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Copey

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Everything posted by Copey

  1. And when I first came too, there was literally no restrictions back then and people managed just fine. In fact I remember teams coordinating to have the same weapon platforms so they could share ammo etc without even being asked to. Add to that everyone actually looked the part, ie not wearing pure white camo on a green terrain map...if only we could return to those days
  2. Any issues remaining upon the locking of this thread should be resolved through filing a report or reaching out to an appropriate staff member.
  3. So here is a time old conundrum we face on the server, how much stuff to blacklist and whitelist. Of late we have changed our approach so that we how only limit the arsenal by player role. I would direct you to the points previously made, make a loadout at the main menu and then adjust on server
  4. Session for this evening has been cancelled and will be replaced by a special operation on AWE. It will be player in an MSO style. Sent from my ONEPLUS 3T using a phone app that is really irritating because it constantly advertises itself.
  5. Joint Tactical Operation: USMC and Royal Marines This will replace the MSO for this evening ONLY. Date: June 23rd 2017 When: Friday 23th June, 1900 UK LOCAL (GMT +1) Server: EU3/AWE Briefing / Planning: 1845 UK LOCAL (GMT +1) Mission Start: 1900 Map: Malden Mods: Standard AWE First person lock: No Loadouts: Arsenal, own loadouts based on faction!. Respawns: Yes Mission Length: ~180 minutes. Possibly longer (maybe shorter) Factions: BLUFOR (USMC + RM) vs OPFOR (ChDKZ Insurgents) JIP: Yes The French embassy at the island of Malden is overrun by a militant force after a failed freedom intervention. To reduce further escalation French forces are retreating from the Island as other UN factions are called out to direct a lightning attack and secure the hostages. USMC and RM forces will be directing an attack on the Island of Malden via naval insertion. A FOB has to be built rapidly to direct further operations, from here a coordinated attack between RM and USMC will be made on the possible locations of the hostages. Plt.Co Lead by Copey -CMD -MEDIC -JTAC -(NO UAV) Alpha (BAF Royal Marines) Bravo (BAF Royal Marines) (half would be plenty) Charlie (USMC -> QRF) (preferably full, half is OK) (Variety of Support units, also tasked with driving the LAV’s during the initial assault.) Vortex 1 (CAS) Vortex 2 (NOT USED, used for QRF when enough players.) Logi (Tasked with FOB and troop transport) Towns to assault are: Larche - Saint Louis - La Trinite - Dourdan Initial Assault happens WEST of the Bay of Les Sables (North of Malden) MAKE SURE YOU HAVE A PROPER USMC(NOT ARMY!!) OR BAF/RM LOADOUT READY! OPERATIONS WILL TAKE PLACE IN BOTH DESERT AND WOODLAND LIKE ENVIRONMENTS, MOSTLY 'TROPICAL'/SUNNY ENVIRONMENTS. CAMOFOULAGE SUGGESTIONS ARE TAN/DESERT/MTP/MultiCam. Sent from my ONEPLUS 3T using a phone app that is really irritating because it constantly advertises itself.
  6. The teamspeak IP is exactly the same as our normal teamspeak: ts.ahoyworld.net For the event you should make your way to the setup room
  7. Great catch! Yes I did mean the 17th. Thank you @MoonFire!
  8. I have thought about it as well, and I've looked into doing it with Alive. With this option it would be something we'd run on EU6 as a weekend-long special operation, or something similar. I'd really like to see something like this though. Side note and a bit off topic, but still related; I'd really like to see an anti-insurgency style mission too. Offer something waaaaay different to what we have currently
  9. Operation Blackhawk Down When: Sunday 18th June, 1900 UK LOCAL (GMT +1) Server: EU3/AWE Briefing / Planning: 1845 UK LOCAL (GMT +1) Mission Start: 1900 Map: Dingor Mods: Standard AWE First person lock: No Loadouts: Provided, with a limited arsenal. Respawns: Yes Mission Length: ~120 minutes. Possibly longer Factions: BLUFOR (US Army) vs OPFOR (Militia) JIP: Yes SIGN UP Link: https://goo.gl/forms/b9XQnCsXvezE4c3x1 OVERVIEW Two very high ranking Somali Militia leaders are meeting. Your unit; 2nd Platoon, Baker Company, 75th Ranger Regiment are tasked with extracting them alive. Use the element of surprise during the early morning to capture them. However a local rebellion sponsored by the militia is happening en route to target. Be aware of militia heavy weapons. You will have gunship support. QRF forces and air support are not expected to be available. Depending on how long the gamenight runs for, zeus operations may be run following this event. Any questions or updates should/will be posted in this thread. Regards, Copey (Events Manager)
  10. Operation Backwoods When: Friday 16th June, 1900 UK LOCAL (GMT +1) Server: EU3/AWE Briefing / Planning: 1845 UK LOCAL (GMT +1) Mission Start: 1900 Server: EU3/AWE Map: Tanoa Mods: Standard AWE AND Apex DLC First person lock: No Loadouts: Provided, with a limited arsenal. Respawns: Yes, in waves upon objective completion or failure Mission Length: ~120 minutes. Possibly longer Factions: BLUFOR (NATO) vs OPFOR (CSAT). Both Playable. JIP: Yes Players should be aware that the MSO will be running on EU6 at the same time to offer an experience to those who do not have the Apex DLC. SIGN UP: https://goo.gl/forms/T7huUQLFgVrjRbLC2 30 Player slots available. OVERVIEW Swedish Special Forces have been deployed to Tanoa to deal with the rise of a radical PMC group, Black Bear. Local drug running groups have also been seen in the area, that are disrupting the Tanoan economy. Disable and destroy both through counter terrorism operations. NATO needs to maintain plausible deniability so keep it tight and try not to get captured. Armed transports are available for CAS. SCUBA and fast roping will be key to success in the dense jungles of Tanoa. Depending on how long the gamenight runs for, zeus operations may be run following this event. Or players may join the MSO, again depending on time. Any questions or updates should/will be posted in this thread. Regards, Copey (Events Manager)
  11. It'll probably get fixed pretty quickly. Not normally a problem for more than a day
  12. Operation Cold Blaze When: Saturday 17th June, 1900 UK LOCAL (GMT +1) Server: EU3/AWE Briefing / Planning: 1845 UK LOCAL (GMT +1) Mission Start: 1900 Map: Isla Duala Mods: Standard AWE First person lock: No Loadouts: Awaiting Details Respawns: Unrestricted Mission Length: ~45-60 minutes. Possibly longer Factions: BLUFOR (NATO) vs OPFOR (CSAT). Both Playable. JIP: Yes, Unrestricted OVERVIEW PvP. Both BLUFOR and CSAT are fighting over new territory, join their ranks, take the sectors and drive the other back into the sea. This is Cryo's first gamenight for AWE, so please play nice, and send constructive criticism back in this thread. More than likely this will be followed up by Zeus missions on guantlet, with the possibility of them also happening before. This is part of our final weekend playthrough on the current modset before the changes previously announced take effect. Any questions or updates should/will be posted in this thread. Regards, Copey (Events Manager)
  13. Couldn't have put it better. Quite frankly if you are the medic and someone else is trying to order you around as to how to best treat a patient (unless you ask for the help or are unsure) - tell them to bugga off and hold security. If they have a problem with that, tell them to come find me - and while they're at that, let someone from the AWE team know ?
  14. Because it has been broken for some time - we are just removing it in this update Sent from my ONEPLUS 3T using a phone app that is really irritating because it constantly advertises itself.
  15. I must say this is sort of the image I had in my mind, where you know what an air team is doing just by their callsign. I do however see the points raised about JIP leaders not knowing what's going off, but on the map they'd see vortex and talon, they'd be able to see who is in them via the roster. They'd automatically know what each group is doing by that callsign. I too would like us to not return to the days of vortex means you transport and talon means you cas. This is not what I'd want to see
  16. Exactly, this is the exact problem I'm referring to
  17. So here comes a quick post, as I figure while we are planning some changes and finalising others, now would be an ideal time to broach the subject of call-signs. A good while back we changed from having Vortex and Talon, as Talon was often assumed to take the role of CAS support. This was not the intention, but as many people can attest to, it happened. That's why we moved to Vortex 1 and 2. However, I've recently had an idea whereby we could return to having both Vortex and Talon. In the lobby the Slots would be labelled as Pilot Team 1 and 2, with the Pilot and Co-pilot being named respectively. However, once they get in game, they can then set their call-sign to either Vortex or Talon, depending on the role they are performing with the air assets. Vortex for transport, Talon for CAS support. This would mean there is a clear difference in the call-signs, making life easier for all involved, but that the 2 different teams are not forced into predetermined roles. The system would use the variable already in place identifying whoever is in command. We would then look to implement it under that persons ace menu, to set the 2 teams to whichever call-sign is appropriate. Discussing this with Ryko it is possible, but not something we want to look into unless there is demand for it - because it could be slightly difficult, but we aren't really sure until we really look into it. Let me know your thoughts - I'm not sure if it will float, and I do have plenty of crazy ideas; this might just be one of them. Ta.
  18. Upon us we find a great opportunity, and it brings great delight for me to inform you of decisions regarding the forward progress of the server and community. It has taken a great deal of time and discussion to reach this decision, but we now feel that it has been sufficiently planned - and, well…discussed. Following a unanimous vote amongst the AWE staff team, we are progressing with enacting these changes. In addition to the changes detailed in this post, more will soon be announced that will contribute to the direction we seek for AWE, moving forward. As such, keep your eyes turned towards the AWE section of the forum. We are excited to deliver the new direction - and we hope you are too! Monday 19th of June 2017. Put a reminder in your calendar, this is when the changes will take effect (ensuring there are no snags or hiccups during the process). The Steering Committee has reached the decision that the CUP, and all its dependencies will be removed from the modpack, and therefore the modset. The total list of removed mods, and their size, is: CUP Terrains Core 7.8 GB CUP Terrains Maps 2.1GB Project OPFOR 1.5 GB Abramia 0.213 GB Isla Duala 0.328 GB Lingor and Dingor 0.633 GB Fallujah 0.201 GB The following mods will also be removed due to lack of development by authors, or bugs. This is pursuant to separate decisions by the Steering Committee, and are being enacted during this update. Burnes_AAV 0.057 GB Spec4gear 0.391 GB This yields a reduction in repository size of 11.723 GB. As a result, several new maps will be added; these are: JBAD Buildings 1.3 GB Lythium 1.0 GB Bornholm 1.5 GB Bozcaada 0.137 GB This totals 3.937 GB in additions. Overall this gives us a 7.793 reduction in modpack and repository size. Reducing the size of the modpack is not our driving force in these changes, but rather a desire to offer a new, innovative and refreshing experience to the AhoyWorld Enhanced player-base. These will be the core modded maps for AWE moving forward. Other maps will be added; however, they have not been decided upon, yet. Anything that has JBAD as a dependency will be considered, alongside stand-alone maps. Fayshhkabur, ToraBora are good examples of maps we are looking to consider. The new playable maps will be: Altis Stratis Tanoa (Will not be in gauntlet rotation) Gorgona Lythium Bornholm Bozcaada Kerama Islands (possibly) Other mods are also under consideration stemming from the request area of the forum. These have not yet been finalised and so have therefore not been included. Best Regards, Copey, Skullcollector and S0zi0p4th, The Steering Committee of AhoyWorld Enhanced.
  19. There is, and we have used it in the past. However, it introduced some issues regarding a bug. This bug meant people suffered broken legs constantly and it was not possible to fix without staff being present to manually execute a code. This bug does now have a fix but it can be cumbersome in its implementation. Broken legs are not something we at all want to return to
  20. Yeah I've seen this happen repeatedly for @hobnob . Pain in the rear end, perhaps try and use the black hawk, Super Stallion or Merlin moving forward? Sent from my ONEPLUS 3T using a phone app that is really irritating because it constantly advertises itself.
  21. Name: Operation Baker When: 24/05/17 Time: 1900 UK Local (GMT +1). Check here for your local time! Expected length: 2 hours Server: EU1/EU2. It will be decided at the start time of the event Hosted By: Chutnut (Spartan) It is highly recommended that players join Teamspeak during the event. Description: Defecting CSAT Scientist's are defecting to NATO, They wish to continue their work but for NATO, Your job is to transport these scientists and defend the facility they worked in until they have set up everything, Expect CSAT to respond to this, You will be able to hold out the facility with weapons and vehicular armament provided. BLUFOR ASSETS: A164 or Black wasp (Players may only choose 1) Blackfoot Slammer Panther or Marshall (Players may only choose 1) Two transport trucks (One will hold the scientists) Two Prowlers/Hunters Other notes: If the scientist's die the mission will not fail and instead some of our own (NATO) Scientist's will arrive instead and instead of setting up the work will retrieve the work they have for analysis.
  22. FAO All: Mission will be re-run this Saturday, as the mission has been entirely remade by Tut. We hope this has fixed the issues preventing it from running correctly last time, and we thank you for your patience. Regards, Copey
  23. It did this pre jets dlc. It's a flight model problem bug with RHS
  24. Copey

    .

    If you get shouted at, there's a damn good reason for it But, I must say; I approve @Stip hahaahaha
  25. Having read what was posted while I was typing that - be careful not to drift off topic. Even if no finger pointing was intended, it may be perceived; so just be mindful of what is being said. Ta
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