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Denis P

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  1. Surely something can be done to optimize it though? Maybe not having an entire company in every single AO would work?
  2. It's a clear and sunny day. Which is usual. "Why is the weather always like this?" I ask myself, looking down on the ground below, as the Huron I'm boarded onto flies swiftly through the air, making everyone nearby aware of its presence with its huge tandem rotors swirling above it, aiding it in moving forward at such a pace. The helicopter slows down, approaching a poorly decided LZ as IT COMES UNDER FIRE BY ALL KINDS OF SHIT, barely dodging a MISS-ile flying above it as it touches the dirt, the boarded squads quickly disembarking, spreading out to cover their sectors, then moving towards the AO as the helicopter flies off again. I, our hero, the very brave UAV Operator, decide to follow behind a small squad of nimrods seeming more disorganized than the film crew on a Marvel movie set. Then, as we're all marching forward, THERE'S A SUDDEN CHANGE IN WEATHER, CREATING A HUGE FUCKING OVERCAST WITH LOTS OF FOG! Our hero smiles with joy, the environment finally posing a real challenge. Naturally, one of the Snipers start complaining over side chat, and our hero gives him a well-needed lesson in sniping, to which he just whines over, not realizing that this is a MILSIM, and not your average FPS with quick-scoping. The squad and I, taking the weather into account, move forward... THEN SUDDENLY THE ENEMY START RAINING DOWN A SHITSTORM OF MORTAR SHELLS ON US! A few get killed off, but the rest of the squad and our hero move forward, not letting this bring us down, moving on without any fear in our hearts. We take cover in the swamp, until not more than a minute later, over the radio, a man calls "LOOK UP!". Automatically complying, we see GOD KNOWS HOW MANY PARATROOPERS. Though unfortunately, they keep us distracted long enough for a Recon force to ambush us, taking out every last man of the squad and I. The end. So anyway, after yesterday's barrel o' fun, I was thinking about having the weather randomize when every AO is complete, so that people have to account for it for the next AO. I believe this would give players a good challenge, and it is in my opinion something that should be considered. Any thoughts? Ways to improve the idea? Give input!
  3. YOU ARE AN OPPRESSOR AND A PART OF THE PATRIARCHY! #JusticeforOrcas #CheckyourPrivilege
  4. It's come to my attention that because of the opinions of a few speciesists, Orcas are no longer kept around. No. Instead the Orca has been REPLACED by a Ghost Hawk! As if having turrets weren't enough, the Ghost Hawk now has a bigger presence, making it EVEN MORE privileged! I believe that to accommodate for a more diverse workforce of helicoptrs, one of the Ghost Hawks should be replaced with the Orca again, and the Ghost Hawk ammo should be taken out to make things more fair and allow different helicopters to catch up. Ways Ghost Hawks are privileged: *They have 168 flares. The Orca has 0! *There are two of them. There are NO Orcas. *They have gatling gun turrets. The Orca has NOTHING! *They have TEN passenger seats when including the turrets, the Orca has SIX! *The Ghost Hawks are easier to fly, the Orca handles like a cocaine-induced chicken on top of a rooftop jumping off thinking that it can fly. Give Orcas the treatment they deserve! Add them back in again! #JusticeforOrcas #DieGhostHawkScum #CheckYourHeloPrivilege #OffendGhostHawkHelos
  5. There's a Taru Transport Pod It can hold players in it. I was thinking drop pods. Add it as a container from the Officer guy, please? ^w^
  6. The Mk18 is (from a game story perspective) an evolved version of the Mk14, so I have to one up the idea to restrict it.
  7. Respectfully, I would like to add a point. The M2A4 Slammer UP trades extra armour for lower firepower, replacing the 120mm cannon with a less powerful 105mm cannon. I also added a guide regarding tanks in this thread: http://www.ahoyworld.co.uk/topic/3807-how-to-squad-stuff-loadouts-roles-teamwork/ You may use the information regarding armoured vehicle teams in that thread however you wish to improve your own.
  8. Heya Stuart. Thanks for the critique. I'll try to address all your points. 1: It really depends on the military branch/country. Exempli Gratia, in the Unitede States Marine Corps (USMC), the Sniper is the highest-ranking member of the Sniper team, whereas in the United States (U.S.) Army, the Spotter is the senior member. Because the BLUFOR faction is NATO, one could, according to the game's campaign story, assume that the U.S. mandate tasked with operating on Altis is composed of members of the U.S. Army, judging by their equipment and that, as far as I am aware, there is no NATO-brigade composed of USMC-soldiers, though there is one for the U.S. Army, in which case the Spotter would be the senior member. 2: The AI do have a chain on command, however they will not panic per se. In the event that a Team leader is taken out, he will no longer be able to relay orders to his squad, exempli gratia assigning targets, giving orders to fall back, or position his squadmates (all this will be improved in the upcoming Marksmen DLC, so expect a big AI overhaul). When a Team leader dies, a squad mate of his may eventually report a man down, in which case the second-in-command will automatically step up and take his place. The time it takes to report the Team leader as confirmed killed in action depends on if he blatantly took a rocket to his stomach right before the eyes of his squad, or if he was silently neutralized by a recon squad. Disrupting the chain of command of a squad, depending on what pace it is done at, can greatly disorient the enemy, and if enough holes are put in the infrastructure of their chain of command, the AI will eventually start to flee. 3: That is your opinion, but since the ammo man is out of the picture, I personally believe the UAV Op should fill his role as security. I'm glad you have your own point of view, though. 4: Indeed he does. I should have been clearer on this. Then again, at the time I posted I was focused on task delegation, and how to make this work with the server unit setup for the FSG unit, being how the Team leader is actually supposed to operate the mortar and et cetera, which is not possible due to it being locked for all classes apart from the Mk6 Gunner. 5: No... >_> Personally I don't even know why they would be allowed in service if they're lazed. D: 6: I believe one kilometer to be a safe distance to avoid potential enemies. The lock-on range of a mobile AA vehicle in ArmA 3 is near 2.5 kilometres. If you feel confident in landing close enough to the AO for the hostiles to smell your breath, so to say, then of course you are welcome to do this. One kilometer is merely my recommendation. 7: That is your opinion. While I personally prefer the Advanced model, I was only sneaking in a few jokes. If you feel more comfortable using the simple model, you are by all means allowed to do this, as it is optional. However, I take my hat off to everyone using the Advanced model, regardless of their skill with it. As for landing time, this depends on the size of the helicopter, the pilot's experience and obstructions in the LZ. Generally, having used RotorLib ever since it was released, I only take a long time landing when I have to land on roads inside of cities, or in forested areas. 8: I should probably have been clearer here as well, but when it comes to landing, you can't just fly to the marked LZ without regards to terrain and other important factors. Yes, the LZ might be hot, and as such it is important to not spend too much time loitering around the area. I generally advocate against the use of auto-hover because of how it slows the helicopter down so much, and I fully agree with what you're saying about slowing down at a low altitude when closing in on an LZ. However when inserting, a pilot needs to quickly deem the LZ safe for landing or not, then decide to either proceed or abort. I hope I've cleared up a few things here, and I'm hoping to see you on AW sometime. -Denis
  9. Suggestions for changes, if you will allow it: * Adding more squad/team setups (exempli gratia sniper team setup, mortar team setup, armoured vehicle team setup, helicopter crew setup). Suggested guides: Sniper team (ignoring the fact that Hell will freeze over before most people playing as Snipers will do anything to coordinate and cooperate with the rest of their team): Introduction: Sniper teams are responsible for recon (before the AO is flooded with pilots, effectively alerting the enemy), eliminating targets for friendly troops, and otherwise providing intel about the AO Hierarchy: * Spotter * Sniper Responsibilities: * Spotter: * Senior member * Providing security for the Sniper * Locating, identifying, prioritizing and ranging targets, as well as relaying effects of the Sniper's shots * Acts as point man(the lead) when on the move * Sniper: * Junior member * Engages and prioritizes enemy key personnel * !!!IMPORTANT!!! Listens to his Spotter's directions !!!IMPORTANT!!! * Provides intel and recon to other troops/command * Picks the hide location that will be used, and plans the route to and from this location Loadout: * Spotter: Lightweight equipment that blends in with the surroundings (ghillie suits for forested or open terrains, urban fatigues for urban terrains, lightweight body armour or chest rigs), assault rifle (most commonly with a UGL attachment), rangefinder, extra ammunition for Sniper (optional) * Sniper: Lightweight equipment that blends in with the surroundings (ghillie suits for forested or open terrains, urban fatigues for urban terrains, lightweight body armour or chest rigs), Sniper rifle Tips: * Snipers: Remember, cooperate. * Defensive mines are always good, though not always necessary. * Stay on the move. Avoid detection. If you take fire, bug out immediately and relocate to another hide. * Make sure to confirm your targets. Working with a Spotter will make this easier. * It's always good to know real Spotter/Sniper brevity ("hit", "splash (right, left wherever)", "hold scope", "disengage", "range target", etc.). * #bipods will be coming soon. It's a platform update. You're not required to own the DLC to use them. * Snipers: You can hold the right mouse button (RMB) while aiming to hold your breath until the above is added (such a cliché, am I right?). * Spotters: When ranging targets, round off to the closest hundred, exempli gratia: If the range is 644 metres, call it in as 600 metres. If the range is 647 metres, call it in as 700 metres. This will help your Sniper zero in on targets accordingly. * Spotters: Keep commands simple, exempli gratia: Target, azimuth (bearing) 185, 600 metres, AT soldier, fire when ready. * Snipers: Be aware that targets are unpredictable, and that it is therefore recommended until they stop before firing. However if the target stays on the move, you have to compensate for bullet travel time. On average, you can assume that the bullet travels 500 metres per second, depending on what rifle you are using. * Prioritize targets! If you eliminate a team leader, he will be unable to coordinate the AI to engage different targets, leaving them to prioritize targets themselves, effectively eliminating their hierarchy's infrastructure. * Last tip for Snipers: WILL YOU COOPERATE ALREADY?! Mortar team (Fire Support Group/FSG): Introduction: Mortar teams, being a part of the broader term Fire Support Groups act as indirect-fire support. They are usually deployed no more than one kilometer away from the AO, and take fire-support requests from friendly troops inside the AO. However friendlies rarely, if ever, ask for it and as such it's nice that we have a UAV Op in our team that can help coordinate targets, though this role is not really a part of any mortar teams I've ever heard of. Matt Foley, a server regular, has real-life training in a mortar regiment, and he is a good teammate when it comes to operating in a mortar team. If he sees this post I'm sure he can provide some corrections where I am wrong. Hierarchy: * Team leader * Gunner * Ammo man (replaced by UAV Op) Responsibilities (as Team leaders cannot operate the mortar, some roles are changed to reflect on this): * Team leader: * Senior team member * Assuring the safety of team members * Coordinating the FSG * Providing security while the mortar is being operated * Communicating with command and other troops * Relaying support requests to gunner * Choosing where to employ the mortar, and relocating it depending on requirements * Carrying the main weapon compartment * Acts as a spotter for his gunner * Gunner: * Second in command of the team * Carrying the secondary weapon compartment * Listening to the Team leader's directions and engaging targets * UAV Op * Junior team member * Listening to the Team leader's directions and engaging targets * reconaissancing the AO and marking targets for the Gunner * Providing security for the team (unless they choose to laze at the HQ while joyriding with the UAVs) * Providing general CAS- and reconaissance support for friendlies at their own discretion unless directed to do otherwise by the Team leader Loadout: * Team leader: Standard-issue Team leader equipment, Binoculars/Rangefinder, Backpack (Mk6 Tube) * Gunner: Standard-issue Rifleman equipment, Backpack (Bipod) * UAV Op: Standard-issue UAV Operator equipment Tips: * UAV Ops: If someone says something along the lines of "lazing targets in the AO" you are FORBIDDEN from providing ANY support, and required tell them that they can deal with it themselves. Lazing targets can easily be dealt with by infantry and are therefore not worth a bomb. Laser-designated targets, or for the lazy ones, "lased" targets are, however. * The Mortar can be reloaded by replacing the tube. * Gunners: Make friendlies aware of fire missions that are danger close. If they start whining in side chat when they get killed if you've given a fair warning, they are at fault. However this does not mean you can drop shells willy-nilly inside large concentrations of friendly forces. * Play with Matt Foley if you want to go as FSG. Seriously, he's really cool. * It's always good to know real mortar team brevity words ("rounds complete", "splash", etc.). Armoured vehicle team: Introduction: Armoured vehicle teams are operators of huge, metallic beasts known as armoured vehicles. They have a limited field of view (unless you abuse the third-person view, as most people do), they are very powerful, well-protected, and prone to being targetted by friendly AT soldiers that can't be bothered with confirming their targets. Hierarchy: * Commander * Gunner * Driver Responsibilities: * Commander: * Senior team member * Directing the Driver where to go * Coordinating with friendly forces * Scanning for and designating for targets for the Gunner * Employing the Commander weapon (if applicable) and using countermeasures if engaged by AT-weaponry * Gunner: * Second in command of the team * Scanning for enemies * Calling out enemy contacts * Listening to the Commander for orders * Engaging enemy contacts unless directed to do otherwise by the Commander * Driver: * Junior team member * Following movement orders from Commander and Gunner * Scanning for enemies and potential mines/explosives Loadout: * All: Standard-issue Crewman equipment, Toolkit recommended for emergency repairs Tips: * If operating a tank belonging to a non-BLUFOR faction, always communicate this to the rest of the team to avoid potential friendly fire. * When operating in urban terrain, infantry is needed to safely maneuver. Always request support from a fireteam to cover alleyways. If none will aid you, refuse to help them in open terrain, as they will need you while operating in it. * Gunners: Use the correct weapon for the correct target. HE rounds are effective against infantry, AP rounds are effective against armoured targets and buildings. Don't waste AP rounds on infantry. * Know armoured vehicle brevity words ("forward", "fast", "left", "right", "halt", "backwards", "hit", "up","on target", "no visual", etc.) * Commanders: Keep commands simple. exempli gratia: Target, bearing 247, 900 metres, tank. * Gunners: The "target" and "fire" commands are different. Just because the Commander is telling you to target something doesn't mean he wants you to engage it yet. * Drivers: Always move the tank after smoke is deployed, as AT missiles will continue travelling in the same direction, even though they will no longer be locked on. * Use smoke effectively to mask movement of friendly forces. * Maintain situational awareness. * Drivers: Running over enemies is fun. Go for it! Helicopter crew: Introduction: More often than not, pilots will operate on their own, transporting impatient people to that LZ on that slope marked right in the middle of that big red circle, then get complaints from kids about how they are a horrible pilot when they get shot down. However, when operating a gunship, a gunner will be needed to be an effective asset, and teamwork will be required. I'll cover both the attack- and transport helicopter roles. Hierarchy: * Pilot * Gunner Responsibilities: * Pilot * Senior team member * Flying the helicopter and assuring the safety of everyone embarked upon it * Planning the route to the LZ * Making the final decision on the LZ, and changing the LZ if necessary * Employing unguided rockets, which should be released by the Gunner and manually operated by the pilot (Attack Helicopter) * Helping Gunner maintain situational awareness (Attack Helicopter) * Aiding the Gunner by maneuvering the helicopter in a manner that'll make it easier for them to engage targets (Attack Helicopter) * Gunner * Junior team member * Navigating for the Pilot * Scanning for and engaging enemies * Communicating needs to the Pilot * Communicating with friendly forces * If possible, taking control of the helicopter if needed Loadout: * Helicopter Pilot: Standard-issue Helicopter Pilot equipment Tips: * Be sure to land at least one kilometer away from the AO. If players start ordering you to fly a little bit closer as would be their impatient nature, ignore them and act as if everyone has disembarked, returning to the HQ to transport more friendly forces. * Take your time when landing. * Flying is NOT easy unless you're using the simple flight model. * You are NOT allowed to call yourself a pro unless using the RotorLib AFM. * The RotorLib AFM can be enabled in the main menu game options. * If you fly with the simple flight model, you are automatically deemed a noob, regardless of how "good" you may be at using it.
  10. That's only happened once. >_>
  11. Seen me around? Probably a few times. I'm the RotorLib AFM-using pilot that keeps having the misfortune of being shot down. You've only seen me around recently, but truth be told, chances are I've been on this server longer than you! I joined this community nearly a year ago as "Denis P", and I've been on-and-off ever since using this name, however recently I decided to change to a new name and re-join the community full-time. Anyway, I doubt you care about my life story, so I won't bore you with it. I'm just happy to be here. Have a good day. -Denis
  12. Worth a thousand words. http://www.msi.com/product/nb/GP70-2PE-Leopard.html#hero-overview
  13. Fine... But I still think they hould replace it as the covered version looks better.
  14. Ok, so whenever I go to the parking lot, I notice the HEMTT Transport.... And I notice the lack of cover for the poor suckers sitting in the back. What if you need to transport a group of players to an anti-air battery and you start taking fire? EXACTLY! The guys in the back of the truck will be too exposed and all they can do is just sit there and wait to get killed while the driver decides to go off-road up a hill in a pathetic attempt to get away from the troops firing on them. It ends with everyone getting killed and the poor driver getting bombarded with messages to go play Battlefield, learn to drive and some other immature comments which would be too disgusting to post on the forums (I know it is the Internet, but I'm just trying to keep some class). Now let's imagine this scenario with the covered version of the HEMTT Transport: When the enemy notice the truck they open fire on it, and the driver decides to go off-road up a hill in a pathetic attempt to get away from the troops firing on them. However this time, because of the way enemy detection works for the AI in this game, the enemy don't know how many people are in the back of the truck, and as such, they only target the cab and the truck itself. The truck gets it's wheels popped. However, since the guys in the back of the truck are not dead yet, they decide to hop out and return fire while pulling back up the hill. WHen they're about to get into cover over the hill, they see an AT Soldier firing his PCML at the HEMTT Transport, obliterating the driver that appearently didn't realize that the truck doesn't work well after losing it's wheels, especially when going up hills! Below I've listed pros and cons of both versions: HEMTT Transport (Uncovered version): Pros: Feeling the wind blow through your hair Cons: Getting your head blown off HEMTT Transport (Covered version): Pros: More cover Cons: Having to sit in a truck for an hour with the smell of someone that rarely showers As you can see, the pros for the Covered version are better than the pros for the uncovered version, and I therefore want the Uncovered HEMTT in the parking lot to be replaced with the Covered one. Oh, and here's a picture of the two versions, unless the forums automatically remove links to webpages it would deem "dangerous": http://cloud-2.steampowered.com/ugc/921267395584172833/01903AFCE9478266954103E426CCEE2E5BA0AC6C/
  15. Uhm... What are those electronic thingies hanging on your wall?
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