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Colsta

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Everything posted by Colsta

  1. I believe I've said this before. The problem with people not taking SL is not the team composition or the team size. It's because the main SL - usually ASL, has to juggle every single damn team in the game - Alpha 1, 2, Vortex 1, 2, MAT, MMG, Bravo - when he should only have to do so with A1 and A2. I don't play ASL because of that. To fix this, with the current team composition, we need players in the Platoon Commander. How we can achieve that, I'm unsure of currently. Kieran's idea is fine, but the problem I described above remains. And requires more micromanaging. Bullet's idea puts a whole lot more micromanaging into the SL role, which I wholeheartedly disagree with. I prefer SL to FTL because of less micromanaging. I'd rather that not change.
  2. Make sure you download all the mods and get familiar with them before the gamenight, it'll make it much easier.
  3. That is usually the case with the Logistics squad, and knowing Leo that's exactly what it'll be.
  4. Ah well. That's a problem with vanilla Arma, plus roles have restricted weapons. Not much we can do on that front as EU1 and 2 are to be fully unmodded (except for the allowed client-side mods).
  5. Chernarus 51H Alpha Medic Able to save map markers in base/near arsenal. Also spawned with vanilla loadout.
  6. If the map didn't change after I left, I believe it was 51H.
  7. Fallujah 51H Rifleman LAT Alpha 2 Spawns with 2 pistol mags in the vest, but no pistol.
  8. Regardless of your experience on EU#3 AWE, I'd recommending attending even the most basic training sessions. You might learn something you didn't know about. Having an attitude of "I know all these things" or even "I don't need training" is something I feel goes against the spirit of EU#3 AWE.
  9. I do agree we have massive amounts of different ammunition types. As a rule of thumb I always take the more vanilla ammo, because it usually fits in every weapon.
  10. Make sure you're using this URL ftp://mods.ahoyworld.net/Enhanced/.a3s/autoconfig Check https://mods.ahoyworld.net/
  11. This is an unusual process and only happened during Ryko's campaign gamenights (as far as I remember). The common procedure is people get told what slot they got right before the gamenight, in order of sign up. If someone's not there at the time, their slot gets freed up for people who want to play, but didn't sign up/get a slot. Same happens with extra slots, if no one signed up for them or there weren't enough sign ups. Hope I didn't mess up my explanation.
  12. Ghost is absolutely right. It however, requires two things to work smoothly and to setup in a rather speedy fashion - teamleaders experienced with this. It's not hard to explain and execute, but it can take a couple minutes. It took me a couple minutes the first time I was learning how to do it.
  13. If I'm not mistaken it was on Altis 50C. The Assistant Autorifleman could take a LMG-like weapon from Apex. I believe it was the SPAR-16. According to @Ryko that weapon is not yet black/whitelisted.
  14. @Ryko So you're suggesting that - say - a Rifleman be allowed a MAAWS, and an Autorifleman be allowed a MMG? I'm not sure how I feel about that. I do agree support teams can be meaningless sometimes, but I don't feel the solution you're suggesting to be the best. I cannot think of any other at the moment except a rather drastic one - limiting basic AT to be rifleman only, and changing the assistant slots into rifleman. That'd give a full squad 4 AT to play with, while hopefully keeping support teams useful. Because let's face it - an AR never really needs an assistant. I can carry two boxes of 200 round ammo without a backpack, and keep under 25kg. With a backpack I can comfortably take around 2-3 extras while hovering around 30. You really don't need more than that. Besides I really hate the term 'ammo bitch' a lot of people love to employ. MMG is one of those teams that only get used when we have a lot of people around, which sadly isn't the case more often than not. The "solution" I suggested wouldn't help with that. Also it's AWE, not EU3! Gee.
  15. I really dislike the idea of more specialized weapons being used by regular infantry. If we're going ahead with a FSG group, I'd say make one specialized in AT, and the other general, like Skull suggested himself. The rule would still be the same, as it refers to general AT squads.
  16. That's so wrong. They were just callsigns. Basically what @SkullCollector said.
  17. Two things regarding that: - EU#3 shouldn't be greatly affected by the I&A3 release, as it doesn't even run I&A, and I'd say a good amount of players there don't usually play EU#1/2, if at all. - It's empty depending on times and days. It's been seeing a stable player count of ~15 players at night (in Europe) during the week, and ~20 on weekends. As a side note, if you're interested, show up to the EU#3 meeting tomorrow, which we'll follow with a gamenight, where we'll play a different gamemode than the usual Gauntlet that runs on Enhanced.
  18. From the quick read I gave your post, all the problems I saw you pointing out are pretty much solved in EU#3, our modded server, AKA Enhanced. If that intrigues you, here's a few links of interest: Rules Mods And the general sub-forum https://forums.ahoyworld.net/forum/86-enhanced-server-information-and-discussion/ Hope to see you there.
  19. Mostly, fully off-topic here, but: That's kinda the idea behind ASL. The problem here is there's never enough players for a Platoon Commander, so that responsibility falls upon the main SL, who also has to act as the PlatCo. This is the main reason I don't play ASL - I want to coordinate two teams, but I end up having to coordinate two teams, air and ground support teams. It's insane. In fact, some of the best fun I've had on the server was playing BSL with a full Alpha and Bravo. Great FTLs act just like you described, and they do alleviate this problem. Regarding the second statement, @Ryko always stated he's open to suggestions regarding ideas to encourage people to take leading roles. I believe one of the many reasons players don't, is what you stated, and as evidenced by my own gripes. As a final side note, I'd suggest maybe allowing the FAC slot to be open if there's a full Alpha, air and at least a support squad. Hopefully players would take that slot and help with the problem, as ASL would have to theoretically coordinate one or two less air teams. Alternatively, add another role to the main SL squad, a communications soldier of sorts.
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