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Xwatt

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  1. After heavy consideration, I've decided to cancel the Sunday Zeus Operations. I feel now is the best time, as we have ended the Malden campaign, and I feel cancellation now, would be better than doing it halfway through the next one. I've decided to stop for two main reasons. Firstly, personal time constraints mean that I no longer have the ability to feasibly run these missions. I have to test new versions, plan the mission during the week, and then dedicate pretty much all Sunday to making the mission (2 hours to build, 2-3 hours runtime.) Secondly I have been feeling extremely burnt out from the Sunday Operations, with my motivation and excitement for them steadily decreasing, to the point where it's feeling more of a chore than an excitement. Hopefully this won't come as too much of a burden, I see Midnight's upcoming Unsung Vietnam campaign has been genertating lot's of excitement beyond what the Sunday Operations ever have. I believe that them missions will still keep the community entertained on a weekly basis. I hope to run a PVP event once every 2 weeks for maybe an hour or so, keep your eyes open for further details.
  2. Credits for the mission, but as a medic I couldn't bring myself to enjoy the majority of the mission. I'm very aware of the nature of the mission, but being a medic it was nothing more than a pain in the ass, to put it nicely. There seemed to be a prominant need for people always wanting to be ahead, in conjunction to the lack of patience from some people when a medic is trying to do his job, and get people up. People attempting to step over me and rush past me when reviving in tight coridoors and stairs lead to the revive being cancelled altogether as the body got pushed out of reviving distance. Moreover, the inability to move back as a medic as there is about 10 people trying to get past you, only lead to the medic being down. And with there only being two medics, you can tell how frustrating this might have been. It's not often that I criticse and get as angry as I did that mission, but I felt justified given the circumstances of sheer inability for the medic to play an effective role, especially when there are only two of them.
  3. yeah... not sure how someone or something managed to lock it.... Issue is resolved though as mentioned by midnight
  4. Xwatt

    Ambulance :3

    Haha I already told admiral that’s his alternative for his sirens
  5. Xwatt

    Ambulance :3

    Yeah, I like this idea. After speaking with the public mod team we've decided that we will replace the transport van with the ambulance. The only condition is that the sirens will be disabled. Due to the noise of it and the range that it can be heard at. It may get frustrating for players always having to hear it.
  6. Xwatt

    Containment Breach

    Eddie Wants To Know Your Location
  7. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week Ten] 15:00 UTC Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta CBA_A3 TS address: 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: This week, we will conclude our Reprisal of Malden. This week, we will begin by the coastline, where we will do a boat insertion to the coastline of the North West Airfield. This our sole objective this week, and we wil need all the forces we have to sucessfully liberate all NATO forces from this offshore airfield. After is cleared, we will finally have payback on NATO, for what they did to our forces two and a half months ago on Stratis... we will never forget. Friendly Forces: - Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces Assets: 1x Gorgon Speedboat Minigun 2x Zamak Transport 1x Mohawk (Respawnable upon Request) 1x Hellcat (DAGR's and 20mm cannon) 2x Greyhawk (Scalpels) 1x UGV Stomper Transport Vehicles (For Platoon, Sniper Squad and FSG) Enemy Forces: NATO Civillians: Do not expect any civillian presence. Mission AAF Conclude their Reprisal of Malden by liberating an offshore airfield, home of NATO's military forces and assets. Execution: Objectives Liberate NATO Airfield Movement Plan: At Patoon Commanders Discretion Rules Of Engagement: Armed NATO personnel may be enaged on sight Only Engage buildings used for military purposes Admin and Logistics Ressuply: Called in by platoon commander. Supply crates at FOB can be airlifted into the field. Reinforcments: Unlimited At Platoon Commanders discretion, transport assets are available. Command And Control: Command: Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational Control on the ground lays with the Platoon Commander Communication: Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.
  8. Xwatt

    Hey!

    Welcome! hope you enjoy your time here
  9. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week Nine] 15:00 UTC Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta CBA_A3 TS address: 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 Description: We have put NATO on a complete backburner now, and This week, we will completely wipe them from the mainland of Malden, leaving them with no land on mainland Malden, with only an airfield in the North West that they can claim as their own.... For now. This week, we will start by attacking an abandoned military base that NATO have garrisoned, in a last ditch effort to attempt to keep us from total liberation. After this, we will then attack the small town of Lolisse, the last presence of any NATO forces on the main island of Malden. Friendly Forces Guerrilla Forces - can be called in by Platoon Commander to assist friendly forces Assets 1x AFV-4 Gorgon 2x Zamak Transport 1x CH-49 Mohawk (respawnable upon request) 1x Hellcat (DAR and 6.5mm) 1x Hellcat (20mm and Scalpels) 1x Gryphon (AA Variant) 1x Nyx (AA) 2x K40 Ababil - (Scalpels) Variety of transport vehicles 1x Slammer UP 1x A164 Wipeout Enemy Forces NATO Civillians Expect a civillian population in the town of Lolisse. Mission AAF Continue their Reprisal of Malden. This week AAF endavour to take a NATO garrisoned abandoned military base and the town of Lolisse. Execution Objectives Liberate Abandoned Military Base Capture Lolisse Movement Plan At Platoon Commanders discretion. Rules Of Engagement Armed NATO personell may be engaged on sight Expect a civillian presence in Lolisse Expect a civillian population. Collateral damage should be kept to a minimum. Only engage buildings used for a military purpose Admin And Logistics Resupply Callled in by Platoon Commander. Supply crates at FOB can be airlifted in. Reinforcements: Unlimited At Platoon Commanders discretion, transport assets are available Command And Control Command Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational control on the ground lays with platoon Commander Communication Radio channels are pre-designated for each squad, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain. Only use Side Chat for emergencies.
  10. A collection of screenshots from Last Sunday's OP (06/10/19)
  11. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week Eight] 15:00 UTC Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta CBA_A3 TS address: 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 Description Soldiers. It wasn't long ago that we were based in a little island just off the coast of mainland Malden. Now we have sucesfully taken over an airfield, in which we managed to secure an A164 Wipeout, and a Slammer UP for our own use. Now we have our own airfield, we can expect NATO to increase their AA status, aswell as start sending jets to counter our own. This week, will take the capital city of Malden, La Trinite. This is a big town, and we can expect it to be littered with NATO, therefore we must dedicate all of our troops and assets to this single objective. Use the assets provided to liberate this city from the hands of our NATO enemies. Friendly Forces Guerrilla Forces - can be called in by Platoon Commander to assist friendly forces Assets 1x AFV-4 Gorgon 2x Zamak Transport 1x CH-49 Mohawk (respawnable upon request) 1x Hellcat (DAR and 6.5mm) 1x Hellcat (20mm and Scalpels) 1x Gryphon (AA Variant) 1x Nyx (AA) 2x K40 Ababil - (Scalpels) Variety of transport vehicles 1x Slammer UP 1x A164 Wipeout Enemy Forces NATO Civillians Expect a civillian population in the town of La Trinite. Mission AAF Continue their Reprisal of Malden. This week AAF endavour to take the town of La Trinite. Execution Objectives Take La Trinite Movement Plan At Platoon Commanders discretion. Rules Of Engagement Armed NATO personell may be engaged on sight Expect a large civillian presence in La Trinite Expect a civillian population. Collateral damage should be kept to a minimum. Only engage buildings used for a military purpose Admin And Logistics Resupply Callled in by Platoon Commander. Supply crates at FOB can be airlifted in. Reinforcements: Unlimited At Platoon Commanders discretion, transport assets are available Command And Control Command Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational control on the ground lays with platoon Commander Communication Radio channels are pre-designated for each squad, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain. Only use Side Chat for emergencies.
  12. Few updates from the current, and past versions: - The Arsenal is Back (restricted to a certain extent of course) - Some new additions to the arsenal (RPG's, Titan AT and Titan AA - thank me later missile specialists) - The save loadout function works now on Map > Settings (if it doesn't it's because I have forgotten to place a protection zone - please remind me if that's the case!) - Teams are now split into their own seperate squads - Armour crew are now repair specalists
  13. I've been generally quiet when it has come to giving my opinions about I&A4, but I think now is the time I adress certain things. I want to start by saying that I've been around since late 2014, and i've played through and witnessed the development of both I&A2 and I&A3, so my opinions and viewpoints may be drastically different to someone who has just played I&A4 for the very first time. I want to begin with starting on the ethos of what Ahoyworld, and more specifically Invade and Annex is. Invade and Annex has always pride itself on being casual, open and as least restricitve as possible, so you can join in, play for 10 minutes, 20 minutes an hour or six, and all gear is at disposal to you (except a few class restricted Arsenal restrictions) and powerful assets such as tanks that can be obtained through playing side missions. Moreover, you can play how you like, be it lonewolfing or in a squad. And it has worked. It's what has differentiated us from the likes of the 77th, and I believe is the main reason why a lot of us aren't just playing there. I believe that I&A4 has took the ethos Invade and Annex was founded upon, and has threw it away. Before I begin the negatives, lets begin with the positives. There are many things I love about I&A4. The increased difficulty, this makes playing boots on the ground so much more intense and enjoyable. The locking of vehicles, which tackles the issue we've had for years of people stealing hunters etc. The ability to play as different factions, (The Beta where we played as CSAT was one of the best experiences i've ever had.) Lastly the purchasing of side rewards, im still a bit hit or miss on it, but overall it sorts the issue of people fighting about "I did this side mission the reward should be mine." and the ability for all players to revive each other is amazing, as crappy medics no longer matter as much. Now the negatives. Let's begin at base. You go the arsenal and see a lot of the gear you are accustomed to is missing. Uniforms, Weapons, Scopes. You think to yourself "I'm only here for 15 minutes I just wanted to quickly jump in, kill some guys in the AO and leave, but now to get what the gear I really want I have to grind points to get it" granted it's not a lot of points, but it just really shoots players who come here for casual gameplay in the foot, and it just takes away from what I&A should be. All weapons available from the start, except gear that is restricted to certain roles such as marskmans, autoriflemans etc. it really starts to begin to feel like a call of duty or a battlefield, where your gear is restricted behind a paywall of points where you can only get acess to it once you "kill the bad guys" or help your team. Groups. I understand why it is the way it is, but enforcing a structure on a playerbase that is known and prided on being casual just won't work. There needs to be an understanding that people just want to lonewolf, and should be able to make their own squad and do that, as our ethos promotes allowing players to have their own freedom in an otherwise casual environment. Being tied to alpha, bravo, charlie won't help anything, as players who come to Ahoyworld looking to play alone will lonewolf anyway, regardless of the structure. We aren't the 77th, we don't make you stand in little cute lines at base with your squad, you should be able to ask on side chat if anyone wants to play seriously, then you make your own squad or you can make a squad with just yourself in, we don't need to enforce teamwork, that's not who we are, you should be able to have the choice to play in a group with yourself or with other people looking for serious gameplay, there needs to be a choice. I'd reccomend just keeping the I&A3 grouping system, it promotes everything we believe in, and I really don't think anyone wanted or asked to be tied to a squad. I understand there are custom squads, but I believe right now they are blocked, but I believe they don't allow for custom naming or anything of that sorts. Mission Area. I understand you get you more points if you are in the mission area, and less if you are camping on a hill outside of the AO. But why should we force people to have to be in that area to get more points? It's I&A, we are supposed to let people play how they want, it's a casual environment, if you want to sit on a hill and have no tense encounterments than you do you, if you want to run straight in the middle of the AO go ahead, why should we restrict the reward people get depending where they are? some people enjoy laying back on not being neck deep in the action, and that should be fine, we let people decide how they want to play around here and that is fine. we welcome all people and all playstyles, that's the Ahoyworld way. Framerates. Much worse than I&A3. I'm not an expert or anything but I believe there is just so many scripts and such in I&A4, that optimising for it will be an absolute nightmare. I think I&A4 is just trying to use so many scripts and functions, that it is just absolutely going to tear apart the frames. It was at a point last night where someone was asking to make a zeus mission and they were denied, because the frames were so poor. Frankly I think Zeus missions is what keeps a lot of the players excited about I&A, and if the frames were to be so poor that we can't make them, it's just going to detract overall from the players experience. Now for some more admin/Zeus stuff. Being unable to use some achilles functions due to the fact it's for "Anti Script Kid measures" is pretty lame. Such simple things such as holding control and left clicking to controlling units and many more achilles functions and such being unavaible, just makes zeusing in I&A4 so bad, to a point where I really don't find using Zeus in I&A4 intuitive anymore. I'd much rather scrap all of these script kid measures to have some of the core achilles functions back, and we have pointed this out to you Ryko, but you seem adament against it. You need to understand that if a public mod/spartan is enquiring to you about this, it's most likely because it's actually constricting them from doing their role properly. I know you are a understaiding person @Ryko, so I hope you will take this board. Moreover other things such as the admin menu not on the scroll wheel and being in the U menu isn't great, and the admin tools being very, very stripped down compared to the I&A3 admin tools. Lastly the teamkill messages are gone, but you did say you would look at putting this back in. Using Zeus is so flawed in I&A4, and it has a few times made me doubt what's the point in having it. I'll conclude by saying this. Ryko you are an admirable character, but I&A4 just isn't what Invade and Annex prides itself on being. It prides itself on being casual, least restricitive as possible and accomodating to all play styles. I&A4 takes our ethos, and throws it in the bin. We aren't the 77th, and we shouldn't be taking steps to shove teamwork down peoples throats, and we should instead turn our focus to what has always made us stand out, our casual and enjoyable environment. For me, I&A3 is the peak of what our ethos is right now, but I&A4 is soon to be the destroyer of our ethos, unless serious change is made. It's overcomplicated and doesn't need to be. Just take what I&A3 is and work on it, and just add the features that make it enjoyable, such as what I said in the third paragraph. I hope you read and take this on board @Ryko, and you can see as a veteran I&A player how passionate I am about this.
  14. Mission Name: [EU2] Zeus Operations - Malden Reprisal [Week Seven] 15:00 UTC Server Details: IP: 136.243.150.72: Port: 2302 Mods Required: TFAR_Beta CBA_A3 TS address: 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: Week By Week, we have been slowly building up to this point. We now feel we are able to take the main airfield on Malden, and we will not wait any longer. We are setting up camp by the East Coast of Malden, and we can either go via boat or aircraft to the beach East of Saint Louis. Before we hit the airfield, we will first quickly storm through Saint Louis, where NATO have retreated to as a barrier to attempt to stop us from the our attack on the airfield. After Saint Louis, we will begin our raid on the airfield, where will massacre all enemy units and secure any assets we can take and use for our future endavours. Friendly Forces: - Guerillia Forces - can be called in by the Platoon Commander to assist AAF forces Assets: 1x Gorgon 2x Zamak Transport 1x Mohawk (Respawnable upon Request) 1x Hellcat (DAGR's and 20mm cannon) 2x Greyhawk (Scalpels) 1x UGV Stomper Transport Vehicles (For Platoon, Sniper Squad and FSG) Enemy Forces NATO Civillians Expect a civillian population in Saint Louis, but no civillian population near the airfield. Mission AAF Continue their Reprisal of Malden, and this week AAF endavour to secure the main airfield of Malden. They must first secure Saint Louis before they advance to the airfield. Execution: Objectives Take Saint Louis Secure NATO airfield Recover NATO assets from the airfield for future use Movement Plan: At Patoon Commanders discretion Rules Of Engagement: Armed NATO personnel may be enaged on sight Expect a large civillian presence in Saint Louis. Collateral damage should be kept to a minimmum Only Engage buildings used for military purposes Civillian life must be protected at all costs Admin and Logistics Ressuply: Called in by platoon commander. Supply crates at FOB can be airlifted into the field. Reinforcments: Unlimited At Platoon Commanders discretion, transport assets are available. Command And Control: Command: Zeus by the name of "Overlord" can be contacted for mission related issues/enquiries Operational Control on the ground lays with the Platoon Commander Communication: Radio Channels are pre-designated for each element, and can be viewed on the map in-game. Platoon Commander has limited discretion to change this but structure should remain.
  15. Xwatt

    Chairs Are Overrated

    @Lindi I have PTSD from that one OP where I was stuck on a chair
  16. Xwatt

    Chairs Are Overrated

    it doesn't unless you use Zeus, that's the joke
  17. [EU2] Zeus Operations - Malden Reprisal [Week Six] 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: Good work last week. We can safely assume that we have now taken 50% of the island, We still have a lot of work left to do soldiers, and we will never forget what those NATO Scumbags did to our men back on the Island on Stratis, and we will continue to seek our revenge. This week we move horizontally across a small strip of Malden. We will start SW of Malden, and we have transferred our base North of Chapoi. First we will head to La Pessagne, where we must invade this heavily armoured town. Next, we will move to Arundy, smaller in comparision. Don't be fooled, it doesn't always mean it'll be an easier objective. Lastly, our UAV has dome some scouting and has detected a Weapons Cache in Central Dourdan. Use the explosives provided in the crates at FOB to seize and blow up this weapons cache.
  18. We will tweak the gear he has on him now so he is very slightly weighed down, so it still offers a challenge.
  19. 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.
  20. 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.
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