Jump to content
Spartans Home

GooniversalSoldier~SPARTA~

5-Spartiates
  • Posts

    223
  • Joined

  • Last visited

Posts posted by GooniversalSoldier~SPARTA~

  1. I hope Bravo team (and whichever team inserted on Mt. Altar during the second AO) liked my sniper fire. :D

     

    And good job on using smoke for cover. By that time I had kinda run outta ammo though.

     

     

    anyone mind giving the the server PW on TS?

  2. For the grende range and 50m targets, there's a popup called "targets - Large" or something like that that looks closest to reality.

     

    Question: I know that the"pop-up" targets come up after a scond or two on the range. Is it possible for them to be calibrated to stay down until they come up randomly? Obviously, there should'nt be a ton of work involved, but just wondering.

     

    And is this planned for multipayer? I'm saying this, because, if we make this range, we can put it on the tacdom server, along with some of the other training maps (land nav, future releases) for use during the week?

     

     

    An aircraft bombing range would be kind of useful (even if we dont use them on tac-dom). Could practice LGB team coordination?

  3. Goonversal Soldier You now have access to the pms

     

    More donations have been received, and we have been able to identify the contributors. Thanks again for showing your appreciation in this way.

     

    BTW Sparta Admins have R SA after their name and Sparta Moderators have R CA after theirs. If youre having trouble sending a pm let one of these guys know and it will get sorted

     

    Awesome! Thanks.

     

    Now i guess i can send you some monies!

     

  4. I think this map is becoming fairly stable. Any wishlist items for future enhancements?

     

     

    NUKES!!!! i mean..... :poster_oops:

     

    REAL WISHES: Op-for commander controlled Red aircraft (same was ground units are controlled)

     

    Fixed night vision?

     

    Pilot skins (at least for Tac-Dom)

     

     

  5. Yes, we're up to J now. This is mainly a bug fix/balancing version. Uploaded to FTP site pending Zeno (yes, the mission.sqm file is verified as J) :)

     

    Content Changes:

    • Added map parameter to delay the parajump pole's from spawning at AO's (10 minute delay by default)
    • Changed default map parameter to lock enemy armor and air. Cars are still available.
    • OPFOR now gets 1 ammo box that will randomly spawn at one of the camps.

    Bugs Fixed:

    • FIXED: OPFOR will not recieve the option to respawn at base/MHQ1/MHQ2.
    • FIXED: OPFOR will spawn in their AO as they should.

     

     

    Hooray! Awesome work KalXen!

  6. As far as I've been told, they were all lumped in the same class. I could be wrong, though. That being said, I've seen just as much damage from a enemy grenade launcher as I have from an enemy tank, but that's just part of the game.

     

     

    At least they wouldn't be able to take out armor too easily. Really, it doesnt hurt game play when we cant use them...its not like in real life you would be taking vehicles.

  7. My thoughts on being able to drive enemy vehicles:

    Allow cars, but not armor/aircraft. Therefore you could commandeer an enemy Vodnik/UAZ should you require it, but not a T-72 or Mi-8. After all, everyone knows how to drive a car. Not everyone knows how to operated a Russian armored assault vehicle.

     

     

    As I recall there are three parameters:

    • Unlock Enemy Cars
    • Unlock Enemy Armor
    • Unlock Enemy Aircraft

    Do these not work?

     

     

    That wouldnt be too bad...would be hard to wreck the AO in a vodnik. Is it possible to use a driver list like for the air vehicles so at least a bunch of idiots wouldnt be using them?

  8. That could be said for friendly vehicles as well, unfortunately. Thats why we focus more on infantry-based tactics.

     

     

    Agreed...what i mean too is that it becomes some peoples focus to capture the vehicles rather than to play as a team. I think the no-vehicles except for transport is the most fun anyhow.

  9. The limits of the game are able to either allow all enemy vehicles to be used, or none. Your actions (which were right) would definately be allowable, but the answer also lies in your statement on how many others were using the vehicles to gain unfair advantage. Your situation may very well be the exception to the rule, but it is just the exception, unfortunately.

     

     

    The vehicle people were pretty loud on comms last night. I was attempting to move an MHQ up to the AO, but nobody really wanted to do anything so it didn't happen.

     

    I feel like when enemy vehicles are used it destroys any team work that is going on since they invariably charge away leaving the rest of the people sitting about.

  10. The problem we have here is one of SPARTA's definition of a public server (This is not counting the issue of my original post).

     

    As far as I see it, this is OUR server, be it open to the public or not, and people use it in sufferance to OUR rules and regulations.

     

    Personally, I would prefer it if ALL enemy vehicles and assets were locked to Bluefor.

     

    There was a no parachute zone in an active AO.

     

    And a 5 minute delay before parajumps in general are enabled when a new AO appears.

     

    There will always be things that annoy us on an open server such as the fact that whenever I join a game in progress I tend to kit up and parajump into an unpopulated (by Bluefor) area and go sneaky beaky to get bases or assets (unless requested by a SPARTA person to join X squad etc). Invariably, after 10 mins of sneaking around and marking targets on the map, or sniping a path through to a base, some numpty will just Parajump in ahead of me or right on top of me and spoil the whole show. c'est la vie.

     

    But certain things, such as exploits, expected level of behavior and TS rules etc should be prosecuted with vigour because if WE give out mixed messages then people cannot be blamed if they step out of line.

     

     

     

    We could pump banana phone into the opfor vehicles? That should discourage their use! :D

     

     

  11. Driller bud we worked out your donation from your email address, thanks again. There are others though.

     

     

     

    If you prefer just send me or one of the other admins a PM.

     

     

    I cant seem to send any PM's due to being lvl 9 on the forums, if that is raised ill shoot a PM when i donate today.

     

    EDIT: id bug people on TS but im at work currently.

  12. The enemy armour has been accessible to bluefor for more than a month not the last few days. I am relaxed about this when there is only AI opfor, but agree that it is unfair when there is an opfor commander.

     

    They will be locked by default in the next edition (J).

     

    There are some set rules and there are some that we impose depending on the circumstances. We have been strict on the no fly rule so some of us relaxed on the no drive rule. If we lock the Opfor armour, I personally dont care if someone takes a humvee to get somewhere (as long as they dont give my position away) and is not on TS. I care more about the Avengers.

     

    Everything is not cast in stone, like Durka says we are constantly adapting and trying to balance the game.

     

     

    Maybe just execute anyone who even looks at an Avenger? I personally dont care too much about not using red vehicles since you just get tk'd most of the time anyways. i would really love to see the D30's locked out since there are loads of tks that are caused by people firing those. Maybe only allow blue to commandeer red light vehicles (UAZ, VODNIK) so as not to be too un-balancing.

     

    That or else give the opfor commander some sort of purpose built Anti armor capability (Mi-24, Su-25/34 that are controllable?) That would really make people think twice about driving a big tank around.

  13. Personally, when ive played as the op-for commander i would have loved to have control over the red air assets. This could maybe be used to counter blue's mortars and such. Also allow the commander to control when and where the re-enforcement drops occur(i.e he sees blue moving in and re-enforces ahead of them to counter). This could potentially make the missions for Tac night more difficult and require good AA coordination on the part of Blue. This might also have the effect of requiring blue to stay more mobile and not bog down for fear of getting blown up by the op-for Mi-24 or some such.

     

    Just suggestions btw...

  14. Well I am in the process of moving and the bottom line is that because of where I am moving to it is way to expensive for me to have internet service. With any luck this will be a short term arrangement and in a few months I will be able to get into a place of my own again. Thanks for the games... I will look in on ya'll from time to time.

     

     

    Sorry to hear that Steel...hope things work themselves out soon!

  15. We had a resurgence with some of the 'mericans for another opfor-command (durka) map. MH6-AlphaSL, Bsilenced-BravoSL-EMT Charlie SL, Ebden Commander.

     

    Lots of fun, definitely an improved challenge with a human opponent commander. Good comms and teamwork all.

     

    On a side-note, while moving all the players into a main channel to regroup, I got 'time-banned' from TS. Something about a flood? Yuck. It let me back on though.

     

     

    Any chance of getting the PW?

×
×
  • Create New...