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Xwatt

AW Core Staff
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    Xwatt

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  1. We will tweak the gear he has on him now so he is very slightly weighed down, so it still offers a challenge.
  2. Ah silly me just noticed one is a 4 man team, and one is a 5 man team...... ok so this is the updated one: SL Medic Team Leader Autorifleman Marksman LAT/AT Team Leader Engineer Autorifleman LAT/AT now it is the very even 10 man squad, and thanks @Stanhope for pointing out I can't count.
  3. Right, how about: SL Medic Team Leader Autorifleman Marksman LAT/AT Team Leader Engineer Autorifleman Grenadier LAT/AT let me know if i'm missing any roles, and if anything should be subsituted. it's odd because it's an 11 man squad with the medic being tied with the SL, not sure if I should make the medic fall under one of the 4 man squads instead. @Gambit as much as I appreicate that idea, I do want to keep the pre designated roles, as it helps to avoid confusion for newcomers especially, and it still keeps that "familiarity" from people who jump over directly from EU1.
  4. Now my next question: do we want to strictly follow the squad structure? Or do we replace roles such as the assistant automatic rifleman with more specialist roles such as a marksman and an engineer. or do we create a new squad for more specialist roles?
  5. I’ll look into possibly replacing our squad structure to the American Structure, as beautifully pointed out by both Jenkins and Gambit. its unlikely we will see the introduction this week, but most likely for next week. If anyone opposes this idea please do let me know below with some reasons why they may disagree with this squad structure. my intentions with this mission is that I just go straight off what the community wants, and what’s in their interest, I too have been hearing that squad lead roles have been taxing and somewhat scary for newcomers. So I do think that implementing this structure might help us to ease some of the people who want to TL. Thanks for the suggestions, keep them coming!
  6. Ok, I think I can accomodate for both parties here: my suggestion. We add the save gear to map > settings. You use it if you don't want to go through the hassle of getting the kit everytime you respawn, or you don't use it if you want play purely for the immersion. It's down to the player then if they want to take the more arcade or realism route.
  7. Thanks for the feedback Derp. We will add some armour and things to the officer to weigh him down and to lessen his stamina. This will be added in an upcoming version.
  8. fixed.. I have been playing way too much EU1 haha
  9. [EU2] Zeus Operations - Malden Reprisal [Week Five] 15:00 UTC Server Details: IP: 136.243.150.72:2302 Port: 2302 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC Expected Mission Length: 150+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: Last week, we completed our takeover of Southern Malden. Now, we must move North. This week, we will have to tackle the hills and the mountainous terrain of Central Malden. While there is no definitive objective like our previous weeks, instead we must scout the area and tackle possible NATO infastructures such as recon camps, watchtowers and small bases. Expect long range combat, along with a long, tiresome hike on the hills of Malden. Vortex will be key, as we will need them to scout out possible objectives and squads, as we have no definite location on enemy assets across the terrain. ==============================================================================================
  10. I see Scar took the roll in the title quite literally
  11. well, I saw you using autohover with a Ghost Hawk, not an MH-9, but I don't want to add any more flame to this argument, just want to state the facts.
  12. There was a bit of an issue and I forgot to edit the event start time: From this sunday and onwards: Even Start Time: 15:00 UTC
  13. [EU2] Zeus Operations - Malden Reprisal [Week Four] 15:00 UTC Server Details: IP: 144.76.82.169:2602 Port: 2602 Mods Required: TFAR CBA_A3 TS adress: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 15:00 UTC Expected Mission Length: 150+ minutes (may go over or under expected mission length) Player Slots: 60 Brief Summary: Last week, we fought through 4 major towns in Sourthern Malden. This week, we will take the final point in southern Malden, the Peninsula. We will start out by battling through dense vegetation and forestry, as we have gotten intel that a NATO UAV has crashed, and we can recover the codes it was carrying with it. We must get to this UAV before NATO can recover it and extract it from the area. Secondly, we will move further south down the peninsula to breach the NATO defensive line. This spans horizontally across the peninsula and it set as a barrier that NATO will attempt to use to stop us in our tracks. After this, we will attack a NATO logistics FOB, a heavily fortified base stationed in the flat plains of southern Malden. Lastly we will take the docks, which NATO uses as a strategic point to export and import goods across the island of Malden. ==============================================================================================
  14. that really wasn't my inention but alright
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