- User Since
- Mar 8 2013, 7:25 PM (417 w, 3 d)
Jul 17 2016
Jun 13 2016
this has been resolved a few patches ago, ammo transports now have way more ammo in their storage.
(well the Bobcat still only has 3000 but that's kinda okay as delivering ammo is not its primary role)
this has been resolved a few patches ago. Ticket can be closed.
May 10 2016
It seems that the binocular/Laserdestinator do work in singleplayer but do not work in multiplayer.
Also in Multyplayer, if the UGV is not local on your machine (i.e. when you are not playing on the server), you can't turn off the lights even if you are controlling the drone. It switches the lights back on immideately.
They do land on helipads when there are any "close" to their landing waypoint. Since they employ the same behaviour as "full size" helicoptes do, "close" can be quite a distance away. This is somewhat confusing.
Unfortunately he does not have a bearing indicator. He has elevation, magnification, vision mode (Vis, NV, WHOT etc.) and a range indicator. An additional bearing indicator would be useful.
@Killzone_Kid I think this is not an issue while building the scenario, where the designer could unassigne the supressors. As far as I understand it, he sugests that there should be an option to order your men to take off (or put on) their supressors while you play the mission.
Currently you can only do that if a object is present that allows for inventory-access, for example a ammo box. If such an object is present, you can order the AI to pick up things (Inventory) from it, which opens up the inventory-screen for said AI soldier (and thus allows to remove or attach attachments).
These are not "non tracer" magazines but "normal" magazines. It is common practice to put a tracer round between every 3 or 4 normal rounds for machineguns/autorifles to help aiming, especially at larger ranges. Thus one would assume that the normal (not specially labeled) magazines have those tracers.
Soldiers not necessarily *need* them, but they help. And a experienced soldier will certainly use every trick that helps him being more effective. Same goes for the tracers at the end of a magazine.
Maybe add a feature-request for additional "non tracer" magazines?
I would like to see this (being able to set the tripwire) for the tripwire mines.
They seem to have a timer of about 6 seconds, so they usually reach the ground before this time has elapsed. You can get them to burst in the air if you throw them from the top of the "Kill Farm" in the direction of the sea at Stratis045068 (tested on version 0.53.103342).
6 Seconds sometimes feel a bitlong in a game, but depending on the type of grenade it's realistic.
This is now fixed with version 0.53.103558
Did some testing:
- If divers do have 30 round STANAG magazines in their inventory, they do not switch to/reload with that ammo.
- When divers are given a pistol and a SDAR with 30 round STANAG magazines (and no dual purpose rounds!), they still prefer to close up and use their pistol.
- When equiped with a SDAR and 30 round STANAG magazines only (no Pistol), they tend to move up verry close to the enemy (~10m) before firing. They also fire verry slowly even at those colse ranges.
(all testing was done on dry land and with build 0.53.103342)
this is solved now =)
Ticket may be closed.
May 9 2016
Holding left shift give you access to units beneath waypoints.
For example to edit a vehicle with a waypoint ontop of it, just hold left shift and then double-klick it.
Suggesting the following fix to this "problem":
Give firing the weapon piority over moving. I.E. when holding LMB while also holding the W key, the soldier would stand still as long as the weapon is firing (at full-auto this means until LMB is released or the magazine runs dry). This would remove the "stutter-step" and still allow players to quickly react to threats. It's basically the same as releasing W the moment you are starting to fire - it just happens automatically.
And if one whants to move and shoot at the same time, one can still use tactical pace (that's what it is for).
I can not confirm this. One APERS Bounding mine usualy kills a complete fireteam. "Normal" APERS mines tend to kill the unfortunate one that steped on them.
Migt be related to the difficulty settings? I used Elite difficulty while testing it. (Version was 0.50.102571)
It also happens with most mines and explosives. See 0004200.