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Messages - Alex

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302
Assist Support / Re: account activation denied..
« on: Saturday, August 01, 2015, 14:41:43 PM »
yes please delete my old one and activate my new one...

Thanks a lot
You should be good to go now.

303
Assist Support / Re: account activation denied..
« on: Saturday, August 01, 2015, 14:02:26 PM »
Same here... Because I don't remember my old password, I made a new login and now they probably think I am cheating or so. Is there a contact for support?
Thanks in advance

You account was denied as it has the same HWID and IP address as
http://battletracker.com/playerstats/aao/862713/
You're saying you lost the password to that account? I can deactivate that one and activate your new one if you want.

304
Slots & Loadouts / Re: SF Hospital
« on: Thursday, July 30, 2015, 18:42:06 PM »
Lol Voting closes: Sunday, December 27, 2015, 09:44:45 AM

Question I have if rpg gets alot of votes for yea would assist apply it????
I wouldn't have any objections.

305
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Thursday, July 30, 2015, 17:33:13 PM »
Its not random as in random spots on the map, the maps would stay the same, only the side you played would be random. Changing from Assault <-> Defense.
I'm not fond of the switching between assault and defense idea. Like I said earlier, there is no way to guarantee that you spend the same amount of rounds on each side. If we did it, it would kill any sense of competition the game has. I was thinking maybe make the spawns for each team random throughout the same general area on some assault/defense maps.

So you'll have to think about whether constantly switching sides is worth losing competition. I realize we don't have much, but even scrims and friendly clan matches wouldn't be fair.

306
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Thursday, July 30, 2015, 15:10:26 PM »
Maybe lets go 1 step at a time. See if we can get random spawns working. Then we move forward from there.
We can get random spawns working. I've used them before. The question is where would they be, and what maps would they be on?

I'd also like to add that this would throw any sort of competition out the window. We cannot insure that each team plays on both sides equally, the option just doesn't exist. This would make it unfair.

307
Feedback & Suggestions / Re: Spawn Point Revolution
« on: Wednesday, July 29, 2015, 21:41:31 PM »
Heres the idea if its possible lets make all maps have random spawn points as in side ( Defense/Assault ).

Take urban assault for example, you wouldn't know if you were assault east or assault west until the round started. I think this dynamic would make the matches more fair, and make teamwork more of a value because you would never know which side you were going to start on.

If we could make it so each side was played the same amount of times we could run it on assault/defense sided maps. Example, if a server had 10 rounds, you would play 5 rounds on assault and 5 rounds on defense, you just wouldn't know the order in which you were playing those rounds.

The only outlier would be VIP maps, unsure how this would work since on side has the "VIP" slot.

Whats your thoughts on this?
I like the idea of random spawns on every dual assault map. I'm not sure if we could make sure you spend the same amount of time on both sides though. I don't think it's a current option in the editor.

308
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 15:24:50 PM »
Well thats what i mean, when converting make them work for our engine. I know this would make the conversion time take twice or three times as long, but it quality > quantity.

As far as District goes, look at this



I think that can be cleaned up a bit?
What exactly are you seeing that you think can be cleaned up?

309
AA3 Maps / Re: District
« on: Tuesday, July 28, 2015, 15:00:57 PM »
lol, but seriously, i mean if your going to convert maps, why not take the time and make them playable.
Because that's not always a realistic goal. District has a lot of detail for a map with no distance fog. Hell, being night time alone makes it harder on FPS. I'll look at it again and see if there is any optimization to be done (doubt it) but aside from simply removing objects and details there isn't much that is possible.
AA2.5 is on a very old engine. District ran fine in 2.8.5 because it has the added benefit of DX9 and other graphical features missing in our engine. If you look at the AA3 converted maps they suffer in the same way as far as FPS goes.

310
Support / Re: Username too long
« on: Monday, July 27, 2015, 14:26:17 PM »
Unfortunately we do not have control over battletracker.com. If you want it changed you need to talk to them, but they're not the most active bunch. Your only other option is to wait the 24 hours and then change it.
I really wish BT would have a character limit for their AA player names. Should be easy to implement.

311
Assist Support / Re: account activation denied..
« on: Sunday, July 26, 2015, 22:22:26 PM »
I don't remember any of my other older accounts...Only one i have is : shells
can an admin help me out. thanks in advance..
It seems like it was a mistake. You should be good to play now. Sorry for the inconvenience.

312
Feedback & Suggestions / Re: Revive option added as in AAPG?
« on: Sunday, July 26, 2015, 16:11:32 PM »
Well, if you sit in a corner and kill everyone who comes around the corner, how would the enemy revive them without killing you first?
Throw a smoke and nade and revive. Plus, you don't have to be on top of their body to revive. in other words, no matter how many they kill, if they don't move to secure them your team can keep reviving them (until after 2 revives I think).

314
Feedback & Suggestions / Re: Revive option added as in AAPG?
« on: Sunday, July 26, 2015, 14:53:55 PM »
I dont like it in AAPG though, mainly because most players just blindly go for revives while others waiting for people to revive to get 2 kills.

But maybe that's just me personally, I prefer dead people to stay dead :)
I like it because it makes it much harder for one player to just camp to win a round. When the other team can revive their guys you really can't just sit in a corner.

315
Slots & Loadouts / Re: SF Hospital
« on: Sunday, July 26, 2015, 14:50:47 PM »
What about all the disabled vehicles and rubble surrounding the hospital? That in itself is evidence for explosive ordinance. Maybe it came from the enemy, sure. Then again, you're expecting a helicopter in for the enemy to evacuate the VIP, that would be an effective way of disabling the helicopter.
Valid points.

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