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James32

Senior Management
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Everything posted by James32

  1. James32

    Wasteland 1.3b Version 1.0.9 UPDATE In the event of any catastrophic errors or problems on initial release, we may revert back to the previous version. Our server has been struggling with donations lately, please consider donating to keep the server up so you can continue enjoying and/or hating playing on our server ^.^ This has only been a small patch due to my IRL commitments and is intended to trial a couple of minor changes to test their impact on the server. However in a couple of weeks you can expect a large patch containing a considerable number of larger changes/improvements to the server, If you have any suggestions send me a message on the forums or on TS Development General Changes - Added -USS Freedom Aircraft carrier near J32 Island Added -New Admin features Added -Admin Hunt Mission Tweak - Adjusted some easter eggs Tweak - Numerous map changes and additions (you'll have to find and explore these for yourselves) Tweak - Adjusted some territory rewards Tweak - Beacon spawn height reduced to 850m Tweak - Increased spawn beacon cool-down to 6mins (from 5mins) Tweak - Bleed out time changed to 90s (up from 60s) Tweak - Re-added gunstore presence indicators Tweak - Reduced max concurrent missions to 4 Tweak - Increased number of weapons that spawn in vehicles Tweak - Reduced vehicle store cool-down to 15s Tweak - Reduced gun store mine prevention radius to 40m Tweak - A couple of bugfixes Extra Details Admin Hunt Mission: Grants admin reduced damage taken and infinite ammo (single players attempting to kill the admin will find themselves having a hard time) Admin's position is marked on the map similar to the HVT marker, updates every 20s allowing players to see where they are Killing the admin drops their full loadout and in addition there is a 100k reward on the body Finding any Issues or bugs? Report your findings to me or another member of the WL staff, alternatively post in the bug reprot section of the forums, reporting bugs helps us ensure a fair playing field for all players. Like what you see? Many Thanks to @Dak Commstar for his amazing map editing and @Unit_3397 for his Managing prowess
  2. James32

    Wasteland 1.3b Version 1.0.0 UPDATE In the event of any catastrophic errors or problems on initial release, we may revert back to the previous version. Today we are switching over to the Wasteland 1.3b Template as the basis for our server, we have ported all our existing server specific features over to the new version along with a host of new features Our server has been struggling with donations lately, please consider donating to keep the server up so you can continue enjoying and/or hating playing on our server ^.^ Development N.B. This list of changes is not everything, it’s just what we felt were the most significant changes General Changes - Added -1.3b Wasteland template Version by Agent Rev then Modified for StrayaGaming Added -64Bit Server/DB Support Added -Sticky Charge Script Added -Flip Script Added -Added Vehicle locking and ownership system Added -UAV Side Persistence Added -Heli Cannons on dual pilot vehicles now auto-allign when you take controls from pilot seat Added -Reintroduced the Falcon UAV Drone for All factions with a modified payload (cost $55k) Added -Added M5 Sandstorm for purchase for 2.5mil, send a global hint notifications to all players on server when purchased Added -Added significantly more items to general stores Added -Added vehicle and item storage to the map, indicated by purple and yellow markers respectively (can store max 5 vehicles at once, costs 5k to withdraw a vehicle from storage) Added -Money Mission rewards adjusted (sunken treasure 50k, Money Shipments: 25k,37.5k, 50k, 75k) Added -Heavy towing and airlifting Added -Fatal Headshots now instakill instead of allowing revival Added -Various New Admin Functions and features Added -New Loading Image Added -New Gunstore at Central Tweak -Map overhaul Tweak -Locked server flight model to simple to prevent flight model switching abuse Tweak -Significant price overhaul on various Guns/Vehicles/Gear Tweak -Player Class Adjustments (See below for details) Tweak -General Spawn Loadout Changes (See below for details) Tweak -Spawn Beacon spawn height adjusted to 1km Tweak -Players can now carry 2 Spawn Beacons on them at once Tweak -Hostile Jets missions now have a chance to spawn Buzzard AA’s Tweak -Reduced AI difficulty slightly Tweak -Adjusted crate rewards for various missions Tweak -Allowed some gear to be bought/used by other factions Tweak -Various map/Performance Optimizations Tweak -Many Map adjustments Tweak -Adjusted spawn chances of map easter-eggs Tweak -General GUI Changes Tweak -Misc Main configuration changes Tweak -Vehicle purchasing delay reduced to 30 seconds Tweak - Assorted Bugfixes Deleted - Player Bank Accounts/Gear/Money Extra Details Player Class Adjustments: Engineers now spawn with a repair kit, and an engineer carrying a toolkit can use a single repair kit infinite times without consumption Snipers now spawn with a Laser Designator (opfor Version) instead of a rangefinder Player Spawn Loadout Changes: Removed suppressor from spawn pistol Players now spawn with an equipped GPS unit Opfor now spawn with Officer fatigues (which have no inbuilt Kevlar) to bring the number of pistol shots required to kill a fresh opfor player to the same as Blufor/Indi Finding any Issues or bugs? Report your findings to our wasteland staff. Like what you see? Many Thanks to @Dak Commstar for his amazing map editing and @Unit_3397 for his coding & Managing
  3. James32

    Hey mate, Thank-you for your well thought out suggestion! I do have to say that after looking at previews of Malden I'm a huge fan of the new map and as such i will look into the possibility of this suggestion being implemented. I cant make any promises as to whether or not it will be implemented or when at this point since it's still early days but its definitely a suggestion that I'm giving serious consideration to The new terrain is extremely nice and offers a lot more diverse game-play opportunities i agree, the map is also a bit larger than straits so there are more locations to explore and play around with, it certainly seems like a far more interesting map than Stratis
  4. James32

    Thank-you for the suggestion however I feel that doing this would remove interesting strategies involving hiding under the stores/using the underspace as cover, all for the sake of removing a small abuse which is already against server rules. If someone is glitching through the floor feel free to report them to staff so we can deal with them, however I will not be filling in the understore space with concrete blocks since that would just remove a number of strategic gameplay opportunities. I hope you understand my perspective on the issue
  5. James32

    Wasteland 1.3b Version 1.0.4 - 1.0.8 UPDATES In the event of any catastrophic errors or problems on initial release, we may revert back to the previous version. Our server has been struggling with donations lately, please consider donating to keep the server up so you can continue enjoying and/or hating playing on our server ^.^ Apologies for the lack of patch notes at the time of the last few patches, i had just been busy and hadn't got around to it, these notes summarize the last week or so of updates, may not contain every change, but they do cover the main changes Development General Changes - Added -Indi Group Size limit of 5 implemented Added -New Admin features Added -Automatic team-balance script Added - Support for a Tiered Supporter system for the vehicle painter/skins Added - Added support for Global store price discounts on most items Added - Brought back the 12DAR, 6.5mm gun Orca variant for $25k Added - Allowed independents to Purchase Opfor Special Purpose Suit and Full Ghilly to offset the opfor advantage since these items have inbuilt ballistic protection not available to indi Tweak - Adjusted vehicle storage so that you must have ownership of the vehicle in order to store it to prevent some abuses that had been occurring Tweak - Adjusted server Antihack and Battleye filters Tweak - Adjusted team switch functionality to force save player data before it switches them Tweak - Adjusted client respawn code Tweak -Adjusted size of some spawn zones slightly Tweak -Adjusted some store prices slightly to bring them in line with BIS balance changes Tweak - Improved vehicle/Player painter Tweak -Added more skins Tweak -Adjusted a few map locations that were posing difficulties Tweak -Added more map features Tweak - Adjusted some territory rewards Tweak - Fixed some buggy UI elements in the player menu Tweak - Assorted Bugfixes Tweak - Adjusted various client message strings to be more informative and less confusing Deleted - 3D spotting System which provided map markers of enemy vehicles/players without the player needing to actually see them Extra Details Team Balance Script: Will stop players joining opfor/blufor if that team has more than 5 people more than the other main team. This script does not stop you joining a team if you are already locked to it in the same restart and come back later/relog Finding any Issues or bugs? Report your findings to our wasteland staff. Like what you see? Many Thanks to @Dak Commstar for his amazing map editing and @Unit_3397 for his coding & Managing
  6. James32

    Wasteland 1.3b Version 1.0.1 - 1.0.3 UPDATES In the event of any catastrophic errors or problems on initial release, we may revert back to the previous version. Our server has been struggling with donations lately, please consider donating to keep the server up so you can continue enjoying and/or hating playing on our server ^.^ Development General Changes - Added -Air Station Mike Vehicle Store Added -New Admin feature designed to assist in balancing the battlefield Added -New textures Added -New Billboards with updated information Added -Rebuilt Supporter system Added -Boat Spawn at Sth vehicle store Added -More Spawn points for money/convoy missions to prevent camping of Nth Cove/Misison farming with minimal effort Added -First time player bank money set to 25k as a permanent feature Tweak -VTOLs moved to Helicopter tab in vehicle stores to avoid spawning issues Tweak -Jet Damage model reduced to 1.0x (from 1.5x) Tweak -Resupply Truck/System Changes(see below) Tweak -Reoriented Several Shopkeepers Tweak -Adjusted size of Cape Cod spawn zone Tweak -Adjusted a couple of vehicle prices Tweak -Gun sway reduced from 1.0 to 0.1 (to bring it in line with the old server) Tweak -Re-enabled thermal on OPHelm, ENVG-II's and Launchers Tweak -Adjusted spawn chances of map Easter-Eggs Tweak -Modified spawn chance of objects around Easter-Egg Tweak - Assorted Bugfixes Deleted - Some offensive/Overly large textures Extra Details Resupply System Changes: Normal Rearm trucks now cost 5k but are now "resupply trucks" and allow you to perform a full service of a vehicle on a cost per resupply basis(introduced in 1.0.0) Bobcat price from 25k-->90k It now costs 7k to resupply any vehicle (used to be 20% cost of vehicle) Bobcats now do not have a resupply option and instead function as they used to pre 1.3b (can rearm, repair and refuel for free) Resupplying now no longer turns off the engine of vehicles (helis can hover-resupply) Finding any Issues or bugs? Report your findings to our wasteland staff. Like what you see? Many Thanks to @Dak Commstar for his amazing map editing and @Unit_3397 for his coding & Managing
  7. James32

    Patch 11.2 In the event of any catastrophic errors or problems on initial release, we may revert back to the previous settings while we make appropriate changes Development Tweak - Weather Tweak - Spawn/Capture Zones Tweak - Map Features Extra Details Weather: Re-implemented weather (Storms/Rain/Overcast) Fog will remain disabled Spawn/Cap Zones Added new cap and spawn zone to the new airbase on the East coast of the map (Designated "Airstation Bravo") Moved AirStation Mike-26 vehicle store to Strogos Bay (down south) Map Issues Fixed Rocks that users had been spawning inside Reduced performance load of certain map objects Adjusted some rock formations Finding any Issues or bugs? Report your findings to our wasteland staff.
  8. James32

    TFW you get called a minion
  9. James32

    ¯\_(ツ)_/¯ I'm a pilot, i'm used to the hate
  10. James32

    Please noooo @Unit_3397 have mercy, pilots are people too you know :'(
  11. James32

    Yeah absolutely @Ya_Mum, i think wasteland would be way more fun when teams that have jets/big helis up can be contested, because on stratis there is no dogfighting/air to air combat, because as soon as one team has air superiority the other team cant get any assest airborn esp not jets since every vehicle store +airfield is camped by 5 attack helis, it would love to see proper air to air combat, would make the air game far more fun instead of the take control of air then own the map it is now (I know i'm a major offender of this sorry ). Plus a bigger map in general is impossible to own for a single team which means the stacking issue is basically a non-factor since even with more number 1 team cant just shut the other out of the map everywhere at once
  12. James32

    Tutorial on the correct usage of Your and You're; For example; 1) You're welcome 2)Your tutorial on how to spell Tanoa is the best
  13. James32

    I like Tanoa, it just feels like a far more diverse map, plus it has more than 1 airfield which would help with jet/vehicle balance since it would be harder for a few people to reliably camp stores since there can be far more/they can be further apart
  14. James32

    @DIRTYSCRUB It has been addressed with price balancing after the wipe... and for the reference only about 180-200 of my all time kills are from mortars. The amount of money everything in the game gives has been halved making vehicles effectively >twice as expensive when you take into account most of the price changes. And given they have the money to afford it players should be able to buy whatever they want with the money, be it helis, jets, mortars or tanks, they are part of the game, arma isn't ground/close combat only, it's a diverse game where a range of tactics can be used and every tactic has a counter-play if you are effective enough to find it!
  15. James32

    No tigris I taught you guys better than that
  16. Hahaha yeah choppers are useless vs a lot of AA to the point of being comical, I tend to find the only time CAS is effective/long lived is when players dont buy AA, or if you have an exceptional pilot like @FBI or one of the other skilled pilots on the server!, but no matter how good you are 2-3 similtaneous AA WILL kill a heli almost regardless of the flaring skill of the pilot. As for @YA_MUM's idea i think that is an ideal compromise, it punishes intel lacking teams and means human driven logistics (be it boots on the ground or drones) is needed for CAS and mortars to be effective without needing a direct nerf to their offensive capabilities in the hands of a skilled pilot, it also stops the stupid "chase the other team across the server and wipe them before they gear" that leads to rage quitting and one team being depopulated due to the other team chain killing them any time they go near a gunstore, overall IMO its a badically ideal change in terms of improving server health while not punishing teams simply playing well, it also removes the strange notion of the game passively giving you enemy positions which i've never really liked
  17. James32

    @BulletL shoulda just cntrl-T'd the chopper so the crosshair locked to it
  18. I mean with proper counterplay a mortar is incredibly fragile, even a HMG can destroy one in like 2 seconds flat or a single rocket of any type from any vehicle, the real problem is when people don't understand the two methods of counterplay to a mortar, 1) Another mortar (a single shell will destroy a mortar) or 2) Air vehicles. Fortunately for mortar users trying to make a point about the balance implications of removing heavy air the one hard counter to a well AA defended mortar was removed, (ie blackfoots) blackfoots with long range fly by wire DAGR rockets were the hard counter to mortars, being able to outrange their AA defenses, fortunately for mortars blackfoots were removed resulting one of the only 2 effective counters to a competent mortar team no longer existing. Honestly mortars are really weak, what makes them strong is the enemy presence indicator around gun stores, without that they would be nigh unusable but with it they are incredibly strong. As for justice's point I think rearm trucks are integral to the game and balanced by the fact that they cost almost as much as a top tier attack heli, the real issue is that the bobcat needs to be like 60-70k because it is stronger than any other rearm (and costs $32.5k). Furthermore limiting attack vehicles punishes the team that is behind more than the team that is ahead by ensuring they cant use vehicles to push back/reclaim territory against a stronger opposing team who has initial air superiority, this would nly lead to larger stomps by the numerically advantaged team.
  19. James32

    The first clip where you hit 6 or 7 of us in the hummingbird at Rogain was the hilarious in the moment since the only reason we were still on the ground is someone in the group bought SPMG mags for a Navid and had to go back to the store then you hit us right as he came back
  20. The drone is balanced without the rearm Taru TBH (1 shot from a rifle can kill it since the engine has paper thin armor if you know where to shoot). I don't get why they removed both the rearm and the drone, only one of the two had to be removed to fix the OP strat but instead we have neither the fun of the drone nor the utility of the Rearm chopper Hopefully one of the two gets added back in! The most exciting thing coming in the jets DLC to me is the advanced damage models for jets like helis have already, should help balance them too since it will mean individual systems can be damaged by AA and make them harder to fly when hit once instead of what we have now where getting hit once basically changes nothing except you can only afford to get hit once more.
  21. Could make it a soft altitude cap to prevent it being too painful like having it destroy the vehicle might be, maybe make it above 1.5-2km (or some other number, i was just throwing around ideas) your engine is forceably turned off and cant be turned back on until you are below the cap, thereby not totally destroying the vehicle and making short burst of exceeding that altitude possible but not allowing sustained flight/hovering above the cap height like people have been abusing
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