[BAS] [feedback] AnarchicBAS Mod

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby gitman » Thu Feb 18, 2010 3:31 am

could just setup a vstr and bind your scoreboard button to that...
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Silverpathic » Thu Feb 18, 2010 3:24 pm

this was sorta covered but rockets are not powerful enough, satchels are lil over powerful. maybe cut the satchel power 20 percent. great mod. would love to see more additions after the release, like quad 50 on a half track, and straight up flame tanks. maybe even heavy tanks!!!!1

i know im dreaming but hey i stopped playing coh for this. tell ya what i would rather buy a game from cornwall and his crew then IW!

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Gunslinger » Fri Feb 19, 2010 2:53 pm

General of the Army wrote:Sometimes the Sherman turrets won't point down all the way. If a tank is close to you, you probably can't hit it.



I've noticed that if you enter a sherman and it is setting on unlevel terrain there is a bigger chance of the turret not being able to look downwards. I drive it to a level spot and exit then reenter and it fixes it most of the time.

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby krautnapped » Fri Feb 19, 2010 8:50 pm

Gunslinger wrote:
General of the Army wrote:Sometimes the Sherman turrets won't point down all the way. If a tank is close to you, you probably can't hit it.



I've noticed that if you enter a sherman and it is setting on unlevel terrain there is a bigger chance of the turret not being able to look downwards. I drive it to a level spot and exit then reenter and it fixes it most of the time.


My solution: Switch to the turret position, aim down with the MG, and then get back into the tank. Seems to work every time to fix the problem.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby fodder29 » Sat Feb 20, 2010 2:54 pm

Long time United Offensive player here. Never really stopped. The mod looks great. However the rockets are absolutely useless. I hope something can be done about this in the future.

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Silverpathic » Sun Feb 21, 2010 9:33 pm

Gunslinger wrote:
General of the Army wrote:Sometimes the Sherman turrets won't point down all the way. If a tank is close to you, you probably can't hit it.



I've noticed that if you enter a sherman and it is setting on unlevel terrain there is a bigger chance of the turret not being able to look downwards. I drive it to a level spot and exit then reenter and it fixes it most of the time.

ITS YOU! DIE! lol!!!

lol thanks for the hint ill do that. another question that really gets me going. can the American tank treads be shot out? i have been trying and losing every tank battle i have tried in. makes the dynamic so great going through their bases poping treads.... lol


:evil:

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby krautnapped » Sun Feb 21, 2010 9:51 pm

Silverpathic wrote:lol thanks for the hint ill do that. another question that really gets me going. can the American tank treads be shot out? i have been trying and losing every tank battle i have tried in. makes the dynamic so great going through their bases poping treads.... lol


:evil:


It does seem like the American tanks treads are harder to pop, but I have done it, so I know it's possible. I believe you need to aim slightly above them to hit the sweet spot.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Gunslinger » Mon Feb 22, 2010 9:28 am

Yep Kraut, that does the trick and is a lot faster than my method. Thanks.

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Ark » Wed Feb 24, 2010 1:07 pm

Superb job too all that contributed to make this happen and a very big thank you for bringing back the battlefield feeling. There are plenty of contributions by gaming communities but every once in a while there is a breakthrough and this MOD is one that could very easily turn out being a major impact and be remembered for years by being out there with the best of the bests.

That been said i noticed a couple things worth having a look at:

- I spawned on top of building roofs a few times.

- The bases health bar does not decrease with every hit like in UO. It seems to register only after 3 or 4 hits. Not too bad when tank rushing but a little annoying when attacking alone or by foot.

- Every time the auto-team kicks in while in play i re-spawn with the same weapon (wrong team) and keep it until i die.

- The same teams players alias tags don't show as soon as you re-spawn. There seems to be a delay and its not uncommon that i shoot or get shot by teammates. This could be a problem with future "team killing on" servers in the community.

- Some people wrote on the chat that somehow they ended under the map while riding tanks. If it does not required too much resources, maybe make it so we blow up as soon as it happens with a minefield or something like in UO. But this is more of a maps issue.

suggestion:

- You guys will probably start getting heat from other communities to publicly release and distribute the server side files at one point. Maybe there should be a toned down version of the MOD for that and keep the best version for the ax servers to guaranty a prolonged return in traffic for the long and hard work. If that's possible of course.

Again great job to |ax| and its contributors. Thank you all.

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Plattfuss » Sat Feb 27, 2010 7:13 pm

Playing today and your server crashing very often!

And always after a restart have to play ardennes, this is boring. maybe you can switch after a crash to farm or ponyri!
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby jay8454 » Mon Mar 01, 2010 11:09 pm

First off I want to say I LOVE the mod! I have reaved about it all over CoDUt.com :chrisb:

I do have a slight suggestion however and I don't want to come off in the wrong manner.
So please I just only wish to be constructive. :uhh:
As I have been playing I have noticed that I can stay alive for a very long time (I am a tactical gamer).
As I go through all my ammo what ever I may have, I have notice that I am having to kill myself in order to resupply I like to be a tactical as I can and this is just not practical to me. :guesswho:

I have seen on another mod that I know very well but will not name names; they have some how used a commander to call in a plane and drop much needed supplies? A box that para-drops in and can refill all or some weapons and ammo for a short time.

So, is there any way in the future works for some type of resupply? :guns:


PTRS-41 in slower action.
Seems to skin the tank VERY WELL!
Took about 8 shots, and end result you can see clearly.



http://www.xfire.com/video/236b95/

http://www.xfire.com/video/236d3e/ Notice how the tank turns from white to orange than red, and DEAD.

http://www.xfire.com/video/236d3f/ 5 shots and DEAD!

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby buddha » Tue Mar 02, 2010 1:33 am

I do like that idea of an ammo drop. Dont know if it would be possible to get an personalised ammo drop if for instance you stay alive for say 5 minutes. You can call it in on a by you designated drop area where you have to pick it up. The question could be if it would be instant access for you and your team but not for the enemy. A little like when you try to take over an enemy tank which takes a few seconds.
Dont know if it would be doable though..

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby jay8454 » Tue Mar 02, 2010 10:45 am

Noticing that you have nicely figured a good way to utilize the PERK's, it could be made as an only one, or two PERK give out. Limit it just like weapons can be limited. ;)
:ax:

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby |ax| Mike Jones » Tue Mar 02, 2010 8:51 pm

I have not played this mod, and I am not sure I ever will be, but after reading about the ammo drop, I do have a suggestion. In MW2, a crate drop is a 4-kill streak reward. An emergency airdrop (4 crates) is a 8-kill streak reward. So, possibly make it a kill streak reward to get an ammo drop, or maybe even a weapon drop.

I believe that each team should have access to each other's drops. But, with more time getting it. As in, holding the button longer for the opponet's team to get the other teams' drop. Rather if it's from the same team, it should be very fast.

Just my input if this crate thing were to happen. I wish I could play with you guys, this looks really great.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Clint » Tue Mar 02, 2010 9:57 pm

searchable dead bodies instead of crate drops would have a better fit into waw for this purpose.

mw2 crate drops feel like an arcade bonus...i think they would detract from the whole
full battle immersion type feeling you want from bas.

just like in axuobas.. kneel over a dead body, hold F, pillage the ammo, secondary weapons, satchels, nades..etc

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby MajorFullWood » Wed Mar 03, 2010 6:52 am

:stupid:

This would be very helpful again.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby DemonSeed » Wed Mar 03, 2010 4:29 pm

|ax| Mike Jones wrote:I have not played this mod, and I am not sure I ever will be, but after reading about the ammo drop, I do have a suggestion. In MW2, a crate drop is a 4-kill streak reward. An emergency airdrop (4 crates) is a 8-kill streak reward. So, possibly make it a kill streak reward to get an ammo drop, or maybe even a weapon drop.

I believe that each team should have access to each other's drops. But, with more time getting it. As in, holding the button longer for the opponet's team to get the other teams' drop. Rather if it's from the same team, it should be very fast.

Just my input if this crate thing were to happen. I wish I could play with you guys, this looks really great.


You mean like this?

Another idea taken from MW2 - instead of getting your killstreak hardpoints (like UAV, airstrike, or chopper ), once you reach the first killstreak point, you get a carepackage dropped:

The Signal Flare Indicating the Drop Point:

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The Blackhawk Drop Chopper dropping off the package:

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The Package Lands:

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Getting the Package:

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Not only are there the usual killstreak hardpoints in the random initiation, but other "goodies" as well like extra ammo and gun clips, extra health items,
and extra "new" perks only given out in the carepacakges.


Easy once you've over come the G_SpawnIndex error for too many script_models in a single level, and the problem of the crates bouncing out of map boundaries or into solid entities where they are inaccessable.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby |ax| Mike Jones » Wed Mar 03, 2010 11:13 pm

Yeah, exactly like that. But, Clint's idea is better.

Another idea, is an "EMP" kind of thing, just like MW2 (Sorry for the lack of imagination, I just want to put as much ideas I can for you guys). I am not quite so sure about artillery and recon planes in this mod, but if those still work then I think some sort of "Outside Squad" could shut down the artillery and blow up recon planes.

For the "Outside Squad" it isn't anybody in the game actually disabling the artillery. It would just be one of the announcer people from the team saying that the artillery is being disabled, or that the recon plane has been shot down.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby DemonSeed » Thu Mar 04, 2010 8:43 am

I am making notes of all these idea. Just dont expect to see any of them in the first update. As has been said, we are working hard on getting the core features to work better right now. Maybe a couple of releases down the line, I will impliment some of them (the search dead bodies was a feature I was going to add to Demon mod for a while now, just havent got round to it yet).
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Medicman11 » Thu Mar 04, 2010 9:10 am

what about the bases acting as ammo depots? if they get blown then thats 1 less depot.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Cornrow Wallace » Thu Mar 04, 2010 9:51 am

We already have something in the works for resupplying ammo, don't worry. ;)

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby krautnapped » Thu Mar 04, 2010 10:18 am

Medicman11 wrote:what about the bases acting as ammo depots? if they get blown then thats 1 less depot.


Yeah, but more often than not it's when the BAS is cracked that you need ammo to fend off tanks and stuff.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Uncle_Hulka » Tue Mar 23, 2010 8:39 pm

Full map view by hitting "x"?
Some of these are new maps (to me)and I like finding ways around so I don't get blasted into powder.....
Will a scoring system be implemented like WAW has now?
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby -=EGC=-Piff|GER| » Fri Jan 13, 2012 12:41 pm

This mod is so nice,
do u want to publish this mod and maps for public?? We where afraid to run ur mod on our server!!!
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Rollin Hard » Sat Jan 14, 2012 4:11 pm

you can contact me via pm here piff ;)

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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Rhino » Sat Jan 14, 2012 7:22 pm

Since the server has no traffic can we get it setup with something our members wish to play?
As i understand it when the server was ctf we had a good group of people playing it.
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby chuckie2 » Sun Jan 15, 2012 1:11 pm

I would love to see ctf back :D
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby -=EGC=-Piff|GER| » Sun Jan 15, 2012 2:46 pm

Rollin Hard wrote:you can contact me via pm here piff ;)


PN sendet!!! :glasses:
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Re: [BAS] [feedback] AnarchicBAS Mod

Postby Rollin Hard » Sun Jan 15, 2012 3:49 pm

Rhino wrote:Since the server has no traffic can we get it setup with something our members wish to play?
As i understand it when the server was ctf we had a good group of people playing it.

the server was changed without any info to myself...so others have to decide

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