Next release of ALiVE? Should be pretty Soon™ Release candidates are downloadable on github if you're really desperate.
Edit: released just now
Last edited by friznit; March 19 2017 at 03:21:46 PM.
Our group of 70-80 dudes did a collective switch from TFAR to ACRE2 a month ago, main reasons for bailing on TFAR were: lack of development that forced us to stay on rollbacked versions of TS3 and Arma, hoping the TFAR devs would move their asses. Not to mention the 'sticky keys' bug, where switching too quickly between channels keybinds would make the TS3 plugin confused.
After moving to ACRE2, one of the big things we found improvement on, completely unexpectedly, was FPS, I personally had a 15-20 FPS increase while just standing at spawn-in with 30 other dudes next to me.
The biggest changes that we are forced to adopt have come as a result of how ACRE2 simulates actual radio signal behaviour, like if 2 people trying to talk to each other on radios are standing too close to each other, ACRE2 simulates a 'too strong' signal, which in reality would overpower the receiver and it doesn't pick up the signal. On 343s that range is 15-20m, on the 148 it's closer to 40m, it can get somewhat annoying when you're doing radio checks. Another thing it simulates is radio antenna position, so if you're prone on the ground, your antenna will be horizontal (since the radio is strapped to your chest in an upright position) thus leading to signal geometry fail, and more lost comms.
It's been a hell of a ride, but were slowly adjusting to it, and I have to say, the directional speech in ACRE is far, faaaaar superior to TFARs, and worth it just for that. SLs running to FTLs, or PL personally visiting SLs has become a thing now, radio handshakes and comms have become more consistent and concise.
Those are the gameplay adjustments I had in mind, if anyone has any advice.
Originally Posted by Narmio
It needed an actively serving Royal Marine of a group member, to point a few of those things outFatnerd neckbeards can only armchair so many things.
Originally Posted by Narmio
There still no vehicle radios in ACRE?
Last edited by lubica; March 21 2017 at 12:23:50 PM.
Originally Posted by Narmio
Been having lots of good times in the mission Restrepo lately - works very well on my dedi box
Any one interested in playing some EPOCH (or other persistent game mod) along with me. I will be around most evenings (UK) and about on the weekends?
"Kerning is serious business"
And having an image that does not cause Autism attacks even more so.
No server in particular, I was playing on Todesstern Tanoa has an average of 20-30/80 pop.
Steam Friend invite sent.
"Kerning is serious business"
And having an image that does not cause Autism attacks even more so.
Hiiiiiiiiiiiiiiiiiiggggghwwwwwwaaaaaaaaaaaayy to the Dangerrrrzonnnneee
rofl. that actually key's up really well with several sections. gj
So this thing is on sale again, you get the full game, Apex expansion and 3 DLC for €20 instead of €65
http://steamcommunity.com/app/107410
Originally Posted by Narmio
And the latest DLC is a pile of utterly pointless shit
Orange DLC has one good component, the improved explosive interaction, mines etc. and defusing were extremely lacking in game play, even mods did not do much to make it better plus the dynamic loadouts tech that came with the planes DLC is a good change.
I am still holding out for the tanks DLC to make the big changes though.
"Kerning is serious business"
And having an image that does not cause Autism attacks even more so.
yeah, arma currently does not simulate the impact, or bounce on an angled surface, if the surface is a vehicle. You could also try driving a humvee over a folding chair, see what happens...
Other fun facts: throwing a smoke nade into somebody's face will not hurt them, but if you hit a vehicle wheel, it will destroy it.
Originally Posted by Narmio
"Kerning is serious business"
And having an image that does not cause Autism attacks even more so.
I'd be happy with a properly overhauled AI commands system for zeus, instead of relying on scripted init files and shit, that doesn't really work properly either. For example, you put a squad of AI inf and a BTR down as support, if the squad and BTR are in separate groups, they won't really communicate, but if you group them together, they are properly deadly. However, if you group them together, you can't really give individual units detailed enough commands, where they could use their manpower and terrain to full effect. Not to mention how it all breaks down once combat for that unit actually starts.
Originally Posted by Narmio
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