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| Armed Assault - After Action Reports After Action Reports (AARs) for Armed Assault |
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#1 (permalink) |
![]() Join Date: Dec 2005
Location: Ottawa
Age: 45
Posts: 849
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Day 3 of ArmA Fest
Low population made for a slow day. A few observations:
Pilots are often seen hitting targets without regard to the objectives of infantry squads. Witnessed one player spawn in, fly around, team kill a squad, get yelled at, respawn at base, TK more players in act of revenge at being rebuked and then disconnect. Witnessed a few players who do not have mics and do not appear to be TG members spawning in and not really playing as part of a squad. While I see the value of AI in certain circumstances, I myself have little intention of using AI. I am here to interact with real people, not order AI around. I say this with no prejudice toward those that do use AI. I certainly do not expect everyone to see the game through my eyes and I do appreciate diversity in styles. Nonetheless, I hope to see ArmA evolve away from use of AI.
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#2 (permalink) |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 27
Posts: 1,923
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Re: Day 3 of ArmA Fest
I agree on the A.I. for infantry. I think a medic when all the medic slots are taken is appropriate, but not leading 6 A.I. warriors a long side yourself into battle. At that point you may consider playing single player.
A.I. for Engineers are invaluable. It is a respectable yet sometime boring job to recover vehicles. A.I. makes it possible to recover larger numbers with a single Engineer player. Also certain vehicle crew positions can be better served by A.I.
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#3 (permalink) | |
![]() Join Date: Jul 2005
Location: PA, USA
Age: 39
Posts: 1,050
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Re: Day 3 of ArmA Fest
Quote:
![]() Other then that..No AI Should be needed...
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Have a great day! TG - SOP -- TeamSpeak Server Information - REQUIRED READING
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#4 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,003
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Re: Day 3 of ArmA Fest
Quote:
Again, please record the offenders' names (and ArmA PlayerIDs, if possible) and fire them off to an ArmA admin in a PM. We'll definitely address these problems. |
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#6 (permalink) | |
![]() Join Date: Aug 2005
Location: Michigan
Age: 23
Posts: 384
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Re: Day 3 of ArmA Fest
Quote:
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#7 (permalink) |
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Registered User
Join Date: Jul 2005
Age: 32
Posts: 3,405
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Re: Day 3 of ArmA Fest
Also remember that AI can be used in successive bounding on high threat zones very effectively. Assign an AI pointman (scout) and bound him forward before you bound with human players. I do not suggest that you send AI for suicide missions though. So use extreme caution when choosing the bounding position. Give the poor guy cover/concealment
![]() Another great role for AI is the guard. While squad is waiting for logistic support or reinforcements at your staging area or rally point, you can place AI on guard posts (remember to assign them watch directions using "command watch" key). A third very useful position for AI is to get an AI medic, assigned to watch 6'clock of PL/SL, following him wherever he goes. AI looks very useless if you assign them tasks like driving and advancing on urban terrain as a group (they will stuck + path finding problems). On open terrain and as guards, they do an excellent job. |
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#8 (permalink) |
![]() Join Date: Jun 2007
Location: Stourport - Worcestershire -UK
Posts: 507
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Re: Day 3 of ArmA Fest
Very good points there JohnC, TU
That's given me something to ponder on as there are clear advantages in deploying an AI point man. It's a side to my game I need to polish up on, controling & assigning AI's etc JohnF Do you mean the ID that is shown bottom right on the load in screen which has the player icon in top left corner. You click it to change names etc Mine is >>> ArmA Game ID: 18325511 Barnaby out |
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