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Pancake

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Posts posted by Pancake

  1. 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.

     

    That's all well and good, but CAS tends to fall under commands jurisdiction, so I feel that heavy artillery, which is just as if not more destructive, should also be called in by command when it's needed. As for that example request, my god I have no clue what half of that means. 1/10, 2 much realism 4 me.

     

     

    Pancake, seeing as you know so much about this, would you mind writing a follow-up with the laser locking and GPS guided shells shells?

     

    Sure thing, I'll even throw in a little IRL trivia about the shells with a little help from wikipedia. I'll start off with the easier of the two to explain, the M982 Excalibur GPS guided shell is significantly more accurate than conventional shells due to it's inbuilt guidance system. The real life counterpart also has increased range due to fold-out glide wings but I'm unsure if that's represented in arma.

    The M712 Copperhead, more commonly known as a "laser guided round", is capable of locking onto a laser designation that is on the same firing line as the artillery unit (i.e. the arty unit is firing on bearing 303, that means the designator must also be aiming at bearing 303). After reaching its parabolic peak, the round searches for the laser designation then extend small wings to guide itself in with pinpoint accuracy.

  2. Howdy, this is just gonna be a general guide for using artillery effectively and without ruining peoples fun on the EU3 server. I'll go over what I consider platoon and squad level support and the procedure for being called in when in those positions.

     

    First off, platoon level support. Tends to be in the SPG and MLRS units, very destructive when on target which is why it should be down to command staff to call in strikes from them. Doesn't mean Squad leaders can't request it, just means command would have to authorize it.

     

    The self propelled gun in EU3 is the M4 Scorcher (or Sholef, under AGM designations) and come with a variety of shells for different fire missions. This flexibility almost makes up for it's rather bad spread at long ranges, however the 155mm GPS guided and laser guided shells are very accurate for long range fire. Along with the commander seat, to kill any party ruining CSAT that try to get to you.

    Arma-3-1.jpg

     

    The multi launch rocket system is the M5 Sandstorm (or Seara in AGM) and is a fictional adaption of the Merkava chassis. It carries a complement of 12 230mm Titan rockets and has a reach beyond the current map. I'm not kidding, plonk one down on the central airfield and set it's zeroing to full then check the arty computer. Whilst it's limited in flexibility of it's fire missions, it is very good at what missions it can perform. It's also considerably more accurate at longer ranges due to being rocket powered to boot.

    2791245_20130711105502.jpg

     

    A typical fire mission request from command would look something like this

    Command: /callsign/, this is command. Requesting 2 guided rounds and 1 mine cluster round on the "kill all the children" mark. What's the ETA on the rounds?

    /callsign/: Copy that command, guided loaded, ETA is 50 seconds. spread is 150 meters on target (shows the default spread even with guided shells equipped, but it is about 90% more accurate. Also, this shit in the parenthesis wouldn't be said over comms.)

    Command: Roger that, clear for fire.

    /callsign/: Firing. -after firing rounds- Rounds complete, Splash in 38 seconds (Splash is often used to describe the impact of the rounds, could say impact or delivery instead if you preferred however).

    At this point it's common courtesy to keep command updated on the time to splash and when all rounds have hit. If there's a chance a squad may get hit due to a freakishly inaccurate round and command hasn't warned the squad as such, I'd say you have the authority to get them to move away from the spread zone.

     

    Now, on to squad level support. In terms of artillery, this tends to be the Mk6 mortar or yelling at command for heavy hitting fire on a mark, but I'll only cover the mortar in this post.

     

    The Mk6 Mortar is some crazy future mortar that incorporates a complex-at-first-glance targeting computer and an artillery computer for shots out of your line of sight. Using the small 82mm shells, the punch it packs is a a lot smaller than dedicated artillery units but is more accurate at the closer ranges it will be deployed at and has the benefit of being man portable in a team of 2. It has a small variety of ammunition (smoke and flare rounds along with HE), allowing for some flexibility in fire missions. The fire mission request would be similar to the one shown above, however the mortar operator would either be a squad member of a deployed specialist rather than command itself.

    mk6.jpg

    Courtesy of Killzonekid for these images.

    nvmk6.jpg

    • [ADDED] Pancake to Spartan Program.

     

    Ohai, that means I act like some sort of moderator on the EU1 server, sorta.

     

    I zap asshats that TK or fire in base and have a bit more clout behind what I say if someone's TK'ing and needing a kick or ban. At least that's how I interpreted it.

  3. As the title says, there's a new HLC pack out, this time the Aussies are getting some love with a comprehensive AUG pack, comes with the three military models and the civillian variant. The neat thing about this one is that you can change out the barrel from a rifle length 5.56mm to a 9mm parabellum para SMG using AGM self interact and a modification kit

    http://www.armaholic.com/page.php?id=27928http://www.armaholic.com/page.php?id=27928

    hlc-augs-v10-9_4.jpg

  4. AW most friendly admin 2014: I couldn't really say, almost all the admins are friendly as a given
    AW most helpful admin 2014: As above, I'm sure these two traits are a pre-requisite for being chosen as an admin
    AW most tacticool ARMA player 2014: This guy right here: The-Most-Tactical-AR15-EVER-618x412.jpg
    AW best ARMA pilot 2014: Oh christ, I've seen many competent pilots, Archangel is one that stands out to me, mostly cos he managed to organize a proper squadron flight to the AO on EU1, without any collisions. 
    AW best Teamspeak singer 2014: Haven't born witness to any of them, almost thankful for that
    AW most funny person on Teamspeak 2014: I'm gonna go with Baconmop for that one
    AW best moment 2014 (can be in any game or on teamspeak/forum): Oh fucking hell, this incident right here was the best moment, both at the time and watching it back: http://www.twitch.tv/ahoyworld/c/5287155
    AW best forum post 2014 (please put url in): http://www.ahoyworld.co.uk/topic/775-arma-3-screenies-videos-thread/

    MrRepeatz Said: 

     

  5. So, for those that didn't know (such as myself as of 15 minutes ago), the newest instalment to the Metal Gear franchise will be coming to Steam. As of the 18th of December Ground Zeroes will be released and at some point next year (likely to be in the first quarter), The Phantom Pain will be released also. Prices haven't been put on the steam store pages as of writing this and pre-purchase isn't enabled yet either. Hopefully the release date for TPP is released on the date that GZ becomes available to buy, but who knows.

    Anyhow, here's some links to the pages

    Ground Zeroes

    The Phantom Pain

    The minimum requirements to run GZ are as follows:

    OS: Windows Vista 64-Bit or later 
    Processor: Core i5 SandyBridge 4Core (4 Thread) 2.7GHz or above 
    Memory: 4 GB RAM or above 
    Graphics: GeForce GTX 650 or above (AMD equivalent is the HD 7790)
    DirectX: Version 11 or above 

    The recommended requirements to run GZ are as follows:

    OS: Windows Vista 64-Bit or later 
    Processor: Core i5 SandyBridge 4Core (4 Thread) 2.7GHz or above 
    Memory: 8 GB RAM or above 
    Graphics: GeForce GTX 760 or above (AMD equivalent is the HD 7870 or R9 270x)
    DirectX: Version 11 or above 

    The above is according to a recent news post on the GZ page. The AMD equivalents are after a quick google search to see whther I'd be able to run it.

     

  6. Are you one of those people that doesn't like the near future setting Bohemia Interactive went with? Dislike how the military will supposedly look in 2035? Absolutely hate the idea of the railgun tank? Then you may very well be interested in this. Thanks to Dyslexi from ShackTac providing a video on it, I (no doubt along with a hundred thousand or so others) have recently found out that someone is porting over the old Arma 2 content (DLC and OA content included!) into Arma 3, with the aim of taking advantage of the modular sights and attachments system as well as what else the arma 3 engine updates have to offer. Here's his video about it 

     

    Who knows? If this gets popular enough and completed, BI may even notice just how much people seem to miss the bloody humvees and AR15 style weapons

  7. awesome pictures :) i wonder if you can change modules on the fly

    According to the forum thread, you can't switch out on the dedicated versions (I.E. the medical one can't drop its medical container) but the basic one can sling load logistics containers. Who knows? Maybe they'll add that option in, would be pretty neat.

     

    Call sign 'Stringfellow Hawke'   :D

     

    Jan-Michael Vincent is BACK !!!

     

    Why does it not surprise me that was from the 80's...

  8. As the title says, the latest dev branch build has all the assets for the Helicopters DLC in them, changelog here.

    However, some things are currently borked. No surprise there, "Something's bugged" might as well be BI's motto by now.

    The load-master of the Taru (The CSAT Skycrane look alike) currently has his neck snapped and faces the same way as the pilots along with the rather glaring issue that ownership isn't currently working, so everybody gets the "position locked" detail when they try and enter from the ground or move around the cabin.

    That last part only affects the Taru crew however, as the Huron doesn't let you move around. The passengers however, do not have this issue. They can now move from a regular passenger seat to one that is in a position to fire from the vehicle. That in itself is quite fun, sitting in the back of the transport variants with a LMG as you descend into a hellish LZ. 

     

    So, wall of text into summary:

    • New choppers are in; CSAT Tandem Rotor "Taru" (8 variants, potentially 16 once the black variants are added), Mini angular chinook look alike "Huron" (2 variants) and a civilian hummingbird "M-900"
    • New skin for the armed Orca (I see what you did there BI...)
    • Firing from vehicles is in there too, along with sling loading and the advanced flight model (Unsure how recent the former 2 are)

    So, here's a pretty thorough album of the two military choppers

    http://imgur.com/a/hJXqu#0

    If anyone has any requests for pictures and can't be arsed DL'ing the dev branch update, leave a post on here or message me on steam

  9. Ladies and gentlemen, are you fed up of dying to CSAT forces because your character is incapable of opening a door? Annoyed about trying to enter a vehicle with a grenade launcher equipped (along with several different shell types)? Then frustrate yourselves no further, for some deity in a mortal body has provided the solution to Bohemia Interactives inane choice of interaction medium. 

    Make sure to vote for them on their MANW entry, because lord knows that this is a sterling idea that should have been implemented during development.

    Release pending (Soontm)

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