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Thread: Wasteland .9g Test Reports Thread

  1. Registered TeamPlayer dreaddman's Avatar
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    #21

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by RooadHoouse View Post
    Im not suggesting that MBTs or "gunships" should be removed from the whole game/mission... I mean that they ( IMO ) should be removed from the "freebie-missions" and replaced with something lighter e.g. MBTs>APCs>Armed hunter/strider/ifrit, "gunships">pawnee, GH or Orca.
    What do you define as a "freebie-mission"? One's with no AI, or no AI armor?

    BTW, as he as said, Rev is completely re-writing the mission system. He's always done an absolute bang-up job, so I have a bit of faith
    Sent from an undisclosed location.

  2. Registered TeamPlayer AgentRev's Avatar
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    #22

    Re: Wasteland .9g Test Reports Thread

    I don't intend to reduce MBT and armed heli missions, as most comments only seem to be speculation rather than actual experience, however what I definitely intend to do is buffing up missile damage inflicted to armored vehicles and helis by 2x.

    I've seen enough bs of helicopters getting hit by a Titan AA only to disable the engine and allowing it to land safely. The new code will be quite simple: if vehicle is heli and projectile is AA missile then blow that shit up on-the-spot.

    As for tanks, I'm pretty sure I mentioned earlier this year how it takes 3 front hits from a PCML to fully destroy one, well once I'm done with it, it's only gonna take one or 2 at most, from either the PCML or Titan AT. I will probably even increase the RPG-42 damage to 2.5x, to compensate for its lack of guidance, although that one's not certain yet.

  3. Registered TeamPlayer dreaddman's Avatar
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    #23

    Re: Wasteland .9g Test Reports Thread

    Another one: Vehicles despawn if they are only towed by helis. Trashed a wheel at a mission, so towed the vehicle via heli to second mission. Finished it and was going to gunstore to sell, but the vehicle (and of course all crates in it) despawned in mid air.
    Sent from an undisclosed location.

  4. Registered TeamPlayer AgentRev's Avatar
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    #24

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by dreaddman View Post
    Another one: Vehicles despawn if they are only towed by helis. Trashed a wheel at a mission, so towed the vehicle via heli to second mission. Finished it and was going to gunstore to sell, but the vehicle (and of course all crates in it) despawned in mid air.

    Ha, nice find. I do indeed see a little mishap in the code, will be fixed in next hotfix.

  5. Registered TeamPlayer Nuckle's Avatar
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    #25

    Re: Wasteland .9g Test Reports Thread

    Quote Originally Posted by AgentRev View Post
    I don't intend to reduce MBT and armed heli missions, as most comments only seem to be speculation rather than actual experience, however what I definitely intend to do is buffing up missile damage inflicted to armored vehicles and helis by 2x.

    I've seen enough bs of helicopters getting hit by a Titan AA only to disable the engine and allowing it to land safely. The new code will be quite simple: if vehicle is heli and projectile is AA missile then blow that shit up on-the-spot.

    As for tanks, I'm pretty sure I mentioned earlier this year how it takes 3 front hits from a PCML to fully destroy one, well once I'm done with it, it's only gonna take one or 2 at most, from either the PCML or Titan AT. I will probably even increase the RPG-42 damage to 2.5x, to compensate for its lack of guidance, although that one's not certain yet.
    This seems like an awesome solution to me.

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    #26

    Re: Wasteland .9g Test Reports Thread

    I like what i'm seeing on the TPG server. I dont post often but play a lot.

    For me the top priority for me is limiting spawns of items and armored vehicles. I know our perspective is skewed because of the low population but there are way too many Techs and LMGs. For me wasteland is about scarcity and forcing people to go to missions to get better gear.

    Severely limit the use of I.R. on armor, maybe a commander only thing.

    Revive kits also limited somehow, medpack or health kits for revive.

    Saving of Spawn beacons.

    Disable crate saving or set despawn timer to 6 or 12 hours instead of days.

    Keep up the good work AgentRev.
    Likes Mitch27 liked this post

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    #27

    Re: Wasteland .9g Test Reports Thread

    A few more things

    Can we removed the pan and scan? Not sure if this is just a server setting or the mission file. Spotting someone hiding in a bush 600m away just by mouse wheel is just cheating.

    Removing all armed aircraft at start would also help, or declaw them and force some teamwork to rearm it.

    Limiting ammo of all weapons and armor, again forcing people to fight over resources.

    I love that the group invites, the varied missions, capture areas, fighting convoys and that A.I. is a threat.

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    #28

    Re: Wasteland .9g Test Reports Thread

    Hot TIP : Get automated server-message/warning before restarts! Ppl will think the server is crashing....

  9. Registered TeamPlayer BigHub's Avatar
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    #29

    Re: Wasteland .9g Test Reports Thread

    It states the times when the server restarts when you join. I will see about adding in the announcements before it happens.

    Sent From YoMommaTalk

  10. Registered TeamPlayer BigHub's Avatar
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    #30

    Re: Wasteland .9g Test Reports Thread

    BEC installed and restart messages should be working. Gives you a 5 min and 1 min warning before all restarts.

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