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Old 05-25-2008, 09:40 PM   #31 (permalink)



 
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Re: V1.14 and warfare mode (FINAL) released...

We have been running tests all week on certain ones. A couple are having no issue. I will post them up once I get back on my desktop.

We do have the ability to restrict MODs here at TG, but that is the last thing I want to do. currently...
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Old 05-26-2008, 05:02 AM   #32 (permalink)
 
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Warfare

This game mode seem to have a huge amount of potential. It's dynamic and adversarial, meaning you're fighting other humans who will do brilliant or stupid things, but always unexpected. It's got a simple but effective interface and economy. If you know how to play Arma you can figure out how warfare works in about an hour. And it's sorted out some of the roughest spots of Arma. The fast travel allows you to circumvent some of Arma's massive size, but still gives you plenty of distance to approach and get yourself good and ambushed.

I like Warfare. I like the idea of it, and the implementation. I don't think I've ever played a game that gives you the framework for fighting a war and tells you to go play. So far the biggest stumbling point I've run into has been the players. The poor pubbies couldn't do a sitrep to save their lives, even if CAP happens to be just over the horizon. So I'd like to give Warfare a try with the TG crew sometime. Could we make this happen on an upcoming weekend?
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Old 05-26-2008, 09:55 AM   #33 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

I have to side with Vanity... no mods or else a list of approved mods. Unfortunately, I've had problems getting in - BigC, you may remember - due to mods that others have been using.

-BoD

Last edited by BarnacleofDoom; 05-26-2008 at 09:57 AM. Reason: Sounds better.
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Old 05-26-2008, 10:36 AM   #34 (permalink)



 
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Re: V1.14 and warfare mode (FINAL) released...

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Originally Posted by BarnacleofDoom View Post
I have to side with Vanity... no mods or else a list of approved mods. Unfortunately, I've had problems getting in - BigC, you may remember - due to mods that others have been using.

-BoD
You guys are not the only ones complaining about MODs. So..... It shall be done on a trial bases to see how it goes....Announcement
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Old 05-26-2008, 11:48 AM   #35 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

Things I've learned about Warfare

1. Leave plenty of space around base structures for vehicles to spawn in. Otherwise they'll pop on top of whatever is nearbye.

2. Leave space for supply trucks to maneuver near the command APC and in the base. They tend to get stuck on the constructible sand bag walls.

3. Lock down towns and capture all the camps to keep those pesky resistance fighters away, and keep in mind that most resistance towns have some sort of armor support.

4. Be careful with moving, packing, and unpacking the command APC. I had a game win for the West (I was East) when I packed the APC too close to a building. I'm not certain that it was due to packing the APC, but it is possible that the APC was damaged by being unpacked too close (halfway inside) the building. Until more info is available I recommend parking the APC in the open.
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Old 05-26-2008, 11:59 AM   #36 (permalink)



 
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Re: V1.14 and warfare mode (FINAL) released...

One thing a couple of us here have been trying out is the Command roles. We have found that the Commander literally needs to be a support role, while designating a "Field Commander" to capture towns seems to work real well. The Commander can much more easily support objectives by note having to be in town, involved in all the action. It makes it easier to do things like use Arty, move AI teams and build empty vehicles to support the forward fighter. Also, the Commander can "fast move" to support bases under attack to defend them.

One last thing, base emplacement is soo critical. Try finding a more isolated or protected area before you deploy the HQs. It will save you a ton of money and headaches later.
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Old 05-26-2008, 02:58 PM   #37 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

Another thing, if working with only a handful of human teammates, working together and essentially creating a single front like in real life is a lot more efficient than trying conquer the map by going in opposite directions. While good at capturing towns, the AI is not too great at defending them. First is because they dont have a defend town order so they can't/won't build defensive structures as a human would. Second, they will not use transportation to get from one point to another unless they are a mechanized unit. So if wiped out they take forever to get back to position because they have to travel on foot and they always respawn at the HQ.

So when you finally meet the Opfor one human needs to go on the defensive and actively defend the town while the other can put pressure on the opposition.

I have found the game works best when the opfor AI is essentially forced to take a particular town. This way, more units will descend upon the town together. When the AI can spread out and attack various towns at once, it will attack with single units and the effect is more like whack-a-mole trying to chase down AI uaz/humvee units capturing cities and moving on immediately.

Like Big C said, base positioning is important. I would also add that it helps having a few towns nearby to get a quick cap and get the supply lines and subsequently the cash flow up and running as soon as possible.
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Old 05-26-2008, 03:10 PM   #38 (permalink)



 
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Re: V1.14 and warfare mode (FINAL) released...

One thing I noticed of late is people insist on choosing the 16 player version of the game. Why? If you decide to login and make the mission selection, pick the 32 player version so there are not people that cannot join. The only thing you have to do is deselect a couple AI and you are back at 16 players, or whatever. But, by not picking 32 it is unfair to people wanting to join.
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Old 05-26-2008, 04:50 PM   #39 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

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Originally Posted by TheBigC View Post
One thing I noticed of late is people insist on choosing the 16 player version of the game. Why? If you decide to login and make the mission selection, pick the 32 player version so there are not people that cannot join. The only thing you have to do is deselect a couple AI and you are back at 16 players, or whatever. But, by not picking 32 it is unfair to people wanting to join.
Yeah I've been trying to get on the past few days and can't cause it's at 16
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Old 05-26-2008, 05:03 PM   #40 (permalink)



 
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Re: V1.14 and warfare mode (FINAL) released...

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Yeah I've been trying to get on the past few days and can't cause it's at 16
Try server 2.. It is up and running smoothly.
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Old 05-26-2008, 07:34 PM   #41 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

Actually today I haven't been able to find any of the servers are they all running with no mods?
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Old 05-26-2008, 07:42 PM   #42 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

Oh side note I'm using DBE1 as a mod which is what queens gambit is under and it won't let me see the servers with that.
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Old 05-28-2008, 11:21 AM   #43 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

There was a great game last night on the server involving Warfare. It was after a server crash and only a couple people came back but it was the best battle I have ever been in. I do believe it is the closest that Red Storm Rising will ever come to being in a game.

3 of us were playing against the AI and I think 1 person. West (Me, B and Ricardo) started near Gulan and we took Gulan and then took Somato. Right after we took Somato we ran into a few BRDMs coming into town and took those out. Then we went up onto Mount Yoro and had some infantry contact and some more BRDMs. Then all hell broke lose. The hill got taken over by infantry. Tons of armor started pouring into Yoro and attacking Somato. There was a huge battle going on to the North of Somato and in Yoro with tons of armor. We eventually got some AH-1s and sat behind a hill popping up and firing Hellfires to take things out. The battle never left this area. The enemy base was at the airport and we eventually took it out but it was the coolest mission I had ever played in ArmA or OFP. I ended up with 22 armored kills and 93 infantry kills. All together there were 143 infantry kills on my team and 37 armor kills.
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Old 05-28-2008, 04:34 PM   #44 (permalink)


 
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Re: V1.14 and warfare mode (FINAL) released...

Eureka!

This patch finally addresses the 3 gig memory ceiling that I was to lazy to work around. That should be good news for all you guys out there at 4 gig. Give me a little time to get used to it and I'll see ya in the server.

Uuh Yah!!
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Old 05-29-2008, 12:28 PM   #45 (permalink)
 
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Re: V1.14 and warfare mode (FINAL) released...

Bit of confirmation on the HQ pack = Win for the other guys thing. Apparently the HQ APCs can be damaged and destroyed by packing and unpacking repeatedly. Just something to keep in mind.

I'd also like to throw in that I like all the potential for support roles in this game. Scouts,, forward artillery controllers, logistics guys, repair and rearm crews, transport teams, are all viable and important to gameplay in a way they just aren't in most games. it's very spiffy.
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