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Cain

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  1. Like
    Cain reacted to sm0 in [SUGGESTION] TCAS for Pilots   
    Guess we need TCAS on AW.
     
    http://www.youtube.com/watch?v=piEzWTLWVTA
  2. Like
  3. Like
    Cain got a reaction from wok in [Suggestion] Add a Rules billboard and a Tutorial billboard next to spawn   
    I'm sorry. I can't let this go on any longer. Mortar. It's mortar.
     
    Also the mortars are effing great. Don't know what you're on about, apart from the few bugs now, but raz is doing his best to sort it out and I'm with him. (Possible tester, raz, just saying  ) I've rarely seen any intentional TKs with the mortar and, like I've posted in your other thread, most of the times it's ground troops not heeding various warnings.
  4. Like
    Cain reacted to Hoax in [Suggestion] Radio Chatter   
    I know Raz is found of ATC feeds in his chopper but how about something like the following being imbedded as a constant loop?  I know right now it would add further traffic to the server but with steamworkshop taking the strain at a later date it could work?
     

  5. Like
    Cain reacted to Brooksie10 in [Suggestion] Add a pilot to each squad, Remove Alpha Rifleman + AT.   
    We will not be doing this.  AhoyWorld doesn't have a policy of excluding anyone from our community or any function of it unless they have proven to be someone who doesn't respect the community.
     
    Our admins don't pick and choose which rules to enforce the enforce breaches in rules they can see according to our guidelines.  If you think otherwise, please let me know of an occurrence and I will investigate.  We take that sort of thing rather seriously as you might imagine, that sort of admin is pointless.
    As for adding rules and other information to the map isn't a bad idea.  Adding the teamspeak address to the map caused problems when we shared the mission possibly we could included in the internal AW build and not in a public one, will talk to the other guys about this.  
     
    Some of the player community (a very small part of it) does have the Call of Duty attitude to arma and well there are plenty of people who do go lone wolf even those that you would consider to be tactical players will charge in front of the main group and not stay in formation.  If they wish to play like that we aren't likely to kick them at the end of the day AW creates a fun environment within a tactical setting that is for everyone.  
    I would like it if everyone who joins the server played tactically all the time, I would play on our server all the time if that was the case.  Unfortunately you get 12 Year Olds who think they are General Patterson, who wouldn't know tactics if it marched in a column formation at them.  We have our tactical gaming nights and they are awesome.  I like to think our public server does offer the chance for tactics but I would hate the community if to keep that tactical setting we kicked anyone who went lone wolf, kick anyone who goes a bit further ahead of his squad, kick anyone who won't fit my boxes of what makes an ArmA Player.
  6. Like
    Cain got a reaction from John McClane in [Suggestion] Rearm Pad   
    Yes, a re-arm pad would be lovely however I do see the problems.
    Why not remove all armed chopper rewards from the side missions, and just have a dedicated CAS AH-9?
    That would be cool. And useful, since the mortars are still iffy.
  7. Like
    Cain got a reaction from kamaradski in A Late Introduction. Hi.   
    C'est moi.
     
    Cain.
     
    A bunch of you have seen me on the EU IA server on Arma 3, and since I've spent most of the 63 hours on Arma 3 in the EU server, I'd hope you at least know me by now haha.
     
    Yeah. So.
     
    I'm an expat living in the UAE, working my way through secondary/high school.
    That should give you some indication of my age, but don't let that change much of your opinion of me already, if anything.
     
    Let's see. 
     
    Some of you who have heard me on TS may have noticed I have a somewhat American accent. However, being schooled in a mostly British curriculum school and being surrounded by many British friends, I've grown to know a bunch about both cultures, and will know/use british slang every now and then.
     
    Outside of gaming, I have interests in American Football (Go Panthers!), Football (Go Swansea!), and some minor interests in Baseball and Rugby. I play a lot of different games, from things like Arma, to Starcraft, to Kerbal, and Guild Wars 2. And many others. Don't hesitate to add me on steam, just search for Cain.
     
    When I am playing Arma, I usually go for either pilot, mortar gunner, spotter, AT, or Medic. You know, the useful roles :v
    You'll also see me complain about how my MK200 doesn't do anything because suppression doesn't work on the aimbot AI. lol. Also, you'll know if I'm flying your chopper when the littlebird suddenly does a loop. Mhm.
     
    That's it for now.
    See you on Arma!
     
    /introduction
     
  8. Like
    Cain got a reaction from Brooksie10 in A Late Introduction. Hi.   
    C'est moi.
     
    Cain.
     
    A bunch of you have seen me on the EU IA server on Arma 3, and since I've spent most of the 63 hours on Arma 3 in the EU server, I'd hope you at least know me by now haha.
     
    Yeah. So.
     
    I'm an expat living in the UAE, working my way through secondary/high school.
    That should give you some indication of my age, but don't let that change much of your opinion of me already, if anything.
     
    Let's see. 
     
    Some of you who have heard me on TS may have noticed I have a somewhat American accent. However, being schooled in a mostly British curriculum school and being surrounded by many British friends, I've grown to know a bunch about both cultures, and will know/use british slang every now and then.
     
    Outside of gaming, I have interests in American Football (Go Panthers!), Football (Go Swansea!), and some minor interests in Baseball and Rugby. I play a lot of different games, from things like Arma, to Starcraft, to Kerbal, and Guild Wars 2. And many others. Don't hesitate to add me on steam, just search for Cain.
     
    When I am playing Arma, I usually go for either pilot, mortar gunner, spotter, AT, or Medic. You know, the useful roles :v
    You'll also see me complain about how my MK200 doesn't do anything because suppression doesn't work on the aimbot AI. lol. Also, you'll know if I'm flying your chopper when the littlebird suddenly does a loop. Mhm.
     
    That's it for now.
    See you on Arma!
     
    /introduction
     
  9. Like
    Cain reacted to razgriz33 in [Suggestion] Helicopters!   
    Hey Cain, i like you ideas especially regarding some sort of black hawk down style side mission.
     
    However, we have tried a lengthy respawn timer on helicopters before and i had to fight hard to get it lifted. a couple of reasons why:
     
    firstly a pilot is a pilot, with nothing to fly he has no purpose in the server, so this pilot may get bored and wander into the field of battle, or just generally mess around at base. this links to my second point and ill give you a scenario:
     
    By your own honest mistake you flip the helicopter over upon gracing the dirt with your landing... fair enough you have to wait 10 minutes to get your chopper back, but wait... now your eager to get going you hook your tail on the hanger or even hit an obstacle hurrying to get back to your job, that's 20 minutes now... this time you approach more cautiously learning from your previous error only to be hit by a car at spawn. in total now you've racked up around 35 minutes without doing anything.
     
    that might seem far fetched but i can tell you from personal experience... true story.
     
    While i agree helicopters are the lifeblood and are vital to mission importance, the fact remains that not all pilots we get are that good and some crash fairly often. thus slaughtering the entire server's fun because 2 chopper loads of troops are sitting at base.
     
    It's a great concept and something the TRU (Tactical Realism Unit) should look at in mission design, just not all to playable in the casual aspect, coin for you though
  10. Like
    Cain got a reaction from Brooksie10 in [Suggestion] Helicopters!   
    Hi!
     
    Yes, some of you may know me from either the EU server, or via this forum, where I have posted a few times on other suggestions.
    However!
    I'd like to collect an idea or two from the plethora that float around my head, and put it down here.
    (Please note I have no idea of the capabilities of the editor and stuff at the moment, so please forgive me if I suggest something ridiculous)
     
    Helicopters!
     
    On Stratis, the MH-9s (And the KA-60 when we get it) are our lifeblood, without them we would be stranded at base laying around whilst the AO is left untouched, with some smart people taking the hunters and quads for transport.
    So make it so.
    Make the chopper respawn longer than almost instantaneous, it makes the pilots be more cautious and pick safer, more appropriate LZs, and for the pilots to have to coordinate not only with each other but with other ground forces in choosing and scanning LZs for enemies.
    But also, to negate the long respawns, introduce a side mission like the 'Destroy enemy chopper' one, except it's capture the enemy chopper, and ta-daa, we get a free chopper. Provided whilst taking the AO you don't shoot it to pieces. 
    Or, you could replace the 'destroy enemy chopper' side mission completely with the one I've described, and make it harder, so it's more of a high-risk, high-reward side mission, as you get a precious helicopter as a result.
     
    Another thing, it'd be cool if there was a priority mission that the enemy lands directly on the airbase, on the southern tip say, and so the pilots cannot take off or even access their helicopters, and can't even land at base due to the weight of fire that's coming in from the invading forces. The team would have to coordinate their ground forces well to repel the attack. Of course, with the respawn so close, it'd certainly be easy enough to clear out the base so the helis can resume their duties.
    Or! There could be a mortar team close to the base which takes out any parked choppers/targets the chopper spawn, whilst the invasion of the base is being carried out, making it a real interesting firefight.
     
    Another side mission idea!

    This could happen if a pilot dies and is about to respawn, but you could have a sort of 'Black Hawk Down' priority mission, or 'Littlebird Down' rather, where a pilot spawns somewhere on Stratis, with a burning wreck near him, and is surrounded by enemies closing in on him, and its of the utmost important to get a QRF out there ASAP to rescue him. Of course, to prevent the pilot from immediately respawning when he dies and thus ending the priority mission, you could prevent the pilot from respawning, just leave him critically injured? I don't know how it'd work, but it'd definitely show just how precious pilots are, and also lets the pilots work on their marksmanship! Haha.
     
    That's it for now, I'll probably end up spewing another one of these suggestion thingies soonish.
     
    Cain out!
     
  11. Like
    Cain got a reaction from razgriz33 in [Suggestion] Helicopters!   
    Hi!
     
    Yes, some of you may know me from either the EU server, or via this forum, where I have posted a few times on other suggestions.
    However!
    I'd like to collect an idea or two from the plethora that float around my head, and put it down here.
    (Please note I have no idea of the capabilities of the editor and stuff at the moment, so please forgive me if I suggest something ridiculous)
     
    Helicopters!
     
    On Stratis, the MH-9s (And the KA-60 when we get it) are our lifeblood, without them we would be stranded at base laying around whilst the AO is left untouched, with some smart people taking the hunters and quads for transport.
    So make it so.
    Make the chopper respawn longer than almost instantaneous, it makes the pilots be more cautious and pick safer, more appropriate LZs, and for the pilots to have to coordinate not only with each other but with other ground forces in choosing and scanning LZs for enemies.
    But also, to negate the long respawns, introduce a side mission like the 'Destroy enemy chopper' one, except it's capture the enemy chopper, and ta-daa, we get a free chopper. Provided whilst taking the AO you don't shoot it to pieces. 
    Or, you could replace the 'destroy enemy chopper' side mission completely with the one I've described, and make it harder, so it's more of a high-risk, high-reward side mission, as you get a precious helicopter as a result.
     
    Another thing, it'd be cool if there was a priority mission that the enemy lands directly on the airbase, on the southern tip say, and so the pilots cannot take off or even access their helicopters, and can't even land at base due to the weight of fire that's coming in from the invading forces. The team would have to coordinate their ground forces well to repel the attack. Of course, with the respawn so close, it'd certainly be easy enough to clear out the base so the helis can resume their duties.
    Or! There could be a mortar team close to the base which takes out any parked choppers/targets the chopper spawn, whilst the invasion of the base is being carried out, making it a real interesting firefight.
     
    Another side mission idea!

    This could happen if a pilot dies and is about to respawn, but you could have a sort of 'Black Hawk Down' priority mission, or 'Littlebird Down' rather, where a pilot spawns somewhere on Stratis, with a burning wreck near him, and is surrounded by enemies closing in on him, and its of the utmost important to get a QRF out there ASAP to rescue him. Of course, to prevent the pilot from immediately respawning when he dies and thus ending the priority mission, you could prevent the pilot from respawning, just leave him critically injured? I don't know how it'd work, but it'd definitely show just how precious pilots are, and also lets the pilots work on their marksmanship! Haha.
     
    That's it for now, I'll probably end up spewing another one of these suggestion thingies soonish.
     
    Cain out!
     
  12. Like
    Cain reacted to razgriz33 in Player Mortars - Firebase Hammer   
    This is ready to test...
     
    Advanced features will come with time.
     
    Testing will commence (with the permission of Rarek) on Friday
  13. Like
    Cain reacted to razgriz33 in Player Mortars - Firebase Hammer   
    Update: today major progress has been made
     
    I worked out that approximately:
    1 flare = lasts 35 seconds approx Main ao time: 30 minutes 51 flares lasts 30 minutes 7 magazines 30 minutes (All with generous rounding)
     
    4 magazines of flare will be given every 15 minutes 2 magazines of smoke will be given every 15 minutes  
    With HE shells i decided 5 magazines every 30 minutes
    1.6 shells per minute (or more obviously 5 fire missions every 30 minutes)
    Waste all your shells at once, you'll be sitting on your ass for a while!
    The skill of a mortar gunner will be in prioritising targets, listening to the team, shielding  the team with smoke barrages for revives and covering advances.
    the downfall of a mortar gunner will be: spamming the absolute shit out of all the ammo for about 3 minutes with nothing to do for 15 minutes, hindering the team by placing smoke in the wrong place at the wrong time, actually blowing your own team mates up.
     
    Will have to make it obvious that the team controls you, you do not control the team (as the mortar gunner)
     
    At this time i have to do:
    - Squad leader fire mission requests
    - Mortar gunner only on mortar is working (but needs to work better)
    - Perhaps a new location
  14. Like
    Cain got a reaction from razgriz33 in Player Mortars - Firebase Hammer   
    It'd be cool if there was a separate squad/team for mortars, so that you could have some static mortars at firebase hammer, but also some transportable ones that you could bring out closer to AOs for more accurate fire. Also, a slot could be for a 'spotter', because as much as commanders and squad leaders can call in fire support, a dedicated spotter who's out in the field with a binos and his map out reporting on targets and adjusting fire would be fantastic.
     
    When the mortars were still up before an update took them down, I was with a friend at firebase hammer, and another guy was out in the field spotting for us, marking targets on the map and giving us spread and direction details, and all that jazz. It was really fun, and practically the whole server loved us for it since it made their jobs a little bit easier. 
  15. Like
    Cain got a reaction from kamaradski in Sidemission idea: Ambulance Hunter\littlebird   
    It'd be really cool to have a medevac chopper, one that serves as a sort of 'heal here!' point, or maybe it can sort of be an analogue to medics, where, if you drag/carry a player who's either critically injured or just plain injured, they can be put into the chopper, which stabilizes them, and flies back to the medevac center at the airbase, where there will be a dedicated team waiting? I'm not too sure how exactly they'd get healed, maybe instantly when the medevac chopper lands at the medevac site, but it'd be cool, especially if the pilot is adequate and the medics on the server aren't doing too well.
    Just a thought
  16. Like
    Cain got a reaction from kamaradski in Player Mortars - Firebase Hammer   
    It'd be cool if there was a separate squad/team for mortars, so that you could have some static mortars at firebase hammer, but also some transportable ones that you could bring out closer to AOs for more accurate fire. Also, a slot could be for a 'spotter', because as much as commanders and squad leaders can call in fire support, a dedicated spotter who's out in the field with a binos and his map out reporting on targets and adjusting fire would be fantastic.
     
    When the mortars were still up before an update took them down, I was with a friend at firebase hammer, and another guy was out in the field spotting for us, marking targets on the map and giving us spread and direction details, and all that jazz. It was really fun, and practically the whole server loved us for it since it made their jobs a little bit easier. 
  17. Like
    Cain got a reaction from kamaradski in [SUGGESTION] TCAS for Pilots   
    300m is a bit far, I've ended up flying within 50m of other choppers, especially when landing at LZs. I think it'd also be a bit hard to hit another chopper during the day, and at night they really should have their collision lights on. Maybe if it's a 50 m radius around your chopper then it may be useful, but otherwise, the pilots should be good enough to see and avoid any close helicopters.
  18. Like
    Cain got a reaction from sm0 in Player Mortars - Firebase Hammer   
    It'd be cool if there was a separate squad/team for mortars, so that you could have some static mortars at firebase hammer, but also some transportable ones that you could bring out closer to AOs for more accurate fire. Also, a slot could be for a 'spotter', because as much as commanders and squad leaders can call in fire support, a dedicated spotter who's out in the field with a binos and his map out reporting on targets and adjusting fire would be fantastic.
     
    When the mortars were still up before an update took them down, I was with a friend at firebase hammer, and another guy was out in the field spotting for us, marking targets on the map and giving us spread and direction details, and all that jazz. It was really fun, and practically the whole server loved us for it since it made their jobs a little bit easier. 
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