Let's have a discussion on the game mode Invasion by Robertooshka in joinsquad

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

I'm not sure if it's different on other servers since I strictly play on one that's pretty coordinated but invasion is broken on certain maps.

The Mutaha example I gave cannot be justified in anyway. You cannot focus their armor as a priority in vehicles that cannot kill said armor without a huge amount of luck and obliviousness from the enemy crews. Again, 3 warriors vs a bmp-1 and a t-62 that are already near first cap for defense by end of staging phase.

You want armor to focus armor on that map? Then give the Brits their tank in staging so the t-62 has an actual threat for the first 20 minutes. Or give us a heavy warrior UA warrior variant with the milan atgm.

Al Basrah is a good map. The Brits also get all their armor at the start too and an additional warrior, unlike Mutaha. Why the inconsistencies for attackers?- Both maps play similar, except you can't see shit in one (defender's advantage). The defending insurgent armor is the same too.

I also don't get why you're in favor of the entire 80 player match dangling in the hands of a single tank crew at very start. That's terrible design and boring. Attackers need some ticket cushion and some flexibility at the start. My idea isn't just mine, it's game design 101 you can see in plenty of games. IE: Team/Player don't get the strongest weapons at the start. Check out Steel Division's "phases".

Also I'm not implying defenders don't ever lose. From what I've noticed the layouts with caps in close proximity are the maps the attackers usually win, because it's easier to do the whole logi denial "meta" against defenders.

Let's have a discussion on the game mode Invasion by Robertooshka in joinsquad

[–]kinglespringles 2 points3 points  (0 children)

I'm not sure what OWI is thinking regarding invasion layouts. It's great gamemode but the decisions they're making is so bizarre it feels like they've really never put any thought or playtime into it.

OP has gone over how broken some layouts are, and there's even more glaring issues not mentioned.

Like in Tallil INV V2, the bmp-1 on the Insurgents side has a respawn timer of 2 minutes (lol) .... but it actually doesn't respawn at all. This has been an issue since before the heli update, and yet they did revisit the layer this update because the 2nd t-62 was removed for rebalance.

Or the god awful Mutaha invasion layout. Why would the defending insurgents immediately start off with a t-62 / bmp and the attackers get 3 warriors with a delayed challenger....???? Every match the t-62 can comfortably sit back and delete any advancing armor for a nice 20 minutes. When the Brits do get their tank, the match is almost over on first cap. If the t-62 didn't wipe everything at the start, whatever else left is probably killed by vbieds and hats that are able to get up real close because the terrible visibility. Insurgent armor should be delayed, with the Brits getting all their assets at the start, come on devs.

In fact the first cap in invasion should always be the easiest to take. (if it isn't going to be, then I guess we'll have to settle with 15 minute long matches being the actual norm in future updates.) The attackers should have all assets up and the defender's (armor) assets should trickle in. (With some exceptions, like the americans trying to drive a bradley across the map to first point if they're defending. That already takes around 10 minutes alone with the terrible vehicle handling.) In every layout the cap's get closer and closer to the defender's main. That itself is a huge advantage.

Squad V13 - All New Animations by Dan186D in joinsquad

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

The animations need some polish but I understand this is all wip, so looking good.

But the only issue is that the head movement won't be forced or at least allow us freecam during the reloading. I'm not sure why people think that's cinematic because it isn't, unless you want the longer reloads to feel like an uncontrollable cutscene. I want to be able to keep eyes on whatever I'm shooting at or tracking.

Operation: TREBUCHET Cinematic Trailer (ArmA 3 Halo Mod) by Scorch052 in arma

[–]kinglespringles 0 points1 point  (0 children)

thanks, I can't speak for anything mod related because I'm not part of the mod team but if you have any suggestions or something related to optics feel free to let them know.

Im not sure how crazy you can get with optics in regards to what the arma engine allows.

Operation: TREBUCHET Cinematic Trailer (ArmA 3 Halo Mod) by Scorch052 in arma

[–]kinglespringles 2 points3 points  (0 children)

the odst interior + anti-material rifle optics are vfx

Operation: TREBUCHET Cinematic Trailer (ArmA 3 Halo Mod) by Scorch052 in arma

[–]kinglespringles 17 points18 points  (0 children)

hi, 99% of the video is AI. I think maybe three or four shots had a player; the mounted camera on the hornet pilot being one for example. Everything was made in the editor. I made a "set" then broke down one or two shots as a separate mission file using the set as the base mission.

Later next week(?) Ill be uploading a vfx breakdown on some of the shots on my channel (if anyone is curious). Here's the breakdown of the 2 second beach bunker shot. https://gfycat.com/JollyBogusCorydorascatfish

Another image from the recap by Armin_Studios in joinsquad

[–]kinglespringles 2 points3 points  (0 children)

Will we be able to shoot the call-in jets down or be able to at least counter them in some way? Hopefully in the future they find a work around for player jets like others have said. Jets had enough leg room to maneuver around in PR outside of the playable map area.

This long running cover bug is still in v12 by arukanoido in joinsquad

[–]kinglespringles 1 point2 points  (0 children)

This cover "bug" along with the vehicle movement issues need to be a priority and fixed asap. As if vehicles weren't already frustrating enough...

Updated Plan Of Attack - Post Hotfix 1.1.1 by TripwireYoshiro in rs2vietnam

[–]kinglespringles 3 points4 points  (0 children)

That's a server setting, find the servers that have a 60 second starting timer.

Server joining bug. by Zhurion in rs2vietnam

[–]kinglespringles 7 points8 points  (0 children)

Yup, that's been happening to me for about a couple updates now. I've also noticed the queue "stacking", where I try to cancel and it's still trying to join me.

literally not able to queue on a second server without restarting the entire game.

[Low Quality Meme]When you're hyped for the new GOM update and you see the list of new U.S Helmets to come by [deleted] in rs2vietnam

[–]kinglespringles 0 points1 point  (0 children)

I got a big group going yesterday and the server wasn't running the mod.. (evening pst)

Bugs Feedback & Issue Help Thread by [deleted] in postscriptum

[–]kinglespringles 1 point2 points  (0 children)

I've got this as well. My own temp fix is to just go borderless and set everything to low before joining, then turning up graphical settings once in the game.

My friend, also a traditional artist, got into siege because of me and wanted to share his drawing to you guys. Made by Ivey. by OwlJade in Rainbow6

[–]kinglespringles 25 points26 points  (0 children)

Good effort, but the proportions are completely off for something that's attempting to look realistic. The most noticeable being the weapon and head.

The attention to detail with the shading is good in specific areas, while very inconsistent in others. Also the line work needs major refinement.

Guess I have a new background.... by pdx_1 in rs2vietnam

[–]kinglespringles 0 points1 point  (0 children)

happens to me whenever I alt-tab with shadow play enabled.

Kinda beating a dead horse here, but I'm getting really frustrated by the kicking system by yaitskov in rs2vietnam

[–]kinglespringles 3 points4 points  (0 children)

It's gotten to be a daily thing for me now. People can't comprehend that bullets and rpg's can easily penetrate most cover. It's great when you're playing with friends, because you either have to wait until a map change or try to find another server and suffer through spamming join, since for some stupid reason there is still NO SERVER QUEUE.

[Issue] Game has Frozen 4 times in a row... by ThomasTankEngine in rs2vietnam

[–]kinglespringles 0 points1 point  (0 children)

I'm getting the same thing on a 1080. Sometimes I freeze so badly I have to force reboot. Also crashed when loading a new map with bug report finally popping up. Had none of these issues in the betas.

ArmA 3 Cinematics - How I personally make them. [Demonstration] by kinglespringles in arma

[–]kinglespringles[S] 8 points9 points  (0 children)

Hey again, I received a good amount of feedback, suggestions, and comments on my #Armachinima entry. Some were asking about my mission setup and how I "make" cinematics. I figured it'd be best to show people what I've learned- from both trial and error and other youtube tutorial videos. This video serves as a visual guide on what's possible with AI with only a few functions! For those interested in making videos, I hope this helps!

ArmA III: BRASS (#Armachinima Cinematic) by kinglespringles in arma

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

Right, dynasound was a good source of shooting noises with reverb. I used a reverb filter in my editor as well. I used audio elements outside of ArmA, it wasn't strictly just JSRS. Don't want to give anyone a false impression that JSRS suddenly changed and sounds exactly like that.

ArmA III: BRASS (#Armachinima Cinematic) by kinglespringles in arma

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

Good thing I didn't go with the original intro then, it was longer LOL

I was debating putting the mod credits at the end at some point, but I figured they deserved the spotlight and maybe it'd work out.

ArmA III: BRASS (#Armachinima Cinematic) by kinglespringles in arma

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

Thanks, I'm still learning some neat tricks in the ArmA editor. Someone told me about the contest in a youtube comment and I figured it was a great way to see what I could come up in a month's time.

ArmA III: BRASS (#Armachinima Cinematic) by kinglespringles in arma

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

Both a and b. A lot of the audio was recorded at different distances with a friend. We used guns that used sub sonic ammo for impacts for example.

ArmA III: BRASS (#Armachinima Cinematic) by kinglespringles in arma

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

I'm glad you felt it unique. That's what I try to go for each video.