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SkullCollector

AW Modded Moderator (M)
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About SkullCollector

  • Birthday March 25

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  • Steam Name
    /id/skullcollector
  • Twitter Handle
    @SkullCollectorQ

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  • Gender
    Male
  • Location
    EU3

ArmA 3

  • ArmA 3 Player Name
    SkullCollector
  • ArmA 3 XML Remark
    Have I played the part well? Then applaud as I exit.

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  • TeamSpeak Name
    SkullCollector

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  1. Mission Summary Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all. These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not. Modset Required AW_Liberation_Lythium.html For first-time players, read till the end for a setup guide. Mission Runtime Roughly 2 hours with a chance to carry on open-ended --- Friendly Forces Russian Armed Forces Opposing Forces Insurgents Currently: Local Guerrilla Forces Situation A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus. Friendly forces have established a foothold near Karift around FOB Alpha and created a buffer zone around it, then pushed further to maintain a firm grasp on the region with FOB Bravo near Bramar. The enemy retains two last bastions in Kinduf and Kalae. Progress is unquestionable. Victory is not debatable. Mission Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace. Objective TBD by Acting Command every Wednesday One last push toward victory. Platoon 1x 3-man HQ (CMD, RTO, UAV) 3x 9-man Rifle Squads 1x 3-man Fire Support Group 1x 3-man Hammer Crew 2x 2-man Air Crew 1x 2-man Logistics Admin & Logistics Reinforcements - Unlimited - Re-insertions via air at RTO's discretion Equipment - Vehicle deployment at CMD's discretion - Ammunition and supplies available at the supply depot - FOBs act as an arsenal Command & Control Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms. Squad leaders are responsible for the operational effectiveness of their teams. ---
  2. 30 June, 2020 Dear █████ ████████, It is with great sadness that I must inform you of your son Efreitor ████████’s passing in the events of 29 June, 2020. He fought valiantly for the lives of his comrades and brothers, and ultimately lay down his own as a hero. His duty and skills as a combat engineer proved invaluable to his comrades, and the world is without a doubt a safer place because of him. As well that I may not disclose the details of his last act, I assure you that, without it, many of his friends could not hence speak his name in such gratitude and reverence. It is little solace, but solace I cherish all the more for it. With solemn regards, Lieutenant █████████████ 503rd SPD, █████ ASL Exhibit 1 of 34
  3. Mission Summary Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all. These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not. Modset Required due to an incoming minor update, please refer to the guide linked below and keep an eye on this thread for the preset AW Liberation Lythium.html For first-time players, read till the end for a setup guide. Mission Runtime Roughly 2 hours with a chance to carry on open-ended --- Friendly Forces Russian Armed Forces Opposing Forces Insurgents Currently: Local Guerrilla Forces Situation A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus. Friendly forces have established a foothold near Karift and created a buffer zone around it. Mission Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace. Objective TBD by Acting Command every Wednesday Our momentum is carrying us towards Kalea. High Command has yet to sanction further action. Platoon 1x 3-man HQ (CMD, RTO, UAV) 3x 9-man Rifle Squads 1x 3-man Hammer Crew 2x 2-man Air Crew 1x 2-man Logistics Admin & Logistics Reinforcements - Unlimited - Mobile respawns at CMD's discretion (cooldown after use) - Re-insertions via air at RTO's discretion Equipment - Vehicle deployment at CMD's discretion - Ammunition and supplies available at the supply depot - FOB acts as an arsenal Command & Control Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms. Squad leaders are responsible for the operational effectiveness of their teams. ---
  4. Mission Summary Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it. Joining this, you can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all. These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not. Modset Required AW Liberation Lythium.html For first-time players, read till the end for a setup guide. Mission Runtime Roughly 2 hours until endex and a quick debrief, followed by a chance to carry on open-ended --- Friendly Forces Russian Armed Forces Opposing Forces Insurgents Currently: Local Guerrilla Forces Situation A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus. Friendly forces have established a foothold near Karift and created a buffer zone around it. Mission Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace. Objective TBD by Acting Command every Wednesday Platoon 1x 3-man HQ (CMD, RTO, UAV) 3x 9-man Rifle Squads 2x 2-man Air Crew 1x 3-man Hammer Crew 1x 3-man Logistics Admin & Logistics Reinforcements - Unlimited - Mobile respawns at CMD's discretion (cooldown after use) - Re-insertions via air at RTO's discretion Equipment - Vehicle deployment at CMD's discretion - Ammunition and supplies available at the supply depot - FOB acts as an arsenal Command & Control Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms. Squad leaders are responsible for the operational effectiveness of their teams. ---
  5. AWE is about playing together as a team. Rarely can one person in a team do everything the team needs to achieve, and it's the same on AWE. When you go out into the field in the medic slot, machine gun in hand, launcher slung over your shoulder and with a carryall full of mixed supplies, you are communicating a lack of trust in your fellow players to do their jobs. When the rifleman brings 20 bandages of each kind, the rifleman is telling the medic and everyone in the chain of command responsible for the logistics of supplies that they do not have the rifleman's trust to keep them combat-ready. When a player jogs 100 paces ahead of the squad, they are telling the rest that they can do it all, keep up. And then get domed. A fireteam, a squad, a platoon are each a chain of different, but individually strong links. By fulfilling their role they make sure that everyone else can fulfil theirs. When your go-to kit weighs 45 kg, you also put that load on your team. You are slower, too out of breath to aim, and have too many tools to really focus on excelling with one. This puts everyone else's enjoyment at risk because the ready-for-everything, capable-of-nothing loadout turns you into the breaking link of the chain. Pass on some responsibility. Trust your friends.
  6. This seems excessive, but I can agree with the direction. That night multiplier would compress darkness to an hour or two which happen every three to five hours. A bit jarring and the night is barely enough for anything. Instead I'd suggest a 1.5x day multiplier and a 3x night multiplier, for a near-enough halved day of 10 light and 2 or 3 dark hours. Plenty of space for plenty of the popular day missions, but good room for immersive and un-rushed night ops.
  7. Feature request - Add common ammo and supply crates with a cost (e.g., mixed ammo, LAT, throwables, explosives, medical) - Add a supply depot to the build menu that allows spawning of those crates outside of Logi slots - Add static CSWs to spawn in that depot (restrict spawning to TL slots and up?) - Remove Javelin and MAT + ammo from arsenal, add respective boxes as above - Add an addAction to the Chinook to "deploy" at a cost of supplies before arsenal / respawn become available (perhaps with the caveat that those supplies must be loaded on the bird beforehand, too, although this feels like unnecessary busywork) Just part of my train of thought about how to make our abundance of supplies meaningful. Logi pilot seems to pass their time ferrying supplies to and fro. Resupplying the troops gives them a job and allows for longer operations without RTB. Turning the Chinook into a temporary FOB instead of a full compound allows us to save on server resources.
  8. If we expect the teams to coordinate semi-autonomously, this is basically required. As Alpha TL I found myself wanting to talk to you a lot more, because we could absolutely have streamlined our tasks. But I either couldn't for a lack of transmission time on 30, or didn't want to because I know how it is to have irrelevant chatter on your ear and really felt for Siege and B/D.
  9. On wounds reopening, I understand it's annoying. There is not much we can do about that particular setting; it's either on or off. The trick is in using the right bandage. Each bandage has a range of time that it lasts and it will never be under it. An elastic bandage can absolutely fail after 10 metres. A packing bandage and quikclots will absolutely never do that, they last you on the order of 10 to 50 minutes depending on the wound. Fractures are also already very forgiving here in that they are fixed instantly with splints. There is a setting for fracture incidence, so we'll have a talk about that in the team. The Full ACE Experience™ wants you to never get hit and if you do, call for MEDEVAC because soldier, you're a casualty of war. Go home. It's a bit of fiddling with settings to find the exact line we want to tread for an enjoyable war. We ask for your patience and absolutely thank you for every piece of input you can get us!
  10. ACE Medical feedback: - Use sum of trauma to determine ace_medical_fatalDamageSource instead of only large hits to vital organs to address the bullet sponge behaviour With ACE, level 3 and 4 carrier plates entirely prevent large chest wounds from guns, which are required to cause a fatal heart shot. Our current setting does not care at all about the amount of incoming damage unless it causes large wounds to the head or torso, resulting in death by a thousand cuts. Our slightly reduced bleed rate works against us here, too. Every enemy soldier that dies has either been shot in the head or bled out in agony. Sum of trauma allows death from enough wounds to any body part. Keeping the threshold at 1.0 kills a man with three to four point-blank shots to the kneecap. Turning it up to 1.5 to 2.0 for players keeps us about as resilient as we are now.
  11. Hi! I've come to update the guide. It's nothing like before. Some might argue it's better. I'll argue it consumed about a week of my life scouring the ACE medical PBOs for juicy facts. Please do enjoy. It still needs some good graphics to outline a typical emergency treatment procedure, but for now, please refer to Stan's flowcharts here:
  12. SkullCollector

    Morphine jab

    The CLS has had work experience as a midwife and, as we all know, old habits die hard. This was just the angle of approach he was most comfortable - and familiar - with. The urological implications of this treatment are unknown to the photographer.
  13. SkullCollector

    Rifleman

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