Warfare CORE: Official thread

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Re: Warfare CORE: Official thread

Unread postby MarkusNemesis » 8 Aug 12, 12:55 am

It has been fixed. Redownload the zip and it should work now. The most you can get from selling gear is $150, which means if you're going to gear farm, you'll need the patience of a saint.
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Re: Warfare CORE: Official thread

Unread postby Freeborne » 14 Aug 12, 11:21 am

MarkusNemesis wrote:
0.3v
Hidden: show
Added:
PDW Mags to BLUFOR
KSK Units to BLUFOR (Germany)
Factional pistol and smoke grenades to default gear
FAB 250, Mk82 and GBU to missile range limitation
Earthen Ramparts now No-collide
"Ambulance" map tag to ambulances
CLIENT SIDE MASH marker (Only the MASH man can see this due to script constraints)

Moved:
LAV moved to LF2
RPG-7 soldiers moved to B2
M240 Elcan moved to G2
Increased skill of BAF Officer

Removed:
G36 Magazines (Redundant)

Pricing:
ALL AT missiles priced by their hit damage (minus the Metis and Javelin)
LAV - $1550
Strykers price decreased
OPFOR vehicle prices the same across factions (eg. BRDM-2, BMP-2, etc)
Mi-8-MTV3 - $60,000
An-2 - $12,500
M2A2 Bradley - $2750
M2A3 Bradley - $3150
M1A1 - $6000
MLRS - $6000
Bounties multiplier increased to 0.35 (from 0.25)

Parameters:
Base limit: 3
HQ Deploy Range: 200m
Defense Placement Range: 400m
Empty Vehicle Lifespan: 40mins
Economy: Tax - Realistic

Fixes:
Shilkas replaced with ZU-23 Urals


I like these changes. More transparency please. Format the changes better so you can include more of the changes instead of summarizing them.

You made some mistakes with price of AT, yet the consistency worries me (you did it on purpose?) but made little mention of it in the change logs. :roll:

RPG18, PG7V, PG7VR, PG7VL, Metis, Strela
300, 208, 510, 320, 800, 100

M136, MAAWS HEDP, MAAAWS HEAT, NLAW, Jav, Stinger
335, 190, 480, 550, 670, 125

RPG18/M136 = $50 / $85
RPG7/MAAWS = $90 / $350
Metis/Javelin/NLAW = $350 / $450 / $500

Why is the worst AT in the game so expensive?
Why is AA dirt cheap still?
Why do the launchers still cost so much?
OPFOR can disable MBT's or kill them for $410 (PGVR). BLUFOR need $830 (HEAT). Metis is $1050 (same as 1 NLAW) and Javelin is $1120.

Mi24D has same rocket complement as Mi17_Rockets, but Mi24D is $55k and Rockets is $60K.
$25,000 for UH1Y still too high. It only has 8x rockets. No AA radar from memory.
AH64 beats the AH1Z and should not both be $80,000. AH1Z for $68,000 sounds nice.
Apache AH1 beats the AH64 (IMHO). Add $5K to it.
The Wildcat is $65,000 (Mi24D's for $55K)? Make it $55,000 as it's only good as Anti-Tank with no rocket complement or FAB's like the Mi24D's (which also win in a dogfight).
AH6's are too expensive. Over $19,000 JUST to have 8x FFARs and fixed miniguns attached to a slow moving tin-can?
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Re: Warfare CORE: Official thread

Unread postby MarkusNemesis » 14 Aug 12, 11:40 am

Freeborne wrote:You made some mistakes with price of AT, yet the consistency worries me (you did it on purpose?) but made little mention of it in the change logs. :roll:

RPG18, PG7V, PG7VR, PG7VL, Metis, Strela
300, 208, 510, 320, 800, 100

M136, MAAWS HEDP, MAAAWS HEAT, NLAW, Jav, Stinger
335, 190, 480, 550, 670, 125

RPG18/M136 = $50 / $85
RPG7/MAAWS = $90 / $350
Metis/Javelin/NLAW = $350 / $450 / $500

Why is the worst AT in the game so expensive?
Why is AA dirt cheap still?
Why do the launchers still cost so much?
OPFOR can disable MBT's or kill them for $410 (PGVR). BLUFOR need $830 (HEAT). Metis is $1050 (same as 1 NLAW) and Javelin is $1120.

Mi24D has same rocket complement as Mi17_Rockets, but Mi24D is $55k and Rockets is $60K.
$25,000 for UH1Y still too high. It only has 8x rockets. No AA radar from memory.
AH64 beats the AH1Z and should not both be $80,000. AH1Z for $68,000 sounds nice.
Apache AH1 beats the AH64 (IMHO). Add $5K to it.
The Wildcat is $65,000 (Mi24D's for $55K)? Make it $55,000 as it's only good as Anti-Tank with no rocket complement or FAB's like the Mi24D's (which also win in a dogfight).
AH6's are too expensive. Over $19,000 JUST to have 8x FFARs and fixed miniguns attached to a slow moving tin-can?


I didn't change the launcher prices, you're right.

As I said in the notes, the price per rocket reflects it's damage capability. The RPG-V rounds do less than RPG-18 rounds because of BIS.

AA is still cheap because A. It's not AT so thus not changed B. Next to useless.

The Delta hind is cheaper than the Rocket sled due to the fact that it has less transport capacity.

The UH-1Y has 14 FFARs, as does the AH-6J.

The Wildcat can insta-kill T72s, so making them as cheap as Deltas is a bad idea, also, Deltas cannot get FAB-250s.

AH-1z for 68k? Are you nuts?

In future versions when I refactor air again, I'll look into the pricing of the UH-1Y and the AH-6J. But with the changes already made, it's hard to tell how the battlefield will change. Baby steps.
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Re: Warfare CORE: Official thread

Unread postby MarkusNemesis » 14 Aug 12, 12:40 pm

0.3v is now up and running on the server.
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Re: Warfare CORE: Official thread

Unread postby Sky Monster » 14 Aug 12, 1:29 pm

AH1Z has 120 countermeasures, AH64 has 60. Keep that in mind, it's important.

Hind-D should cost more than rocket sled, Hind-D has a traversable .50cal on it.... flip the prices around... Making it cheaper because of less transport capacity is ridiculous.

Wildcat's CRV-PG are slow and miss fast moving targets often...

UH1Y is fast, gets MWS and flares with TGW, has 2 miniguns... good for shooting down mi8s and kamovs...

Cannot remember most of the current transport prices... Chinook HC4 should cost $2k more than CH47... MWS goes beep beep. Merlin should be the most expensive transport... ~315 cruising speed and 360 countermeasures. Also goes beep beep.

MH6J and AH6J should be 8k and 18k. They really are trash. Slow as frack and pilot dies before the chopper does in most cases. Most likely cause of death is errant KORD rounds from a T90 :) .
8-)

Freeborne wrote:Well said. I agree with Baskerville!


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Re: Warfare CORE: Official thread

Unread postby uncoitus interruptus » 14 Aug 12, 1:54 pm

the amount of flares most aircraft in this game carry is ridiculous, you can basically fly around taking constant AA fire and still unload your payload before having to fly to safety, is there any way to limit this through the mission?
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Re: Warfare CORE: Official thread

Unread postby PlacidBox » 14 Aug 12, 2:09 pm

Yep, it's pretty easy to limit through unit balancing, but it only comes in multiples of 60.
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Re: Warfare CORE: Official thread

Unread postby Freeborne » 14 Aug 12, 2:40 pm

Example:
http://arma2warfare.googlecode.com/svn- ... ceInit.sqf

I gave 120x to jets and 60x to choppers though not sure if it was the best decision, never got to test it on the field. You should probably give more flares to attack aircraft, and less to transport/stand off aircraft.

For example the F35B should be a superiority fighter and have 120x flares so it's not always rearming from all the Tung missiles fired at it (which it can't shoot back at). The KA52/AH1Z and AH64 should only have 60x as they are a stand-off anti-tank chopper. L39's should have 60x as they are reserve scout/fighter jets (IMHO that's how they should be used/priced).
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Re: Warfare CORE: Official thread

Unread postby Goshawk » 14 Aug 12, 3:00 pm

L39's should have 60x as they are reserve scout/fighter jets (IMHO that's how they should be used/priced).

L39 does not have RWR so having flares is nearly useless regardless. Same will apply to the L159 if it ever gets added.
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Re: Warfare CORE: Official thread

Unread postby uncoitus interruptus » 15 Aug 12, 12:47 pm

I would limit all aircraft to 60 flares then except for the F35, also IR guided AA should not be tracked on the radar. doubt that would be editable in the mission though.
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Re: Warfare CORE: Official thread

Unread postby Goshawk » 15 Aug 12, 3:12 pm

uncoitus interruptus wrote:I would limit all aircraft to 60 flares then except for the F35, also IR guided AA should not be tracked on the radar. doubt that would be editable in the mission though.


Heh if we're going with that kind of thinking then dont forget that a lot of modern aircraft have missile launch detection systems anyway that will pop flares if even an unguided rpg is launched at you.
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Re: Warfare CORE: Official thread

Unread postby MarkusNemesis » 23 Aug 12, 7:33 pm

0.4v released
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Re: Warfare CORE: Official thread

Unread postby -Wraith- » 23 Aug 12, 10:05 pm

Wildcats are good vs Air btw, just gotta know how to use em...
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Re: Warfare CORE: Official thread

Unread postby -Wraith- » 17 Sep 12, 9:08 am

Remove metis and Jav's (so over the noobish metis spam / respawn ****), give blufor back their MG36 Mags, and why on earth does the HQ take like 5 sabot's / ATGMs to kill while its MOBILE, I mean seriously the player inside the HQ dies before it does...
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Re: Warfare CORE: Official thread

Unread postby Sky Monster » 17 Sep 12, 9:49 am

Goshawk wrote:Heh if we're going with that kind of thinking then dont forget that a lot of modern aircraft have missile launch detection systems anyway that will pop flares if even an unguided rpg is launched at you.


Off topic but my mate's uncle said when they flew over some bumville hole in Afghanistan the choppers would always pop flares because of a signal emitted by some electronics (TV/radio whatever I dunno) the locals had. They didn't tell the newbies, so they brown trousers the first time they fly over the spot. :D

-Wraith- wrote:Wildcats are good vs Air btw, just gotta know how to use em...


If someone in a chopper with a traversable turret gets killed by a wildcat then.... lolz... yeah other choppers like mi8s are fair game for a wildcat though.

-Wraith- wrote:Remove metis and Jav's (so over the noobish metis spam / respawn ****),


I said last night... remove metis and give OPFOR Jav... that's a bit weird though, and homogenous blah blah blah. The Metis is pretty awful though.

-Wraith- wrote:why on earth does the HQ take like 5 sabot's / ATGMs to kill while its MOBILE


Yeah I think I saw our HQ take a sabot yesterday, and all that happened was it lost its tyres :lol:
8-)

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