Qeus 198 Report post Posted October 22, 2015 (edited) Hi guys,Just going through some of the mission code and implementing some upgrades.Among those is the AO Defend (counterattack) sequence.If we have any feedback/suggestions/comments/wishes/etc, let us hear it! Edited October 22, 2015 by Qeus 1 Share this post Link to post Share on other sites
BruhBea 1 Report post Posted October 22, 2015 AI generally spawns in the same 20m radius, causing 40 troops to spawn on top of each other Pretty much the only thing i've noticed, also maybe have the helis spawn further out 1 Share this post Link to post Share on other sites
Fitz 1239 Report post Posted October 22, 2015 (edited) Maybe have a slightly increased amount of time from when it says defend to when they actually spawn. It seems they all spawn instantly and if you're not in the hq or somewhere safe you get killed straight away and it's usually pretty difficult for a medic to get to you.And with what beans said, if you have a tank, 2 HE can wipe out pretty much all of them so larger radius would be good.Also, do the unarmed ifrits that spawn serve any purpose? I don't think I've seen any soldiers get out of them and they seem to just drive in and sit there with the driver still in it. Edited October 22, 2015 by A. Fitz added sumting Share this post Link to post Share on other sites
dasweetdude 327 Report post Posted October 27, 2015 To see of these ideas put into the attack and defends from an outside view really is like poetry in motion never has the AI been as responsive before and watching the players deal with these counterattacks is quite amazing.I think it will challenge players coop skills a lot more and the roles that have been chosen by the players.It will deffinatly be an interesting experience for all ahead.I remember a guy talking about one of the upgrades been done after it was launched and l was watching in zues the guy come out saying jeeze that was the most intense arma battle l have ever been in.And you could tell he absolutely loved it. Share this post Link to post Share on other sites
Qeus 198 Report post Posted October 27, 2015 (edited) To clarify, some live tests have been conducted on the server with new AO defend mission. Outcome highly positive.One moment of interest, was watching the AI successfully breach and clear an HQ compound with 20 players inside.However its not yet scripted in, theres some other stuff being worked on, about 50% AI related. Edited October 27, 2015 by Qeus 3 Share this post Link to post Share on other sites
Qeus 198 Report post Posted October 31, 2015 (edited) New CSAT counterattack is live on the public server, having been integrated into the update early this morning.Please report any bugs, and suggest tweaks/balancing if necessary, and feedback on the difficulty and potential adjustments are of course always welcome. Edited October 31, 2015 by Qeus 2 Share this post Link to post Share on other sites
shift597 178 Report post Posted November 1, 2015 Cheers quik ill have a test report for you tonight hopefully, nice work as usual 1 Share this post Link to post Share on other sites
Qeus 198 Report post Posted November 1, 2015 A small update overnight for the AO counterattack: - CSAT transport trucks should be less willing to unload their troops when far from the HQ. We want them to deliver enemies right to the front door, but they can get nervous if there is player-operated CAS jets/helicopter overhead, understandably.- Statistics now recorded, for completions/failures. Note there is no communication of these statistics to the players yet, that will come in a few days. Once the difficulty is about where it should be, the stats will be displayed to the players after the AO completes. Until then it's internal, to aid in adjusting the difficulty. Obviously we don't want the players to get thrashed 100% of the time, but also don't want the players to win 100% of the time either ... Re difficulty.I'd be surprised if its tuned perfectly out of the box, so feedback on difficulty is welcome to adjust it. Unfortunately I cant observe myself due to internet issues at home and also exams.The two components I'm interested in hearing about (difficulty wise), is the enemy dismounted infantry, and the enemy armored vehicles, and if one or both feels too hard or not hard enough. There are other components to the counterattack, but those represent the meat and potatoes of the assault. 2 Share this post Link to post Share on other sites
Qeus 198 Report post Posted November 3, 2015 (edited) Another small update to AO counterattack this morning.Difficulty has been dialed up a notch. The actual HQ fortifications may also get an upgrade, with the smaller ones to be replaced by more defensible ones, and a few more in general. Also, educating the AI on electronic warfare tactics continues. They have already learned how to use low-cost UAVs to build a list of priority targets (players) for their armor and helis to engage. Actual details are of course classified. Edited November 3, 2015 by Qeus 1 Share this post Link to post Share on other sites
Qeus 198 Report post Posted November 5, 2015 CSAT High Command has adjusted their armed assault slightly based on yesterday's performance. - CSAT Commanders have decided to commit a few more infantry to the attack. - Presence of Ammo Bearers in the infantry squads and Assistants in the AA/AT squads will provide that squad 3x ammo. Kill them and the squad specialists (AT/AA) will run out of specialist ammo/missiles sooner. - CSAT Transport vehicles consider their air cover and fire support in deciding how fast to approach the HQ. - CSAT Transport vehicle drivers were not willing to unload their troops close to or in the HQ, if destination was on the other side of HQ. They have been instructed to unload if inside the HQ, regardless of destination. - More advanced statistics collection to aid in difficulty tuning. Previous merely factored wins vs losses, now factors players alive at start vs end, since win/loss determinant mechanism is simplistic while the rest of the mission is being smoothed out. - CSAT commanders have also decided to extend the attack time, based on feedback from their squad leaders. CSAT commanders have been receiving high grades in their Electronic Warfare Officers course and the first of them are expected to graduate mid next week, keen to field their new technology and expertise. 2 Share this post Link to post Share on other sites
Violee 77 Report post Posted November 5, 2015 laying in the grass shooting, run over by new kamikaze truck AI 10/10 best update yet 1 Share this post Link to post Share on other sites
shift597 178 Report post Posted November 5, 2015 That might not have been AI..... 5 Share this post Link to post Share on other sites
Qeus 198 Report post Posted November 10, 2015 CSAT commanders have thrown a few more soldiers into the fight, as of this morning 2 Share this post Link to post Share on other sites
Nova 1779 Report post Posted November 11, 2015 For the AI counter attack. it'd be cool if the infantry arrived in trucks or something. which would make them vulnerable to AT but just a thought 1 Share this post Link to post Share on other sites
Qeus 198 Report post Posted November 13, 2015 On 11/11/2015, 5:39:13, InfamousNova said: For the AI counter attack. it'd be cool if the infantry arrived in trucks or something. which would make them vulnerable to AT but just a thought I agree. Some of them do arrive in trucks already, up to 25%. Unfortunately with the tolerance of One-Man-Army roleplay(?) and no balancing effect for loading one-self like a packmule (120kg loadouts are the norm) on SGs server, the result is 80% of players carry around AT launcher + carryall with 3+ rockets ... So as you say, it is not appropriate to have the majority of enemy deploy on transport trucks. In other news, CSAT has won 6 of the last 10 counterattacks. After some play this weekend we'll see where its at and decide to dial up a notch, keep as is, or dial down a notch. 3 Share this post Link to post Share on other sites
Dan Sheppard 2 Report post Posted December 2, 2015 Sometimes in the defend HQ mission (besides the paratroopers which are outstandingly overwhelming and terrifying), the incoming infantry squads tend to group up and not assault as much as one would desire. But, I suppose they are reinforcing the AO for the incoming paratroopers (which as still such a terrifying delight to see coming in by the way) Good job on upgrading/changing Defend Missions. Share this post Link to post Share on other sites
Qeus 198 Report post Posted December 7, 2015 Tweaked counterattack yesterday. Enemy infantry should be more aggressive, and they now have good UAV support to locate and identify threats (players) Share this post Link to post Share on other sites