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Zombiemeatspin

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Posts posted by Zombiemeatspin

  1. Would it be possible to switch back the weight of the cinder blocks to be where they were before 0.3.1.0 You can only carry 6 on your inventory with the best gear in the game they weight as much as 1 satchel charge. If anything make the half cinder block weight as much as 1 satchel charge and not the other way around.

     

    Please consider gameplay over realism in this issue.

     

    Thank you,

     

     

     

  2. I've been able to destroy some cinder walls glitched into the ground (altis heightmap). Sometimes it works sometimes it doesn't. For example, one cinder door which was glitched inside a building the white warehouse we spent 32 charge and nothing was done to the door. Usually that building takes one or two charges to takedown and it stood up.

     

    I've noticed that if you are experiencing server lag the satchel charges will usually do less damage than when it's running flawlessly.

     

    My best advices if you don't want to be raided is build a floating base above water with elevators inside, cinder roof and tons of divisions so they cannot land a chopper on top or tow a vehicle inside. I've built a couple of those and no one even bothered to try to raid us in a few weeks.

     

    Another thing would be to enter the armory and test which building are indestructible. The white warehouse with a bunch of doors and rooms inside is indestructible, the hospital in kavala is indestructible, the hotel is indestructible, etc. Once you've found a suitable building then put a ton of cinder door and glitch them inside the indestructible building. Then you are pretty much safe from anything.   

  3. Love the moon door! I can picture this in DayZ standalone where you knockout/tie the hostage and force them through the moon door hahaha.

     

    Out of curiosity how many items did it take to build that? Whats your maintenance cost - curious to know where that fits inside most server build limits.

     

    Moon door is very good when people are camping the main entrances and it's usually hard for them to aim up high. Although it's very scary in a pvp I almost had an heart attack thinking I was going to fall down shooting down with a machine gun. Another cool thing with that design is we can paradrop from the top of the sniper tower!

     

    Server limit is set to 300, the base has about 296 objects last time I paid the maintenance.

  4. You need two floors stacked about halfway through of each others before you can snap properly the ghost floor that you want snapped. This way it doesn't fall to the ground and you don't need divisions or foundations. Then rinse and repeat and move those two floors around in free mode, stack em on top of each others then build the other parts.

     

    This is a great way to build perfectly snapped floors started from a set of stairs unlike divisions that make a bunch of gaps when you use them.

     

    Sometimes it will work with only one floor but you can't go wrong with two.

  5. Id like 2 new types of storage

     

    -Personal Safe from Arma 2 with lockable combination.

     

    -Team Storage container that would either be some kind of a ship storage container or a vault.

     

    All lockable devices should be unlockable, packable and or available for removal after 7 days of no interaction and remain there for another 7 days.

  6. Base building is bad with the new physics 1.44 updates. I died literally 10 times in less than 3 hours because the snapping mode has gone terribly wrong.

     

    It's weird but it feel's like something is pushing down onto the objects from above and it weight a few tons. If you have built a roof and try to put an already built wall in between two floors it will snap all over the place and then fall down to gravity once its put into place or smash you in the face. The only way to get it in is build a new one with the invisible mode.

     

    My suggestion would be to press the 4 button on the keyboard to have a freemode invisible build mode.

     

    1: snapping mode

    2: free mode

    3: rotation

    4: invisible free mode

    5: invisible snapping free mode

  7. I think if this is implemented this could get problematic for storage with larger groups. It will end with many more small bases around the map further reducing the loot spawning with their frequency jammers.

    The only way around I could see is larger storage options such as storage containers, safes or new types of shelves that could be built within the frequency jammer range and having more storage room. In the end, it would most likely help reduce the load toward the world object limit.

  8. So base raiding is a thing of the past? I hope theses stats are nerfed somewhere in-between 0.2.5.2 and 0.3.0.1. Don't make it impossible to breach but don't make it too easy like in 0.2.5.2. Also now it's way harder to find satchel charges so there needs to be some kind of balance overall.

     

    Right now this will only encourage dupers and glitcher's to breach those bases.

  9. That's not true, Infistar or not people get through with the crawling exploit. And even with sinked floor people will still be able to glitch through the cinder/metal doors like they do. I've caught more than 1 guy inside my base trying to glitch in or out of certain areas and there is multiples layers that they got through.

     

    Long term solution was making 3 sets of elevators to protect the loot piles. I've tried it on my own base to reproduce the bug and it works with all material except the cinder walls not upgraded with metal and electronic components.

  10. Currently as we all know the hex groups are kind of bugged.

     

    For instance, only the squad leader can build the radio beacon. I hope this can be fixed for 0.3. If someone else build the radio beacon only him can open the doors. Now only the squad leader can invite people to the group. No more moderators can be added. The squad leader cannot kick people out of the squad anymore. If someone is out of action he has to log back in and leave the group himself which doesn't really make sense.

     

    More options such as colored hex, nametag hex or numbered hex would really help to coordinate troops. A system built in parallel with squad.xml could be pretty neat too if you add the options to incorporate it. For example, in our group we have Infantry, Rangers, Special forces and Engineers all with differents avatars. It could be that your replace the Hex with a small squad xml avatar.

     

    The group limit is too low. The ability to change it server side rather than being hard coded client side would really help to change the dynamic of the group system. My group now has to run in two separate squads because we hit the 16 player limit. When we fight, it can get really chaotic and sometimes we end up killing each others or stopping 5 seconds looking at the enemy and getting headshot thinking it was a friendly. 24 players to 30 players group size limit would be better suited for bigger groups. Even an unlimited group size but exponentials krypto prices could be made.

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