spam barrier
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By "do not load", he means delete or remove the agm_hearing.pbo file from the mod folder.
Right there we have a problem for fairness in TvT's.


Posted: Sat Oct 25, 2014 6:29 pm     Super secret spam barrier
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At the moment, I'm observing occasional, but fairly regular, client crashes on the server that I don't think were there prior to AGM. There's one particular AGM error which was spamming the rpt's last night that gives me cause for concern - I think Lifetap might be looking into it.

From my point of view I would like us to run the trial a little longer to see whether stability really is ok or not before we get on board 100%.

Have some patience please folks, it's for our own good. :-)


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