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PostPosted: Sun Dec 28, 2014 5:14 am 
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JackMayol wrote:
about Vigil Island, we didn't yet manage to find a way to keep the difficulty steady over time.
For now, once you manage to settle down at the airfield for a while, with a bunch of people there is no way for the enemy to push back.
I got that on my list to work on balancing this map a bit more, somehow...



They could use artillery against us? lol

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PostPosted: Sun Dec 28, 2014 9:28 am 
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The main problem with the balancing on Vigil Island are the snadbags around the airfield base. Those offer a lot of cover which makes defense much easier than attack so that once you hold the airfield you are mainly on the safe side.


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PostPosted: Sun Dec 28, 2014 11:38 am 
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Maybe increase tank spawn rate?


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PostPosted: Sun Dec 28, 2014 5:54 pm 
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I think if the AI used more paratroopers at one time on vigil, it would be both epic and and add a bit of difficulty. You can't just stack on the wall anymore then. You'd have to watch you back.

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PostPosted: Sun Dec 28, 2014 6:15 pm 
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made some changes today on Vigil, let's see as I am just about to test it.


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PostPosted: Sun Dec 28, 2014 6:37 pm 
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.... and I think this is the main idea of the map(and it is good for itself) - if you cap the area, just hold it until the time runs out, just like as Power Plant(same objectives, right)?
If you hesitate - ask yourself how many times you have no success while trying to capture/hold Airfield.... :roll:

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PostPosted: Sat Feb 07, 2015 5:23 pm 
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ever think of adding area 51 (final mission 2) to the map rotation?


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PostPosted: Sun Feb 08, 2015 8:02 am 
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Satirical wrote:
ever think of adding area 51 (final mission 2) to the map rotation?


sure we did and no, I don't think it's an option as it's too specific imo. Maybe one day but not for 1.0.


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PostPosted: Wed Feb 11, 2015 5:14 am 
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From another topic:
JackMayol wrote:
........ On SASinvasion we changed the player_AI_compensation factor to 1.1 instead of 1.2.
Hmm, did not know you have reduced the player_AI_compensation factor..... hope it would be better now ;)
Just for the record: please tell us what are the last current settings for the SAS server?

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PostPosted: Wed Feb 11, 2015 9:11 am 
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How SAS in running right now:

player_ai_compensation: default
player_ai_compensation_factor: 1.1 (default is 1)
player_ai_reduction: 1 (default is 0)
default_AI_accuracy: 0.95 (default is 0.94)


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