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Everything posted by Fitz
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That sounds unusual. Does the aircraft you're firing at use its countermeasures still or no? Can you maybe take a video of it?
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Are you saying that your radar is on and the diamond is indicating that the missile is fully locked, but once fired it doesn't track towards the enemy? If so, the only time something like that has happened to me is when I'm too close or pass the enemy too quickly. I have noticed they are able to flare or evade the missiles much easier lately. This isn't something we have control over though. Missile tracking is on BI's side of the fence. There are no scripts in the mission that affect missile tracking or target acquisition. It could be related to desync or something similar between the server AI and the players though
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The base arty isn't really meant to be anything substantial. The mortar gunner (formerly FSG) role is mainly meant to be using the Mk6 and other portable static weapons. This used to be the case. I will see about moving it back there. The laser guided rounds aren't useless. Up until recently, the wrong rounds were in the arty, so lasing wouldn't have worked until this was fixed. As Kerry said, cluster rounds are not a good idea. I will consider adding HE and some smoke, but this will increase the potential for trolling.
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It only takes 12-15 mins for those to respawn, not 45. There's a few reasons for this, one of the main ones being that most pilots can't fly it and we don't want a full one going down every few minutes. It also leaves less passengers for the other pilots.
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You can teleport to the FOB when there are under 20 players on. From there a heli can take you, or you can drive the vehicles that spawn there.
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I think most people like having a variety of helicopters to choose from. Is there any reason why they should be limited to NATO only? @user lincoln
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Sorry for the slight delay , all of those types of messages will be hidden after 5-10 seconds now.
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This update mainly adds a base air defence upgrade, some small fixes and tweaks, and a handful of new skins from @Bull. Some changes were also made to the random inventories in vehicles and crates, however this needs a lot more fiddling to get it right. The base Air Defence is now made up of three components: 1 Mk21 Centurion medium-range launcher at the North end of the runway. 1 AN/MPQ-105 Radar at the centre of the runway. Either 1 Praetorian 1C CIWS or 1 Mk49 Spartan at the South end of the runway. The long-range radar greatly increases the effectiveness of the base's defences (in my testing at least )
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This update mainly adds a base air defence upgrade, some small fixes and tweaks, and a handful of new skins from @Bull. Some changes were also made to the random inventories in vehicles and crates, however this needs a lot more fiddling to get it right. The base Air Defence is now made up of three components: 1 Mk21 Centurion medium-range launcher at the North end of the runway. 1 AN/MPQ-105 Radar at the centre of the runway. Either 1 Praetorian 1C CIWS or 1 Mk49 Spartan at the South end of the runway. The long-range radar greatly increases the effectiveness of the base's defences (in my testing at least ) View full devblog
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Not at this stage. That would require extra coding to restrict non-trusted people from using those things. A Zeus can still spawn them for someone if they wish. Some people were driving the MLRS out to AOs with an ammo truck/crate and clearing the whole thing, regardless of ROE or whatever other rules prevent it. Any of the arty vehicles can be considered overpowered when close enough, laser or not.
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The only thing that was ever exclusively for Veterans was the MLRS truck. These were meant to be 'trusted' people, but it was still too powerful and easy to abuse. The destroyer was never 'in' either. These things are spawned by Zeus at their discretion. And what Turban said is correct, can't have things that give an advantage exclusively for Donators.
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The jet spawns need to be checked and likely adjusted. Some people have been complaining for a while that there's way too many spawning, but I haven't really experienced that myself yet (outside of defends). Weird. Usually there is red smoke before the jet even begins the bombing run. If not, it could be Zeus controlled, either way it shouldn't be bombing the same thing that many times. If friendlies use heavy AT launchers like the enemy, the effect is the same. They both have active protection as well now, so there shouldn't be that much of an advantage for the enemy tanks. The snipers are meant to be a challenge, they should be a priority target before landing a full heli near them... The only thing related to difficulty that has been changed in recent months, is the defends, which are now harder. Jets have been the same, and apparently bad for a while. Overall AI difficulty has been the same for 6+ months. I don't know how standard AOs and missions can be perceived as suddenly more difficult?
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It's meant to be based on this https://ru.m.wikipedia.org/wiki/Афганит_(активная_защита)
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These are errors with the mods themselves, so fixing them is out of our control unfortunately.
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The main focus of this update is responding to player feedback on a range of different concerns. Players noted the following issues: Difficulties getting in contact with staff Difficulty finding the right TeamSpeak channel to be in Difficulty finding the community-created guides, or unaware that they even existed Unaware of perks received for donating 'Shit' side mission rewards 'Shit' jets Enemy jets spawning too frequently Unaware of correct pad numbers Most of these have been addressed in this update, with the exception of the friendly and enemy jet spawns, which need further observation and testing. Contacting Staff A lot of players use the main group chat to report issues. However, staff are not always ingame or in the group chat and, if they are, messages are easily missed. To fix this, we have introduced a simple chat command !admin, that allows players to notify staff on Discord and ingame more effectively. Simply type !admin into any chat channel and the menu will appear. You can submit one issue every 5 minutes. Abuse will see you blacklisted from using it and possible disciplinary action. More information on how to contact staff can be found by typing !help in any chat channel. TeamSpeak, guides, donations To help players better find the right channels on TeamSpeak, some ingame mentions of the TS have become clickable links that automatically connect you to the correct channel. The following will automatically connect you to the Pilot's channel for whatever map you're on. Links and information about guides, donations and more can be found in a new screen that can be accessed via the [Home] menu, or using the chat command !help. Some of this info has also been included in the TS channel descriptions of some popular channels. Other methods of making TS easier to navigate for new players are also in the works. Side Rewards For a while now, we've heard a number of complaints about the quality of rewards given for successfully completing side missions. As a result, we've decided to try a different way of determining what reward to give. All side missions have now been assigned a difficulty rating from 1-3. This will determine what type of reward players will receive for completing the mission. More difficult missions, like Rescue POW and Secure Caches, have the highest rating and offer more powerful vehicles as a reward (mostly gunships/heavily armed aircraft). The second highest tier includes APCs and less-powerful armed helicopters. The lowest tier gives the least powerful and still pretty disappointing rewards. However, the missions in this tier are supposed to be quite a bit easier than the others. Instead of having one large pool of rewards for all missions, this divides the rewards into three smaller pools based on difficulty. Hopefully this makes completing side missions a more rewarding experience, while easing some of the frustrations you've expressed with the previous system. If not, we'll have to consider some of the more complex solutions that have been suggested.
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The main focus of this update is responding to player feedback on a range of different concerns. Players noted the following issues: Difficulties getting in contact with staff Difficulty finding the right TeamSpeak channel to be in Difficulty finding the community-created guides, or unaware that they even existed Unaware of perks received for donating 'Shit' side mission rewards 'Shit' jets Enemy jets spawning too frequently Unaware of correct pad numbers Most of these have been addressed in this update, with the exception of the friendly and enemy jet spawns, which need further observation and testing. Contacting Staff A lot of players use the main group chat to report issues. However, staff are not always ingame or in the group chat and, if they are, messages are easily missed. To fix this, we have introduced a simple chat command !admin, that allows players to notify staff on Discord and ingame more effectively. Simply type !admin into any chat channel and the menu will appear. You can submit one issue every 5 minutes. Abuse will see you blacklisted from using it and possible disciplinary action. More information on how to contact staff can be found by typing !help in any chat channel. TeamSpeak, guides, donations To help players better find the right channels on TeamSpeak, some ingame mentions of the TS have become clickable links that automatically connect you to the correct channel. The following will automatically connect you to the Pilot's channel for whatever map you're on. Links and information about guides, donations and more can be found in a new screen that can be accessed via the [Home] menu, or using the chat command !help. Some of this info has also been included in the TS channel descriptions of some popular channels. Other methods of making TS easier to navigate for new players are also in the works. Side Rewards For a while now, we've heard a number of complaints about the quality of rewards given for successfully completing side missions. As a result, we've decided to try a different way of determining what reward to give. All side missions have now been assigned a difficulty rating from 1-3. This will determine what type of reward players will receive for completing the mission. More difficult missions, like Rescue POW and Secure Caches, have the highest rating and offer more powerful vehicles as a reward (mostly gunships/heavily armed aircraft). The second highest tier includes APCs and less-powerful armed helicopters. The lowest tier gives the least powerful and still pretty disappointing rewards. However, the missions in this tier are supposed to be quite a bit easier than the others. Instead of having one large pool of rewards for all missions, this divides the rewards into three smaller pools based on difficulty. Hopefully this makes completing side missions a more rewarding experience, while easing some of the frustrations you've expressed with the previous system. If not, we'll have to consider some of the more complex solutions that have been suggested. View full devblog
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Made it so it needs to be activated now. However it looks like an armed one before activating...
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BI changed that, can't fix
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Yep, looks like the base protection stuff was deleting it. Fix will be in next update.
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This update brings some important bug fixes. Also, the APS no longer needs a Commander to be in the vehicle.
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Yep we're planning on putting some of these in soon ?
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This should all be fixed now.
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Server has been updated to 1.94 (Arma changelog) and changes have been made to support the new Contact DLC. This includes adding the new Livonia map to the rotation on our second Tanoa/Malden server. Map voting has been enabled on our second server. Players can use #vote missions to vote for bringing up the mission selection screen. 65% of players must vote for it before it will work. Included in this update is Quik's new Active Protection System for armoured vehicles. This applies to both enemy AI and player vehicles. So long as there is a commander in the vehicle (player or AI), the system protects the vehicle from incoming missiles. There are 5 tiers of vehicle protection, Strider and Nyx having the the lowest level, MBTs having the highest. Each tier has different ammo count, reload time, and chance of failure. The blind spot on normal vehicles is the rear of the vehicle, for tanks, it is the rear of the main turret. Fixes and addition of new vehicles will come in over the next week. View full devblog