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Qeus

AO Counterattack feedback

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Qeus    198

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 by Qeus
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  • BruhBea    1

    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

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    Fitz    1239

    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 by A. Fitz
    added sumting

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    dasweetdude    327

    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.

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    Qeus    198

    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 by Qeus
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    Qeus    198

    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 by Qeus
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    Qeus    198

    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. 

     

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    Qeus    198

    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 by Qeus
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    Qeus    198

    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.

     

     

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    Nova    1779

    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

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    Qeus    198
    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.

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    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.

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    Qeus    198

    Tweaked counterattack yesterday. Enemy infantry should be more aggressive, and they now have good UAV support to locate and identify threats (players)

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