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Public Server Changelog 02/10/17
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[TWC] Hobbs
Joined: 26th Jul 2016
Rank: Inactive Member
Likes 1204
2nd Oct 2017
This patch is mostly new maths behind the experimental spawn system at Kunduz, so you can expect much more enemies and civilians to spawn as well as the enemy count increasing more as the playercount increases.
I have also overhauled the base in Kunduz, it is now tighter in the infantry area with more life and base-like facilities to it, and the american vehicles are kept in a different area to the british vehicles. The Czech HMMWV with the AGS-30 GMG has been swapped out for the American MK19 variant after the community vote. Players now spawn for the first time in barracks and respawn in the area in front of the barracks.
Another minor experimental addition has been made to Kunduz, the Wolfhound. This is set aside from the other british vehicles to make sure noone takes it by accident, and can potentially be crucial to a british defensive effort. It contains a supply of sandbags as well as ammo for the 50 cal and GPMG's on the wmik. Respawning cargo is not currently a feature with our respawn script (it's planned) so the Wolfhound is what you've got, it's got a limited supply and people will need to exercise caution when taking from it or taking it out of base.
NOTE: THE Wolfhound WILL NOT RESPAWN. DON'T WASTE IT.
I'll be keeping an eye on how it's used, if it's abused or wasted I'll simply remove it.
The WMIK Composition has also changed. There is now 2x WMIK HMG's and 2x WMIK GPMG's. The GMG version has been dropped to see how it affects balance, and one of the GPMG variants has no respawn. You can see if it's the non respawning version by looking in its inventory and seeing the javelin tube + gun ammo, but it's not special in any other way. It's only like that because I forgot to revert it as a debugging test, but while it's there it'll be an interesting insight into how people treat it. I'm never going to have all vehicles non-respawning because the vehicle pool would have to be huge.
I've also fixed the loadout errors for all ins maps, but haven't gotten to the ammo box errors yet. I plan to deal with these issues soon as well as rename the spawnable ammo boxes so that the 2 mortars are actually called after their names instead of both being mortar, and I intend to add WMIK ammo as a spawnable option.
If you notice spawn loadout (NOT ammo box) errors after this update then please post it up as a bug report, even if it's been reported before. Also a friendly reminder that telling me stuff on teamspeak is useless as I have the memory of a maimed potato.
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Last Edit: 2nd Oct 2017 by
Hobbs
[TWC] Chaza
Joined: 31st May 2013
Rank: Member
Likes 1536
2nd Oct 2017
I personally feel that removing the GMG variant is not so great. The WMIK's are more of an overwatch/FST asset due to their nature, and the .50/GMG variants reinforced that. Its a trade off of Lethality/Durability/Danger to civilians.
Foxhound/Jackal/Mastiff are much more appropriate for actually carying out movements in and around towns. They protect the crew well and do not endanger the civilians as much.
What is the intention of adding non-respawnable vehicles?
Arma Pacis Fulcra
- Armed Strength for Peace
Last Edit: 2nd Oct 2017 by
Chaza
[TWC] Hobbs
Joined: 26th Jul 2016
Rank: Inactive Member
Likes 1204
2nd Oct 2017
That's fine in theory, but in game the wmik is a highly mobile gun platform. The heavy ppv's draw a lot more fire and are more difficult to manoeuvre .
The intention of the 2 non respawnable vehicles is as stated in the op
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