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LEO

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Posts posted by LEO

  1. On 31.10.2017 at 6:18 PM, LEO said:

    i think this approach is rather lopsided when it comes to how the teams are gone be used. So I suggest that you instead have a squad setup like this.

    ASL

    Alpha squad lead

    Intel operative

    Weapons specialist (allow him to use bolt-action rifles and mawws and mortars)

    And a weapons assistant

    And let A1/2 remain the way they where.

    TL

    AR

    ENGI

    LAT

    MEDIC

    This will make the squad balanced so the alpha teams can be used interchangeably instead of the current system where one team is extremely heavy on AT and the odder team has the only engineer.

     

    PS.

    + that the squad leader has better control on the heavy weapons players and dispatch them accordingly

     

    just rann this settup for this evening and it worked like a charm. we had 3 guys in asl and 4 in A1 and it worked coridnation was good the weapons spec was always within shuting distance +it was a pleasent experiance squad leading. GG and good evening

  2. 14 hours ago, Amentes said:

    BAF has had some optional extras relocated to make those optionals useable.

     

    AW_FIR has had its bisign issue fixed.

     

    RHS is the bulk of the download, as usual; a few improvements, a lot of fixes.

     

    ACE is updated. I believe this includes some new tools for Zeus. (https://www.youtube.com/watch?v=6GdudKylWrM). Also adds a new pylon change feature for vehicles, giving access to dynamic loadouts in-mission.

     

    CBA_A3 s updated.

    ACE mine detector is bugged its making vannila nosies

  3. 22 hours ago, Ryko said:

     

     A new role in the infantry teams will be created - Rifleman Anti-Tank, taking the place of the Grenadier.  The Rifleman AT will have access to all the same heavy anti-tank weaponry available to the FSG specialist: for the Western factions, the BAF Javelin, the RHS MAAWS, the RHS SMAW, and for the first time, the BAF N-LAW.

     

     

     

    i think this approach is rather lopsided when it comes to how the teams are gone be used. So I suggest that you instead have a squad setup like this.

    ASL

    Alpha squad lead

    Intel operative

    Weapons specialist (allow him to use bolt-action rifles and mawws and mortars)

    And a weapons assistant

    And let A1/2 remain the way they where.

    TL

    AR

    ENGI

    LAT

    MEDIC

    This will make the squad balanced so the alpha teams can be used interchangeably instead of the current system where one team is extremely heavy on AT and the odder team has the only engineer.

     

    PS.

    + that the squad leader has better control on the heavy weapons players and dispatch them accordingly

  4. i have a few ideas on how to fix the FSG problem

    IDEA 1 lock fsg until alpha is full and make a rule that if there are to be FSG before there is a full alpha there needs to be ASL and ADMIN approval (the admin is there to make Shure that FSG does not snake their way around ASL,s orders) like the time when asl told FSG to go alpha and they decided to respawn after the ao to slot back op to FSG without approval and then slowed down the planning and deployment process to the point where ASL left due to him not wanting to deal with them anymore.

     

    IDEA 2 remove FSG and replace the marksman and the rifle man with a weapons specialist and a assistant

     

    IDEA 3 remove FSG and give every one a M72

     

    IDEA 4 remove FSG and  restructure the entire squad system in a way that the FSG gruppe gets integrated in to the alpha teams

     

     

    PS this is how i usealy react to seen fsg bean filled with out ASL,s aproval

    Spoiler

     

     

  5. missions on the gorgona disarm nuke misson

    I arived on the nuke and started the disarmament process by pressing the spacebar and by the end of the seid process it was not disarmed and I was unable to disarm it agein but some one else was stil able to disarm it so after he did it we decided to chuck ot down a cliff and hope the nuke did not kill us ( wich it did ) after that it said that stelleto had failed and server restarted

  6. 34 minutes ago, Ryko said:

    3. Updated arsenal to remove IED style explosives, and segregate eastern and western explosive types between the two factions. Engineers only have access to the full list of explosives; command elements have access to demo blocks and satchel charges.

    until we have a working training program atm most training is done in the field and this change wil hamper training done on server. btw the eod slot can still be accessed by the command menu what about adding all of the explosives to that slot so it could be used as a training slot

  7. just downloaded ant tested the new rhs oppdate it seams like some of the russian equipment (helmets in particular) are bugged can you confirme the problem or is it only on my side. the helmets affected are the 6b26 down to6b28 flora (filter used was sorted by mod)

     

     

    oppdate dirsegard this post just redownloaded it and it works fine now

  8. 5 hours ago, Karate Pyjamas said:

    I've had some help from testers today and the way it's currently set-up and the added rule for the attacking forces that blowing up buildings is not permitted poses enough of a challenge and stall that it's going to be a fun 2-3 hours and it will give me plenty of time to manage both points. I'd recommend you all to dust practice some of your room-clearing skills, you're going to need it :)

    But no worries, I've spent enough time in the editor to figure out where I can spawn units per OP and what would be a fair thing to do, my prep work is on point ;)

     

    may i request that we get a crash course for those that are not familiar with how to breach a building and engage in close quarters combat.(just to lower  the poteintial for tking)

    aslo i might need a refresh of it sence the last time i had a proper course in cqc was wen @J0hnson and @Minipily was training us for the milsim thing that stalled back in the day. but it was a grate course.

     

    may be the AWE training  committee @Amentes @BloodInTheSand can make somthing work.

     

  9. 7 minutes ago, grabben2000 said:

    Being back and playing with old friends is fun but being back and playing arma enhanced with old teammates is even more fun. we actually had almost 20 players on EU3 yestarday and @Shadow Knight  was our ASL. so @LEO decided that he wanted a what is basically a recon team so he made one,he named it LRP(Long Range Patrol) i dont Think it turned out how he wanted it to, but it was me, Leo, @Teddy and @MoonFire in the team. The team had a EOD specialist which was allso the TL and of course leo took that, a medic which was teddy, rifleman which was moon and then we had what leo called a radio operator which was really just the TL but leo was leading, so i Went for the radio cus i thought it would be a new experience and it was. in total we cleared 2 or 3 Towns Before the locals didnt want us there and put an IED under one of the trucks, when we were leaving leo ran over a APERS bounding mine which only blew off our Wheels, but without the Wheels we were sitting ducks and of course the enemy started swarming us, as the radio man i called for vortex to get us a lift out and it was @Copey in the pilot seat. in the end we all survived without being killed once, which is pretty good. 

    it was a regular apers mine

  10. 1 minute ago, Fraggloid said:

    Not all IEDs have wires. 

     

    14 hours ago, Fraggloid said:

    There are several types of tripwire mines appearing in the mission that cannot be disarmed by EOD. Upon approaching, they detonate at a range of around 2m.

    as per this qoute you specified tripwire mines and thats what i am basing my asumtions on that you are talking abaut the PMR-3 typ mine if you are talking abaut a difrent mine then specifiy it

  11. 4 minutes ago, Fraggloid said:

    Prone, and very slowly. I aim at it and check scroll options and ACE interaction for a disarm option constantly. I also have my mine detector active. It detonates between 2 and 3m out; well before I get any option.

     

    It'd be cool to look into mods like these:

    http://makearmanotwar.com/entry/ZUlSFniY91#.WaAP1z6GM_4

    http://www.armaholic.com/page.php?id=26882

     

    Adding in such mods would allow us a much greater range of IED themed activities. IEDs are a MAJOR thing in real-world insurgencies as of late, so it'd be good to simulate that more than booby trapped vehicles and the odd IED.

    now the question is did you see the wire itself? if you dont see the wire you shuld not aproce it

  12. 29 minutes ago, Amentes said:

    Under the current setup, is it possible to search a body, find that it's trapped, and then call EOD over to retrieve any possible intel?

     

    I'm unsure whether a trap will explode immediately when found by a non-EOD player as I've been getting mixed messages from players.

     

    Issue we had was we only had EOD checking bodies for fear of traps. If it was possible for anyone to check, but only for EOD to disarm a found trap to retrieve potential intel, then the body despawn wouldn't be an issue in my view.

    i recomend having team leaders and engineers (and if they are ok with the risk) having regular infantery search the bodys but if a trap is found call either the eod or a engi over to deal with it (also establish a protocol where the medic is at some distance form the rest of the guys just in case somthing hapens, and call out over the radio if somthing is cooking). also one of the safest taktics is to have A boddy team search the bodys at the same time so both have time to escape if they find somthing they dont like. note that 78% (not offical numbers) of the time you wil not set it off.

     

     

    edit note that checking trucks and cars is a difrent story there its recomended to have either the enginer or the eod checking it the trucks have a high chanse of going wrong in a catasropic manner

     

    also this is all from my personal opservation

  13. the Metal Detector is not the best mine detedtor but it works remember to conect the head phones and have it activated. i personaly use both i primeraly use the ace one to detect the mine and then i use the Metal Detector as a backup tool incase i have to runn in to a car ( where it takes some time to activate the regular one) or if i runn out of battery. also the Metal Detector makes a swish witch you can bearly heare. but it also detects exblosives that have bin deactivated

     

    if you want me to i can arrange for a training run for you where you can practise eod ing in a some what less stress full enviorment wen i get back 

     

     

    btw got to say i hate the new minedetector from the laws of war looks like its abaut to make things to easy

     

    edit ITS CALLED A SAFETY STICK !!!!!

  14. Just now, Borrel said:

    So what about the insurgents.. is stiletto on all maps? Or only in the afghanistan like map? If so, do we have taliban fighters on the server? Cos I never saw a taliban insurgent walking in hawai shirts ?

     

    Im really new to this server so maybe its something i dont know yet?

    we removed most of the opfor uniforms during the last major update on eu 3. so that might be why you see sutch non fiting out fits on some of the opfor

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