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Lost Bullet

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Everything posted by Lost Bullet

  1. Hello (from the dead) It makes me giggle that even before I joined EU3 (it was called that way before) this was the main discussion. Years have passed and nothing has changed! haha Well, back to being dead ?
  2. All those things are set in mission building in Eden. For the first tips in what to do check the official wiki, they have good start tips in how to do what, you just need to start a eden mission and try it out (and bang the head in the keyboard a little too) https://community.bistudio.com/wiki
  3. That's related with the revive system that we currently use, issue is known but a fix has been hard to find. When that happens just return to the lobby and relog, you don't need to leave the slot or anything. And I'm pretty sure those tents aren't supposed to be used
  4. I debated with myself if I should comment on this or not, but most of people know when I have something to say I will say it even if people like or not. So...here it goes: In my opinion this kind of thing is clearly against the rules: Not following command Wasting assets (shooting rockets at a house when it could be cleared with guns) Almost teamkilling by destroying a house where friendlies are near by Its not the first time that I see support teams doing whatever they want and to be honest I'm kind of tired of that and for me that means less AWE hours and availability to play there.
  5. Prepare yourself's for the noobs and script kiddies invasion!
  6. Lost Bullet

    what is hapening?!??!

    I remember that rush, EPIC!
  7. This was funny then and its fun now, I have tears in my eyes from laughing
  8. Great read (not painful at all)! Maybe add a basic bandage/personal aid kit loadout for the average Rifleman? In my opinion everyone should carry 4 tourniquets, they are light and don't take that much space but usually the average rifleman carries 0...
  9. I joined, had a small talk with skull before he disconnected and after a few minutes confirming exactly what he said, I also disconnected. I guess that the problem here is that people assumed that GvG was the same as PvP and used everything that was available, maybe have the same asset restrictions as in normal Gauntlet? Also, the distance of AOs is indeed too big (also I think that BLUFOR is closer - at least for that mission that I saw), Skull's idea could indeed work, even set mainbase closer and a FOB with "bigger" assets further away.
  10. I guess that my post was a quick reply not representing what I really think. I would love not to RTB in every mission that we play, I guess that everyone already knows that if only my vote would count the Arsenal would be long gone, and the arsenal is basically the reason that we RTB for. Now, today's FOB the best way that I can describe it was people playing Minecraft while playing arma. This FOB concept wont work in my opinion. Why wont we go into a mix of what we had and what this is and have a deployable big crate that when interacted with will build a small (walled) FOB where only troops can get in and where Vortex can deploy extra supplies in case its necessary? We wont need anything as big as today or even with all the stuff that was there.
  11. FOBs: Just one more thing to ruin the game. Don't know about everyone else that was on the server, but when I asked around most of the people weren't happy with the FOB and even blame it for the way that the mission went after the 1st mission (I blame it too).
  12. It was indeed a good session but I also have some remarks: It took too long: Training went for almost 3H if you count from mission load and when it ended, I think that could be indeed shorten up not by splitting the training but by: 1) Quicker setup, we spent easily more than 30min to setup the teams. that could have been done in the lobby by assigning directly people to roles (you know the players and know who should go into each slot for any given training) 2) For this particular kind of session splitting into 2 "squads" where one would go do pure bounding (like the demonstration we saw) and others CQB. Then they would rotate 3) Smaller CQB (as suggested by Noah): make it a one street only with enemies on both sides on buildings; clear and repeat if necessary; 4) Jasman has a good point: Scripting is definitely the way to go, if the ones giving the training know exactly where and what to do next then there wont be any downtime (briefing and QA is not downtime) Thanks for the session, it was great
  13. so with the larger container (200p) you can deploy several items until reaching the total of 200 points or the crate will be "consumed" on first deployed item?
  14. So...the max is it 200 point (as described on 1c) or 100 points (as in 1e)? And by the way, what's the meaning of the points? is this a new reward system?
  15. Under missions/each mission you will have the individual description of each mission, generally in the end of the individual sqf file.
  16. That's funny because most of the players are not fully grown up yet and some of the ones that have still behave like spoiled brats. AWE is teamwork so if you die because you are not wearing proper gear (uniforms, vests, helmets, correct weapons, ammo, weight) than you will be messing with teamwork and command objectives. Follow command, if you think you can do better take the role. If you are not in a command don't even try to give orders to everyone. Let command lay the plans to attack and squads/teams to make it work on the field. If you have a idea to improve the plan, share it, but don't forget that its command that will decide if it is to be implemented or not. Don't micro manage. PCO commands SLs and Support teams, SLs command their own teams. TLs lead the team into the field. PCO shouldn't command TLs, SLs shouldn't give individual orders to team members. I could go on in shouldn't or should or can't and can, but in the end it all depends on the individual player mentality and how he see's AWE gameplay. You can have a full book of rules with every aspect of gameplay covered but by then you would have already lost all of your player base. On the other hand, if you don't have a full page if rules to follow, people will do whatever they want because "its not in the rules". In my honest opinion, rules should only be: Follow command structure, command will have final say in any given discussion about gear, weapons, vehicles or plan. Respect other players and do your best to be a part of the team that you signed up, only play that role. And a reminder to anyone that "command structure" is PCO -> SLs (Alpha, Bravo, Charlie) -> TLs. Every other team are support teams, they don't take leadership. Players that break command structure or don't respect others should be dealt by moderators.
  17. That explains why the mission felt more difficult: Convoy mission (move ground object/person from point A to point B): the rate as the AmbientAI could spawn in is increased Player vehicles: Armed ground vehicles, so if ambient spawns in it will spawn one of the three: Infantry (foot troops), Motorized (wheeled vehicle) or Mechanized (tracked) I like those odds tbh and that's one of the reasons I like convoy missions: you have to be constantly on alert for incoming enemy reinforcements. If you are doing a convoy mission just carry extra supplies, even one humvee can carry loads of rockets to deal with bmp's.
  18. The mission and contents are created taking into account the number of players connected on the server at the moment that the mission is spawned, so things could get overwhelming if a bunch of people recently disconnected. For ambientAI, there are some factors into account: Timer of Ambient AI (its a mission parameter, can be checked in Map - Log - Parameters) If players are in vehicles it will take that into account (powerful player assets = more OPFOR powerful assets) number of players on the server random chance of spawning ambient (its calculated every ambientAI cycle) random change of spawning vehicles taking into account point 2 and 3. So yes, there's a bunch of factors that will almost completely randomize Ambient AI if that was your question. Oh, and some kind of missions (typical convoy ones like the "deliver medical supply truck") will "mess" with AmbientAI timer, accelerating the interval between checking if it should spawn more enemies.
  19. I'm not sure a manual (by ace interactions) or automatic (by entering a specific aircraft) change of callsigns will be positive or even useful. Its common practice ASL requesting pilots to do transport duty for the first deploy followed by CAS support after RTB. Depending how the mission is going, its also common that the exchange between transport <-> CAS is done several times making the communication ASL <-> Pilot ineffective as the last would be constantly changing btw 2 callsigns. Now, as someone said already, when there's multiple pilots things can get indeed confusing but for that I think that the solution would be to change from "Vortex x" to 2 distinct team names (non related with transport/cas) instead of a complicated solution that will only give more headaches to developer(s) and players.
  20. first "a few" doesn't mean 3, and besides there's ambient AI that every 120s as a chance of spawning troops and vehicles close to players location
  21. I guess you don't play enough in AW servers to understand the game play in there.
  22. I don't agree and even think that we already have too many pilots, 4 (pilot) slots should be enough. Don't forget that Arma is a infantry game not a jet fighter simulator.
  23. I've experienced something similar the other day while driving: The vehicle was going at 400km/h and still gaining speed...But in that case when I pressed the break the speed went down.
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