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SkullCollector

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Everything posted by SkullCollector

  1. SkullCollector

    A Cache

    A cache located by merit of clashing with locals.
  2. SkullCollector

    Intel Gathering

    A CIA operative clashes with locals in search of intel. Afghanistan, 2015
  3. Generally, I have a kit for every role for every nation we usually play as. I enjoy character building and so every kit is tailored to a different style; call it roleplay if you will. Mostly I swap out the gun and camo, the misc gear however is fairly consistent across the board. That's why I wholeheartedly recommend skimming through the arsenal to see what you think looks good and fits your play style. One day you may want US Army realism, so you grab all OCP gear and an M4; another day you really want to be tacticool with G3 fatigues, MGP operator vests and a SCAR-H. Make it your own. Personally, I love mobility. Only one kit exceeds 30 kg, most are well under that, so I have plenty of stamina to outpace just about everyone. My basic rifleman is equipped as such: Uniform FAK: 4 packing bandages, 2 field dressing, 2 QuikClot, 1 morphine (because game) 2 cable ties Vest 6-8 magazines The final two mags are full tracers so I know when I'm down to condition red on ammo 1 frag grenade 2 white smoke grenades 2 blue chemlights 2 hi-red chemlights 1 red flare Misc Items Map Compass Short-range radio GPS (unless I feel like not having it) Head Helmet (you never know that you needed it, but trust me, you needed it) Ballistic glasses This kit is very easy to adapt to whatever role you take: A medic grabs a backpack and fills it up with medical supplies (see the guide Noah linked). An engineer grabs a backpack and fills it up with engineer-type stuff. A rifleman LAT grabs an AT4. A grenadier / TL/SL swaps out the rifle for one with an underbarrel grenade launcher and adds a few 40 mm rounds. And so on. Create your own basic rifleman, run it for a while, then you can tell what it lacks or has too much of. Adjust and adapt, then build your specialised kits upon the basic one.
  4. As per a very sensible request, I changed the form to include a "no leading role" option. If you'd rather not lead but are willing to jump in if needed, pick that for your first choice. Or if you at the most want to lead a fireteam, for example, but otherwise prefer a non-leading role, you can of course do that, too. Cheers!
  5. Event Date: 24/01/2018 Event Time: 1900 UTC Mission Name: OP Organised Stiletto Brief Summary: Join us for our kick-off to weekly organised sessions of Stiletto! Every Wednesday will see an orchestrated effort to play Stiletto properly with an established chain of command and staff members to moderate it all. This is when we play the mission coordinated and with our honest game faces, to escape the rut and show off what AWE can do when we put our minds to it! For regular players, there is no need to sign up; just join! For leadership positions, please fill in the following form. You'll have a choice between PltCo, JTAC, SL and FTL and it's first come, first served. The highest ranking slot will then decide on additional elements such as Vortex, Hammer and Logi. Every week and every CO will be different in that regard! Leadership Sign-up: https://goo.gl/forms/8sr5m1hHf3cXCXHs1 --- This is the first in a line of scheduled sessions and of course benefits greatly from all your feedback. If you think future sessions are better off on a different day, let us know. Hope to see you all there! Cheers. Cover Image: Player slots: 44 Expected Mission Length: 90 minutes to open-ended Mods required: Standard AWE Server slots: 44
  6. Additionally, staff's internal User Tracking History will be wiped completely clean of all AWE instances of misbehaviour. This does not apply to bans currently in permanent effect. This means: everyone starts off with clean slates. Fresh and innocent once more. If you were banned within the last 6 months, you can re-apply for your AW member tags and are also eligible for Veteran status as of now. Do not betray our trust in you. We want to steer this ship in a new direction and this direction involves all of you and all of us; so make it worthwhile and enjoy yourselves. Any questions about what this entails can be posed here. Questions about specific rules can be discussed in the new rules topic. Cheers The AWE Team
  7. No need to create voice channels in Discord, meaning no community division between there and TS. Discord offers: instant announcements via @everyone or @role near universal availability because 1) it can be accessed via browser as well as phones and 2) a fair share of people already have it installed dedicated text channels to organise chats by topic while keeping it in one group infinite text records to 1) pin important messages and 2) keep track of conversations so you don't miss anything possible instant messaging and getting to know the people of AW via the members sidebar an alternative to socialising on TS without having to speak (a major selling point for the busy ones or the less secure who are still eager to participate) bots to spice it up and improve quality of life visible and invisible roles to give to members and staff as appropriate (such as AWE Veteran, Spartan or others) If the hesitation comes from Discord conflicting with TS, that is fair enough. However, if there are no voice channels, it is a viable platform for our players to chat and interact. Personally I'd love to just chat without having to talk; often I'm too busy, other times I just don't want to or can't use a mic. Discord would let me be present as part of AW and show my face. That's better than sitting in AFK-ish.
  8. I like them for what they do in their respective niches. TFAR is a toy you plug in and have fun with. Radio ranges are forgivable and functionality minimal so that all you really have to know about is your PTT keys. ACRE is a simulation that becomes more satisfying the more you know about it. It enforces realism, but as grunts, you also only really have to know about your keybinds to work the 343. What I love about ACRE is the suite of customisations it brings. If you enjoy Arma on full effects volume, TFAR will be drowned out by even minor noise. ACRE lets you adjust voice volume in post- and pre-mix to match your preferences without messing with individuals' volumes on TS. Local voice is much more dynamic and blocked by obstacles. Sound travels around the wall, not right through it. If you're behind a house from someone, you better start yelling so they hear you. ACRE's terrain interference is life, but I know that's not for everyone, especially those who just want to jump in and get gunning. Right now, comparing ACRE and TFAR is almost apples to oranges. We need a radio mod and TFAR is a radio mod, I guess.
  9. Will do. It's not the easiest topic to summarise for all possible cases, but an excerpt from a Rifleman's Handbook-style thing I can do. Might that be worth just changing the current parameter for? Instead of choosing a specific faction as we do now at mission start, only let us pick between BLUFOR and OPFOR and transfer the faction thing to the whiteboard, with a random default faction. Changing to Russians while on a US carrier seems odd anyway...
  10. SkullCollector

    Skullface

    'tis only a matter of time 'til my collection grows...
  11. Let's take a step back here and assume we don't. So far, we've been given mixed signals by a multitude of people we couldn't even begin to separate into camps, philosophies or wants and needs. It's all a blur, but fucking swearing the shit out of the situation is decidedly not going to help. Evidently Teddy wants to be regarded as separate from the pot-stirring, excrement-flinging parties. That's fine, there's one. Who else will own up to wanting to change things and actually give us something to work with? I want a list. Bullet points. No quoting, no name-calling, no pointing fingers unless it's conducive to your argument. The glory days of old will remain glorious, but there's no chance of them returning if all you do is reminisce and whinge about how they're gone.
  12. Good thing I stole those sandwiches off Alpha 2 or else we'd have starved to death in that valley.
  13. SkullCollector

    No words

    I couldn't say anything when I came in. My throat was a little horse.
  14. Was there for the discussion last night (prepare for leo). I agree that our current rifle squads are too large. It took a miracle to see Bravo on Gauntlet; I have yet to see a functioning B squad on Stiletto. The 4-man lead element also detracts from SL duties by ways of multitask overload managing three soldiers in addition to two fireteams. That's good for splitting the one squad we usually have, but this idea is here to enable more squads overall and lessen the strain on Alpha. What I would propose is the following US Army-esque formation: SL Element Squad Leader (SL) (Specialist Unit: CIA Asset, RO, Medic, etc.) - essentially a slot to make sure SL has a HUD but isn't lumped into a FT Team 1 / Point Team Fireteam Leader (TL) Autorifleman (AR) EOD Specialist / Engineer (E) Rifleman LAT (RLAT) Team 2 / Support Team Fireteam Leader (TL) Autorifleman (AR) Designated Marksman (DM) Combat Medic (CM) If we want a medic in SL, get a second rifleman into T2. This will retain the familiar SL-TL-TL structure we've grown used to, but cut down on superfluous roles such as the dreaded AAR/ammo bearer/rifleman. It also makes sure that those who want to lead a team know exactly when they will and not fear it's at the whim of SL. The TLs would keep their UGLs for a lack of a grenadier that's normally seen in Army squads, so we're still nation-agnostic. Three 40 mm per squad are more than enough, in my mind. The benefits as pointed out by Amentes still apply. Quicker filling, higher chance for Bravo - giving us the ability to tackle multiple objectives and encouraging a PltCo to slot up. Assuming we keep all slotting rules, this also means there has to be at least some Bravo before higher-end support elements are unlocked. I am actually open to the idea of collapsing all three groups into one so that the SL doesn't need a second guy for a HUD and security. But baby steps first.
  15. Which also means that it won't affect us on account of our primarily modded equipment that already implements Laxemann's work. Dynasound does improve ACE-triggered explosions and sundry effects as ACE also draws from vanilla source files, but I would argue that alone doesn't justify a debate to the extent we've seen here. This is also why we're open to reviewing it as an optional addition after all. Dynasound comes out best in conjunction with Enhanced Soundscape which we've always been keeping a close eye on in the event it finally serves our purpose, i.e., works with modded maps and produces no tangible performance hit. Thus far, it's not quite there.
  16. Just had a look and my colour deficiency makes it hard to tell the difference between Cautious orange and Hostile brown zones. Every colour-weak guy is different, so that may just be me. However, if you want to stay away from black zones, might I suggest colouring Safe zones blue and shifting the spectrum up by one? Neutral green, Cautious yellow, Dangerous orange and Hostile red.
  17. Absolutely in love with it. From the patrol ops feel all the way to the IEDs exploding in your face, it's brilliant. Couple things I mentioned already, just to have it here: 1. Add a parameter to limit OPFOR to infantry only for slow nights. Perhaps in Mission Management so players can decide without staff? 2. Feature ALiVE-style installations not dissimilar to the ambient spawn points we have, such as insurgent leader hideouts, that pop up as a secondary objective when discovered. Killing the HVT would earn reputation, interrogating him would be significant intel. Alternatively have an end-game mission spawn after x many caches or intel found that extends the mission timer by a small amount and requires quick reaction to catch him in time. 3. Rename to PTSD Simulator. 4. Perhaps an ability for PltCo specifically to generate an AO? Plot twist: no guarantee there's anything there. I could see FSG in a scout sniper role there, recon while the rest are busy.
  18. I get where you're coming from and we do appreciate your diligence in sorting out issues. Telling people to reslot is perfectly fine as Mission Actual and you are just as fine pointing out a slotting mistake when you see one. Most of the time it's just a misunderstanding and a gentle nudge resolves it. An issue arises when the server grinds to a halt because of a discussion about the exact wording of the rules. It is not yours to make sure a slot is left vacant when it should be and it's also not yours to hawk over the roster to jump on the next best perpetrator in Vortex 2. Ideally you wait for an opportune moment in base, approach the subject in question and just ask if they'd consider reslotting into a more sensible role. If they refuse, you will likely not accomplish anything anyway, except for getting them and yourself grumpy. I've seen people leave over this stuff. Don't be grumpy. Let us deal with it.
  19. Dedication does not imply competence. However, it does imply perseverance in an effort to get involved, evolve and improve, yet there must still be an opportunity to do so which we, as a community, have to offer unequivocally to anyone who does indeed make the effort to download mods, join TS and hop on. We're exclusive in the way that we facilitate a play style rarely found on open servers, but we're still public and do not resent anyone's attendance by default. We cannot choose who joins us, but we can choose to welcome them. Yes. Yes, I would. Surmise that all of those 30 new players are in fact of lower quality, because that is what this thread posits as truth. Then assume that that fireteam's worth of veterans take leading roles, which means they hold sway over every decision of consequence. Your ideal player is now responsible for the fluidity of the mission and because they're perfect, they lead perfectly as well. As such, the thirty randoms under their command are employed optimally, meaning you have the concerted force of a platoon's worth of assets plus attachments, far outshining anything a black-clad spec-ops team can do. So far for the horrible conjecture. If anything, this should illustrate that any veteran worth their salt is a force multiplier in any element they join -- their guidance is far more important than their marksmanship or sector security. All that said, the basic premise this topic drifted off to is skewed. What you experience is a classic negativity and subsequent confirmation bias. You have a huge data set, but the terrible experiences will always stick out more and because they're so annoying, it's tempting to look for proof that most things are in fact horrible as a result. The average player is not stupid. The average player is average. There is one in twenty that sticks out when they crash helicopters, teamkill, troll or otherwise fail to perform. The nineteen others who do their jobs and have a great time with you are ignored because they're deemed normal. If you are uncomfortable or unsatisfied with what is the average, you are very welcomed to get up and communicate your ideals to the playerbase at large. Talk with them, not just at them. Our players are already shifted towards the positive end of the bell curve due to the nature of our mods and what they impose. I promise they're just as eager as you are and you'll quickly notice how utterly normal skill can be.
  20. The general consensus regarding third-person gameplay is a 'don't ask, don't tell' mentality. As long as you don't call out targets you see glancing over that three-metre wall, I won't call you out on using that view. AWE brings together a variety of different mindsets and many will, over time, pick up different traits from one another. In the case of third- or first-person views, it's far more likely that third-personers adopt the serious, realism-centric mentality of first-personers than the other way around. Someone who's learned to play with it won't just fall back on that old crutch. In turn we get to enjoy banter with a larger, more open player base. I'd wager most of us wouldn't be here otherwise. So we benefit each other. Bringing about a change specifically in order to rid yourselves of an entirely non-harmful way of enjoying the game is the polar opposite of what AWE has been so far.
  21. SkullCollector

    Blinding light

    Blinding contrast and sharpening filter*
  22. Dress-up is a non-issue. It's increased with the recent addition of MGP and the like, yet I'm willing to let this transition period pass as just that; a temporary thing. Before, people stood at the arsenal because they were bored from idling. Get a rallying call out and most often you found they'd snap right back into mission-ready. That's exactly what we'll revert to in a couple weeks' time. If you aren't bothered enough to give them a shout, for whatever reason, or they don't respond either way, I find myself agreeing with Miczils: leave them. They've made their choice.
  23. @McKillen, @LEO, @Ryko and me before deploying on Kerama Islands for the very first time.
  24. http://imgur.com/a/pt57X Few dozen screenshots just dumped into an album, sorta rearranged for quality. Lythium is amazing, it has already surpassed Cherno Summer as my favourite screenshot map. Edit:
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