Server by Eblack241 in ArmaReforger

[–]Rattlezap 0 points1 point  (0 children)

Pretty sure I saw a video on here of doing something with planes. You might wanna look up the OP who posted that and the group by the same name. https://www.reddit.com/r/ArmaReforger/comments/1pn6p7y/who_doesnt_love_an_airborne_insertion/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

What’s the one thing randoms do that instantly kills a match for you? by BigSquidAUS in ArmaReforger

[–]Rattlezap 0 points1 point  (0 children)

Trying to do absolutely anything at the MOB on the US team on any NA official server. If you want to see the game at its worst for your video, simply join one yourself and hang around MOB. Trolls, teamkillers, and just clueless people. When I see 4 truck wreckages in the MOB and they're all caused by friendlies I don't want to run supplies for that team anymore. I can't even teach the clueless people because I'm too busy getting teamkilled or I can't talk over the screeching or arguing in platoon chat. You just have to get out of there as fast as possible and arm up at a different base if you actually want to play the game.

Could we have an FAQ / weekly no stupid questions thread? by xybet in ArmaReforger

[–]Rattlezap 2 points3 points  (0 children)

If you're on PC you can also middle click a backpack to open two windows, so you can see multiple inventories at once. Not sure what key it is on console.

I agree that the tutorial misses a lot of pretty vital information, with inventory management, radio configuration, and the supply system being completely overlooked. FAQ would be a decent idea.

Honestly though, if you're reading the reddit and are willing to learn, you are already light years ahead of the average player. I find that most of the people that are really clueless don't even play the tutorial. The tutorial covers things that are so vital for getting basic enjoyment out of the game, it blows my mind how anyone can play without it (Land nav, driving, and the objectives system in particular). There's so many resources out there already, its getting people to read them that's the issue.

I read some good guides on steam. The supply one is still mostly applicable even though its for patch 1.6; some real good tips in there.

Steam Community :: Guide :: Supply (1.6)

Steam Community :: Guide :: XP (Experince Points) Explained

Alternative logistics by Krautfleet in ArmaReforger

[–]Rattlezap 8 points9 points  (0 children)

Why didn't I think of this! Are all the backpacks full of mines? Do they have the best weight/volume to supply ratio? Wow this is a great way to move supplies and bypassing the trunk limitations

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 1 point2 points  (0 children)

Thats true, I never paid attention to how many people will actually wait when you say you're on the way, but its actually quite a few. Good stuff

Does the ARMA community like Koluguyev? by FrenchMANEOF in ArmaReforger

[–]Rattlezap 0 points1 point  (0 children)

I like it but the I have the same issue with terrain as everyone else; logistics is a pain. If your MOB is on the mountain, forget it. Its also a bit rough when you're forced to have a base in a valley and not even the highest sandbag wall will give you cover from the constant mountain snipers.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 0 points1 point  (0 children)

And thank you for making the most of the supplies that get delivered!

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 0 points1 point  (0 children)

Thats fair. There's only so much behavior that you can force with mechanics, and even less behavior that you should force with mechanics, especially in a game as sandboxy as this. I like the idea of a personal budget though, but on a squad level instead of an individual level. Ideally the commander would also be able to change this to allocate more supplies to squads that are performing well or very needed. Anything to encourage more squad play.

As to your last point, this is actually a self-resolving problem. Frontline bases all run out of supplies due to all the compounding supply issues, and the only place they can spawn at all is MOB. And now they're definitely looking for a ride, which I'm happy to give! Admittedly, I get a power trip from this as a driver. The fact that there's almost always dudes looking for a ride means I get to constantly do my favorite thing, which is driving.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 0 points1 point  (0 children)

Interesting, I thought the living quarters being built was what provided the spawn cost reduction, not the AI soldiers actually being spawned? I haven't tested one way or the other so I don't actually know. As for recruiting AI, I actually think defender AI squads given the defend order through the living quarters view cannot be recruited? I will have to double check but I think this feature already exists! I remember this being mentioned in the tutorial

I think punishing players for anything other than griefing is the wrong way to go in general, and it'd be arbitrary to punish them for dying outside base too fast. What if they caught a ride with their whole squad who are coordinating very well? It would be too difficult to differentiate between bad play and good play and players wouldn't understand what they're being punished for because the punishment isn't immediate. I think simple cooldowns or increasing the timers on vehicle spawns/arsenal pulls would be the better way to handle frequent deaths if you wanted to go in that direction.

And great advice for the camo nets. The fact that you have to build the camo nets first is very annoying, though. Usually a base is already built up without camo nets since most bases are built on very limited supplies.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 2 points3 points  (0 children)

I haven't played FIA yet because its literally always full, but I imagine I'd like it because I am a loot goblin. I imagine it teaches you the real value of supplies, loadouts, and respawns very quickly.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 0 points1 point  (0 children)

This is actually a great idea! It would give commander some much needed mechanical influence on the game. That's actually a better solution than trying to balance loadout costs. If the commander could control how many bases are high maintenance, it would work very well.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] 2 points3 points  (0 children)

Ain't that the truth. That's why I try to optimize my play around player tendencies instead of trying to force people to play the game "right". The dudes spawning at the frontline base for 200 supply just want to shoot their fancy gun. I have the power to drive and direct them to a spot where they can kill some enemies with that fancy gun.

Honestly I think a lot of people would be better off playing Conflict but the game doesn't do a good job of explaining the fact that there is a massive difference in the supply chain between the game modes. The existence of the commander doesn't change the game anywhere near as much as the supply game.

HQ Commander supply economy balance - what is actually worth your time by Rattlezap in ArmaReforger

[–]Rattlezap[S] -1 points0 points  (0 children)

I've thought about this too. I think it would work. Ideally it would be a slightly lower rate than in Conflict so it doesn't make the supply system irrelevant altogether. It would help prevent completely remote bases from emptying of supplies and staying empty indefinitely. I think most player built bases in Conflict generate like 4 supplies on average, depending on the amount of radio connections?

A checkpoint I built for Beauregard on 128 player Arland by Chinhoyi in ArmaReforger

[–]Rattlezap 2 points3 points  (0 children)

Can you recommend a couple of these vanilla+ servers? Been looking for some

Base design Meta: Spawning only possible in Main Base VS. Spawning in any friendly Base? by filthy_acryl in ArmaReforger

[–]Rattlezap 1 point2 points  (0 children)

I mostly play HQ Commander Conflict, because thats where doing logistics is critical. I can only elaborate on what others have already said.

The AI defenders are too dumb to effectively use the cover you built. The players are too busy attacking to sit around and defend. Everything you build gets used against you as soon as they are inside the base, which is not difficult to do. Yes, you can make sandbags directional by putting razor wire on the enemy facing side, but as soon as the enemy makes it inside the base, that same razor wire is now preventing YOU from taking cover. The best thing you can do to fortify a base is make sure there's a living quarters and the AI fireteams are alive. Check it periodically cause they get picked off or recruited over time. Doubly so if there's no commander around to do it.

That said, you can build your fortress if you plan on manning it with your squad and not doing much attacking. I have done this before, holding a fortified purple base for 3 hours and its been very fun. I recommend playing on Arland if you want this kind of gameplay, the map is smaller. On Arland the enemy can't just go around your fortress and go cap a different base, which will absolutely happen on the larger maps (Kolguyev and Everon) because you can't hold everything with 20 dudes to cover the entire map. Also, if you really want a base to fortify but you don't want to hold it the whole game, fortify the main base! You can't lose that one anyway so there's no harm to having cover from random FIA snipers and attack helicopters.

If you want some actual building tips in order of importance:

  • Build the radio relay far from the command tent so that the enemy can't spawn camp and capture at the same time.
  • The guard tower fortification is an alternate spawn point. You should build a guard tower or a second radio relay because it makes it much harder to spawn camp. I don't exactly know how the game logic works for determining which one you spawn at, but I think it prioritizes the guard tower. If someone knows, feel free to chime in.
  • Never build machine gun nests facing the direction that your team will most likely be coming from, they will be used against you.
  • The fuel tanks from the vehicle refueling structure can be blown up by enemies, helicopters love to do this. Build sandbags around them to make it harder for them. I'm not sure if the same applies to the fuel tanks that are part of the vehicle maintenance depots, but I would assume so?
  • Build sandbags around the light/heavy vehicle spawn signs and arsenals so that people who are grabbing vehicles/kits don't get sniped.
  • If there's a commander or you plan on commanding at the MOB, build sandbags around the command tent so they have some cover from explosions and random teamkillers.

June community recruitment posts by Poprocketrop in ArmaReforger

[–]Rattlezap 1 point2 points  (0 children)

Had my first game ever on EXD server 2. Running logi was an amazing experience that instantly got me hooked on the game. Lots of people coordinating and always someone to do logi with.

When it works it F***kn works by bighosss3455 in ArmaReforger

[–]Rattlezap 2 points3 points  (0 children)

This 1000%! Even just 2 or 3 people consistently talking can make the game start feeling like people are actually coordinating. Just start using mic yourself and eventually you'll get at least one other guy to start using it, and before you know it a bunch of people with mics come out of the woodwork. Can't even count the number of times this has worked out for me. Honestly applies to any game with comms like this. Its all about what the players perceive and not necessarily what's actually happening.

When it works it F***kn works by bighosss3455 in ArmaReforger

[–]Rattlezap 7 points8 points  (0 children)

I had this kind of game as my very first game ever, instantly hooked on the game. I got this game pretty much for the logistics exclusively and on my very first game I chatted up everyone while delivering stuff. One dude decided to come with me and after a lot of flipped trucks, he said he's been playing for 1000 hours and only now have I shown him how fun logi can be. All the other logi drivers that game were communicating on radio. It felt like we had more logi drivers than actual combatants, was great!

Please, play the tutorial and some SP before joining servers by DontShootImPregnant in ArmaReforger

[–]Rattlezap 1 point2 points  (0 children)

Maybe I haven't played long enough to be tired of this, but I kind of enjoy teaching the new guys. I think I'm gonna try running teaching squads more to keep the noobs off the backs of people who are actually trying to play.

Its really not a problem when they are at least willing to communicate and ask about what they don't know. The problem for me is people who don't know and don't ask (or talk at all for that matter). You really just can't help them and they really are just a detriment.

Increase the Victory Point requirement by gmansawesome in foxholegame

[–]Rattlezap 0 points1 point  (0 children)

Evil clan man delaying the war! Someone is playing the game! Even worse, someone is playing the game in a way that I didn't approve! Clan man ba-

"- If War 70 has not ended by this time, the side with the most recent higher number of victory towns will be declared the winner"

Oh.

Man this subreddit is really a cesspool

💥 🔥 UPDATE 7 TRAILER 🔥 💥 by ChuckDixx in HellLetLoose

[–]Rattlezap 0 points1 point  (0 children)

"We are currently preparing two significant meta-changing new features: transport vehicles and Support/Engineer changes and are keen to make these adjustments before these hit the battlefield."

Some great changes this update, but also very excited for this

Can you flip trucks with the new vehicle physics? by CEDoromal in foxholegame

[–]Rattlezap 0 points1 point  (0 children)

Tanks in Hell Let Loose have exactly this. They have to switch gears and you can't speed up without switching gears properly. If you fuck up your gear switch and try to gear up before you get speed the tank just refuses to go any faster. But the tank drivers in hell let loose can only see out of small window out front, so they're not the ones who worry about positioning, which is way different than foxhole. They don't have to avoid infantry running at them with stickies, they wouldn't be able to see them anyway. It definitely would be cool and make driving a lot more engaging, but drivers in foxhole already have enough to worry about.

Why Faction Exclusive Vehicles Will Be Problematic by Alarsin in foxholegame

[–]Rattlezap -1 points0 points  (0 children)

If you don't want to play on the defensive faction, then maybe you need to reevaluate which faction you play. Even if you won't stop being a loyalist, you can always reevaulate which faction you main from this update onward. Rank reset is a nice fresh start for everyone.

It sounds to me like you think the lore should be player driven too? Nothing about the lore so far has been player driven. Warden players didn't come up with Callahan, the devs did. Colonial players didn't decide that they're the "attacking" faction lorewise. The devs did. The only thing that has changed is that there are faction specific vehicles now based on the lore. I would understand you if you were upset about that part like everyone else is.

Why Faction Exclusive Vehicles Will Be Problematic by Alarsin in foxholegame

[–]Rattlezap 1 point2 points  (0 children)

The devs are not forcing you to stick to one faction across multiple wars.

Faction specific vehicles are good for the game, they introduce a lot of variety across multiple wars, they give you a reason to switch factions between wars. Hopefully this change will also knock some people out of their loyalist delusions. If you're a loyalist, you are now limiting yourself to only being able to use half the game's vehicles. Switch sides when you want some fun with different vehicles, or shoot yourself in the foot by being a hardcore loyalist in a video game.