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JuX

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Everything posted by JuX

  1. Unnecessary restrictions for casual day gaming, sounds more like things for a gamenight. Different camouflages do not really get people killed, in most cases it's through sheer recklessness of the shooter. Even the most Murican camouflaged players get teamkilled just as much. In CQC they usually occur cause of reflex shots and lack of communication. Besides the enemy camouflage is really distinctive. Don't mean to offend, but Lightingkill you are just as bad in behavior in EU3. With some verbal trolling, when people try to setup. It's casual day gaming, which is why i dont take it too seriously, but still occationally we get delayed by 15-30min, when the everyone piles on and it avalanches. That is why i only join EU3, when senior and tacticool members of ahoyworld appear, cause only then people really get their act together in short notice.
  2. Id recommend making tailer about EU3 modded server to attract more people to it. There is plenty of tacticool stuff going on to make trailer clips of
  3. Id say, take the tank with least amount of FPS drop.
  4. JuX

    EU4 - Whuuuuut!?

    The ArmA 3 CTI mode is pretty good, much better improvement over ArmA 2 Warfare, which was a cluster fuck of selfish "mafia" players (commander only supplying friends).
  5. Usage of artillery fire missions isn't really job of command. (Probably operated by command to spare more players to the battlefield). And its the boots on ground which request them, such as squad leaders and artillery spotters. My opinion requesting them on radio should be something like this... /Callsign/ requesting /number/ /type/ on /coordinates/ + marked on SAT (cause it's arma). Fire formation /formation/ to /air direction(bearing)/ with /spread/ /Badger/ requesting /5 mortar shells/ on /145045/. Fire formation /column/ to /NW(bearing)/ with /50m spread/. Fire formation /scattered/ on /200m radius/ Most suited training for artillery crews and squad leaders / spotters is to know bearings within the map view for effective and accurate fire missions. I personally dislike the fact every fire mission hit location is marked on map, rather then just marking the start of the fire mission.
  6. I don't know if your trolling or just plain bad english.
  7. You misunderstand me. My suggestion has nothing to do with "transport & ambush", I simply suggest adding 5 man opfor team on patrol ops, which will function the same way as NATO team does, but with less equipment and vehicles and their goal is to stop NATO from completing the objective. If you really want a convoy mission then you need zeus to make you one.
  8. The paradrop pole is 50/50 type deal, advantage of it is NATO players seeing them coming in, but they may also get annoying with endless stream of spetsnaz, but extented spawntimes for them may help. However using transports and rallypoints would be good enough to start with and place camps in the east and west, so the spetsnaz have shorter way to the AO, most of the time. Besides the AI will be slowing the NATO down at the AO and spetsnaz are able to ambush the route to the AO if they so choose. Think it's just easier and more balanced option then letting them spawn directly on the ground at the AO.
  9. I still stand behind my suggestion of adding five slots for opfor team in to the mix. So patrol ops continues normally, but once people show up, can start populating the opposition on the go, rather the reset the server and change scenario. For custom missions (example the convoy) zeus can intervene and make one. If on average 15 people showup, it's enough for having 2 men sniper team / commandos for the opposition - East & West bases / camps for the opfor - Limited equipment & vehicle access - Paradrop pole to spawn above center of AO (maybe)
  10. C. Conquest Capture and hold 3 designated zones (control none is failure). Mission initiated on first capture, sending periodical waves of hostiles. D. Fugitive (zeus mission?) Hunt down enemy spy (preferably player) before reaches outside of AO.
  11. Here are at least few suggestions : A. Rapid HVT retrieval Capture lightly guarded HVT, but if detected heavy reinforcements are triggered and arrive within X minutes, so recon, speed and traveling light becomes core of the mission for CQC and sniper action. CAS takes role of support incase things go sideways and reinforcements arrive before HVT is secured and same goes for armor, so even thou it's mission for light equipment, still has place for all roles. B. Spetsnaz (pvp) Hear people occasionally tire of the capabilities of the AI enemies, so suggest adding about 5 man player opfor teamslot. Doing their own methods to slowdown NATO operations (however no baserape) with restricted types of vehicles and weapons (no heavy artillery for example), they can fit at their western & eastern bases in altis. Hopefully radio freq. remain within the radio items, so they can spy on NATO if they are careless in security should the find a dead soldier. If not, then thing like copy map on incapacitated soldier would do the same trick.
  12. JuX

    Fire range EU#3

    It's okay idea. Should it be implemented, i would suggest placing this firing range / training ground considerable distance away from the base with it's own spawnpoint. We don't need such additions to drop down the fps in the base even further, nor unnecessary noise, as people are trying to discuss matters..
  13. On the brightside, there already is HK variant that is essencially MP5, but with higher caliber and you can store it within your backpack. Some marksman rifles also fit in the backpacks allowing swapping between weapons when entering urban areas.
  14. In my opinion UAVs shouldn't be used for unguided dive bombing. You forgot to mention few important things about the UAV's, the scrubs don't seem to know about. A. Stationing inside a vehicle negates weather effects (fog) while operating UAV's. B. Increase view distance from ingame setting to 2000<, which in turn increases maximum rendering range within video settings. Allowing players to provide detailed reconnaissance from safe 2000m altitude with turret view.
  15. Having covered or uncovered version of the HEMTT makes no significant (if any) difference, in terms of protection or survivability.
  16. I personally would love A-10 with nothing but GAU-8 equipped and nothing els. The jet has very limited flares on board, so it's difficult to take on entire AO on it's own without ATGM weaponry or it's rockets.
  17. JuX

    Suggestion

    On the ocean, we could have boat vs boat mission.
  18. I was wondering the samething. There should definitely be several AI controlled police officers surrounding the building in the event of terrorists going outside.
  19. I speculate they will add hardcore mode just to satisfy the rainbowsix fans.
  20. This is currently my most anticipated shooter. It brings back memories from SWAT series.
  21. I didn't like what i saw in the Battlefield Hardline and just cannot be arsed with it. Rainbow six Siege however looks amazing, looks like SWAT brought back to life in form of PvP. This is the proper direction of cops vs crooks gameplay if you ask me. See video/link below
  22. Scripted or non-scripted, it doesn't really matter in terms of abuse. Unless someone is willing and able to create a script that restricts use of artillery near friendly troops. Otherwise trolls will use this to shell entire extraction/landing point of friendlies and the AI gets the blame for it.
  23. The redeemer won and i wasn't surprised about this and all backers can view this winner ship in their hangars today!
  24. What im trying to say is there is no need for heavy artillery, when there is vast array of equipment to do the same job with minimal collateral damage. Even M4 mine clusters are pointless ammunition that will cause negative impact on people playing on the ground at AO. Even now artillery is an option, but only in form of mortars, you can assemble them on the field and they fill the requirement you desire. The heavy artillery units are often abused and people find it frustrating, when they spend countless minutes moving from one AO to an another, just to find it completely shelled down with few remaining enemy stragglers left. Besides the game is about teamwork, not about man with a button.
  25. I find the reasoning behind this suggestion fundamentally flawed. Using heavy artillery simply to take out enemy tanks just doesn't seem practical and causes major collateral damage with it's inaccuracy over distance without guidance. Besides there are armor capabilities added as default equipment for the team, well as UAV drones equipped with GBU bombs. Not to mention side mission rewards. In my personal opinion artillery should remain as short range support for anti-infantry purposes (mortar).
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