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Posts posted by Colsta
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9 hours ago, dason417 said:
this sounds so fun! i would love to be there!
i prefer rifleman/ass. MG.
Make sure you download all the mods and get familiar with them before the gamenight, it'll make it much easier.
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53 minutes ago, MessedUpSmiley said:
Not sure if typo or if I should facepalm
It's not a typo, I confirmed.
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That is usually the case with the Logistics squad, and knowing Leo that's exactly what it'll be.
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Chernarus 51H
Alpha Medic
Able to save map markers in base/near arsenal.
Also spawned with vanilla loadout.
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21 minutes ago, Lost Bullet said:
Alpha 2 AAR has the option to save map markers, possibly a bug (seen in Takistan today,
no clue the versionversion was 50H)If the map didn't change after I left, I believe it was 51H.
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Fallujah 51H
Rifleman LAT Alpha 2
Spawns with 2 pistol mags in the vest, but no pistol.
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Which roles require which DLC?
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Regardless of your experience on
EU#3AWE, 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 ofEU#3AWE.- Gurlanin, SkullCollector, Amentes and 1 other
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Make sure you're using this URL ftp://mods.ahoyworld.net/Enhanced/.a3s/autoconfig
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1 hour ago, Michal said:
Hey Copey, will the roster be posted on here before gamenight?
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.
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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.
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@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.
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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.
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1 hour ago, Vlk said:
It was. Vortex transport talon cas
That's so wrong. They were just callsigns.
Basically what @SkullCollector said.
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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.
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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.
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1 hour ago, Eddie said:
Maybe we can do something to fix this? like ASL can make just the plans and tag along in the AO and oversee/coordinate friendly movements while the team leads just focus on their respective group movements etc.
Hopefully this will at least encourage some people to try out team leading and not the occasional regular who we see leading all the time.
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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I agree with the callsign part regarding air units.
About the FSG... I'm not sure. As it is, the rules state an AT squad - and not any of the other support squads - can be taken before a full Alpha. How would that work if all the support squads were merged into one or two?
I can personally think of two solutions.
Either make two FSG groups, one specialized in general AT, the other in general MG.Or make them general FSG squads and change the rules, leaving it to the CO's discretion. This solution raises a couple of issues however, namely:
- It's a bigger load on the CO - having to know what kind of weaponry the FSG squad is carrying, having to make sure they have what the Platoon needs, and not what they want to use
- It's a bigger load on the staff team - having to know -- not at a glance -- if the FSG squad is complying with the rules
Regarding the last post about Charlie - I say no. As you have stated, Bravo's rarely full. And it'd limit the maximum amount of players we can have by 12. I more often see multiple support squads being filled before bravo. Not a good idea for a nonexistent problem.
The Black Death (game giveaway)
in PC Gaming
Posted
Yes indeed.