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Adshield

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Posts posted by Adshield

  1. I dont see a need to be rude here, especially not rudely telling people to disappear, just because they play games elsewhere too.
     
    I personally havent played on Arma at AW for a while, but I still check up on the website to see how things are going, and I still meet up with friends on the TS in the social channels. One thing I will say is that old members, and people who are here less often, are still members of the community, no matter if they play arma elsewhere.
    From my time here I know that the TS is open for more than just EU1 chat, and has been for many years. I've seen people use the TS for so many things, from just chatting, to playing games, even interacting with people to become more fluent a new language. And ive not seen people complain about empty channels in the TS being used for that.
    Many of the 'Splitters' dont mean anything bad by Ahoyworld, hence why we come back and chat in the TS or go on the forums. I dont want to see Ahoyworld fall in a trap like this, its an amazing community with massive potential. So much that it brought all of us together without any recruitment, almost all of us just joined the game from the arma server lists and kept coming back for more because it was so good.
    Ahoyworld for me has been a strong part of my life, its been there ever since I got my PC and got into playing this type of game. Over time my tastes have drifted from EU1 to EU3, MSO and now other adventures. Yet I still like AW and want it to flourish, so that others can find it and enjoy it like I did.
    I want to see us all move on from this, there's no need to point fingers or get judgmental over peoples decisions.

  2. Spoiler

    AW MVP 2018: Minipily

    AW most friendly admin/staff member 2018: KennyChr

    AW most helpful admin/staff member 2018: KennyChr

    AW most helpful user *Non-staff* 2018: Praodon

    AW strictest admin/staff member 2018: Johnson

    AW most absent staff member 2018: Our Lass

    AW most active staff member 2018: BaconMop

    AW friendliest user 2018: HybridRage

    AW most tacti-cool ARMA player 2018: Minipily

    AW most incoherent ARMA player 2018: Me

    AW best ARMA pilot 2018: Jimby

    AW worst ARMA pilot 2018: Jimby

    AW funniest person on Teamspeak 2018: MrSixFour

    AW best drunk member 2018: Johnson

    AW best moment 2018 (can be in any game or on teamspeak/forum): Yes

    AW best forum post 2018 (please put url in): That one over there -->

    AW best driver 2018: Me

    AW worst driver 2018: Me

    AW best baby 2018: Eh

    AW best fail 2018: Me

    AW best banned member 2018: Johnson

    AW best TeamSpeak channel of 2018: Navigation Deck
    AW best game of 2018: Ukrainian Border Simulator 2018

    AW best official server of 2018: Eu6

     

  3. 28 minutes ago, hobnob11 said:

    One possible reason I can think of, we already have issues with team killing when we play opfor, and having humvees and m4's alongside btr's and ak's is not going to help.

    it just means players will have to concentrate and properly validate targets before engaging. if orders are followed and groups stay in communication with each other, then everybody should know where each other is, and should only engage the enemies. its like finding a difference between a civilian Ural driving past or an insurgent Ural as they may both be in civilian colours, you just have to look at who it in it or ask others if they know. if we can manage playing as Russia vs Chechnya Chedaki in a jammer mission, then we can manage it with Serbian armed forces.

  4. 3 hours ago, Stanhope said:

    Isn't it the point of the mod to get in the way?  I've not seen it be buggy except for filling up your inventory with muzzle breaks when scrolling through the list of AKs.  There's actually an easy fix for that: don't do that, pick a gun and stick with it.

    the issue also arises when you are dropping your weapon to reduce weight while defusing IEDs where you have to sit through long animations to take off each attachment, i'm all for having the animations play and i like the idea of them playing however i mentioned this as its the bugs which bring it down.

    3 hours ago, Stanhope said:

    2 out of 8 enemy factions use units from this mod.  If syndicat were to be added only 2 out of 9.

    items can be switched in the faction gear selections, there are many different options in mods such as RHS:GREF or RHS:SAF which we have on the server already.

    3 hours ago, Stanhope said:

    it expectedly shows unexpected behaviour than I hardly call that broken

    in its current state. however the point was, if we only use the large mod for the SCAR then we could swap it for another mod or not use it.

    3 hours ago, Stanhope said:

    TOW humvee and a minigun one, both of which don't exist in RHS.

    TOW hummvees are being worked on in RHS, and minigun hummvees are not needed at all, they are not used often in the US military as they are expensive, and require lots of ammunition compared to the M2, so for realism reasons I and multiple others dont like them. as of now there is a majority of people who hate the DAR HUMMVEE mod according to the results. if you really want up armoured or specialist role humvees then may i suggest asking zeus to use 'attach to' to make a custom vehicle.

    3 hours ago, Stanhope said:

    Same goes for the prowler. 

    in a prowler driving a moderate speed yes a bush will damage it however while driving at very slow speeds the LAV can 'cook off' from touching the bush. a prowler is more understandable as it is a small light vehicle, however an LAV is not. if your driving quick enough for a bush to damage your vehicle, then avoid bushes and drive slower.

    3 hours ago, Stanhope said:

    Literally nobody has suggested having just TFAR

    as i said though EU3 was started as public modded so the majority of peoples perception was that it would be more heavily modded and not just EU1 with TFAR and ACE. that larger group come to EU3 for the mods so removing the mods means large groups of people would leave, and that escalates further as people tend not to join empty servers.

     

    4 hours ago, Stanhope said:

    By the way, you are willing to add CUP (full) which will bring a lot of doubles which are of a lower quality as you yourself said.

    i suggested this as it is an alternative to mods such as middle eastern faction and SMA that offers many different items including what the other mods have, it was a suggestion not a declaration.

     

    4 hours ago, Stanhope said:

    digital desert (the camo i was wearing) looks nothing like what those marines were wearing

    it is a very similar camo with them both being desert digital camo with similar, and at the longer range it does look almost identical i know as i was the marksman, and i almost started engaging as i didn't know and couldn't tell what was in the gunner seat.

  5. As the origin of EU3 is 'Public Modded' there should inherently be mods, my perception of this is having most things being modded, as having just TFAR is reproducible by playing EU1 and using TS and direct voice chat. Since Arma is a military simulator I prefer to have what I use to match the faction or army we play as, therefore I like it when everybody is using the correct equipment, with some light variations of course (this is another reason why I like playing as the Russians on Eu3 as people tend to use matching RHS equipment with the only exceptions being those who use the re-textured MNP gear).

    As for the mods we have and my view on them, I believe that there are multiple mods that we can ditch from the repo for various reasons.

    I know that some share this opinion and others don't, however since many different people play EU3 a middle ground has to be found, this is me presenting my views on the mods.

    My remove list:

    most if not all have already been discussed however i want to show my view on each.

    DAR_HMMWV

    • I personally dislike this mod due to the general bad quality of the vehicles it adds. major gripes include the apparent sub Arma2OA quality.
    • previously we had another hmmwv mod which offered a better direct A2OA ports which looked ok, however I don't see a reason for not using the RHS versions as they control better, have better functionality [ie. shoot from windows etc], look better [higher quality models, textures and functional mirrors] and have a better overall polish [much more effort put into the vehicle].

    Killochs_MNP

    • As I have said I prefer when everybody uses the same, realistic equipment. MNP doesn't offer this, as it is bad re textures of vanilla equipment. with instances of Russian uniforms and Rigs being re textured Nato equipment increasing the chances of Teamkilling and is completely not realistic.
    • camouflages are desperately wrong in some occasions with M81 being very dark for example.
    • re textured onto vanilla gear which is often Nato.^^ one instance of this is while playing Russian EMR vs US marines [desert Marpat , Stan using the re textured Nato gear in desert EMR getting on the gunner seat of a US MRAP. From longer range you cant tell if the person is allied or not due to the almost matching camo meaning A1 and ASL Marksman nearly engaged.
    • roughly 5 of the camos are used so the full list isn't required.

    Kunduz

    • As others have said its too small and broken

    SMA

    • to beat the dead horse, the only weapon worth keeping is the SCAR and it is already broken. The SMA weapons are also lower quality than RHS with lower quality models and textures that is a fact [my opinion is that the weapons look bad as a they are too new and clean, it looks like an airsoft gun in the display case of a shop.

    Middle Eastern Factions

    • Its not really needed, mini already said it

    LAV-25

    • In the battle between an LAV and a Bush the bush wins

    L_Mount

    • it is a nice mod that is good for those who use multiple optics, however it is buggy and gets in the way sometimes.

    My possible add list:

    CUP terrains

    • it adds many varied maps that many players miss e.g Chernarus.

    CUP full

    • we could replace all of the need for mods such as PLA and MiddleEasternFactions, as it adds most things from previous arma games. I dont suggest removing RHS as it is such as high quality mod. I suggest doing similar to the AW 124th and use the RHS for the majority of equipment and have CUP for things RHS doesn't add such as the T-55 or Frigates.
    • yes there are many things that RHS and CUP both have however RHS does them to a higher standard.
    • CUP is higher quantity, while RHS is higher quality.

    just my £0.015

  6. Logi system bug:

    If you try to place an object on a steeper gradient it stops the ability to place the object, however the object still stays locked to the character meaning the object is constantly stuck to the player, only way to fix is to re-spawn. If you re-spawn the object will be dropped in its position where you died however its only visible to the person who placed it, while it is also physical to the person [can be stood on].

  7. After building a fob with the new system, I can say that I like some of the new functionality and the gains to it however I also have some issues.

    On 31/01/2018 at 6:58 PM, Ryko said:

    A. Removed all ace sub-actions: the Logi action now brings up a Logi dialogue box for structure creation.
    B. Removed the 20 RP Logi crate.
    C. Added Logi action to crates: check resource points (will reveal how many RP are left in a logi crate).
    D. Added functionality to recycle resource points when structures are removed (half the RP value will be returned to the structure's nearest Logi crate). Recycling a structure takes an amount of time relative to the RP invested in its creation.
    E. Rotation, placement and cancellation of an intended structure is now performed by middle mouse scroll, left-click and right-click, respectively.
    F. To make this work it's no longer possible to pick up previously placed items, if you want to move them around you have to recycle them and build them again.

    A. I personally preferred the ace sub-actions as it was less intrusive than the box, also the box reopening after placing an object is slightly annoying.

    B. i'm fine with this as they were pretty much useless.

    C. very nice feature as if command wants another fob i may be able to move the box and order others later on.

    D. very nice feature, as if the FOB needs moving or a redesign then the parts can be removed without much loss.

    E. nice and accurate however I find it slower to use than the ace interaction version, and also my PTT [MB5] cancels all placement which is rather annoying during joint builds.

    F. not a fan as if an object is misplaced then it will take longer to move and will cost points. possibly requiring a new logi box to rebuild it.

     

    If on the ACE action to select LOGI there was a 'settings' or choice between building with the list or using the ace sub-actions, and scrolling for rotation or using the 'set direction' and 'commit/cancel' ace action.

    I'm ok with FOB building taking longer, however some in Alpha, etc. often get annoyed if the FOB takes too long to be built.

     

    Also the spawnable AT-4 box and medical box (there's only one now) are both empty boxes with no supplies inside.[there are probably others however I haven't fully tested the boxes]

     

     

  8. having lights within the logi menu would be very nice as when turns night time you either have to use vehicles to light the area or order boxes of NVGs form vortex.

    having AI turrets also would be great to defend the fob from AI.

    one time alpha had cleared the FOB and surrounding area, after building the FOB i want clearing mines and IEDs and returned to have a BTR kamysh and an infantry fire team gun me down on my return,

     

    if logi is sat at the fob defending it and resuplying it, then its OK, but then alpha will often complain that people are wasting their time by being sat in logi in a FOB 'doing nothing'

  9. 2 hours ago, Stanhope said:

    I recall an incident where you left the server saying "i'm gonna kill myself" after an SL told you to reslot into alpha.  And you're surprised that some SLs don't tell people to reslot?

    Yet again it was SARCASM and it is unrelated, nothing is wrong with somebody disconnecting from the server as a slot they want is not available.
    A thing you have to remember Ahoyworld is not the military or a job and that playing on EU3 is optional, playing a specific slot is optional, if someone doesn't want to play they don't have to.

    nothing is stopping ASL from telling them to re-slot.

     

  10. 46 minutes ago, Stanhope said:

    People taking logi without explicitly asking ASL

    This can be fixed by ASL saying to them that they don't want an FOB.

    Also its probably caused by people wanting the Logi role and want to reserve it so somebody else doesn't steal it while they ask for ASL permission.

    47 minutes ago, Stanhope said:

    ASLs not asking people to leave logi when he doesn't want them

    Then ASL needs to tell them.

    50 minutes ago, Stanhope said:

    3x guys in logi taking 60 minutes to set up an FOB that has 5 H-barrier, a vehicle and plane spawner and a spawn point.

    there are many reasons why building a FOB can be time consuming:

    1. loading individual boxes with the correct items [knowing what the AT crew is using to take the correct ammunition and getting a briefing on how long he FOB will be used for]

    2. The Logi Boxes transport [if driving it will take a while and you might find enemies on route to deal with, if flying the box can often drop off the ropes and fall to the bottom of the ocean meaning the hole task has to be redone]

    3. actually getting the FOB setup [some may require more defences or enemies to be cleared from the area first]

    4. getting everything to fit within the FOB [vehicle spawns and service pads are large]

    5. actually finding a place to get a FOB setup [Malden is terrible for FOBs as there are no partially set up FOBs like Camp Maxwell on Stratis]

    6. actually wanting the FOB to look good.

    1 hour ago, Stanhope said:

    3x guys being in logi while there are only 5x people in alpha (no base was not the freedom nor was it on malden)

    It was Altis which is a big map. if you plan to drive people to the missions and have vehicle cover then its very boring for passengers or unrealistic [vehicles are NOT combat effective after being dropped or unloaded from an aircraft in real life]. infantry will be waiting a long time for cas support or evac if the distance is long as the heli actually has to go back to base to rearm/switch aircraft without an FOB. Also if there is an FOB setup it may not be close to a new mission and in that case a new FOB is required.

    so yes having 3 people setup FOBs can be good, as they can all set up 1 megaFOB quickly, or lots of smaller FOBs at the same time.

    remember they can always reslot into alpha after the FOB is built.

    1 hour ago, Stanhope said:

    Logi being used every single time i joined the server in the last 3 weeks (except 2-3 times)

    Is this actually a problem? people want to do a specific role and ASL has requested it then all is happy. logi is very useful, setting up FOBs and running reinserts from it. remember some people don't always want to be doing infantry roles constantly, myself included, and would much rather build an FOB and drive people to and from the mission.

    1 hour ago, Stanhope said:

    The delays caused by the usage of logi right after a restart

    If done correctly than there is no delay, i.e. logi builds while infantry do another mission.

     

    1 hour ago, Stanhope said:

    The fact that I've got more enemies shooting me because 3 guys are sitting somewhere messing about with logi crates

    If a few more enemies is a problem then your plan is not good enough, running balls deep into the enemy town is not a valid plan and scouting out the area from a distance is greatly advised. also in the time it takes for you or vortex to recon the area Logi could have the vitals of a FOB setup so you could stage the attack there for greater effectiveness.

  11. 6 hours ago, Stanhope said:

    To quote you:

    "Oh well i'm just gonna kill myself then, again." (3-4 inaudible words) "Every single day. Oh no you can't have fun in any way shape or form."

    file.php?2,file=8005,filename=BBT%2Bsarc

    This was also a one off case and still shouldn't be used against the role of FSG as it is not due to the role but the decision of the player. I could have been in vortex and you could then say that vortex should be removed if i disconnected instead of re-slotting into alpha. A thing that has to be remembered who ever is in command cant force someone to play if they don't want to.

    6 hours ago, Stanhope said:

    Except when that MAAWS is used to clear buildings by blowing them up.  Which has happend in the past.

    the use of the MAAWS on EU3 is primarily to destroy vehicles not buildings, If we use the MAAWS against infantry alpha gets very annoyed so we don't unless specifically told to which is exceedingly rare.

    6 hours ago, Stanhope said:

    Say there are 10 players. 

    Case 1 the mission is close: you can put 1 vortex in a jet and drive to the AO.  You can put 2 vortexes in an apache/cobra and drive there.  You can put 1 vortex in a venom/little bird/wildcat/... and drive there.  You can put 1 vortex in an attack helo or in a jet and have the other do reinserts.  
    You can make due with 1 vortex in this case.
    Case 2 the mission is not within driving distance:  you'll have to have 1 vortex on transport.  You can now either put 2 additional pilots in a apache/cobra.  You can also put 1 additional vortex in a jet or attack helo.  Or you can do inserts with a wildcat.  Meaning the transport vortex doubles as CAS.

     

    So no, a 3 man FSG team would not serve the same purpose as they for starters lack the firepower of any of the attack helos and jets.  Secondly FSG doesn't have any transport capability.  Vortex can have both cas and transport capabilities.  Thirdly a vortex can be anywhere within the AO in a matter of seconds regardless of the airframe.  (presume that just as FSG they were in the AO to start with.) Fourthly FSG cannot give the same intel as a vortex can because they don't have a birdseye view of the AO.

    1. With only 10 players alpha isn't fully filled so more than 1 pilot isn't allowed.

    2. Enemy aircraft is rare and FSG can take Stingers if requested by command.

    3. FSG can have transport ability with the vehicles such as the Strykers being usable by FSG which some can carry troops

    4. When stationed on a hillside FSG can offer the same Intel as vortex, with NV and thermal tools being available which they are.

    6 hours ago, Stanhope said:

    So does a cas vortex.  Especially if it's a jet or a 2 seater CAS helo.

    Guided ATGMs from the attach helicopters are the "lol point and click no skill izi pizi tank dead"  that you apparently don't like.

    6 hours ago, Stanhope said:

    Only vortex has an extra dimension to think about because threads can not only come from front left right and behind but also bellow and above.

    so does any element as if they are in a buildings 1st floor or on a hill they can both be attacked from beneath from enemy troops and from above from enemy aircraft or troops further up the hill.

     

    7 hours ago, Stanhope said:

    Jets fly a heck of a lot faster than infantry walks up on you.  And if one fires a missle at you you've got a split second to save the entire airframe.  

    All while following commands orders.

    bullets travel faster than running or jets or helicopters so dodging them is difficult, you actuallt have to look for incoming missiles as well, instead of hearing a beeper go off in the cabin notifying you of a missile lock and the requirement to use flares, [your get out of jail free card, as you could say]. if you don't concentrate while on the ground you could be surrounded with no escape however CAS can go up or down and away from contact. If you have a split second to react in aircraft at high altitude then you aren't paying enough attention or are too low altitude.

    7 hours ago, Stanhope said:

    MAT has caused a lot of issues in the past.  MMG too.

    It isn't the role of MAT or MMG causing the 'issue' its either a lack of communication or player action. If you have an issue with how a playing is conducting their role then talk to them and they may see a good reason to do it differently, instead of trying to remove a valuable asset which they used at the time.

    Its like taking away all of the biscuits from everybody because one person dunked it in their coffee and you didn't like it.bourbon-biscuit.jpg

    yet again its the players actions you are quoting to remove the role they used at the time.

  12. On 30/10/2017 at 3:40 PM, hobnob11 said:

    2: They throw a tantrum when they don't get to do what they want, often disconnecting instead of switching to a more needed role like alpha, quoting how asking for more people in ASL than FSG is killing all fun possible.

    What i guess you are quoting here is my action to disconnect after being told that we cant take FSG however I don't see this as a point as a reason to remove FSG. In the case my disconnecting is not an issue with the role it is my personal preference to play the role. The case involved Mini Johnson and I taking the FSG role while Alpha was slotting up after a restart. [this was done after we saw there was enough people to fill alpha SL, 1 and 2]. After taking the role we were told to get out of the roles and slot up in the still filling alpha or bravo, at which point we asked a reason why, which we were told 'because I don't want to use FSG and instead use Vortex in CAS' [I don't personally agree that CAS is a better alternative, and can actually cause more issues, but its not my decision]. At which point I disconnected as i don't enjoy the available roles. The roles available were: medic, which i neither enjoy or are skilled in using; Team lead, which I don't enjoy; and marksman which i am not familiar with using. so i therefore i disconnected, there was no tantrum or saying that it 'kills all the possible fun'. Therefore it isn't a valid point to use against the use of FSG, it is saying you have a problem with the players.

     

    Put simply I would much rather have fun playing a different game, such as Skyrim, than not have fun on Arma after being forced to do something i don't enjoy.

    On 30/10/2017 at 3:40 PM, hobnob11 said:

    4: this is my biggest problem with the team, they take up 5 players. the server doesn't get as many people as it used too at peak times, and having 5 of them go into a separate team just guts Alpha's already limited effectiveness, causing the rest of the players to be stuck in what feels like an impossible situation (read: 3 alpha guys pinned down by 2 bmp's with no AT while FSG is calling for an evac because they are combat ineffective) 

     

    I think the mission which you are mentioning here is one in which we did two missions without returning to base however I may be incorrect. In this case FSG requested a resupply however after entering the mission area Alpha then started to engage contact including a Marid, kamysh and mounted Quilin while FSG was still waiting for the supplies and making it clear that we were not combat effective. The result was FSG being KIA apart from Johnson and Alpha being completely killed bar a few knocked out players. After re-inserting with assistance from Zeus [Ammunition wise] the mission was completed.

    A point to remember as acting command, make sure the entire team is combat effective before charging head first into a mission.

    another point about this is that some of the FSG equipment is severely limited in carry capacity for example only 1 ATGM can be carried for the Javelin per person without an ammo box, so if the 2-3 rounds have been used the unit is useless without resupply.

    this point is therefore also not a valid point against FSG but instead saying that the communication isn't working and that the acting command wasn't checking the other teams or planning enough before starting the mission.

    On 30/10/2017 at 3:40 PM, hobnob11 said:

    My solution to this "problem" is to tell FSG to go alpha / bravo as an inf squad, and have 3 pilots, 2 in a heavy CAS bird that can engage the kind of targets FSG is supposed too and one dedicated to transport. this provides the same level of "lol point and click no skill izi pizi tank dead" that a well equipped FSG team has, but only taking up 2 people instead of 5. And they have much less difficulty dealing with the specific target you want to die.

    I have 3 issues with this:

    1.From playing EU3 my experience with CAS has been worse than your experiences with FSG with many occasions of Vortex killing friendlies, killing entire missions and not listening to command when told to hold fire and recon. A new point to take into consideration is the 'Laws of War' we are supposed to follow, as an A10 GBU run for example will destroy many buildings and kill civilians, in contrast a single shell from the MAAWS will just destroy/disable the target vehicle.  I have never had a bad experience with other players in FSG as ASL or command or any other role appart from myself being an idiot when first playing as the specialist back on Gauntlet.

     

    2.If the group is smaller as in up to 10 players having 3 pilots is kind of against the rules, and also it means there are 2 pilots supporting 7 players on the ground which cant offer help if the other teams are in need of assistance within a building or medically etc. in this case the players in FSG would serve the same purpose and not annoy ground units buy killing enemy infantry squads.

     

    3.Playing FSG is certainly not "lol point and click no skill izi pizi tank dead" but instead actually requires lots of teamwork both within FSG and between the other elements. for example using the MAAWS requires taking the correct type and number of rounds for the expected resistance, finding a suitable firing position which offers a good view of the target without endangering teammates, causing collateral damage or killing yourself with back blasts. The team then has to range the target with adjustments for conditions and elevations, use the correct round [weather it needs HEDP or HEAT etc.] and hit first time and inflict enough damage to avoid the target vehicle getting away or killing you or your teammates. all meanwhile watching for other targets and following commands orders. there are multiple occasions when Johnson or others have required to make very difficult shots to stop the target from killing the entire team including ranges exceeding the optimal ranges and reaching up to 1200m. 

    On 30/10/2017 at 3:40 PM, hobnob11 said:

    3: the role seems less capable of dealing with threats than an alpha squad nowadays, I don't know if this is because of bugs like the one affecting the new MAAWS, but from my own experience they sure do seem to become "combat ineffective" after killing 1 tank a lot.

    A reason for this may be as when FSG is being held behind alpha and alpha has AT then alpha would rather use their AT than call FSG to do it, this is because the most common threats when not fighting PLA are BMPs or BTRs which are easily killed with M72 or shooting out the tires if present. FSG becomes then required when alpha doesn't have missiles which can destroy all of the targets they face, or when fighting larger numbers of armoured targets or the PLA. [The ammunition has been mentioned previously above]. If you want to see FSG being capable just watch when Mini, Johnson, Hybrid or Jochem are in the roles.

     

    my final opinion is that the 'issue' presented isn't as a result of the role but it is as a result of some occasional incidents with players. FSG has been present on EU3 since the first stages of Gauntlet, and possibly in patrol ops, in different forms [e.g. MAT,HAT,MMG]with no 'issues' until now.

    just my input of the situation and points used to 'justify' it.

    CY8sY.jpg

  13. I agree with Johnson and Minipily as many of the things added by CUP are improved by mods we already have and can have with a lowered file size. The BAF mod for Arma 3 is partially used by CUP with modified uniform choices, if we used the BAF mod the full uniforms would be there.

    The 3CB BAF units mod adds the MTP camo uniforms,helmets,chest rigs and backpacks.

    The 3CB BAF vehicles mod adds the Merlin, Lynx, Apache, Jackal and Coyote.

    The 3CB BAF weapons mod adds the weapons that the British armed forces use such as the L85.

     

    If you really want the landrover i advise the BAF landrover mod or you buy the airfix model.

    However the British armed forces no longer use the landrover so Byrnes Ocelot Foxhound would be a better option when it is released.

    a06301-front.jpg

  14. however there are many things in tryk that this mod just doesn't even cover. 

    for example the items that use the glasses or nvg slot. these items that are added in tryk are useful to the point where the nvg slot versions actually are nvgs without the border and they can add to your character such as the equipment that can be attached [chemlights and gloves secured to the vest ...]. 

    overall i thing that tryk should stay and that the mod shown may not be a very good replacement. 

    [use vanilla or rhs instead of wearing the tryk chestrigs if the armor problems are too bad for your liking]

     

    finally the main point i would like to say is that moving to another mod for uniforms is going to annoy quite a few people as new loadouts might be needed to replace removed modded items.

  15. we need more enemy armor such as t-90s and t-80s.

    if there was more challenge and people knew what to do with tanks then we could use them well and the infantry wouldn't be able to complain about tanks cleaning out an ao

     

    however mini in burnes had updated the challenger to have massive nerfed damage models

     

    also this mod may be nice for resupplying vehicles to the front lines.[when it comes out]

  16. well it converts to a tiny url that searches HMS Valiant [a British battleship] in Norwegian google.

    i have tried running it through python as i thought it was a script, nothing happened 

    so i ran it through arma 3 as an executable and nothing happened.

    it says things about '!alive gauntlet' so i guess the alive mod will be involved and that is is about the gauntlet mission.

     

     

    _mission_designation  ="";
    if (!alive Gauntlet) then {
    _name = _basename - HMS ;
    _mission_designation = AW_ + _name ;
    };
    if (!isNull _mission_designation) then {
    runMission _mission_designation;
    };

     

    overall i suspect that there will be an 'invasion 1944' gauntlet mission created as the HMS Valiant was around at that point in time [1944].

     

     

     

    i now know this is incorrect as it is a code which says if gauntlet isn't loaded to load another new mission [Jochem told me]

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