Sat, Dec 7
Mon, Nov 18
Sun, Nov 17
Sat, Nov 16
Oct 28 2019
Oct 14 2019
Yet another clip of bombs not being deflected properly
Oct 12 2019
Oct 10 2019
On 10K like would see indeed combat coloring as have MH-9 Hummingbird (fully dark green).
Sep 25 2019
It's too late to do anything now in my opinion, the vehicle side of the gamemode needed balancing years ago, since then, not much happened except parity thresholds which didn't/don't do big improvements. When i see some inf guy join a vehicle server, the first thing i hear half the time is, "its bullshit that we can get blasted from 3km by a tank", and with the current update interval, doubt anything will happen anytime soon.
Sharp you replied to this post in January of this year. Since then the militarised servers that were left have now shrunk to maybe 1 that get's some people each day.
Sep 14 2019
Sep 13 2019
Sep 3 2019
Aug 30 2019
Aug 23 2019
Aug 20 2019
Just turn it off or shoot at it?
I sometimes leave it on as a tactic or if I want to get back into my heli without being at risk or just having to wait the seconds until it powers on completely.
Aug 15 2019
Aug 7 2019
Smoke doesnt work for bombs reliably either https://plays.tv/video/5d4af0ebc45adc2446/smokes-work
Aug 1 2019
Jul 31 2019
Jul 30 2019
Jul 26 2019
Rahim can definitely use more ammo, believe it or not I like the Rahim. Mk 14 can get some ammo too no one uses it lol. Ya also MXM needs more mags for sure. Least used guns should get more ammo it's good idea.
Jul 25 2019
Jul 18 2019
Yes, but CCIP does not account for a tank moving. Moving tanks are still hard to hit and since most tanks now have more than one person, they move a lot. It is just dumb that you cannot drop a bomb on a tank that is stationary, because it is sitting in smoke. Missiles I understand, dumb fire bombs not.
Jul 8 2019
Its a gameplay mechanic. With CCIP even Mk82 one shot everything and if we'll limit deflection to guided only this will make Mk82 better.
Jul 7 2019
I should rephrase, it's not that a full load "can't be done", but it's really unwise to take on 7 passengers in the Hummingbird and try to fly like you would with 2 passengers. In both Hummingbird and RHS Littlebird, I've experienced different versions of a full load of passengers, and I do believe that effect to be cause by passenger loadout weights. Chopper full of noobs is easier to fly than one full of totally kitted out level 100s with ammo and explosive perks. It really does get so bad with some fully-kitted crews that, especially in the RHS Littlebird, the helicopter can not fly out of ground effect or really operate safely at all. That's a cool affect to have in the game, but it needs to be balanced with the ability for the pilot to choose how much fuel to take on. I think that's a very logical and probably easy addition to the game. It would add a very interesting dynamic in that you could choose to go high performance mode at the expense of loiter time. Very cool.
Jul 6 2019
Jul 5 2019
This is what i am talking about.
I asked him to create this ticket for me. Gonna implement this later after 1944.
Sorry I have no idea how to even use this site so that was the best I could do
Read our task creation rules. Do not assign tasks to SaMatra directly.
Jun 18 2019
Fixed in v13, locking requirement removed, now if you lase enemy vehicle or player when friendly player shots them for the first time, you get the assist. (If vehicle or player were already damaged by friendly player and you lase enemy afterwards, you won't get the assist)
Jun 17 2019
Thanks for the answer! I would like to add even more convincing.
When I thought about these changes in balance, I also thought about the impossibility of playing with a friend. But nevertheless, I wrote because in the present balance there is also such a problem - sometimes the balance asks you to go to the corresponding team and after a while you can still change the command, but sometimes the balancer hard points you to a certain command and it cannot be changed. But despite this, friends still play together changing the team. Therefore, the separation of high-level players will also not become a particular problem if friends have successfully playing with an existing problem. In addition, a small percentage of players has level 100 or more. In addition, friends may have different levels, for example, 58 and 100. 58 will be able to choose any team. And even if both friends have level 100, there is still a chance that they will play together. So a small chance that would cause inconvenience to friends.
Jun 16 2019
I agree that some type of balance has to be introduced, as well as the suggestions you made were made by others before.
The issue with it is that it's extremely hard to balance everything out for everyone to enjoy...
Jun 15 2019
Jun 14 2019
Jun 9 2019
Apparently resolved. Couldn't reproduce it either.
May 30 2019
May 29 2019
May 28 2019
May 24 2019
May 19 2019
I never said its not possible. It is possible and was implemented for two years now. But engine bug stops my implementation.
May 18 2019
May 17 2019
but why it's working on wasteland ??? they don't have any mod to download
May 12 2019
I understand how some long games can be frustrating but if a game last that long its because all 3 teams have high AO points. I know they can occasionally draw out but I think those are better games than just a stack dominating quick rounds. You could perhaps offer an opt out. If you've played in a match for like an hour or every hour you can choose to leave the match with your current "winnings" but you can't reconnect until that match ends, or for like 30 minutes.
May 11 2019
May 5 2019
May 3 2019
Apr 30 2019
Apr 10 2019
Good suggestions. Having 2 team maps is something I wanted for a while after having them in 1944 and RHS.
Mar 19 2019
Mar 18 2019
This isn't possible without engine changes and without mods.
Mar 15 2019
Mar 13 2019
Mar 12 2019
I'm tired of people camping and killing immediately out of the safezone, and there is a 500m minimum distance you shall keep to that zone.
None of the officials(C4G,ws.arma.su,EPM, MGT,revolt(not sure about those ones on their side)) currently have that rule. If this was happening on a vehicle server, the spawn camping usually happens when a team gets stacked, there's a constant rant going on about it.
Here's a discord sheet:
-1, keep as is, if you want to sell a jet you can baseland, just need a bit of practice, UNLESS there are no other jets in the air, at which point it might be okay.. but i'm not a fan of this. This also just adds more "pussying" to current meta. People running in shikras for whole game, they would be able to just sell their jet when landed on an airport. Instead i recommend you taking a look here: https://dev.arma.su/T501, where jet selling should actually be forced due to outnumbering other teams after winning a fight. Imagine following situation: x team buys a jet, y team buys 2 jets, x team buys 2 more jets, y team buys 1 more jet, currently, both x and y got 3 jets, x team kills all 3jets of y without losing a single one. X team now controls the air with 3 jets, and they start to destroy stuff, this already puts up a stacked situation, IF y team does not rebuy jets(which usually people don't,after getting killed). T501 ticket addresses a perfect solution.
Well i guess i can also add something about nerfing here. MAAWS(HEAT) is way too strong in vehicle servers, consider lowering the amount of rockets with explosive perk to 2. Players group up, and get like 4 guys total in a car, which is 12 maaws rockets, it can destroy anything with such amount.
Yes, changing loadout of Orca with 20mm cannon instead of 6.5mm gatling and different price would still give more variety.
Using dynamic loadout multiple of these combinations can be tried or implemented as different variants, having all three light attack helis with same armament (minigun and rockets) doesn't give much variety.
This is actually a good idea. There is space in Loadout menu for another tab where we can fit all that. I'll see about it. @Inch please assign task to me.
Are suggestions still actual?