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Phisher~SPARTA~

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Everything posted by Phisher~SPARTA~

  1. I've been having a blast with this game for the past couple of days. Best part, it is free through Steam. Other great note, it the same engine and source as other valve games (left for dead, counter strike, tf2) the modding community is already going crazy with it. I would love to play with some of you guys, when you play on Hard or Insane difficulty you definitely need a good group. website: Alien Swarm Or just check it out on Steam.
  2. What about using the Zargabad map for the CQB Tacdom? It is definitely large enough, and there are multiple cities, it has about 3.5K by 7K worth of map to play on. No Aircraft except for reinforcements and limited armor. I find the map to be much more pleasing, you can tell the dev's spent a lot more time constructing the neighborhoods, landscape, and terrain.
  3. Possible idea? Winning the hearts and minds of the population. The single player has an interface that already replicates this. Basically if you complete certain objectives the Independent forces will either be friendly or enemy to you. Example scenario: A Takistani warlord is trying to make his escape. There are several routes he can take to escape in a vehicle we don't know which one it is. If we kill him and bring proof to the independent leader they will be friendly to us and possibly help attack AO's, or give us protection on certain roads. If he escapes than they lose confidence that we could succeed and join the Takistani forces. The independents could be implemented into AO's or have random spawns across the map. Along with this idea, we could get warning that a civilian controlled town is about to be attacked (20 minutes warning) If we can defend the town, and its inhabitants from the Takistani forces than we succeed and they support us. If we fail then they join the enemy. Other possible ideas: IED's, basically random spawns on certain high-traffic roads. When a BLUFOR presence trigger is true, the ordinance will explode (make it a % of success so that they don't always explode) I don't think we would need to create a bomb ordinance team, that would be cool but more difficult to create (if I am correct). Just the ability to destroy it with conventional explosives. Also in single player was a hostage rescue objective that was time relative, not like the 20 minute warnings we get in current dom, but you have say 30 seconds to neutralize the hostage taker once in a certain radius. Finally, right now assets act as the carrot in front of our faces when completing objectives. Along with winning vehicles we could also have it so certain realities change in-game. For instance, if we complete the AO that is near the Northern Airfield it unlocks 2 AI Controlled A10's that will fly over the map every 20 minutes or so and then despawn or Protecting an independent controlled town will now create a small independent squad that spawns at each friendly AO and protects them. Hopefully these suggestions help.
  4. MK16 EGLM RCO M110 TWS w/ MG36 mags 2 Satchels I would be running with the MK17 EGLM RCO if the ammo bug was fixed.
  5. OA, maybe a focus on convoys like we used to? We have been trying that out the past few nights and it seems to be working well. Something like 1 MHQ + 1 TOW/Up Armored HMVEE + Bradley/Second HMVEE. The AO's are starting to go down pretty quick and this is making them more enjoyable.
  6. I recently got back into this mod after steam had a 9.99 deal going for battlefield 2. The mod is constantly being updated. I only became familiar with SPARTA during ARMA, but wanted to know if you guys have played this before? By far the best urban combat experience I have had in a game to date. Teamwork is essential in winning, and if you rambo you will quickly get overwhelmed. For example, yesterday I was with a clan that was using the kind of coordination and commands that we strive for: Bounding, 360 covering, retreating under fire, smoke screens, suppression... I remember this mod early on in BF2 but it has grown up, there are dozens of maps with multiple factions and vehicles. It's worth a look if any of you have never tried it or have forgotten. It certainly keeps me busy until OP: Arrowhead comes out. http://www.realitymod.com/
  7. I think so, I believe some of the ACE dev team said they have been preparing for it ever since it was announced and it shouldn't be too difficult of an adjustment.
  8. I think the powers that be are holding off until OP: Arrowhead in a couple weeks.
  9. Thanks Zeno! By the way, Grizzly was requesting your personal cell phone so he can contact you when issues like this come up, sort of a 24/7 tech hotline or maybe more like Commissioner's bat-phone. I didn't think it would be a big deal it's not like you do enough for us anyway. :thumbsup_anim:
  10. UK server went down tonight, not sure if it comes back automatically. It has been about 10 minutes or so.
  11. It looks like this adds the TF86 SEAL addon into ACE. Those are some of the best looking models/textures I have seen for ARMA 2 yet, if you have time you should check them out. I'm not sure if we could implement them online (Bravo Team?) they look awesome. BTW, have we removed image posts? When I tried to post the pics it said I am not allowed to use this image extension on this board) I just used <img src=""> tags.
  12. For some reason I think the only thing that will draw me back into this game is if they open up the code to modders and map-makers. That is what made Battlefield 2 so great, and is why tens of thousands of people still play Counter Strike, TF2, ...
  13. I don't think I can make the next two TacDom's but I will be on during the week and on the weekends.
  14. Thanks mates, In other news, Red Dead Redemption comes out today. Do yourselves a favor and pick it up.
  15. Pretty interesting stuff. The Second Video some of you might have seen. The environment looks great. Video 1 Video 2 Video 3
  16. So just to clarify, today's TACDOM will still use 1.0, tomorrow the server will switch to 1.1? I have 1.0 and 1.1 ready to go, this will be my first ACE tacdom.
  17. http://www.bluesnews.com/s/110039/bad-company-2-patch-plans Changelog: Server - Some potential sources for lag/rubberbanding have been eliminated Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2 Server - Log file for server admins: all remote admin interface commands/events are logged Server - Log file for server admins: major server events + all chat messages are logged Server - Idle kick is controllable Server - Profanity filter can be disabled Server - Teamkill-kick system is controllable Server - Ticket counts and bleed rate are controllable per-level Server - Infantry only mode available per-level Server - Initial spawn delay and respawn delay are adjustable Server - Server description can be up to 400 characters, and use "|" for line breaks Server - Banlist can contain up to 10.000 entries Server - reduced latency in packet handling Admin Interface - fixed the player.onKill spam that occasionally happened Admin Interface - ensured that player.onJoin events always report the player name Admin Interface - events triggered when people spawn Admin Interface - much more info on kills Admin Interface - detailed stats are reported at end-of-round Gameplay - Various minor level bugfixes Gameplay - Helicopter handling has been tweaked Gameplay - Weapon tweaks have been implemented based on PC public feedback Gameplay - Fixed technical hang when a crate was armed outside of the combat area Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed Gameplay - Countermeasures can be fired when driving a helicopter Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced Gameplay - Advanced Spotting scope works better Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11) Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings Server Browser – Added support for retrieving update progress Server Browser - Now refreshes information Server Browser - Join queue system when attempting to join a full server Server Browser - all settings are automatically saved between sessions Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes Client - Fixed some crashes Client - Toggle/hold crouch is user controllable Client - Toggle/hold zoom is user controllable Client - Vsync bugfixed for DX10/DX11 Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log Client - Improved Play Now functionality Client - Removed K/D ratio and Skill Level filters in the leaderboards Client - Any points you get while being dead will be added to your score Client - Reduced negative mouse acceleration Client - More informative disconnection/kick reasons I've gone ahead a bolded what I think are some of the biggest gameplay changes. I called it about a month ago when they increased the speed of the tracers that choppers would now get countermeasures.
  18. Hey Zeno, the link you posted earlier to the stable releases no longer seems to be pointing in the right direction. I searched for Stable releases on that site, but no luck.
  19. Hey SPARTA, I have been unusually busy these last couple months and haven't had time to log online so I have been playing a few single player games mainly while on the road. One that I have been having a lot of fun with is called Mount and Blade: Warband. If you are all a fan of the Medieval Total War series you might appreciate this game. The depth and politics as well as combat is done really nicely. The graphics aren't Next-Gen, but you soon look past that, especially as 400 soldiers are on field fighting it out. The combat isn't turn based, it is very similar to Elder Scrolls Oblivion, you have full control - it's surprising responsive considering the scope of the battlefield. Anyways, if you guys are looking for a solid singleplayer game I recommend this. Hopefully my schedule will calm down a bit and I can get back on. I haven't gotten into a TACDOM game for a while.
  20. Ridiculous. Developers are doing everything they can to destroy the PC Gaming market.
  21. I picked up B:BC2 and am still enjoying it immensely. I have two quick questions though about the series. 1) Battlefield: Bad Company is separate from the Battlefield Series, correct? I remember playing Battlefield 2 I believe, where the maps were still larger and each side had like 200 tickets. This game is kind of an off-shoot of that? 2) Does Battlefield: Bad Company 2 allow for user made content. I remember playing a "Realistic" mod for Battlefield that added things like bandaging, stamina, wind and bullet drop, realistic vehicle damage, and several new maps. Is that doable for B:BC2? If so I think that would also greatly improve the playability.
  22. I used to admin a few CS:S servers, it certainly takes a bit more patience than an ARMA server (shockingly) - though a griefer in ARMA can cause a lot more long-term havoc
  23. Picked up the game yesterday - great fun. It's somewhere in between ARMA and MW2
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