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Jason.

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  1. Downvote
    Jason. reacted to S0zi0p4th in AWE - I&A Server message   
    Tbh in theory the msg is correct   and noah is also correct
     
    We never changed the text 
    When I am home again I will either change it or just total remove it because I hate them on a modded server
     
    This of course is depending on the amount of rep I get for this post
  2. Like
    Jason. reacted to TheScar in Balance / Nerf the Jets   
    Hello,
    long time no read from my side and i wasnt even considering posting here in the future but todays events changed my opinion ...
    Its about the jets,especially the "DLC" WASP (which spawns on Carrier regulary every 30min).
     
    As familiar player of I+A you may know my (hate-)relation to jets in particular but dont get me wrong in the first place.
    Jets have a role in playing a support role to assist ground forces achieving objectives and goals eaiser/a bit less stressfull.
    That totally alright about if the pilot of the jet "acknowledges" his support role and does so on a "regular basis".
    Sadly,this doesnt play out most of the times.
    We saw pilots camping the jets spawns (to be first),take them for unrequested air raids all over Altis.
    This is what in particular annoys me the most.
    The ability for the jets to be ANYWHERE on the island in minutes,speed advantage renders enemy AA useless 90% of times and they rearm in minutes and be back in the air almost instant.
     
    I might give you a insight of the event that made me post this (read the spoiler+check the picture):
     
    Whats the point in having AT slots,tank crews,APC crews and whatever in this game when a single WASP can dominate the mission so easily.
    We might even never leave base again !
    Take the Anti Air battery mission for example - i seen it countless of times the AA gets taken out by either the jet or the UAV in seconds/minutes with no threat to them at all.
    If the ZSUs can deal em that sad why even have the AA mission actually in?
     
    Actually,i m speechless since that thing (the jet/UAVtools) got added and even more in particular since BI tweaked the jet capabilities.
    In this condition yet it´s a silly and gamebreaking move.
    ARMA is about putting work in a mission (generalisation) - achieving goals the easy way is neither rewarding nor thrilling to none of (the more) experienced users.
    Or when was the last time you told a m8 about that thrilling CAS-Air raid you witnessed while being boot on the ground with nothing to care about as only infantry is your only threat ?
    Oh,not to forget:
    The same goes for the new UAVtools !
     
     
     
     
    In short - i vouch for several things to make jets/UAV tools better or everyone:
     
    raise (re)spawn timer of WASP and UAV tools (to 1h at best) raise service time (to min 15min) consider cut´ing jet/UAV  count actual (1 WASP - 1 Buzzard AA - 1 Greyhawk - 1 of those new things sorry,dont recall its actual name) enforce a "maximum use time" of jets (limit it to 1 user for 2h,then apply a 2h wait time) thin out chance of side reward to be jet/UAVtool change setup of AA battery to that new AAtruck to guarantee a solid AA threat by it  
     
     
    I´ll end it here for now,i usually wanted to play ARMA and not post a essay about the goddamn jet (users)
    Thougts ?
     
  3. Like
    Jason. got a reaction from fir_nev in ArmA 3 Screenies & Videos Thread   
    @fir_nev A tip for taking off at base that has worked well for me so far is to always fly straight, over the infantry spawn, and then make the necessary course corrections, instead of heading for your destination at take off.
    I never see pilots coming in for landing from that direction so it should be much safer.
  4. Like
    Jason. reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
  5. Like
    Jason. got a reaction from SkullCollector in ArmA 3 Screenies & Videos Thread   
    Dynamic loadouts coming soon!
     

  6. Like
    Jason. got a reaction from Kullmann in [HOW TO] Operate the UAV's   
    My advice for UAV ops, don't trust the UAVs. When I need to rearm a greyhawk I'll give it a loiter order at 200m altitude a few kms from base, from there I'll take over control and land it myself. Same goes for taking off, I'll do that manually then once in the air I'll give it a waypoint. 
    For landing, try to be at around 100km/h and flying around 20m above the ground on the approach to the runway.
    Set yourself a waypoint (shift+L-mouse) on the map for the start of the runway.
    Make sure you're "aiming" for your waypoint, this will help you to have a steady descent and to make the most of the long runway.
    You want to be going around 80km/h (not sure exactly) once you reach the waypoint, at this speed the greyhawk will almost land itself, you can recognise this magic speed when you are unable to gain altitude by pitching up.
  7. Like
    Jason. reacted to TheScar in I&A 2 stuff   
    you know,funny thing is i just fought a battle with myself about making a
    BRING BACK I+A 2.8x
    threat to making a clean cut on a operation gone wrong.
     
    In fact,i have yet to see the server being able to handle all four FOBs live - it starts to struggle mostly on the 2nd and the whole idea of spread spawn points just clutters up gameplay alot.Not going all to deep into my arguments (yet) - but lets face it and delay/abort the project I+A 3 untill it performs like wanted and doesnt require fixes of stuff continuesly.Till this point rehost I+A 2.8x to ensure a straight and continued gameplay on public servers.
    Open a version of I+A 2.8x in editor,pack it new with current A3 patch and put it on the server (with minor adjustments if necessary).
    Simple,logic and less frustration to us all.
     
    Yea,i said it.
    I m not advocating to cut the whole I+A 3 concept/idea.
    I vouch for a re-release once its ready to.
    As its not yet/was before.
     
    Discuss ...
    (or wait for me to open said topic to discuss it there)
     
    //shots fired
  8. Like
    Jason. got a reaction from Kyle Clements in Fuel trucks   
    Back in I&A2 we had little fuel trucks that could be lifted by most helicopters.
    They were super useful for the (common) times when a pilot crash lands far away from base and needs to be refueled.
     
    Currently the only options we have are:
     
    1. Drive a fuel truck - Not practical when on the other side of the map, you can't expect a player to spend 30+ mins driving to you
     
    2. Get a repair specialist to refuel - This is a script which very rarely works, it's a great idea but until it's fixed it isn't a reliable solution 
     
    3. Sling a Huron fuel container - Requires a Huron since no other heli can lift it, so if the Huron pilot isn't responding or if it's the Huron that needs to be refueled, you're screwed. Also since it needs to be close to the heli to refuel, the pilot slinging it can end up hitting the downed heli's rotor in an attempt to drop it close (the fuel truck can be driven closer instead)
     
    This should be pretty easy to add as we'd only need a couple of them at base. 
  9. Like
    Jason. got a reaction from S0zi0p4th in Fuel trucks   
    Back in I&A2 we had little fuel trucks that could be lifted by most helicopters.
    They were super useful for the (common) times when a pilot crash lands far away from base and needs to be refueled.
     
    Currently the only options we have are:
     
    1. Drive a fuel truck - Not practical when on the other side of the map, you can't expect a player to spend 30+ mins driving to you
     
    2. Get a repair specialist to refuel - This is a script which very rarely works, it's a great idea but until it's fixed it isn't a reliable solution 
     
    3. Sling a Huron fuel container - Requires a Huron since no other heli can lift it, so if the Huron pilot isn't responding or if it's the Huron that needs to be refueled, you're screwed. Also since it needs to be close to the heli to refuel, the pilot slinging it can end up hitting the downed heli's rotor in an attempt to drop it close (the fuel truck can be driven closer instead)
     
    This should be pretty easy to add as we'd only need a couple of them at base. 
  10. Like
    Jason. got a reaction from Cebi in Fuel trucks   
    Back in I&A2 we had little fuel trucks that could be lifted by most helicopters.
    They were super useful for the (common) times when a pilot crash lands far away from base and needs to be refueled.
     
    Currently the only options we have are:
     
    1. Drive a fuel truck - Not practical when on the other side of the map, you can't expect a player to spend 30+ mins driving to you
     
    2. Get a repair specialist to refuel - This is a script which very rarely works, it's a great idea but until it's fixed it isn't a reliable solution 
     
    3. Sling a Huron fuel container - Requires a Huron since no other heli can lift it, so if the Huron pilot isn't responding or if it's the Huron that needs to be refueled, you're screwed. Also since it needs to be close to the heli to refuel, the pilot slinging it can end up hitting the downed heli's rotor in an attempt to drop it close (the fuel truck can be driven closer instead)
     
    This should be pretty easy to add as we'd only need a couple of them at base. 
  11. Like
    Jason. reacted to GamerbugUK in Chance of Revive.So stupid   
    So these are my opinions on it.
     
    It's buggy, often the option to revive doesn't appear, or the procedure halts halfway through, or it 'works' and the revived player cannot get up.
     
    Perma death happens way too often, from artillery and heavy weapons fair enough, but from small arms it's just annoying to be domed from 500m through a helmet by an enemy you can barely see and now back to base. There is no need for it on a pub server, allow revives and let them get back in the fray; realistic? No. Better? Yes
     
    Heli crashes at an AO could mean if there is a medic on the scene, he could revive them all; rather than the respawn, new chopper, return to AO rigmarole; realistic? No. Better? Yes
     
    Downed players are purple on the map, unidentified enemies/NPCs are purple on the map as well. Used to be orange and there was a marker on your hud and distance; realistic? No. Better? Yes
     
    Used to be able to chat in text while down, now nothing is available; realistic? No. Better? Yes
     
    Realism is fine in small doses and Arma has enough in vanilla for those that want it, for those that want more realism, we have the lovely AWEU3
  12. Like
    Jason. got a reaction from SkullCollector in Fuel trucks   
    Back in I&A2 we had little fuel trucks that could be lifted by most helicopters.
    They were super useful for the (common) times when a pilot crash lands far away from base and needs to be refueled.
     
    Currently the only options we have are:
     
    1. Drive a fuel truck - Not practical when on the other side of the map, you can't expect a player to spend 30+ mins driving to you
     
    2. Get a repair specialist to refuel - This is a script which very rarely works, it's a great idea but until it's fixed it isn't a reliable solution 
     
    3. Sling a Huron fuel container - Requires a Huron since no other heli can lift it, so if the Huron pilot isn't responding or if it's the Huron that needs to be refueled, you're screwed. Also since it needs to be close to the heli to refuel, the pilot slinging it can end up hitting the downed heli's rotor in an attempt to drop it close (the fuel truck can be driven closer instead)
     
    This should be pretty easy to add as we'd only need a couple of them at base. 
  13. Like
    Jason. got a reaction from Cebi in Restructuring CAS   
    Please forget I ever mentioned ATGMs, just pretend the buzzard has only GBUs and AA missiles.
     
    Would you mind elaborating on that?
     
     
    I know what you mean about pilots trying to use the shitty cannon for CAS, but I'm not so sure about FF, the benefit of it being weak is that it's pretty hard to TK with as well!
     
    You mean like this?
    I have tried it out on the dev branch and it looks really promising, it's one of the reason I made this post. But nobody seems to be paying attention to this and are too hung up on "ATGMs OP!"...
     
    I think the enemy jets have been changed to more more like how they were in I&A2, they will come in and stay on the map until shot down.
    That said I still agree they aren't too dangerous to pilots, with our own jet however, enemy CAS could be turned up a few notches as well.
  14. Like
    Jason. reacted to Ryko in How the sausage is made (or - what's happened / is happening with TS Tags)   
    Hi folks,
     
    So it turns out that many of you don't like the new TS Tags, and that's fair.  This is a classic case of starting with a small task (fix the AWE moderator tag) that snowballed into a larger task (design something that makes sense across all the icons) and exploded into a big thing (create a whole new theme).
     
    And it was done in isolation, assuming that it was such a small thing that no one would care or perhaps even notice.  Boy was I wrong!
     
    So, here's how I'd like to go forward from here:
     
    1) We'll go back to the older tags for now.
    2) I'd like to start a design competition where everyone can submit their concepts for what new tags could be, with an actual prize.
    3) When people have made submissions, we'd submit them to a vote, in addition to the current legacy tags.
    4) If a new set of tags is chosen by majority vote, that person would win the actual prize. If the old legacy tags are chosen, then a random person who submitted tags will win.
     
    and in general, any changes to all aspects of the site, no matter how small, will be conducted with consultation. I appreciate that you people care about how we do things here, and if you didn't, it wouldn't be the great place that it is.
     
    Discussion in this thread, thanks!
     
    Details of the competition to follow, we will reserve the right to veto a design (No Boaty McBoatface!)
     
    - R
  15. Like
    Jason. reacted to Aegis_RVIR in Rewards Rework   
    Today is your lucky day, I feel like giving constructive criticism.
     
    - What do you mean with point 1? Seriously, I have no. Clue with what you mean with it.
    - I am happy with number 2,3 and 5. However , That the squad leader gets a bonus could be abused by making 1 man private squads.
    - 6 Could be used to farm points and quickly get those assets going after a restart.
    - Do not limit assets, if Zeus notices that armor is rolling mission after mission, they can drop in some AT. It also runs into the first come - first serve problem.
    - For the spawnables, remove the wipeout. It will destroy everything with a proper pilot and someone with a laser designator. Also the darter, no just no. A UAV operator can get infinite amounts of those. If you allow others to use them, than the only ones that could really use them are:
     
    - Lone snipers
    - a spotter with a sniper
    - an FSG gunner
    - a wild scar who wants to make sure nothing gets out alive.
     
    - I suggest adding a supply drop to the list, each with different cargo that you can choose from. Only preset loadouts, no custom. The supply drop would parachute down at your location, but wind can blow it to somewhere inaccessible thus proper placement is required.
     
    Well, I am looking forward to your response. We are on the internet and nothing can go wrong here if you have a different opinion.......
  16. Like
    Jason. got a reaction from Munic in Pilots on EU1 & 2   
    I think refusing to take-off unless given an LZ is doing just that.
     
    I like what Cebi said:
     
    I think this is much more true, most pilots will do their job without requiring any input/destination from their passengers, much like a bus.
    Therefore the players (passengers) are used to this system where they can hop in a heli and trust the pilot to take them where they need to go.
     
    Sure in an ideal world the pilots could be more like cab drivers, but it's simply not going to happen, there is very little we can do to change the mentality of EU1 players, and that's something you need to accept
  17. Like
    Jason. reacted to Cebi in Pilots on EU1 & 2   
    @Stanhope
    I cant agree with you. You say that if passangers cant be bothered to tell/type you their destination then you will not provide transport for them and will just sit on the pad untill somebody asks you to go somewhere? That you have problems to get people into your helicopter when you are landed on the pad with turbines off?
    If you meet resistence...maybe you are swiming against the flow. I get it that all that you say is common sense and courtesy but in some games such things can only get you mad.
     
    What if some of the players cant understand your language.
    PS: You compared your service to a cab driver, but what if players are expecting us to be more like bus, metro or train.
    @Eagle-Eye
    How will you go about changing peoples mentality? You need rules and game design to support that. Not a topic on a forum which only regulars and people interested in community visit.
  18. Like
    Jason. got a reaction from Munic in Pilots on EU1 & 2   
    Maybe I went through a similar dilemma when I was first piloting on EU1, but I gave up worrying about the people in my heli a long time ago  
    Don't get me wrong, I'll happily discuss LZs with people etc, but if nobody makes any requests then I'll just put them at an LZ of my choice.
    They have no right to complain if they don't say anything while in the heli.
  19. Like
    Jason. got a reaction from Stanhope in Pilots on EU1 & 2   
    Maybe I went through a similar dilemma when I was first piloting on EU1, but I gave up worrying about the people in my heli a long time ago  
    Don't get me wrong, I'll happily discuss LZs with people etc, but if nobody makes any requests then I'll just put them at an LZ of my choice.
    They have no right to complain if they don't say anything while in the heli.
  20. Like
    Jason. got a reaction from Noah_Hero in Making EODs and Repair Specs more enjoyable:   
    I like the idea of limiting explosives to EOD but I think it would work fine without the change to repair specialists, their ability to repair is enough to make them useful and popular with the need of explosives.
    Without this change you also wouldn't need your changes to the RT.
    Also I don't think any changes to their weaponry is needed, it is fine for them to be on par with the other support roles (medic, AT etc).
     
    Anyway nice post and your English is perfect so no need to apologise!
  21. Like
    Jason. got a reaction from Limpy in FOBs - diversity or a failed idea   
    Ah Scar...
     
    We're directly addressing a solution to your second point, so I don't see how it's off-topic.
     
    Back to the UAV point...
    The Buzzard can land and take-off at that airstrip fine, you just need to make sure you use the full length of it.
  22. Like
    Jason. reacted to TheScar in FOBs - diversity or a failed idea   
    Alright,just spending my time on a session of a fresh (restarted) mission and we go live with 3 FOBs unlocked (Martian,Guardian,Marathon).
    First observation,pilots spawn immidiatly to get their favourite chopper with no work effort at all > spawn to Guardian,get BF + get Orca > ignore transport as AO is close to main base anyway.
    Secondly tower is downed in minutes by a "regular" UAVop without any requirement of a LD before bombing shit.The BF arrives at AO,firing shit up in minutes too.No communication seen whatsoever (Teamspeak doesnt count as communication on a 60player server,dont make me explain that to you)
    Third observation: Its useless to spend work on usual side missions,as with FOBs available 70% of map procedure changed to teleport to FOB,get tank/APC > drive max 2k > profit
     
    Then lets have a look at the current FOB condition :
    Martian     >>  Ammo truck,no service Guardian   >>  Fuel truck,no service Marathon   >> no truck(?),no service So,what other than having more diversity on assets (spread all over the island) and non logical spawn options (no respawn on main base by default when dead) and the (wanted) impression of a ongoing invasion by our side do FOBs cater?
    Often leads to pubs either asking/waiting to be transported from FOBs to action,while pilots sit on main base waiting for people to pickup,but they respawn on FOBs.
    I m not even beginning to mention how pointless operating a vehicle/APC/tank is when you have no option to service,so you often find non respawning vehicles/rewards bingo ammo or derailed in the wilderness.
     
    Bottom point,i dont see the advantage in the decicion for FOBs in the first place,at least in their current condition opposit to having 1 main base like in I+A 2 and before
    It cost server performance,is difficult to overwatch (for admins/ZEUS) and takes extra effort to do so.
    Ofc it ll improve (loadouts of assets @ FOBs will most likey change,spawn protection to unlocked FOBs will improve too most likely along the way,etc.) but my main question is:
     
    Do FOBs cater to the initial mission and gameplay?
    Imo not.
    Decap!
     
    Opinions?
     
     
     

     
     
  23. Like
    Jason. reacted to Nibbs in IA 3.1 some tweaks to polish the new setup   
    Firstly just to say I love the new IA3.1 especially as having an airstrip is much more friendly to new UAV Operators. You guys have done a great job. I also love the dynamics of the vehicle transport for its potential for deploying mobile squads to the battle field. However there's some tweaks that could be useful.
     
    1. Is it possible to make it so the Ammo Hemtt can't rearm static emplacements like mortars? People take it away from the base for that purpose, which means you have no way to rearm the flares on the blackfish, or general ammo for any wipe-outs / buzzards acquired. (I also feel like the unlimited ammo mortar, from parking the ammo truck next to it, feels extremely exploity. The MK6 being such a devastating tool, should require co-ordination with people for resupply operations, and for the operator to conserve ammunition)
     
    2. The Blackfish seems like a great tool to drop squads together on the battlefield, But really needs a couple of Prowlers to make it work. (load capacity for a single vehicle type is 4 quads, 1 UNARMED hunter, 1 marshall, or 2 prowlers) Could I suggest 4 light prowlers near where the BF spawns, so it can deploy 2 squads? (ideally part of the standard spawn, so the clean up script moves the empty ones back to base)
     
    3. Again with the blackfish, is it possible to lock the passenger slots, much like the pilot slots? People jump in the passenger slots expecting it to land near the AO, and just end up going for a long there and back again trip. (Not everyone on the server speaks English since it's EU)
     
    4. Some of the early AOs can fire directly at the Helicopter Re-arm Pad / Airstrip. it might be worth removing these, or adding a line of sandbags to the north of the base.
     
    5. it might be worth adding the UAV Operator to the Vortex group so they get thrown in squad, since they're sharing an airstrip now and need to co-ordinate who's using it at any time
  24. Like
    Jason. reacted to Stanhope in Base protection for vehicles   
    So i was studying some python and get fed up with it so i took another look at the scripts off I&A3.1.  As we all know vehicles are not included in base protection, leading to the occasional mass TK in base.  So i looked at the code a bit and wrote some code that includes vehicle in base protection.  
     
    The code:
     
    I tested it with a hunter, a slammer, a ghosthawk, a .50cal turret, a wipeout, a mortar and a greyhawk.  The script works for each one.  (The wipeout was fun because 1 click equals a burst of 20 rounds, meaning you get more than one of those hints.)
     
    And like with the base i designed: it is, of course, up to whoever it's up to to decide if this gets used or not.  I'm just sharing something i made.  If you got any questions about it, PM me or post them down here.
  25. Like
    Jason. reacted to Chuck in Invade And Annex 3.1!   
    Hello guys,
     
    We have been working on a update to I&A3. The most noticeable difference will be the new bases at La Rochelle Airdrome on Tanoa (EU2) and Selakano Airfield on Altis (EU1). 
     
    We've removed the ability to spawn hunter/prowlers as it wasn't needed and was open to abuse.
     
    We've introduced a heli lift zone, this is where you can wait with your hunter or quad ready to be lifted to the AO. This is the stop people running around like headless chickens trying to get a pilot to lift them. 
     
    Removed two Ghost Hawks and replaced with a Huron and a Hummingbird. Also the VTOL Blackfish (Vehicle Transport) has made a reappearance!
     
    Background scripts have been worked on as well.
     
    Hope you enjoy this, post any bugs you may find here.
     
    Ahoyworld Staff Team.
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