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Jason.

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  1. Like
    Jason. reacted to Liru the Lcpl. in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    I remember one of my favorite missions of GRAW 2 (Ghost Recon Advanced Warfighter 2) was the missions "Get me Rosen". The first part of the mission was being inserted solo in order to take down a few insurgents, then demo a black hawk that had crashed in order to prevent the insurgents from having media coverage of with the black hawk in order to use it as propaganda. So when you guys have to make an emergency landing near an AO, why don't you have this option?
     
    I commend this recent rule change, and think it's a step in the right direction, but there are a few things that should be addressed and tweaked because of how playstyles occur on EU 1 and 2.
     
    First off, you RARILY see a repair specialist or an engineer outside of a vehicle group or a coordinated group of people on TS. They're freaking unicorns, and unless you know someone whos currently a R.S. or engineer, you're pretty SOL as a pilot, forced to wait around next to a downed chopper begging for someone to help because destroying it would be against the rules, but then again, you're going to be out there for a long period of time, not flying people to and from AOs, which is technically "not fulfilling your role", also against the rules. I've actually had to see 2 different pilots have to explain to admins why they were at an AO, simply because they couldn't go anywhere and were "waiting" for someone to be nice and drive or fly all the way to them to repair the vehicle, which doesn't always happen, and the pilot is forced to respawn or leave the server due to boredom.
     
    it's situations like what @Cebi has described that causes some pilots to be caught in a catch 22 within the rules, and forces them to be grounded as they try to wait it out for someone to go and help them.
     
    And let's be honest, no one really wants to play that R.S. or engineer role unless they need it for a vehicle. plenty of other people would prefer a more specialized combat role to get more action and bring different gear, especially since most people just get flown to the AO anyway. Also, no one really wants to have to be the person that assists in going out and spending their time repairing the chopper if they don't have to (that process is described in @Jason. 's post above mine).
     
    Now the tricky part: how do we fix this catch 22? There needs to be a change somewhere, but where should it be? I don't think we need any scripting changes here, I just think we should allow the ability for pilots to  carry a few demo charges WITHIN the chopper in order to use them if there's no dedicated repair team available, just like the GRAW 2 example. Then, the pilot can just get a quick evac with the next chopper inbound to the AO, or extract with friendlies if the AO is completed.
     
    Just my two cents.
     
    On a secondary note, WHY DID YOU TAKE AWAY THE COPILOT ABILITIES?!? I know, pilots are the only ones supposed to be able to fly, but now, when server population is low during its off hours, you HAVE TO have someone as a pilot or else you have to freaking drive cross country to every AO (which I won't lie, I do it all the time, but to most people that like the convenience of the chopper this is a slap in the face...)
    Now, when the pilot roles are gone, and no one replaces them, the server's population tends to die off quick for the night... :/ At least bring the little(humming)bird's co pilot capability back, that way at least small groups can enjoy its utility if no pilot's are around...
     
    On a final note, there seriously needs to be some form of announcement for these types of changes. The only way people knew about this in advance (which was only a single day) was if they overheard one of the admins talking about the impending change, then the information spread like wildfire among the TS user base, which isn't the same size as the forum user base. All we need is a quick changelog in the News and announcements section, or even the I and A changelog which I will link below:

    http://forums.ahoyworld.net.www389.your-server.de/topic/726-aw-invade-annex-changelog-and-download/

    This is an issue I have seen both with EU 3 changes and I and A changes, and I hate to sound like an ass here, but could you guys at least tell us what and when you're making changes to the game modes we play on your servers? Pretty please?
     
    Just Liru's 2 cents...
  2. Like
    Jason. got a reaction from Liru the Lcpl. in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    @Cebi I have the same feelings.
     
    But before we go back to longer respawn times the refueling problem needs to be fixed, as that is often the biggest problem of a crashed helicopter, not having any fuel. 
    It's one thing to have to wait for a repair spec to come and repair your heli, but to require a fuel truck to be driven (or lifted) to your heli as well is too much to expect from these servers.
     
    Also I don't think it would be a good idea to stop helicopters from de-spawning (assuming that's what you meant), as I can imagine it would cause a lot of helicopters to go "missing".
  3. Like
    Jason. reacted to Ryko in Have you pre-ordered Apex?   
    For everyone saying we can't possibly host anything with Tanoa on ahoyworld because it'll split the community: this will happen anyway when players leave ahoyworld to play Tanoa elsewhere.
  4. Like
    Jason. got a reaction from Kyle Clements in Have you pre-ordered Apex?   
    I'm not sure how you came to that. In the link you posted it says:
    "all vehicles, weapons and character gear will work as it did in previous DLC. You will be able to try them freely in VR Arsenal / Garage. When you encounter and use them outside of that mode as non-owner, you will meet various limitations and messages."
    So it will work the same way as the helicopter and marksmen DLCs, all players will be able to see and use the new vehicles/weapons.
  5. Like
    Jason. got a reaction from Kyle Clements in Ahoyworld Apex Launch event.   
    I wouldn't worry about that too much just yet Kyle, I doubt the admins know any better than we do atm as there are still many unknowns.
     
    I would expect to see most if not all of the new vehicles/weapons available on the server one way or another. 
    But things will change in the weeks and months post-release as more is learnt about the playerbase, Tanoa and the capabilities/limitations of the new vehicles.
  6. Like
    Jason. reacted to Copey in The state of EU3 - Opinions, problems and possible solutions. A constructive thread.   
    Right this post it going to be blunt, pretty darn long and more than likely won’t make me any friends. And I really don’t care. There are issues, serious issues within the eu3 community at the moment, some have been there a while, some have only just started. However, I think the severity of them has become evident throughout recent threads within the forum. I will put this at the start; if any posts in reply to this turn into the bitching plain to see in other threads or are inflammatory, then I will ask for them to be moderated, and either toned down to the useful and constructive bits or outright removed. I am making this thread attempting to address some of these issues in a constructive discussion, with a possible solution, at least a temporary one to get the community back on track. Solution is in the last paragraph, skip to it if you really must, most things before that s outlining current issues as I see them.

    I won’t lie EU3 in game and the community of players it supports have become more toxic than Rainbow Six Siege when you play with Josh of late. People are plenty able to voice their opinions out of channel to friends at the moment, but are not willing to put them plainly on the forum or in a place where the issues they see can be addressed. As someone that talks to a lot of folks that play on server there is a growing contempt for some decisions made on the direction of development of gauntlet. I am not going to go through them all, however, to name a specific issue is the changing of squad composition and secondary change to require a CMD element at all times. Now don’t for 2 seconds think this is going to turn into a rant about that, because it isn’t. I’ll be honest I don’t agree with these changes, yet I do understand the reasoning for them. This change has caused some pretty serious rifts and divisions within the community, and I understand there will always be people who don’t get on, the current state of division is ridiculously bad. It is toxic. We need to pull people together, not force them apart based on a single issue, and work it out, rather than bitch at each other because of it. I get that it arouses strong emotions within people but the way it has been discussed hasn’t exactly been constructive.

    In general, there is a lot more pissing around – for lack of a better way to put it, on server. Now we aren’t milsim, and I hope we never become that, but there is a degree of responsibility held by all players who want to play on the server because of its more informal nature. That responsibility as outright ignored by some members, while others accept it and use it. This isn’t something the mod team should have to be dealing with. If you are going to play on the server, enjoy it, and enable others enjoyment, you need to have a mind-set of community, rather than I this or I that. This was something instilled in me when I first came on the server many moons ago, but it’s not exactly the case anymore. We need to get back to that, encourage people to accept the values of EU3 and not take it for granted. It’s almost like that same principles as clubs IRL, they do much more for building and growing an individual than just teaching them or playing football for example.

    There are other issues but I don’t have time to type them at the moment, battery on my laptop is running low and I’m currently on a train. But I want this to post as soon as I can so I’ll hopefully get back to it later when I get home.

    In summary with all of these issues, EU3 has changed dramatically from how it was first envisaged, all things need to adapt and change over time, however my personal opinion is that the server has lost its way a little, strayed from the principles it was founded on. That isn’t a personal dig at the people running EU3, so don’t take it as one. I think to get back to the community of supporting and enjoyable gameplay, with a lot less drama than we have now, we need to seriously look at the direction of the server. AhoyWorld isn’t a democracy, that isn’t a bad thing, but what is a bad thing, is not being a democracy, and not listening or consulting the community who play on, and ultimately support the servers. A possible solution that could work as a temporary measure to get things back on track and to get general and specific feelings heard is to utilise the field ambassadors and EU3 veterans. Before changing a core feature of the server or path of development its really easy to run such changed by both mods, as is done currently I believe, and these experienced members. Not being someone who enforces the rules, in my experience has meant that people tend to voice honest opinions more. It would be really simple to quickly gauge honest community reaction to things by talking with FAs and vets, and have the same effect as holding one of our pretty rare community meetings. As a further idea for moving forward, use these FAs and vets as an oversight committee (in effect) for the creative direction of the servers. All creative processes, which maintaining and developing gauntlet has to be called, require the developer(s) to be grounded, perhaps using this oversight committee so to speak as a grounding wouldn’t be that bad of a thing, as they know general feelings within the community and can provide genuine feedback very, very quickly. And I think that it is important we don’t use the mod team as this committee, but include say 2 mods within it.

    To those who are the creative developers on EU3 this post isn’t solely directed at you, but I feel it is a good place to start in turning the community around for the better. Do not take it as me having a moan at you, I’m not.

    Sorry for the length of the post but the problems we are seeing need to be addressed and fixed. And done pretty soon too. We cannot continue as a community with things how they are, because there won’t be a community pretty soon, there will be a bunch of salty folk bitching at each other at every opportunity. Surely that isn't what we want.

  7. Like
    Jason. got a reaction from Cebi in Have you pre-ordered Apex?   
    I think you're misunderstanding what they're saying.
     
    "The difference is the Tanoa terrain itself. Here you really need to own Apex to gain access, whether in the editor or multiplayer or any other avenue. Not only that, but the Tanoa-specific data, such as environmental objects and structures, is only downloaded to Apex owners."
     
    They only say that about the Tanoa map itself, and the new environmental objects/structures that come with it.
    That does NOT include the new vehicles and weapons.
     
  8. Like
    Jason. got a reaction from Max in Have you pre-ordered Apex?   
    I'm not sure how you came to that. In the link you posted it says:
    "all vehicles, weapons and character gear will work as it did in previous DLC. You will be able to try them freely in VR Arsenal / Garage. When you encounter and use them outside of that mode as non-owner, you will meet various limitations and messages."
    So it will work the same way as the helicopter and marksmen DLCs, all players will be able to see and use the new vehicles/weapons.
  9. Like
    Jason. reacted to TheScar in Arma 3 Apex   
    Tanoa heresy reached DEVbranch
     

     

     

     
     

     
    more screens @ Imgur
    taken from source
     
    *prepares more bbq sauce and honey-vanilla popcorn*
    *melts wallet+Paypal account details in hot iron*

  10. Downvote
    Jason. reacted to stiansn in Teamwork is AHOY   
    Welcome to the Community
  11. Like
    Jason. got a reaction from Optio in [HOW TO] Operate the UAV's   
    I agree with Cebi here, hitting moving targets isn't so hard. 
     
    How to hit a moving vehicle with a GBU:
    Obviously you will need an armed Greyhawk, but also a Darter, preferably able to look down onto the vehicle.
    1. Lock onto the vehicle with the Darter and turn on the laser.
    2. Switch to the Greyhawk, lock onto the target, and release the bomb. Make sure you release a good distance away from the target (2k altitude should be fine).
    3. QUICKLY switch back to the darter.
    4. (This is where is gets tricky) Go into the gunner seat and release the lock on the vehicle so you now have control of the camera.
    5. Keep the lase on the vehicle but try to predict the vehicles movements, aim the laser where you think the vehicle is going.
    6. If you do it right (it takes some practice) you should get a direct hit on the vehicle, or at least hit close enough to disable it.
     
    This may look tricky, but with some practice you can do it easily and you'll take out vehicles far more reliably than just locking on with a laser.
  12. Like
    Jason. reacted to TheScar in Teamwork is AHOY   
    srsly do you think its this easy to raise your postcount by bumping ANY goddamn topic you find here ?
    usefull posts or gtfo - no offense
    cant believe this ...
     
     

  13. Like
    Jason. reacted to Cebi in [HOW TO] Recover a damaged Helo   
    I 'll add some tips on autorotation:
     
    1. Don't panic!
     
    2. Pull your collective all the way down immediately and keep it there! If you would raise collective it will result in you dropping out of the sky like a stone.
     
    3. Think about your rotor as a big toy vane. If you move it though the wind it will spin up even without motor spinning it. Your job now is to conserve energy in your rotor and at the same time lose speed and altitude. You do this by gently pitching up so airflow can spin your blades. If you were hit while moving slowly or stationary same things apply to you but you will be much more limited on picking your crash site.
     
    4. Now that you are in "stable" glide towards ground pick your crash site. As always flats without obstacles (buildings, trees, poles) are preferred but most of the times nowhere near you need them. If you have been hit above open water...well you can at least give a chance to your passengers to jump out. Communicate with them and coordinate jump. If they jump while the helicopter is too high or too fast water surface will behave like concrete pavement and they will be killed.
     
    5. Most of the times your anti-torque rotor (ATRQ) will be missing or be damaged. Luckily as you had your collective down all the way it will not effect you much until here. As you are approaching ground quite rapidly, you need to use that energy that you stored in your rotor to stop your fall by raising your collective. Be aware that if  ATRQ is missing or damaged you will start to spin. Timing is crucial to your crew survival. Do it too late or soon and you are dead.
     
    6. If you survived, ask other pilots to evac your passengers. Check your bird's fuel level and place a marker on the map with the location of your crash site and add notes if repairs/fuel is needed. Repair first otherwise your fuel will leak out.
     
    How did I learn all this?
    Watch Dslyecxi guide to get your head around this -
    https://www.youtube.com/watch?v=6zkZ6hhzGck
    Then practice it yourself in a mission -
    https://forums.bistudio.com/topic/143237-sp-hell-heli-simple-randomized-autorotation-practice/
     
  14. Like
    Jason. got a reaction from Liru the Lcpl. in Recommended Mods for Server 1   
    These are the mods I use on EU1, the ones in bold is what I think everybody should use.
    @Blastcore_Phoenix;
    @Blastcore_Skies;
    @CBA_A3;
    @ccip;
    @outlw_magrepack;
    @st_gi;
    @sthud_a3;
    @st_nametags;
    @DragonFyreEden;
  15. Like
    Jason. got a reaction from PiranhA in Add an Offroad Repair to the helipads on EU 1 and 2   
    Friendly fire DOES happen, and there will ALWAYS be bad pilots.
    Responding with what should or shouldn't happen is pointless since it's not a reality.
    The reality is that there IS a problem, and there always will be a problem unless something is done about it.
     
    Also vote kick does nothing other than cause others to spam the button which just makes dealing with the bad pilot even harder.
     
     
    Bad pilots will crash, we can't redesign the base to fit their requirements.
    The repair vehicle idea will help to deal with the crashed helicopters, negating the problem.
     
    Sure a few bad pilots may crash into the vehicle, that is a small disadvantage.
    But the advantage of being able to repair helicopters that would otherwise be unrecoverable, is definitely worth it.
     
    One thing I would add to the idea is that (if possible) make it so that the vehicle only partially repairs the helicopter. 
    Meaning that it will be flyable but would need to go to the helicopter service to be fully repaired.
  16. Like
    Jason. got a reaction from Liru the Lcpl. in Add an Offroad Repair to the helipads on EU 1 and 2   
    Friendly fire DOES happen, and there will ALWAYS be bad pilots.
    Responding with what should or shouldn't happen is pointless since it's not a reality.
    The reality is that there IS a problem, and there always will be a problem unless something is done about it.
     
    Also vote kick does nothing other than cause others to spam the button which just makes dealing with the bad pilot even harder.
     
     
    Bad pilots will crash, we can't redesign the base to fit their requirements.
    The repair vehicle idea will help to deal with the crashed helicopters, negating the problem.
     
    Sure a few bad pilots may crash into the vehicle, that is a small disadvantage.
    But the advantage of being able to repair helicopters that would otherwise be unrecoverable, is definitely worth it.
     
    One thing I would add to the idea is that (if possible) make it so that the vehicle only partially repairs the helicopter. 
    Meaning that it will be flyable but would need to go to the helicopter service to be fully repaired.
  17. Like
    Jason. got a reaction from Liru the Lcpl. in Add an Offroad Repair to the helipads on EU 1 and 2   
    100% right, but the problem is they're not always doing their job. So this can be plan B.
    Bear in mind that things are very different on EU1 compared to EU2.
     
  18. Like
    Jason. reacted to Liru the Lcpl. in Add an Offroad Repair to the helipads on EU 1 and 2   
    I've seen so many choppers get grounded on the pads via a mix of fast mover strafing runs, friendly fire vehicle incidents, and bad piloting. Sometimes there's a competent repair specialist who is able to get to spawn and give the chopper a new main rotor but sometimes you end up having to demo the chopper because it becomes a liability. So I was just thinking, what if we just add a permanent repair vehicle within the landing zone at base in the same way as the fuel truck?
     
    Just a suggestion :3
  19. Like
    Jason. got a reaction from P057code in Ahoyworld Apex Launch event.   
    I don't think anyone is expecting too much from the actual I&A/Zeus missions, the main thing is to get to see the new map, and don't forget the new vehicles!
    Since people obviously can't wait to try out Apex I think the priority should be on getting a server running it asap.
    I'm thinking just a very basic base, just set up the spawn area and VAS/Arsenal. The rest (vehicles) can be placed by a Zeus as I'm sure there will be a few available. So more of a sandbox server, hopefully with some decent Zeus missions.
    This temporary set-up would be running until a working I&A is made.
     
    You can expect the server to be VERY busy, so maybe a forum post can be made with a (estimated) time when the server goes live so we could all get on teamspeak so that we can join in at the same time? 
  20. Like
    Jason. reacted to PERO in Ahoyworld Apex Launch event.   
    I like the idea, but we`ll have to wait till the release date or a few days before, see what is being added, changed, if I&A will even be suitable for the new island.
     
    I`ll try to get something together, but no promises on what will it be. Might be just a Zeus mission to explore the new island via combat, who knows.
  21. Like
    Jason. reacted to Josh in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    Whitelist all pilot slots bar one or two. Thus allowing pubbers to still be able to fly and get noticed. But whitelist members and decent players. Could be done via an xml very easily. Aw already has a system in place for xml. Pilots could be recommended via users and Spartans etc. Or they could apply. 
     
    God id even offer to do the i&a code for this. Think I could do it haha
     
    Sent from work. Can expand on this idea if required too.
     
    ----Edit
     
    So upon review we use 5 pilot slots. My suggestion: whitelist 3/5 leaving the remaining 2 for pubbers. 
  22. Like
    Jason. got a reaction from razgriz33 in New web and forums feedback   
    It always feels weird when something you're used to changes so much, and the natural reaction is to want to go back to what you know.
    But give it a week or so to familiarise yourself with the new layout and for the staff to address the bugs etc, then the feedback will be much more useful.
     
    The website is clearly still WIP so try not to worry too much about these things until the site's finished.
  23. Like
    Jason. reacted to kman in Zeus. I want a discussion!   
    Pretty much this. It's least work for Zeus, yet makes the usualy predictable AOs/Side mission less so.
    For example I've seen Zeus send two helis that parachuted additional opfor squads into almost finished AO and sent some light vehicles with them
    - easy yet effective way to make it more interresting for ~20 people in AO, who were just loitering around waiting when the AI decides that AO is completed..
    The custom made Zeus mission can be great also, but there is one key thing Zeus should alway do:
    Clearly and REPEATEDLY inform all the players on the server that Zeus mission is incoming after current AO completes.
    Zeus can ask some player(s) to do this broadcasting for him.
    Failing to communicate results in confused players leaving - if suddenly Zeus scraps existing AO/Side without explaining to ALL people why.
    I've seen this mistake couple of times - Zeus creating mission for closed group of people who were in:
    -locked squad
    -locked TS room
    without explaining to other people on the server his intentions and taking them aboard.
    This "private" sessions simply should not happen on public server if they interfere with flow of standard AO/Side mission.
  24. Like
    Jason. got a reaction from kman in RGP HE - how do you aim it?   
    Ah interesting, I never thought about FOV but that's probably it then, thanks.
    For me (like I mentioned above), the HE has a very different flight trajectory, so it's not unique to him, I always assumed it was normal?
     
    I'll have to do some more testing later!


    Ok I've found the answer to the problem, MODS!
    Specifically, Blastcore_Phoenix.
    With the mod, the HE round travels much faster and with less drop. Without the mod it behaves identically to the AT round.
  25. Like
    Jason. got a reaction from The_Mighty_Ginge in More side mission Variety?   
    Someone promote this guy to Core Staff already!
     
    Seriously though, a little optimism wouldn't hurt here
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