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Dolazi novi update za AA!

Our goal is to continue improving America’s Army Tournament Mode to meet and exceed the expectations of the competitive gaming community at-large, while also making the setup and administration easy, whether you’re creating a local LAN event with a few friends or conducting a regional competition in Direct Action.

Detaljnije citajte u tekstu….

New Training Map: Shoot House (BCT MOUT)

We upgrade our MOUT training to provide players with a more complex and demanding scenario that reinforces the need for critical thinking, friend-vs.-foe recognition and an overall competitive challenge. In short, a training mission that is fun, customized and encourages you to try again.

Welcome to the Shoot House (BCT MOUT)! Shoot House is modeled after the US Army’s Urban Combat Training courses. Players will select either an M4A1 Carbine rifle or an M9 Beretta pistol and several Flashbang grenades. Players will enter a house packed with randomly placed, pop-up targets. You will engage up to 10 targets and they may not always be in the same position each time you attempt the Shoot House. Some targets are hostile enemy, but others are friendly forces and civilian noncombatants. Players will have to make split-second “shoot/don’t shoot” decisions.

Shoot House is fast paced; you’ll complete it in less than 5 minutes with your results tracked, timed and scored. You must earn enough points to get a “GO”, or you will have to try again. All results will be stored in the database and individual Personnel Jackets – plus we’re deploying a competitive Scoreboard on the America’s Army Web-site that will rank players based on several categories for both M4A1 and M9.

Players will only have to complete Shoot House once, but there’s no limit to how many times you can try. At the end of Shoot House players will get a full AAR from a Drill Sergeant, customized to your performance.

New Multiplayer Maps: Extraction and Dockside

SF Extraction is a daytime urban mission where both teams must race to retrieve a briefcase containing sensitive information about terrorist operatives. Each team must locate and secure this one briefcase and then carry it to their extraction point successfully. The team that successfully extracts with the briefcase in hand wins! This mission’s spawn points, and extraction points (1 per team) – are all randomly selected each round.

Extraction has a unique “Carryable” Objective, and only after the objective is picked up will the final extraction point be revealed. This is built-up city map with a centralized “choke point” and lots of sniping opportunities

SF Dockside is a small tournament map (9 x 9 players) which takes place during a stormy night in an industrial harbor setting. Both teams must locate and secure two cargo containers containing biological agents. The first team to secure and hold both containers wins! This mission’s spawn points and container locations are randomly selected each round. This mission also features breachable doors, and usable automatic doors.

Each new round the positions of the objectives change, compelling players to work as a team or risk being picked apart by a more organized enemy. This is a densely constructed, close-quarters, nighttime map under a stormy sky. Dockside is easy to learn but the challenge is significant!

Command Post

The new “Command Post” provides a simple to use and easy to understand interface to the most common administrative functions provided by the America’s Army game server. In other words, Server Administrators can run and manage their servers entirely through an easy-to-use GUI.

Mission Selection via GUI
Player Management
Ban List Management
Change server to Tournament Mode and back again from within GUI without editing INI

Server Admins can start and stop maps, change maps on-the-fly, move players to other teams – complete control via GUI.

Accuracy and CEM changes

We’ve modified the way weapons handle in Direct Action. Essentially these changes are intended to model our weaponry and overall accuracy in a more realistic manner – while still retaining fun factor and playability. This is necessary to advance development and usage of actual U.S. Army simulation training modules utilizing the core America’s Army game as a base. This of course benefits the Public game as well. To suggest this was difficult would be a huge understatement. In particular, Auto-Fire has received a lot of attention. You’ll need to seek good firing posture and take careful aim – otherwise you’re laying down a whole lot of suppression fire (which is great, but you’d best be prone first).

Adjusted Recoil
When firing in full auto the recoil gradually increases before levelling out. This more realistically portrays the controllability of automatic fire and promotes shooting in bursts or single-fire.

Damage Hindrance System
Physical reactions to damage have been enhanced. A camera shift will occur when players are hit to display pain; also to promote taking aim to make the first shot count. Other effects are also included such as view shifts when receiving falling damage.

Grenade Enhancements
Grenade kill radius has been dropped to a more realistic 5 meters (from 10) with fragment damage causing a gun down stun effect allowing room clearing assaults to still be successful.

CEM Adjustments
The CEM has been modified to cause very large increases in movement whenever sight mode is initiated. This added realism will promote the concept that a player needs their sights up if they want to shoot accurately. In addition to this, transparency has been added to the 2D sights for more realism and to make them easier to use. CEM bonuses due to proximity to other teammates have been adjusted as follows: highest bonus given when in close proximity to the Squad Leader, next highest bonus given when in close proximity to your Fireteam Leader, and a small bonus now given when in close proximity to any teammate (promoting teamwork).

Added Horizontal Hand Tremor
Previously only up and down breathing aim wander was noticeable on most weapons. Now more left and right wander has been added to more effectively portray arm tremor when weapon sights are up.

Bunny Hopping Deterrents
Players can no longer reload while in mid jump or jump while a reload is occurring. In addition the jump key is limited with a stall time between each jump. These two additions should deter most bunny hopping outright, however once a player becomes accustomed to the changes they can go anywhere they originally could in a speedy manner.

This is not a tactic anyone would employ in the real-world, so we’re seeking to eradicate it in America’s Army.

Beta Design Committee

We’ve assembled a Design Committee comprising of several of our top beta testers (a mix of veteran and newbie betas) to help the America’s Army design team assess the design of our current game, features in development and plans for future development. This team meets each week to discuss a single topic, we coordinate via special beta forums to focus the feedback. The 10 members of this Committee will be active in the public America’s Army forums to scan and collect feedback from everyone in our community.

New ideas or improvements to existing features that make it into America’s Army will earn the originator actual game design credits. Anyone hoping to make a career in game development can appreciate the value of this. We think this is a really positive initiative and should help drive participation in our overall beta program.

The membership of the Design Committee will change frequently. Each month several members will rotate out; everyone in beta who’s interested in having their voice heard will have a chance to participate.

Mec sa CroatianWarLords

Odigrali smo jos jedan mec. Ovaj puta su protivnici bili CroatianWarLords. 2 mape, 2×7 rundi na svakoj strani.
Prva mapa, CAR,je bila po nasem izboru, dok su CroatianWarLords izabrali Bridge Crossing. Napad na caru je zavrsio 6-1 za CTN, a obrana 7-0 u nasu korist.
Nakon prebacivnja servera na most, CroatianWarLords su odabrali obranu za pocetnu poziciju. Igralo se je tecno i bez previse kapmanja. Rezultat na poluvremenu je bio 4-3 za CTN.
Nakon prebacivanja u obranu Dean se docepo pile i pokolj je mogao poceti. On je “zakljucao” sredinu a ostatak tima je dobro pokrivao strane. Obrana je zavrsila 7-0 u nasu korist.
Sve u svemu CTN je odigrao jednu dobru utakmicu. Dali smo sve sto imamo od sebe.
Jedan veliki HAOOAH i za CroatianWarLords, jer da nismo u nekim trenutcima imali srece rezultat bi bio drukciji.

Naš prvi liga meč

Da, ljudovi, i to smo odradili. Teškom silom, pošto nas je bilo 4 dosta vremena, ali onda je slučajno uletio Kamikaza i spasio stvar.

Nakon dugog podešavanja servera, i velikog strpljenja klana ORC (Our Renegade Clan), počeli smo sa CSARom. Lako smo se s njima obračunali na toj mapi budući da oni ne igraju tu mapu. Bilo je čistih 6:0 za nas, koji uopće nisu niti u jednom trenutku došli pod znak pitanja.

Poslije toga smo se prebacili na mapu Pipeline_SF. Nažalost, kao što smo mi njih tukli na CSAR-u 6:0, tako su oni i nas sredili na ovoj mapi.

Konačan rezultat – 6:6 i naš prva NEODLUČENA pobjeda 😀 Za prvi put na ligi i nije loše, ali jedna stvar je očita – moramo igrati različite mape inače nećemo daleko dospjeti. Ne možemo očekivati da ćemo sve klanove na CSARu pobijediti 6:0…

Anyway, čestitke Razoru, Rudlavoj, Dunavu, Kamikazi te mojoj malenkosti. Kako čujem, sada smo ovim neodlučenim rezultatom zauzeli 22. mjesto u ligi. Nije loše za početak.

Novi patch stiže uskoro!

U intervjuu koji možete pročitati na trackerovom forumu, DEV_nešto kaže da je zakrpa 2.4 pri kraju izrade. Nova zakrpa bi trebala donijeti implementaciju i optimizaciju graf. enginea (koliko smo to puta već čuli! 😀 ), randomizaciju spawna i ciljeva (više nema spamiranja?!), neka 2 nova (ne previše zanimljiva) oružja, te priličan broj bug-fixeva.

U intervjuu se ne spominju i nove mape, ali su objavljeni screenshotovi. Evo linkova na njih:
http://aaotracker.4players.de/gallery.php?action=viewpic&picture=63580
http://aaotracker.4players.de/gallery.php?action=viewpic&picture=63581
http://aaotracker.4players.de/gallery.php?action=viewpic&picture=63582
http://aaotracker.4players.de/gallery.php?action=viewpic&picture=63583

Osim ove vijesti, već je stara vijest da AA ide i na XBOX, ali za one koji nisu čuli – eto. 🙂

Bas smo face :)

Prva mapa je bila Urban. Igrali su: John, Dax, Black, Psyho, Adels i Razor. Svi smo razmisljali kako da uzmemo sto vise bodova na toj mapi, da nam bude lakse na CARU, kojeg znamo puno bolje od Urbana. Kako su tekle runde, tako je do izrazaja dolazilo nase neznanje te mape. Naime, cijeli klan ima 41,3 sata na toj mapi dok je neprijatelj imao 305,6.
Nakon odigranih 14 rundi rezultat je bio prilicno dobar. 10-4 za BfL.

Tada smo krenuli sa CSAR-om. Igrali su: Opaki, Mato, Black, Adels, Psyho i Razor. Dogovorili smo taktiku, komunicirali sto je krace i brze moguce i uz dobro poznavanje mape, rezultat je bio na nasoj strani. Nakon 14 rundi rezultat je pokazivao 2-12 za CTN.

Sveukupno, 12-16 i nasa pobjeda.

E da je bar to bio sluzbeni mec na Trackeru……

Al nema veze. Cestitam ekipi BfL-a na odlicnoj igri i dobrom serveru, a svojima na dobroj suradnji. Da se to jos poboljsat, al kad bolje razmislimo…..pa mi smo Nubeki….kaj ne?

Nema više Official EU xxx servera…

Preneseno sa AAOtrackera:



The 50 official EU servers are completly gone and the official US Servers where limited by SCI/GoAA to 100.
There are also around 50 official US and 10 Korea Servers hosted by SpeakEasy. But that’s it.

But don’t be sad. We have already more then 500 leased Honor Servers available and I think like all other online games in the world we don’t really need those official servers anymore. The community hosts more then enough honor and non-honor servers where we can play every day. The Army helped us a long time with all those servers
so that there were always enough slots available for all the players around the world.

Stize nova verzija Americas Army-a

Juuupiii! Ako bog da sredili su neke bugove a mozda i otezali zivot citerima. Evo sto kazu na AA Tracker forumu (ista stvar i na AA Official forumu):

The America’s Army community rocks. I think you all will be pleased with the features designed to support the community included in v2.3.

America’s Army: Special Forces (Firefight) should be out soon, so keep a lookout for it.
_________________
[Dev]AceKilla
Associate Producer
America’s Army Public Applications