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Posts posted by Supersahen
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5 minutes ago, Abdullah Al Arganeen said:The problem is, i was independent... And idk if it spawns in opf base then, would be weird to have option to retrieve it in north, and make it spawn at south
If you are independent, it probably spawned back in indy base.
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2 minutes ago, Abdullah Al Arganeen said:If admins will want to check the logs, it happened about 10:50 GMT+1
When you get a vehicle out of the impound lot as cop the vehicle spawns at cop base.
I would assume its the same for opfor and the truck would of spawned at opfor base.
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I use it at home and it works fine, on my work laptop it fails every time with an unknown error. Might be a problem with saving cache/cookies as there is a lot of restrictions on that laptop.
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TYPICAL, all the staff are coming out to defend there precious op gun now. /s
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As far as i see it once they are on the stinger pod they are fair game if your in an armored vehicle or an aircraft. Its in the no kill circle but its not inside the safezone.
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It's $3000 everytime you shoot a HE round, its not *THAT* cheap.
I'm Impartial on this though, I refuse to actually use it as my patrol weapon and think that everyone who uses them are cheap :3.
The only time i use them is to payback someone who used it against me.
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The IGLA Pod is actually OP as shit, but yeah the ZU-23 should be cheaper.
I've had an IGLA pod sitting on the hill above southern civ spawn shooting at my helicopter hovering above Blufor base. People often underestimate the range on them.
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31 minutes ago, 0rbz said:+1 I wouldn't mind HE usage too imo
no plz HE is cancer, an Indy can sit 2km away and just completely deny a capture point or a checkpoint.
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9 minutes ago, Spork said:A bicycle wont show up either
Ah Yes, i always forget about bikes. They also don't show up on Radar
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15 hours ago, SlimBone said:Tdh though not often are venoms used unless theres a war.
lul Because they are martial law vehicles and supporter only, you have to just get rid of them as soon as martial law/war is over and only for supporters.
19 hours ago, SlimBone said:And for bikes I thought they didn't show up on radar which is why they are highly deployed
Everything shows up on Radar that you can get into. The only thing which doesn't show up on Radar is a person on foot.
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+1 I miss the fortnightly stat wipes on RISE
Used to give people a good reason to spend money rather than just hoard it
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1 hour ago, staan said:add it so it automatically tabs you out when the intro plays and tabs you back in when its done, cause thats what i do now
That sounds like a really round-a-bout way to fix it, lul.
If you alt tab and tab back into the game 3 times the music stops. idk why but i do it everytime.
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9 hours ago, Smidge Griffkin said:Unless its me dumping my hot load on you....
To be honest, I don't understand why people think the Hind is some godlike piece of equipment.... as you can see below, they will drop just as easy as any other aircraft if you hit it in the right spot or if you can take the crew out. People just need to get good.MFW i hit a hind with a SMAW HEAA and it didn't even disable it
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1 minute ago, DOMOCOP14 said:2 the discretion that Ai have is the player controlling them cause the have cease fire and fire commands which is up to the player to use effectively.
Cease fire doesn't work. If you tell an AI to hold fire, it does not. If you tell them No target while they are shooting, they will stop for a second and then continue firing. If you tell them to cease fire they stop for a second and then continue firing.
The only reliable way to get them to stop firing is to turn the weapon away from the target or to switch to a weapon they can't shoot.
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Expanding on Gio's point about the AI being an unfair advantage, the AI can see through walls and bushes. It basically makes hiding irrelevant. They may not see you instantly if you are standing behind a wall or behind a bush but if you stay there for long enough they will see you.
5 minutes ago, Jake Thompson said:Its just without AI Your jobs gets twice as hard flying and trying to keep track of a suspect is not easy,
Practice Practice Practice, I do it every time i get on. Fly, keep track of targets, watch the chat log, keep track of my teammates, as well as watching my surroundings for more threats.
7 minutes ago, Jake Thompson said:But my point is, if you know you can't make the AI hold fire then don't use it in that vehicle
Well that pretty much rules out most of the BLUFOR vehicle's, I don't see an easy way this can be balanced. It's extremely preferential towards OPFOR as you can clearly see by all the people in here who play OPFOR regularly and are defending it.
24 minutes ago, DOMOCOP14 said:also how does it give a unfair advantage when everybody can get them.
Civs Can't :3
24 minutes ago, DOMOCOP14 said:as opfor we do us discretion we all ways name check before shooting and if it involves. A civ we give fair warning
It's not the OPFOR players themselves that need to use discretion (even though they do, its besides the point), its the AI which is what this whole thread is about. The AI are physically incapable of giving discretion.
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Just now, DOMOCOP14 said:just gonna say when indies use a Ai gunner and rain havoc over rasman in a vodnik or tank/apc no one complains as soon as opfor use one indies have a hissy fit
The difference is that Indies are hostile to everyone but civs which are the only people AI don't shoot, Opfor and Blufor are supposed to use discretion when they fire.
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1 minute ago, Jake Thompson said:I'm going to put this out here again, why not just try to fix the issue?
Make it so you require a license? So you have to know and prove you know how to use AI? Or make it supporters only? There are two easy fixes to stop noobs with AI.
Its easy to control AI Switch them to a rocket. So they have to be told told to fire, its not that hard to prevent your AI from shooting.
23 hours ago, Drew said:Usually when I am at border with a Hind, I have the AI switch to the AGM’s, that way they don’t freely engage blufor
This only works if you are in a vehicle that has missiles, otherwise it's still going to fire at enemies.
Otherwise they will still shoot any enemy they see, even if you tell them to hold fire or act stealthily.
Just because you can stop them from firing in a hind doesn't mean that we should keep them. Its simply not possible to actually stop them from shooting unless you physically make them incapable of shooting, such as switching to a weapon they can't fire.
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6 hours ago, Drew said:Gio, in regards to spotting foot soldiers, the only real way for them to be spotted is by shooting at said vehicle Ai are in, ie a tank or hind, the way I have found to spot is you just have to spam right mous button over a certain area, once you get that square identification box, then Ai get their location and you track them from their. You are correct on it being a huge recon advantage.
The AI will randomly spot an enemy after a while, they have a percentage chance based on what equipment they have, which way they are facing etc.
6 hours ago, Drew said:the way I have found to spot is you just have to spam right mous button over a certain area, once you get that square identification box
This also doesn't rely on AI as you can do it without them. You are simply spotting them yourself and commanding the AI to aim at your target.
That is how you manually lock on with equipment and works with manual fire and no gunner.
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23 minutes ago, Drew said:30 Round uzi stun mag? I wish
No but you can put 15 round stun mag in and have a 15 round full auto stun gun.
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1 hour ago, Drew said:Sounds fair enough. Obviously, as you know, how often I use them, I am opposed, but they do provide an advantage when fighting & in recon in helping spot & engage targets. From my experience with the Ai & RDM of random civs sounds like a bs excuse, in the sense that who ever committed RDM with the AI gave it the command. I have noticed even if they are armed and shoot at you, ai don’t engage. Team killing wise for as it goes, they will only fire upon other team members who have TKed. Accidental or not. Obviously they shouldn’t be within conflicting safezones where they’re opposing factions. For border cases, a simple rule or some common sense should be that: IF you have Ai within your vehicle, you are not permitted to with 500m - 1km of the border. But by accounts of border skirmish, the trigger happy of Opfor & Blufor are to blame as much as Ai. Guessing that it took this long for a complaint to appear, you had an incident earlier today?
Negative, I've always wanted to put forward the suggestion and hear other peoples opinions just never been bothered.
Its a lot more of a problem for blufor considering our main vehicle the SUV is a civilian vehicle, whenever you crash or shoot one you can become a Teamkiller. Our main target is also Civilians which obviously drive civ cars around and killing a civilian is enough to make you a teamkiller.
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This is a pretty simple suggestion so i don't think there is that much to explain really.
I think AI should be removed as they are just silly, they cause way too many border skirmishes, team killing, rdm, killing random civs, firing and destroying inside safezones, etc.
Constantly i'll walk up to the border and opfor will just obliterate me, and they'll say "sorry it was my AI" and then continue to do it again.
If you can't reliably control your AI and tell them to not shoot at everything they shouldn't be there.
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I carry a G17 with 2 stun mags and 6 lethal mags in my non-lethal build
Besides, who actually uses their pistol to kill people anyway? Unless your out of ammo or your primary weapon is a bolt action rifle.
You can also load stun ammo into an UZI or any other weapon that takes M9SD ammo.
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2 hours ago, TristanAus said:+1. Great apology, very mature of you. Thanks man
What he said ^
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+1 for the no rockets on unarmed, unarmoured vehicles.
I can't fathom how anyone thinks its OK to just Hydra the bank to kill a civ with a glock. Or to Hydra a fleeing SUV/motorbike
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