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Reidy

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Everything posted by Reidy

  1. With a 12man squad I would agree, but if the sizes are reduced to 8 at max it wouldn't be too bad. Colour teams would be needed tho
  2. That's the same as my original suggestion is it not? If we are still on the Topic of the actual Composition of the squad and how appealing the SL role is maybe a look at the British Section Layout; Squad Lead Medic AR AAR TL AR AAR Special Role (Marksman/RAT/Engineer) In a sense the SL was the old TL however less people to be in charge. Similar to the squad layout we had on Benjamin's Game night which I felt was more organised. And like Ryko said, if people still want the big boss role the Platoon Commander, or in this case the Troop Commander, is still available.
  3. I'm not against removing the Arsenal and it would reduce the amount of time we spent in base, but would the squad lead having an ACOG for example be enough to get people into the role. Additionally, the customisation that the Arsenal offers has always been something that comes with Eu#3 and I don't see that changing.
  4. Even if you add rules etc, its not going to change the fact if people don't enjoy the role? If to fix the issue you are going to add further rules suggesting that Platoon Command and Alpha Squad Lead must be taken before MAT/HAT etc, this could cause many issues. This is a game at the end of the day and you'll do what you enjoy rather than a chore. Hence my attempt to reduce the task for ASL as this could very much be the reason that players don't enjoy it. As Skull said when the capacity for BSL is there it is quickly taken up, whats the main difference between ASL and BSL? You could pretty much argue that ASL is platoon command with the additional two fire teams. By my thinking the easiest most simple way to reduce this issue would be to get the Fire Teams more independent of ASL. Saying that "Why doesn't someone just go Platoon Command" isn't realistic as you just cannot force someone to play a commanding role they will just disconnect and the problem proceeds. TL;DR How can we realistically reduce the workload of ASL and therefore make it a more appealing role?
  5. Without a doubt there is an issue with the Squad Lead Role as of now. People don't want to play it, that's an issue as its often required and what I am trying to do with this post is find a way to minimise what they have to do making the role as enjoyable as the others. As clearly as of right now people don't enjoy that role as much as the others. IMO reducing the squad size / splitting the fire teams into two different squads would reduce what the SL has to do, trying to coordinate the two fire teams along with Vortex, MAT etc etc along with any infantry overflow to Bravo can be too painful and frustrating to enjoy.
  6. So currently within the 12-Man squads we have a two man command unit, followed by two Fire teams consisting of 5-Men. Currently we don't have much issue filling the team leaders and the rest of the fire team along with the medic however not many people enjoy the squad lead role. This has lead to the team leaders often taking charge as a squad lead which alone isn't much of an issue however why have the player slot available if its really not wanted? Hence my idea of reducing the squad size by a factor of 2. In the current standings once we have both fire teams full people go towards the specialist roles, MMG, MAT and HAT and sometimes even the second Vortex which leads to A1 and A2 splitting and essentially acting as two separate elements sharing the same radio frequency which once you throw in some Pilot and specialist teams and the current mind point of TLs don't need/take LR Radio's it doesn't take long for organisation to breakdown. Now a simple solution that may be suggested is why don't people just take the Squad Leader role however there is only one reason people don't take it as of now, they don't enjoy it. Just saying to 'man up' and take the roll would have no effect as why bother if you don't enjoy the role? A brief example of the kind of layout I would suggest to hopefully go towards fixing this: Platoon Command Platoon etc Alpha Squad Lead Alpha Medic Alpha Autorifleman Alpha Autorifleman Asst. Alpha Rifleman AT Alpha Marksman Bravo Squad Lead Bravo Medic Bravo Autorifleman Bravo Autorifleman Asst. Bravo Rifleman AT Bravo Engineer And then the same old repeated stuff below. No change to Spc squads and such. Hopefully this would reduce the weight upon ASLs shoulders as an extra 6 men is taken out of the equation along with such a small squad would mean the ASL would have more of a combat role rather than the sitting back that often occurs. Additionally those who enjoy the commanding from the back still have the platoon command as an option.
  7. Isla Duala v 52C the Indeps and Opfor are not friendly towards one another and therefore wipe each other out before we arrive.
  8. AW MVP 2016: Arkod AW most friendly admin/staff member 2016: Ryko AW most helpful admin/staff member 2016: Copey AW most helpful user *Non-staff* 2016: IOnceWasATeddy AW friendliest user 2016: IOnceWasATeddy AW most tacti-cool ARMA player 2016: Skullcollector AW best ARMA pilot 2016: Anyone but Duffy AW best Teamspeak singer 2016: Horatio AW funniest person on Teamspeak 2016: Extra AW best moment 2016 (can be in any game or on teamspeak/forum): NA AW best forum post 2016 (please put url in): NA AW best drunk member 2016: NA AW best driver 2016: Me AW worst driver 2016: Duffy AW best baby 2016: Extra AW most absent staff member 2016: Nicolai AW best fail 2016: Rykos VIP mission RIP AW best banned member 2016: Reece
  9. In all fairness to TheScar, Zeus can either make the mission great OR ruin it for everyone and there is often a fine line between the two. Additionally its also down to an individuals preference and play style and you can never please everybody. Although I have not seen the Zeusing (<-- Is that a thing?) on Eu#1/2 I have however experienced disruptive Zeus's before and it is really frustrating. If it has lead to such a long winded post is it not worth looking into? I'm sure its not only TheScar who hasn't enjoyed the Zeus events on such a populated server, and therefore it doesn't seem civil to just shout down his opinion as he is giving feedback. Although some point could possibly be more 'constructive' rather than '"I don't like...", much easier to criticise than find the solution.
  10. Do we really need to worry About if the British use the equipment in real life? There are gaps in the BAF mod, so we should fill them in with RHS equipment. At the end of the day even if the British faction has been chosen American gear available within the arsenal, it's not like we are strict upon the nationality of weapons, just need to play your role!
  11. Could we not find a selection of possible temporary winter maps then hold a Poll on the Forums? IMO winter Cherno is boring compared to some other snowy maps out there
  12. Title: Operation Arctic Wind Date & Time: Friday the 25th November UTC 19:45 Server: Eu#3 Requirements: Eu#3 Mods Optional Mods: None ------------------------------------------------------------------------------------------------------- Hello everyone, I will be hosting a mission on EU#3, on Friday the 25th November, we will begin slotting at UTC 19:45 and game-play will begin at UTC 20:00. If your late I cannot promise a slot. Mission Summary: A UK Army Platoon has been deployed to the mountains of Abramia. At a Military base in the mountains there is an Insurgent Weapon Development Station along with a Weapons Scientist being held against his will. Along with a Insurgent Commander. The Platoons objective is to Capture or Kill the Commander and Rescue the Scientist. Friendly assets include: 3 x 12 Man Assault Squads 6 x Jackal HMG 3 x Coyote HMG 1 x Unarmed Land Rover (Platoon Commanders Vehicle) Slots & Sign-up: Mission consists of 38 playable slots, slotting/sign up will occur on the day so no need to inform me upon your role requests as I will not be reserving spaces.
  13. There is a two man Recon Team, of whom use the Marksman Ghillie. The regular roles require no dlc
  14. Title: Operation Blue Falcon Date & Time: Sunday the 20th November UTC 16:00 Server: Eu#3 Requirements: Eu#3 Mods (NOTE: Some roles will require DLC) Optional Mods: None ------------------------------------------------------------------------------------------------------- Hello everyone, I will be hosting a mission on EU#3, on Sunday the 20th at 16:00 UTC. Slotting will begin at 15:45, then the mission will load in at 16:00 if your late I cannot promise you a slot! Mission Summary: A USMC Platoon has been deployed to Isle of Duala, their mission is to assist a newly opened UN Embassy attempting to undergo Peacekeeping Operations within the area. These have failed, due to legislation between the UN and US, a USMC platoon has been deployed to extract them from the area. Friendly assets include: 2 x 12 Man Assault Squads 4 x HMMWV M2s 2 x HMMWV Unarmed Slots & Sign-up: Mission consists of 28 playable slots, slotting/sign up will occur on the day so no need to inform me upon your role requests.
  15. @Tutvys irrelevant of the fact that the players would need to download the mods, what about the server? Which one are you going to use? Have you asked someone with the ability to set-up the server with the correct mods at the time of the game-night?
  16. Personally I really enjoyed the mission however not sure how re-playable it will become 2nd / 3rd time through. Additionally I am against the 3 objectives, all neutral and we need to move to capture. IMO that encourages everyone to find the fastest route, usually ends up with driving like maniacs and little tactics other than to rush all in. To change this I would like to see one team start in control of all three objectives therefore one team attacks the other defends. This would mean there isn't a very short period of time for planning and travelling to the objective with more limited tickets and a more considerate time limit maybe ~30 mins to capture an objective? This would hopefully create more care and a larger variation of tactics within the plan instead of "We have to get there before them" which in this case often occurs. Therefore feeling more organised in general. That sounds rather negative but the mission was really fun but at points felt unorganised and a bit more like any other FPS shooter. Was still a good laugh though
  17. If you still have issues after following what Ghost said, make sure that if your mods have *'s by them that your running the ones from the Eu#3 repo, otherwise you may have this issue. the * simply means your have more than one version of the same mod, you will see this if your split your mods into files for each different server.
  18. @Gianko you need to ensure that you have the "Task Force ArmA 3 Radio" plugin activated in teamspeak then it "should" move you into the correct channel and that screen shouldn't be there.
  19. The default configuration on the Ace Stamina module is very limiting on the distance you can run. But with tweaking it should get there
  20. I may not be able to make the start time unfortunately @Ryko I will be around afterwards sorry.
  21. Overview Nationalist Forces have resumed control of the Island. The US Army has saturated a camp on a smaller island of the North Eastern Coast. There is an airfield located in the Northern Peninsular of the Island along with a town by the name Saint Phillippe. Their task is to clear the airfield and the surrounding area of any Nationalist Militia along with a side objective of capturing the commander of the Airfield. Secondly they are to push the Militia out of the Peninsular therefore need to secure the town of Saint Phillippe. Friendly Force Call sign: Crossroads US Army: Commander US Army: 2IC Call-sign: Alpha US Army: Squad Leader US Army: Medic US Army: Team Leader US Army: Autorifleman [2IC] US Army: Asst. Autorifleman US Army: Rifleman US Army: Marksman US Army: Team Leader US Army: Explosive Spec. [2IC] US Army: Autorifleman US Army: Asst. Autorifleman US Army: Rifleman Call-sign: Bravo US Army: Squad Leader US Army: Medic US Army: Team Leader US Army: Autorifleman [2IC] US Army: Asst. Autorifleman US Army: Rifleman US Army: Marksman US Army: Team Leader US Army: Engineer [2IC] US Army: Autorifleman US Army: Asst. Autorifleman US Army: Rifleman Call-sign: Whiplash 1 US Air Force: Pilot Call-sign: Whiplash 2 US Air Force: Pilot Details Sign Up: https://goo.gl/forms/25oI8uJWU0KEmkl23 Time: http://www.timeanddate.com/worldclock/fixedtime.html?msg=Operation+Liberate+Everon&iso=20160916T2030&p1=136 Other: There is an optional Zeus Slot available is someone would like to take it, opens oppertunity for non-staff members to play as Zeus. If you are interested then do let me know [and indicate in the Sign Up Form] that you would like to play. Then try and get one or more staff/Enhanced Vets/Field Ambassadors to vouch for you then I will be more than happy to give you the slot.
  22. Now if I am not mistaken, ACRE was implemented after Christmas of 2015. There was many issues to begin with and we were told to wait and report bugs and the issues will be ironed out soon. Yes the issues were ironed out but then after ~1-2 weeks of bug free use the next bugs came about etc, etc. The short story is from my perspective, and others who I have spoken to all agree that we seem to be jumping from issue to issue and ACRE has been real unreliable however yes when it works its really nice. However the majority of the time it doesn't run smoothly. Secondly if I'm not mistaken there was a poll a while back of which the result favoured TFAR was that just ignored? I used to play here ALOT however ACREs many and tedious bugs got too frustrating and I took a break. Now I am back and ACRE is still here with more bugs after the others were fixed. TFAR I am sure wouldn't be completely bug free however from many experiences its a dam sight more reliable to ACRE. Does anyone have any other thoughts on this?
  23. From previous experience using Gauntlet for Zeus created really bad fps, maybe to do with that previous version of the mission though. Would it not be worth it to create a Zeus Template for these gamenights for the performance gain in mind? In theory it may not cause these issues but from what I've witnessed from past it causes worse fps.
  24. Did you mean asymmetric? @Ryko I told you ALiVE was a good tool, even if you can arrest every civilian!
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