-
Posts
682 -
Joined
-
Last visited
-
Donations
128.00 GBP
Content Type
Articles
Forums
Events
Gallery
Posts posted by TheScar
-
-
Fun read, two thumbs up
(that s the best available clown emoji? I doubt...)
-
Barely met him or shared sessions with him on EU1# but when I did he was always a open guy with the heart in the right spot
RIP and my condolences to his family
*sadface
-
-
-
found and favoured this one before the summer,came over it while cleanup - thougt it worth sharing with you DCS nerds
the video editing and recording is awesum,not even mentioning the fact this guy took alot of time into his hands to even LEARN the startup procedure ...
9/10
-
-
playing this one last week and yesterday and (ofc) there s a few things i m not happy about
know i bitched about the low enemy count/numbers and it certainly affected both main and side missions now
in the before versions AO´s always had min 1 ZSU to cover AA and most likely a MBT with 1-2 MRAPs or weaker
now there s barely a ZSU but (often) Nyx AA´s which barely is a threat at all (to air or ground vehicles)
i ve gone for side mission "secure intel" last week and yesterday and both times the enemy count on this is increased by 4x than the previous setting for this mission giving it a total different outcome than we were used to since years (!)
I prefer d it to keep the "secure intel" missions as stock to its original form (3xCars,1 guard car,2-3 inf sqds and a version with officer and chopper) as possible,its the queen of side missions and takes a special kind of devotion to it in order to succeed
its unnecessary (imo) and unintended (i believe) by dev team that the raise of enemy numbers on side missions affects this one too and therefor changes the playout of the mission by a big step
people like me wont have alot of problems completing it but the rather unregular player will find this a excellent opportunity to bomb the shit ouf it due to the massive force he s facing or die in the process (alot)
in general,i m surprised how much more enemy i m facing on side missions compared to before versions of the mission,which is not necessarly a bad thing but it fucks up my logistics and supply routes much more than you d expect
kiss kiss
-
12 hours ago, Whigital said:
Changed to Custom control "Use Action 20" in the next version ....
also,once upon a time in a AO near you :
-
the fact that the HOME button is used for accessing the PLAYER SETTINGs menu ingame is totally fkking up my gameplay,as i have it mapped to several key actions and now i m faced with the PLAYER SETTING menu everytime i cycle my grenades or raise my gear when piloting a chopper
i tried remapping it to a different (unused) key but cant find the action in the key config ingame
HALP !i dislike
-
On 7/18/2021 at 2:44 AM, MidnightRunner said:
- [Added] Chance for ATGMs on UAVs
uh,is this even necessary?
in fact,i´d rather love to see a decrease in UAVtools (1xGreyhawk,1 Sentinel by default,max 3 UAVdrones accessable at one time),get rid of the side reward chance to earn another Sentinel as UAVop has a shitload of tools accessable for 1 player only ( Spartan Gorgon,etc.)
we r talkin about a "chance for ATGMs for UAVs",which might give a twist for regular UAVops when using those - but i d like to take a chance on limiting the goddamn on their own performing UAV fuckup s i m facing any given Sunday
On 7/18/2021 at 2:44 AM, MidnightRunner said:- [Added] Next AO hint and spawn delay
why is this even necessary to hint to players what the next AO will be 30sec ahead?
it s a impact in server performance/scripts on the regular for every AO imo and has barely any use for the players
i do approve testing different spawn delays for AO´s on game flow (1 min delay - 2 min delay - 5 min delay)
offtopic :
i do understand that there s a interest for new priority objectives,but i m tired of fighting all those com HQs and bunker shit in order to stop the overflow of enemy inf units (paratroopers) in a AO continuesly
Priority objs need to have a certain danger and consequence element attached to them so the public acknowledge it as a threat and is motivated to eleminate the consequence .
The perfect example there is the radiotower,that spawns jet in a certain time format (which also should be more randomized in time interval) and jets are a threat as well to our air elements as to the regular MBT camping that 3k off AO hill.
Why not even add more Kajmans and Xians into the chain of end AO reinforcement choppers to spice things up and not Hellcats and Mohawks getting shot mid landing or on approach,making it just another day in the office.
And for god sake,stop the use of the ammo truck as continues waves of fire with no end are happening.
Hence,i watched a bunch of pathetic nubkins spamming the Pygros with not only grenades launchers (static Mk19 GMG) but also static AT launchers which is way off normal logic.
Might edit the amount of ammo a ammo truck holds,but i guess that easily overruled once you drive over the FOB rearm points - or even let the respawn script kick in quicker and regardless of the 500m player range once the truck gets parked and has no driver ...
There s definatly no easy fix for this thinkable,as there s also the guys that do repair and rearm as a game service/fetish.
Addding to that there s not even a AW guideline in the admin team if this practice above is tolerated or frowned and if it needs actual moderation.
It highly depends on the indivual admin that s there at the time.
Also not to forget - OPTIMISATION of the mission file
Out of my experience,the mission runs fine for 3-4h on my end,the longer i play the more tight is my mission performance.
This wasnt always the case,i recall sessions of 10+ hours where i barely noticed issues regarding lagg or loading issues or partial game freeze for up to 40sec and more
Is there any possibility of sliming the mission and enhancing the long time performance?
While im at it,decrease the AO total count as on a 24h cycle there is no chance to keep the possibility of 456 AOs .
We barely ever achieve more than 3 of 5 FOBs in a day,which is also a point ot tweak (6-8 AOs then a FOB AO,6-8 AOs > nxt FOB AO,etc)
Or change the server restart time to 48h.
Well,there s more to pinpoint and discuss on,but i m stopping myself there.
Lookng forward to the community meeting or as i call it ....
JOFFREYs WEDDING
-
- status and future (?) of development for I+A 3 (update perspective,dev crew scheduled working on it,rumors)
-
-
kinda 40/60 on this one
but it cant hurt to tweak favours to some limits,does it
-
feels like yesterday when you crossed my path back in the days of olde I+A 2.x and its kind of a way you walked down here to this point since then
We had quite some laugh and i m glad to see my prediction you becoming CS didnt turned out that bad after all as i imagined
Also,i still recall that utterly surprise when you handed me my ass on HLL in comparison to your ARMA skills tehehehe
Heads up,job well done
- MidnightRunner, Xwatt, GhostDragon and 1 other
- 4
-
-
-
-
short answer:
NO
long and respcting human norms answer:
- search the forum for "pilot whitelist" - all of this been discussed and ended
- I+A3 is hardly developed anymore
- try using your memory to recall good experiences
- scissors cut paper
enjoy
-
#fixed
-
sorry,i stopped reading at "Holland"
welcome to teh forums finally,at 55years of age make sure to get your senior pass for full benefits as AW olde goldie
-
-
First,you taking this way to personal.
Second,logic does demand it.
As to why have a balance script running if it isnt working properly?
And no,dont thank me for mentioning it.
I´m quite sure 100s of others already told about ....
-
I havnt paid any attention reading the past patch notes when I+A 3 was "updated",but the past change log mentios class restictions being balanced.
About a week ago,2 pubs that i delivred 2 of my expl charges to blow a tower one of which took also my TITAN compact launcher.
Which,in the past,was instantly deleted by the script about 5sec after the pickup of said weapon.
While in the example above that didnt happen,
The guy being a medic running happily along with my TITAN launcher.
Then,a few days ago i needed to swap for a repair spec slot in order to fix my "i dont recall yet",but it doesnt matter.
I´d left my TITAN launchers (AT+AA) in the vehicle and as i had fixed it i took one of my TITAN launchers and it wasnt deleted by the restriction script ... not after 1min,1 hour or the whole session.
So,if you being smart like me you slap a Toolkit and 1 missile less in your backpack and you are a mobile rocket and repair system.
I assume this one must have slipped and no one else noticed it?
This explains the ridicoulous amount of people using Statics (AT/AA/MG/GMGs) with ammo trucks and the like.
The script does work when you try to select the weapon via the arsenal,but you can easily avoid it by loading a existing setup that has the weapon of choice.
I demand a fix,asap.
-
i see the use in the idea,altho i d limit crate transfer/loading to certain aircrafts (like you mention d it) to certain aircrafts ( GH,Huron for main base and mission start,then on progress expand on the Taru and the Mohawk) - i dont see a need in MH9 and Hellcat in the need of crate ability.
Then again,why not bring the initial loadout of each chopper up to standards ?
For example,a GH should have :
- 4 parachutes
- FAK
- Toolkit
- Medkit
- 10x 6,5
- 10x whatever low caliber is most used
- 2x MGammo 6,5
- 3x4 smoke grenades (white,green,blue)
- 5 chemlights
- 2x Titan AT
- 2x Vorona
- 2x MAAWS
- 2x explosive charges
this is up for discussion,but for a initial thougt so you get what i m saying
After all,its a much more convinient way to get a supply for the troops than having to request a crate,wait a long time,then have the wrong ammo loaded,etc.
Plus,most pubs go by air,so once a LZ is established,it shouldnt be to hard to get to sppply up for a limited degree at least.
Aaaaaaaand,it isnt that much of a workload for capable people like Miss Belgium,right?
AW end of the year awards 2023
in General Discussion
Posted
as in good tradition ...