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SkullCollector

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Posts posted by SkullCollector

  1. 30 minutes ago, Ryko said:

    Stiletto v013 now on the server and set for default.  Changes:


    3. Changed "black" civilian zone to brown to avoid confusion with unknown zones.

     

    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. 

  2. 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.

  3. 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.

  4.  

    18 hours ago, ShadowAce11 said:

     In short, it's not private because the staff chooses to make it, but because it takes more dedication and patience than regular servers.

     

    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.

     

    9 hours ago, Noah_Hero said:

    So you´d like it more to play together with only 4 other experienced players (maybe/probably spread across all the fireteams) on the server and with 30 new players [...] then to play only with these four other experienced players in a fireteam with no one else on the server [...]? :blink:

     

    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.

  5. 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.

  6. What you're describing is what ALiVE does. You might've played with it before such as in the MSO, in its classic mode there's usually a contested area beyond which, in either direction, a faction's territory begins. Any missions done would shift those territories. It's no issue at all to designate a base from which to spawn but to where the opposing faction cannot advance so that you always have a place to start, just like Gauntlet. You could also allow total domination after which the operation is done and over, so there's a winner and a loser and you have to reset the stage.

    The commanding element gets a tablet (any item can be designated that thing, so the big cTab can become multifunctional) and can even generate missions on the fly. Look at intel, find a task, input some parameters and set out to do that task. Or just have a random task ALiVE spits out.

     

    The issue with ALiVE is, as far as I can tell, that you need an admin who starts and saves the mission state when it ends, otherwise a server crash would reset all progress. If there's a function to call and a script to write to automate that process every hour, that might be worth looking into.

    It's also a certain commitment to a map. You can definitely save progress, rotate maps like we already do, play another campaign or even just some Gauntlet, then come back to your previous game. But I'm not sure that would run well on AWE considering every reset needs a new PBO (?).

    ALiVE-generated missions also aren't exactly... orderly or even well done. It's usually just a couple squads patrolling, but it does adjust to player count as well. Ideally you have a Zeus to polish and fix missions.

  7. 9 minutes ago, BlastaMasta said:

    Just a quick question: Why would you bring plasma at all? Why not just take some more saline?

    There's no difference between saline, plasma and blood in ACE medical, so why bother?

     

    For me it started as a flavour element, just like how I carried atropine even though it's completely redundant. However, once I switched from a mix of IVs to only saline, I noticed something peculiar: I repeatedly lost track of the amount of IVs I had on me.

    What carrying both kinds does is it halves the effort you spend on attention towards counting your bags. I don't look at my inventory at all, or very rarely, because I know I only have so many things on me.

    If you started out with 6x 500 ml bags, at any given point you may have between 1 and 6 only judging from the medical menu. Carrying 2x3 tells you at a glance that you'll always have at least 2 as long as you have both entries in the menu. If you then intentionally alternate between the two fluid types, you create a subconscious rhythm that lets you keep track of your supplies much more easily.

     

    Edit: The same applies to why I carry all three volumes instead of only 500 ml or 1000 ml. One, I can send off people with a BP of 105/78 with a single 250 ml bag, but two, I have more entries to directly remind me of my supplies -- all without ever checking my backpack.

  8. I enjoy the concept of this a lot. In fact I think if we had servers and players to spare, this could make it on its own server.

     

    However, as TvT dictates it, organisation is thrown out the window as soon as the lobby opens. The first round on OPFOR's side, we had an Su-25 on CAS, some nondescriptive heli and a whole five guys in Anna when I joined late - no ASL. We waited 15 minutes for transport, then resorted to the long drive to the AO in a BMP because we heard talks about Bradleys and armed Littlebirds. Without air transport, the way to the AO is not enjoyable.

     

    What I think could remedy this is an infantry + limited motor pool spawn closer to the AO, an FOB with just the minimum to get going. Any heavy assets such as APCs and IFVs are deployed from where they are now (meaning OPFOR, haven't played BLUFOR yet) so that their power is balanced by distance travelled. Infantry gets to go to the AO quickly without having to have air standing by, air can in turn do less transport and more scouting / light CAS. Give OPFOR a Littlebird equivalent for that purpose (is there an armed Ka-60?).

     

    Would love to see GvG become a thing.

  9. FOBs, I love them.

    I've been dying to see momentum carried forward, supplies distributed and insertion times shortened. To RTB has always meant inevitable down time, long drives to and fro with nothing happening meanwhile. Maintaining an FOB brings in some fresh air to a numbingly stale practice.

    If it means we get the occasional counter-attack (through Zeus, ambient or future scripts), even better. Break up the I&A-style habits we've picked up.

  10. All right, thanks a lot for your responses!

    What I've taken away so far, including my own observations from last night:

     

    1. Streamline the process more. Prep as many things as we can while we can. I've personally taken note of having to take more notes beforehand; that'll help improve structure and thus cut down on time wasted.
    2. Agree on a method and convention and stick with it. That will avoid arguments in front of the trainees as seen yesterday, aiding no one but just confuse the hell out of everyone in earshot. (If you're attending the training, please avoid barging into the lesson, too! Join the team if you want to teach.)
    3. Smaller bites! Split up content into more intricate but digestible showcasing pieces to follow through with the trainees afterwards. Will again cut down on length, avoid confusion and crucially help the training team observe and correct individuals more closely, reliably.
    4. More hands-on parts. The firing drills were entirely winged due to the lack of prep, turning it into a talking head show. I could mentally picture the yawns.
    5. Pre-brief the server. Establish an etiquette so everyone knows what to do upon spawning.

     

    As for the setup of fireteam tactics, we're most likely going to split it up into two separate sessions. 103, as run yesterday, will establish the method of working as a fireteam, show and tell about tactics, formations and have a piece about house clearing that's more prepared -- in a compound with multiple identical buildings, all ready to go, run simultaneously. It'll have proper bounding and nothing make-shift (oh god I'm still sorry about it). It worked, but it could work far better.

    The next session, 104, will then cover more detailed aspects of CQB and include a live fire exercise as intended for the end of 103. Go over the basics as a refresher, bring up more stuff that's yet to be decided, then literally go to town.

    Target duration for both will be an hour to 90 minutes, hopefully furthering player retention.

     

    We're also discussing the possibility of equalising lobby slots. Dedicated trainer roles, the rest will be groups of trainees with identical loadouts. Spawn arsenals and crates (or use loadout scripts) as required for the exercise.

     

    Cheers again! Keep it up.

  11. 5 hours ago, Lindi said:

    Was a very informative evening, shame I had to leave early. Hope I didn't miss out on much. 

     

    You left just before we called it a day and we went on to a round of comments and criticism. So you didn't miss any training, and here's your chance to give us some feedback regardless.

     

    If anyone has some form of comment or concern, do feel free to bring it up! We're looking for feedback and ways to improve in all aspects of the training, so speak up!

    Thanks for attending, everyone. Hope to see you all next time around.

  12. Aside from the confusion this may create for JIP leaders when call signs aren't known, there are also plenty of neutral, thematically fitting terms we can use for predetermined ones without implying any role entitlement.

     

    I'm thinking of using Cyclone for one team, keeping in line with the swirly theme. Related may also be Helix. I leave it to your imagination to come up with call signs without risking another Talon dilemma.

  13. 3 minutes ago, Stuart.G said:

    played Altis just a minute ago on AWE. Everything was relatively fine until I hit contact. As soon as bullets start flying I drop to 1 FPS.

     

    Perhaps an outdated approach, but there used to be an issue overwhelming your CPU with audio sources demanding too many cycles.

     

    Check your audio settings and look for the number of allowed sound sources. Try decreasing your value (96 by default) to 32 for testing purposes, or go straight to the extreme and run Arma using the -nosound parameter. See if that has any results.

  14. Date: Thursday, 1 June 2017

    Event Time: 1830 UTC (see what time that is for you!)

     

    Sign-up: https://goo.gl/forms/N6byK5FtwUQwFUzp2

     

    Description: A hands-on session for interested players of all skill levels to learn the fundamentals of fireteam tactics and unit cohesion.

     

    103 Fireteam Tactics

    • Buddy teams revisited
      • cooperation, reliance, security
    • Firing drills
      • firing from a stationary position
      • moving around friendlies
      • shooting and moving
      • base of fire, suppression, bounding
    • MOUT (Military Operations in Urban Terrain)
      • approaching an urban environment
      • CQB
      • house clearing

     

    All of these topics are inherently practical. To this end, this session will operate more like a staged scenario based on dynamic exercises with brief pauses for showcasing and questions.

     

    ---

     

    We've finally departed from our theory-heavy lectures and arrived at fireteam-level practical courses. From here on, we will further your knowledge of procedures and equipment across all elements, moving up the ranks all the way to PltCo - eventually.

    Stay tuned for next session's mystery content. It may save lives.

     

    Cheers

    The Training Team

  15. Generally speaking, you don't want your max load figures to closely match. Peak efficiency for most PSUs occurs at or around 50% load, but that's not the reason I recommend a new PSU.

     

    Your 430W Pure Power L8 provides 396W combined on its 12V rails. That's the part that actually supplies power to your performance components such as graphics cards and CPUs. So the margin got ever so slightly tighter there. You could run it fine, it would work (possibly), but I personally wouldn't feel comfortable stressing it in any way. Simply because the Pure Power series is a set of budget PSUs that frankly are not meant for high-end rigs. You see, the quality of a unit isn't just measured in wattage and efficiency ratings, but wire gauge, capacitors and soldering. Yours quite simply isn't up to snuff, not to mention that it doesn't even have 2x 8-pin connectors, another indicator that this isn't its intended purpose.

  16. Your 430W PSU will struggle with such a powerhouse at high loads, so consider upgrading that as well. Suitable tier-2 and tier-1 PSUs include EVGA GQ, SuperNOVA GS, G2 and G3, most Seasonic and Cooler Master V and VSM series. You'll want no less than 550W, depending on your upgrade path you could go as high as 850W but it takes a lot to saturate that nowadays. Unless you plan SLI in the near future, stick to 550 to 650 and you're absolutely fine.

     

    Don't skimp on the PSU, though, it's the piece that keeps your PC from mimicking an electric chair for its components in its free time. If necessary, I highly (highly!) recommend stepping down to a 1070 to make room for a decent PSU in your budget, in case your budget is limited at all.

     

    (Links to a German site for obvious reasons.)

     

     

  17. 1 hour ago, Miczils said:

    I want to know your Video settings, are you using ReShade/SweetFX or something for that vibrance? 

     

    All vanilla settings on mostly max, but I raised saturation to 135 and contrast to 112.

    Summer Cherno is also quite vibrant in and of itself, so these settings just push that to the extreme. It's my favourite terrain for screenshots, especially using splendid cam. Most other maps are highly dependent on weather or post, otherwise they're quite dull.

  18. Event Date: Thursday, 11 May 2017

    Event Time: 1830 UTC (see what time that is for you!)

     

    Description: A combined session for aspiring tactical leaders to be run through the fundamentals and intricacies of battlefield leadership.

     

    These workshops will run in parallel - the regular training team will be in charge of 111, while Copey will show you everything there is to know about good squad leading.

     

    111 Fireteam Leadership

    • tasks of an FTL
      • leadership fundamentals
      • awareness
      • tactics
    • communication skills
    • standard commands and phrases
    • etiquette

     

    112 Squad Leadership

    • tasks of an SL
      • how to not micromanage
      • fundamental logistics
      • low-level strategy
    • communication on LR
      • coordination between second-level elements
    • target designation & fire missions

     

    To top this all off, we're going to have a mini-gamenight to put all of your newly acquired skills to the test. Volunteers will take (or a lottery will assign) leading roles to guide all the attendees and possible JIPs through a Zeus scenario. You will get a debrief so you know how you fared.

     

    ---

     

    Because of an underlying issue on AWE that is the lack of volunteers for upper-echelon positions, we have decided to break up our intended progression and bring forward our leadership sessions right after the introduction.

    Building upon this, we're going to return to our regular schedule for 103 Fireteam Tactics the session after.

     

    Cheers

    The Training Team

  19. Event Date: Thursday, 27 April 2017

    Event Time: 1600 UTC (see what time that is for you!)

     

    Description: A training session for our newest of players to be introduced to the fundamentals of AWE gameplay.

     

    Topics to be covered will all be accompanied by at least some hands-on practical parts. This session will include:

     

    • AN/PRC-152 personal radio use
    • How to do a radio check
    • cTab basics
    • Medical basics - bandages and common drugs
    • Brief rundown of roles in a fireteam
    • Basics of buddy teams
    • Getting to know the AT4 at the range

     

    Of course there's always time for questions, so if anything is unclear, feel free to ask!

     

    ---

     

    Our training sessions have finally returned after an unexpected hiatus. We used the time to refine the contents and methods of each session, so thanks to everyone who attended our impromptu training the other week. And special thanks to those who submitted their input on how to improve!

     

    We hope to see you around and stay tuned for future rotations.

     

    With regards

    The Training Team

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