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Copey

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Posts posted by Copey

  1. Yeah I just don't want people not getting the whole picture, a lot of people don't pay attention to half of the goings on until something breaks or we actually change something.

     

    I am not referring to anyone in particular though...*cough cough* MoonFire

     

     

    Sent from my OnePlus 3t using a phone app that is quite irritating.

    Blame autocorrect.

     

     

  2. I just think what it does can be done better and eleminate some of its problems in mind while are the same time providing a better suite of aircraft to complement pook.

     

    For the record a decision has still not been reached on pook, we're going to let it play out on the MSO for a while so that it can be properly tested. There have been some reports of it not functioning properly since the 64 bit update.

     

    I'm not arguing against what you're saying, I haven't used the mods you are referring to, but I'm not of the inclination to base decisions on things that are not set in stone

     

    Sent from my OnePlus 3t using a phone app that is quite irritating.

    Blame autocorrect.

     

     

  3. I'd like to throw a little PSA out here:

     

    Currently the A-10 included in RHS is broken. It does not fly at all.

    The F-18 is the only fixed wing, modded CAS asset working at the moment.

     

    Through personal experience I found that the single seat F-18 was incredibly versatile while not being overpowered when operated in a flight of 2 (I was ASL). The mavericks killed what we needed to be killed and with some assistance from UAV, the laser GBUs worked flawlessly.

     

    Previously I have not considered the F-18 a particularly 'good' mod, however, in light of these circumstances I must advocate for it to stay.

  4. Author: Benjamin Levine

     

    Where: AhoyWorld Enhanced

    When: https://www.timeanddate.com/worldclock/fixedtime.html?msg=Desert+Storm+Phase+2&iso=20170225T19&p1=%3A&ah=2 

    If intending to play from the start, please assemble in mission planning, 10 minutes before the stated start time.

    Who: USMC in Baghdad

    Sign up: No

    JIP: Yes

    Respawn: No 

     

     

     

    Although it proved exceedingly difficult to push through the desert for the USMC armoured division they still managed to secure several key FOBs outside of Baghdad. As 3rd Platoon, Baker Company, move through Baghdad and disable and liberate key infrastructure. You will be briefed in game with specifics and good luck. 

     

     

    01-basra-museum.ngsversion.1460388605580

  5. Yep make sure you turn off all visual and sound mods as none of them are accepted on server.

    If you check out around 5-6pm UK local (GMT) tonight then I'm sure plenty more people will be around to ease you into your first AWE experience!

     

    Glad it got fixed, see you on the server!

     

    Sent from my OnePlus 3t using a phone app that is quite irritating.

    Blame autocorrect.

     

     

  6. This is a well known Battleye bug. What you need to do is reconnect to the repo, and recheck your files against it. Hopefully the ace files you are missing will show up and you can re-download them.

     

    This is the ideal fox for the issue, however, if that does fail, I have made a copy of my @ace folder. Available here.

    If you end up downloading my copy, then all you need to do is go to your arma directory, and delete the @ace folder in there. Unzip this download and put it in your arma directory and all should be good.

     

    In the mean time let me suggest you go head over here for all our discussion on the Enhanced Server, and check out the rules of AWE here. These rules are different to the ones displayed on the website, but are the most recent revision instead. In the same area you can find lots of useful information, if you are new to the server, on key gameplay dynamics.

     

    Get back to us in this thread to let us know if this fix helps or not, and I look forward to seeing you on server

     

    Regards,

     

    Copey

  7. Again I do the same as Ryko. For example with the last update I pulled the RHS down via a torrent - admittedly I spent ages screwing it up but that was my fault. I don't do good on 2 hours sleep ahaa. 

    I don't see any issues with you doing it this way though, and it might do well as a workaround for those who are getting the ace files not downloading properly issues. Admittedly you can just spam it and it will eventually work, but this might prove easier at busier times.

     

    Thanks for sharing this way of doing it, I hadn't though if it!

  8. Great to hear you enjoyed your first time on AhoyWorld Enhanced! Make sure to drop by when there are Zeus  missions on the go, or even a gamenight. They add totally different dynamics. 

    Anyways, great to see you around these parts!

     

    Regards,

    Copey

  9. 1 hour ago, SkullCollector said:

    Good read, I can imagine this to be a stepping stone for EU1/2 converts if they ever do bother to read any guides.

     

    RE: backpacks, I'd never include them in recommended or standard loadouts, but flexibility is the reason I keep my rifleman kits below or around 20 kg. If my element ever needs an ammo bearer or extra supplies of whatever sort, I can just grab one and still be far below the weight liability threshold. That said, perhaps add an approximate guideline for final load as there's always those special few lugging 35 kg in ammo and meds around. Stamina is a thing and it's important to bear in mind and checking your kilos is a quick way to reference if you have too much or too little of anything.

    I'm on my phone so I can't quote the one but I want out of this, so. With regard to the weight limit of an ideal loadout definitely include it. I already put it into our guide a while ago but you chaps know how much attention people pay to the forums these days

  10. 7 minutes ago, Colsta said:

    One thing I disagree with - a rifleman having a backpack.

    There is never a need for this, ever. Only exception I can find to this is no engineer being online and your leader telling you to take explosives.

    I have seen rifleman take a backpack (very small one) to take some extra med supplies for the medic, or an extra box mag for the AR. Obviously it's whoever is your TLs decision. Admittedly I have seen this being used when there is a specialised AT asset in play, so there is not as much need for LAWs in the infantry. Again its leader and mission specific, but something to bare in mind

  11. 46 minutes ago, fir_nev said:

    Tried as Rifleman (LAT) with the default setup just now and I could not hear any instructions at all. Resulted in a kick. No hard feelings. Could barely hear during my short conversation with @Copey earlier.

     

    Gauntlet 20160105 0745hrs (+8 GMT).

    I'm not sure who kicked you but man I was really hollering at you! I could hear you replying as well so it's definitely something your end :/

  12. I think a point that should be raised is also the need for confident and able team leads when you are a SL co-ordinating a large group of players. If you are having to micromanage your teams then it an become impossible. However, if the TL's are able to just sit in on a briefing, or take a generalised order over the radio and then enact that of their own accord, things are much, much easier. I guess you can liken the TL's  at least in this sense to mini SL's, because they can communicate to one another and react to situations and only require direct input from SL on new orders or on bigger picture issues. There are several people in the community who I know as team leads I can say "We land here, tab it to here. This is your objective, make it happen. And they will, this enables me to sit bak a bit, maybe 100-200m and direct the battle on a  wider scale, while maintaining the effectiveness of the infantry. 

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