I'm not sure why we're making it so hard for air assets to have fun on Tac2....
In case there is a misunderstanding :
I will not create mission files, I will not invest leisure time and energy, in putting together turkey-shoot missions.
Either you carry weapons that can hit the enemy from across the map, in which case, the same holds for enemy AA. Or you have a more forgiving setup in terms of enemy AA ranges, but in that case your air to ground capabilities must still match the enemy ground to air capabilities.
Now, the Long Range approach has, as I had already surmised before the mission files even went public, proven to be quite intrusive. Having to deal with AA that can hit at 10km+ range, accounting for large swathes of a given map, makes the entire setup chafe under the weight of the ranges of the weapons.
Hence, why we are trying on the other approach : have shorter ranges overall, allowing aircraft, both transport and combat, more freedom of moment across the map.
And if the above setup seems to be more fun because it's more forgiving, especially for less experienced pilots, without it being trivially easy (as would be the case for a Guided Munitions vs Shilkas), then very likely that system will be adopted moving forward.
Just so I’m clear, we are restricting our ordinance on the public servers to set load outs in an effort to normalize the server with other “populated” servers?I would like to underline the following point :
We are talking about a Public Server. The experience that players have takes precedence for the server to fulfill its function of attracting new people. Before being appointed to maintain the Tac2 rotation I did quite a bit of research of the other Coop servers (both vanilla and modded) and universally the most populated ones had a very specific setup in terms of the lethality of the equipment employed. The more carefully thought out these lethality controls the more popular the server.
Thus, it is not at all uncommon practice among Coop servers mission files to implement the idea of "equipment X gives players too much of a crushing advantage" or "would escalate lethality to too high levels" (think BLUFOR and REDFOR trading cluster artillery round barrages where entire squads are wiped in an instant) resulting in an un-enjoyable experience". EDIT : You would be, and I do not think this is exaggeration, aghast at how the more populated servers restrict equipment, particularly thermals and guided munitions of any type.
That said, if you will connect to Tac2 throughout the weekend you will see the version is "0.0.3a", the "a" stands for variant/side-grade. It means it has a setup that isn't part of the mainline missions instead it is a RFC (Request for Comment) version. You've made your points clear, now I'd like to hear from less experienced pilots/public players throughout this weekend.
Just so I’m clear, we are restricting our ordinance on the public servers to set load outs in an effort to normalize the server with other “populated” servers?
Forgive me if this sounds rude, but 2nd platoon A.co is already struggling to recruit members, restricting us in the one major recruiting area (the public servers) will hinder our overall growth.
Anyone remember the old saying, for the lack of a horseshoe nail the battle was lost?
I agree on most fronts, I do agree that the A-10C is a huge force multiplier and from a game perspective, over powered.As Platoon Leader of 1/B/1-7, also a Platoon that is struggling, I assure you I sympathize. I do not, however, see why implementing Public Server considerations vis-a-vis Fixed Wing would result in fewer recruits interested in being Fixed Wing pilots.
Regardless of whether it's trying to lock on to a target kilometers away while contending with SAMs or coming in for a gun/bomb run at close range, the impact the A-10 has on an AO is undeniable.
Isn't a recruit that's so nitpicky about what kind of equipment is available a potentially bad fit for the Regiment? As opposed to somebody that puts a premium on the combined arms experience itself.
I myself didn't join the Cav in 2014 because the equipment was just how I thought equipment should be. I was recruited by a Cav member I battle-buddied with. What infantry equipment we used didn't really factor in too much.
You're right, player experience does take precedent in recruitment matters. Restricting the ability to configure pylons into a more effective assortment of weapon systems is going to negatively impact the experience for people who fly fixed wing. Being retired now, aren't I technically considered "a public player" at this point? I wouldn't go into another server and play if I was restricted to just what was on the bird. I'd find one with more customization options. Which is partially why i hopped in cav servers in the first place, the variety in configuration.I would like to underline the following point :
We are talking about a Public Server. The experience that players have takes precedence for the server to fulfill its function of attracting new people. Before being appointed to maintain the Tac2 rotation I did quite a bit of research of the other Coop servers (both vanilla and modded) and universally the most populated ones had a very specific setup in terms of the lethality of the equipment employed. The more carefully thought out these lethality controls the more popular the server.
Thus, it is not at all uncommon practice among Coop servers mission files to implement the idea of "equipment X gives players too much of a crushing advantage" or "would escalate lethality to too high levels" (think BLUFOR and REDFOR trading cluster artillery round barrages where entire squads are wiped in an instant) resulting in an un-enjoyable experience". EDIT : You would be, and I do not think this is exaggeration, aghast at how the more populated servers restrict equipment, particularly thermals and guided munitions of any type.
That said, if you will connect to Tac2 throughout the weekend you will see the version is "0.0.3a", the "a" stands for variant/side-grade. It means it has a setup that isn't part of the mainline missions instead it is a RFC (Request for Comment) version. You've made your points clear, now I'd like to hear from less experienced pilots/public players throughout this weekend. .
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However, showing public players that we don’t just fly one A-10 and one AH-64, and that we know how to utilize multiple airframes like the F-16 as a superior A2A fighter and the F-18 as a suitable multi role fighter would be an attractant, not so much the vast choices of ordnance.
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You're right, player experience does take precedent in recruitment matters. Restricting the ability to configure pylons into a more effective assortment of weapon systems is going to negatively impact the experience for people who fly fixed wing. Being retired now, aren't I technically considered "a public player" at this point? I wouldn't go into another server and play if I was restricted to just what was on the bird. I'd find one with more customization options. Which is partially why i hopped in cav servers in the first place, the variety in configuration.
Moraru that has been the subject of many arguments countless times, and when we ask the answer has always been "Do it yourself".I'm actually glad you brought this up.
I understand fully what you're talking about and while some members feel that I have a "problem" with A Co or 2/A/1-7, I really don't.
It's just when you have a Public Mission, you have take into advantage relevant things : mods, assets used, weapons deployed. We can't just slap any number of mods on Tac2 and expect people to connect and you can't just have an arbitrary amount of firepower present on the server and expect everybody to have a good time.
This is why we have the mods that we have and the mission is the way that it is.
That said, having a Public Operation which benefits from a Mission Controller present to always adjust things can put the spotlight on A Co, 2/A/1-7 much better than the "catch-all" nature of a Rotation Mission can. I recommend contacting your CoC about asking S3 for Public Ops on Tac2 featuring combat air assets proeminently.
I guess i havent been playing tac2 enough lately because i dont get where the range on stuff really has anything to do with it. Idk about anyone else, but I at least dont really engage targets further than like 4km away. My missles dont really lock on efficiently much further away.As I said. I need to do my homework on how can scripts influence ACE Pylons/FIR Missile rack.
This is because between RHS Air to Ground Weapons, the ACE generic Hellfires/Mavericks and FIR Weapons there is potentially a compromise to be found. I'm pretty sure the ACE stuff caps out at 6km for example. Guided weapon but not as large range thus not as intrusive for the mission.