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Reidy

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  1. Thanks
    Reidy reacted to SkullCollector in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.
     
    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.
     
    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.
    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.
     
    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.
     
    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.
     
    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.
     
    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.
    I can say without qualms once again that my interests lay squarely with AW.
     
    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.
     
    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.
     
    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.
     
    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.
     
    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.
     
    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.
     
    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.
     
    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.
     
    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.
     
    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.
     
    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.
     
    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.
    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.
     
    There's my naval pun in an otherwise far too dry post.
  2. Like
    Reidy reacted to Mikael in An Open, Constructive Platform Discussing The Current Issues Within Ahoyworld   
    Yesterday was the first I heard of this, so I dont have all the facts and all of that.
    I've been trying to comment on this since yesterday, but I find it really difficult and I don't know what to say. 
    It kinda feels like i'm the child of some messy divorce

    That being said, its important to me that AhoyWorld is an open community where you are free to roam between here and other places, even as staff.
    No one can force anyone to stay here.
    As long as you are doing your job as staff here as well as expected of you, then you can do whatever you want wherever you want as long as you are not representing AW.
    Whether you can take on staff roles at other places aswell, might be a different story, but I don't think that has happened here? 
     
    I would also like to say that no one can blame the one making the report.
    A report is simply saying that "Hello, there is something here I think you should have a look at. Here is what I see, do what you would like with this information".
    It's then up to the ones who receive this report to decide what to do with it and how to deal with it.
     
    I cannot say anything about how the case was handled, as I first learned of it yesterday.
    What I will say is that I think there should be a full postmortem with a blameless root cause analysis where you go over why this happened, why the outcome became as it did (And what the outcome is, I don't feel like this has fully played out yet), and what we should do to prevent this in the future.
    This has to be led by corestaff (Or a mediator, but they would need full access to the report and all the closed forums involved in this).
    It would also have to include the reporter, the one being reported on, all the corestaff and anyone who decided to step down and leave, in order to get the full picture.
     
    I would like to challenge all the involved party members to participate in this as it will help not only AW grow, but the whole arma community. (It might also be good for all the parties to get to talk together with everyone having good intentions)
     
    Lastly, I would like to say that while this sucks, there are a lot of people here showing a lot of emotions, which tells me one thing:
    WE ALL CARE DEEPLY FOR AHOYWORLD!
    We might not always agree on the path we should take or how to get there, but in the end, I see a whole lot of people that care a lot and that is good.
    It also means that tempers flare sometimes and feelings get the upper hand.
    We are all humans, we all make mistakes, including staff.
     
     
  3. Like
    Reidy reacted to SkullCollector in [AWE] FRONTLINES FRIDAY -- Grand Opening, Friday 16 April 2021 @ 1730 UTC   
    We have been hard at work to create an exciting in-house game mode that is set to replace Liberation. It will feel familiar, but different in intriguing ways. Care to find out? Join us for the Grand Reveal this Friday!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Modset
    AW_Frontlines.html
     
    Leadership Sign-up
    https://forms.gle/xoCUnkn4e8F9DVEn6
    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Every slot is still open and available for join-in-progress.
     
    Situation
    Russian airborne forces (VDV) have occupied the island of Malden. We have been deployed as a task force to secure a beachhead for further operations; however, initial supplies are limited. 
    Resistance to the invasion is as yet undecided, since the take-over seems to have happened swiftly and softly. We must not let their favour slip away.
     
    Friendly forces
    British Armed Forces, Combined Arms, Task Force Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Vehicle Crew
    2x 2-man Air Crew
    1x 2-man Logistics  
     
    Independent forces
    -
     
    Enemy forces
    The Russian VDV is a highly organised, regular force suspected to have access to these assets:
    Regular infantry
    Motorised and mechanised transport
    Armour
    Rotary-wing aircraft
    Fixed-wing aircraft
     
    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in. 
     
    Mission
    Gain a foothold and fortify our FOB. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
    Squad leaders are responsible for the operational effectiveness of their teams.
  4. Like
    Reidy reacted to WinterMute in [Tweak] Adjust ACE Medical   
    2m30 seems like a good cardiac arrest time. Long enough for a team to pull together and get you back up, but not so long that you get bored in a mascas where nobody can get you back up. We would need to consider the effect on the vortex role as reinserts will be less often (hopefully!) and so that role would need to expand to keep it entertaining - maybe it would become light CAS - in vanilla Arma terms, changing the role from flying Ghosthawks and Hummingbirds to flying Orcas and Hellcats.
     
    Surgical kits are weird at the moment - medics typically carry one (because it's not a commonly used item, it's not worth carrying more than one) and when they are used, they just stop the stitching process before the kit gets consumed (because they only carry one!). I think this change would justify their use far more and make "the quiet bit between engagements" a more useful time for getting healed up and repacking mags etc, than it currently is, where you can get a bit bored.
  5. Thanks
    Reidy reacted to SkullCollector in [Tweak] Adjust ACE Medical   
    1. Adjust ACE Medical to favour player unconsciousness
     
    2.
    Fatal damage source: either ace_medical_fatalDamageSource 2  
    Player fatal injuries: in cardiac arrest  ace_medical_statemachine_fatalInjuriesPlayer 1  
    AI fatal injuries: always  ace_medical_statemachine_fatalInjuriesAI 0  
    Cardiac arrest timer: 2 minutes 30 seconds  ace_medial_statemachine_cardiacArrestTime 150  
    Bleedout during cardiac arrest: true  ace_medical_statemachine_cardiacArrestBleedoutEnabled true  
    Consume surgical kits: false  ace_medical_treatment_consumeSurgicalKit false  
     
    3. /
     
    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.
     
    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.
     
    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.
    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 
     
    Fatal injuries for AI can always occur.
     
    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.
  6. Like
    Reidy got a reaction from Jorgensen73 in [Eu#3][Gamenight] Operation Arctic Wind   
    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.
  7. Like
    Reidy got a reaction from Jorgensen73 in Squad Size   
    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. 
  8. Like
    Reidy reacted to Ryko in Squad Size   
    You're free to remember the past any way you like, JuX.
     
     
    Well this is remarkably helpful.
  9. Like
    Reidy reacted to Minipily in Squad Size   
    Just my 2 cents but if you wanna do it how the US Marines do it in real life then here:
     
    Platoon Commander (Example if callsign is wanted: Whiskey 1)
    Platoon Corpsman (Whiskey Charlie)
    Platoon Field Radio Operation (can basically just be FAC) (Whiskey Romeo)
     
    *Note that with Whiskey callsign, the squads would also follow the same callsigns e.g Whiskey 1-1, Whiskey 1-A etc.*
     
    -----------------------------------------------------------------------------------------------------
     
    Squad Leader (Alpha 1-1)
    Corpsman (this could be optional as reducing medical loadouts and medical personnel generally improves teamwork and reduces die hard tactics.)
     
    -----------------------------------------------------------------------------------------------------
    Teamleader (Alpha 1-A)
    Autorifleman (2IC)
    Asst. Autorifleman / Rifleman
    Rifleman
    -----------------------------------------------------------------------------------------------------
    Teamleader (Alpha 1-B)
    Autorifleman (2IC)
    Asst. Autorifleman / Rifleman
    Rifleman
    -----------------------------------------------------------------------------------------------------
    Teamleader (Alpha 1-C)
    Autorifleman (2IC)
    Asst. Autorifleman / Rifleman
    Rifleman
    -----------------------------------------------------------------------------------------------------
     
    Pro's:
    Grants the squad more options when required to flank and maneuver. Gives the squad more options when required to defend. Dependent on how you actually want to organize personnel within the squad, this layout will make you feel more appreciative of what you have. Gives you a chance of trying something completely fresh, which isn't all bad considering the structure at least in my eyes. Con's:
    Requires more people to fill up a squad, something that seems to be scarce on the server most of the time. Will require more focus on teamwork and communication (not really a con in my eyes but to most people it is) to make things work smoothly (slow is smooth, smooth is fast), so don't expect to bum rush AO's just because of the increased numbers, that's not how this layout is designed to work. Some may complain about the lack of choice in this layout but i'm not saying that it has to stay the same, hell, not saying you should even listen to this idea. Additional forces that would of been nice to see:
    Fire Support Group (FSG)
    Can be set up however you wish, weapons would include; Mortars, Heavy Machine Guns and Grenade Launchers, TOW Launchers and High Caliber Rifles such as Sniper Rifles and Anti-Material Rifles.
     
    Recon Team
    A team that's sole purpose is to recce areas, generally most useful for finding suitable LZ's and Exfil positions, would be responsible for returning information to Platoon Command / Alpha Actual for more accurate plans.
    *Note that this wouldn't be Clear Team so don't get it into your heads that you can dress up in full black with suppressors in a desert and charge in on your own, yes i'm talking to you core staff.* 
     
    Conclusion: Just my 2 cents here, it's a system that after the years of playing with mil-sim communities (mainly Marine due to my die hard love for them), I feel would work pretty nice if you wanted to test something new, it can bring a new play style to EU3 (at least one I personally haven't seen in 2 years) and will allow for some fun engagements considering the maneuver capabilities combined with the sheer fun of communication required.
     
  10. Like
    Reidy got a reaction from Karate Pyjamas in The Weakness of British Air Power and Air Space Control (Possible Fixes)   
    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. Like
    Reidy got a reaction from Lost Bullet in Squad Size   
    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. 
  12. Like
    Reidy reacted to Ryko in Squad Size   
    Here's a thought: remove the ASL position.
     
    Put the medic directly into the 1 & 2 fire teams, making them six man squads. If high command is wanted / needed, player goes directly into platoon command.
     
    It reflects how people are playing already, and also avoids the weirdness when a PC comes on when there is an ASL.
     
    Could also then adapt the rule that if players want to take advanced roles like armor, additional vortex then there must be a PC, but I'm not a fan of that plus it's not easy to enforce.
  13. Like
    Reidy got a reaction from Arkod in Squad Size   
    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. 
  14. Like
    Reidy got a reaction from Tylermaniac in Squad Size   
    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. 
  15. Like
    Reidy got a reaction from Liru the Lcpl. in ZEUS actions   
    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.
     
     
  16. Like
    Reidy got a reaction from KingFronXos in AhoyWorld End of Year Awards 2016   
    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
  17. Like
    Reidy got a reaction from GhostDragon in AhoyWorld End of Year Awards 2016   
    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
  18. Like
    Reidy got a reaction from GhostDragon in ZEUS actions   
    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.
     
     
  19. Like
    Reidy got a reaction from Amentes in The Weakness of British Air Power and Air Space Control (Possible Fixes)   
    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!
  20. Like
    Reidy got a reaction from SkullCollector in The Weakness of British Air Power and Air Space Control (Possible Fixes)   
    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!
  21. Like
    Reidy got a reaction from GhostDragon in The Weakness of British Air Power and Air Space Control (Possible Fixes)   
    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!
  22. Like
    Reidy got a reaction from Tylermaniac in Is winter Cherno coming back??   
    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
  23. Like
    Reidy reacted to Ryko in ARMA3 Mechanics: Ammo Types, part II - Explosives (preview)   
    More than open to suggestions.
  24. Like
    Reidy reacted to Auntystatic in [Eu#3][Gamenight] Operation Arctic Wind   
    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.
  25. Like
    Reidy got a reaction from Amentes in [Eu#3][Gamenight] Operation Blue Falcon   
    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.
     
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