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Thread: Wasteland .9g Test Reports Thread
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04-20-14, 11:34 AM #52
Re: Wasteland .9g Test Reports Thread
In order to block a town from the spawn list, there must be more enemies than friendlies, and they must be inside the town radius.
EDIT: Actually, I think you can spawn in a town no matter how many enemies there are in, as long as there's at least 1 friendly. Should it be changed?Last edited by AgentRev; 04-20-14 at 11:38 AM.
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04-20-14, 12:10 PM #53
Re: Wasteland .9g Test Reports Thread
I was going to post about this the other night but didn't get around to it. I think time limit would probably work best in my opinion. Say 5 minutes. I think you should be rewarded for staying alive long enough for your buddies to spawn in at least.
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04-20-14, 12:48 PM #54
Re: Wasteland .9g Test Reports Thread
I totally agree with Mitch here. It was fun for a minute, but it quickly became Call of Arma Agios-edition. I personally dont think you should be able to choose a spawnlocation occupied by enemies. (random is fine) Spawn beacons are going to need to have some cooldown on it, as to how fast you can spawn on them as well IMO.
Btw. I checked the Vehicle rearm-crates for you. Rev. They do distinguish between what vehicles you choose to rearm. You can rearm a armed offroad 2,5 times, a ghoshawk 75%, kamysh BTR will get about 180 30mm HE, and if you try to rearm a pwanee f.eks you will get only 4 he rockets.
So, in my opinion these crates are not OP at all, at least i dont think so.
It might be a good idea ti implement these in the store until something else could replace it maybe? There was a couple of random connects that were asking how to rearm vehicles and whotnot.
Love the removal of stamina and gun spawn in buildings! Very nice!Mitch27 liked this post
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04-20-14, 03:06 PM #55
Re: Wasteland .9g Test Reports Thread
I'd prefer if there are enemies nearby then spawning is prohibited. If you're a small group going against 10 people, they will just continue to spawn until you're wiped out.
Also, we already have spawn beacons. But I think they should have a timer on them. Spawn once and you can't spawn again on that same beacon for X minutes, the second time it's more and more. This way if you're assaulting a base, it isn't an endless battle. Once enemies are within X meters of a beacon, you can't spawn on it.
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04-21-14, 09:30 AM #56
Re: Wasteland .9g Test Reports Thread
Thanks so much for your time on this Rev. the updates have been great and we are climbing the player pop. latter...
IMHO... I agree that spawning in a town with your team mate that is occupied should be disallowed unless using a spawn beacon. Has there been mention of the revive system.. which I think makes for more tactical game play. do I raise my team mates and risk getting shot, do I eliminate the threat and risk the mission... very situational.
Issues I have experienced:
Trouble Moving, Locking, or Loading Objects. For some reason, once you release a barrier. it cant be picked up again or locked (it doesn't give the option). another team mate who hasn't interacted with it can lock it or move it.. this goes for Wep. crates also...
In the lower left hand corner of the map in the ocean, a Big blue area appeared on the map containing floating building material and a few striders . Some folks were Spawned out there and were stuck in the water to make the choice of swim or cruise via strider the 10k to land or respawn.
the armed vehicles are a bit over powered where as damaging them is concerned. It took about 200 rounds via Black Hawk to blow up a stationary strider, while in auto hover mode and about 99% were direct hits. Might need some toning down armor wise.
Not sure if these are known or not. Please provide feedback.
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04-21-14, 11:35 AM #57
Re: Wasteland .9g Test Reports Thread
I will echo what Bandit said about vehicle armor. Striders, ifrits and hunts are pretty much bullet proof against a ghost hawk etc. With small arms it takes a ton of bullets just to knock out a tire. As the server pop goes up this will increase people ability to just run you over all the time.
Thanks for the feedback all.
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