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| Armed Assault - General Discussion Armed Assault discussion |
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#1 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Tactical Gamer Armed Assault Server Updates...
Our Public ArmA server is now hosting the Berzerk mission pack, which is a series of ten Capture & Hold missions. These are Team vs. Team (TvT) missions, where each team starts in a home base and must capture & hold key locations on the map. Quite a few nice features (scripts) have been implemented with these missions, so be sure to check them out.
As always, our Private ArmA server is also available for those players looking for smaller, more organized games, including both Coop and TvT gametypes. |
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#4 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Public Server Updates...
These missions are fun. Basically, they offer the typical capture-and-hold-the-flag style of play made so popular by Battlefield 1942, but without all the arcade features of that series. For a TvT gametype involving respawns, it's not bad.
There are a few bugs, but I imagine these will be ironed out as new versions of the missions are released. The main gripe I have with these missions is that each squad is limited to only one person. Without digging into the scripts, I'm guessing this is to facilitate the use of the tracking script utilized in each mission (each person on a team is a squad leader, and his position is displayed dynamically on the map). I'd rather see squads comprised of eight or ten players. I wonder how open the author is to modification of his missions. |
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#5 (permalink) |
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Join Date: Aug 2005
Location: Orlando, FL
Age: 27
Posts: 1,636
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Re: Tactical Gamer Armed Assault Public Server Updates...
Yea, these missions are really fun for public play. In a comparison to Battlefield's ticket system, I REALLY think the capture and hold scoring is a much better system. It puts emphasis on the objective.
Another problem with ArmA I thought these missions brought out, were certain imbalances inherant in the realism. Blackmain showed us how unfair stingers were. Helos need to have some defense against them modelled in. At least you have a chance to bail after you've been hit. The creator also smartly setup the rockets on the helos as optional. These are also very powerful, but I guess the stopping power of the stinger makes these two things quasi balance each other out. Perhaps an option to remove stingers and rockets would be a better idea? Overall, with voice comms and teamwork it was extremely fun. Also goes to show how an organized team could really dominate. I felt bad for Taxi.
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#6 (permalink) | |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Public Server Updates...
Quote:
And yeah, Taxi, you got the short end of the stick last night. It didn't seem like the guys on your team were communicating very much at all. It was pretty easy to dismantle just about everything that came our way. The Great Marianas Turkey Shoot comes to mind. ![]() |
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#7 (permalink) | |
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Join Date: Mar 2007
Posts: 212
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Re: Tactical Gamer Armed Assault Public Server Updates...
Quote:
For me personally there are 2 requirements to make these type of missions fun: 1 You need to have a sufficient number of players, 3 vs.3 doesn't make sense with these kind of mission, better to do a coop. It really starts to become fun from 20+ onwards. 2 You need to have balanced teams where teamwork is done on both sides. Not just to have an even battle, but also just to play tactically. |
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#8 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Public Server Updates...
On the mission where you guys were attacking Cayo from the NW, were you using the KSVK 12.7mm rifle when you were sniping from the north? Whatever it was, it was very effective. I believe you wounded me at one point with a round that went completely through the HMMWV I was using as cover.
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#9 (permalink) | |
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Join Date: Mar 2007
Posts: 212
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Re: Tactical Gamer Armed Assault Public Server Updates...
Quote:
![]() Mostly I got owned though. |
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#10 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Public Server Updates...
Our Public (unpassworded) ArmA server has been converted to a Supporting Members-only server. The current configuration is such that client-side mods, like the FDF soundpack, are permitted. Enjoy!
Last edited by Strag; 04-30-2007 at 09:58 PM. |
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#11 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Public Server Updates...
Our Public Passworded ArmA server configuration has been changed. The configuration is now such that client-side mods, like the FDF soundpack, are permitted. Enjoy!
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#12 (permalink) | |
![]() ![]() Join Date: Sep 2006
Location: The Gunshine State
Age: 28
Posts: 2,214
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Re: Tactical Gamer Armed Assault Public Server Updates...
Quote:
Good news, it makes all the difference in the world.
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#13 (permalink) |
![]() ![]() ![]() Join Date: Jul 2005
Location: Columbus, OH, USA
Age: 34
Posts: 5,004
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Re: Tactical Gamer Armed Assault Server Updates...
Both of our Armed Assault servers are now running the v1.07 Beta patch. Details on downloading and installing this patch are available here.
Server #1 is running all missions EXCEPT Evolution. Veteran mode is enabled on Fridays. Players should be able to change missions easily on this server. Server #2 is running ONLY Evolution. Both servers are running as public (passworded) servers. Server information is available here. Last edited by Strag; 05-29-2007 at 11:39 PM. |
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