-
Posts
399 -
Joined
-
Last visited
-
Donations
10.00 GBP
Content Type
Articles
Forums
Events
Gallery
Posts posted by SkullCollector
-
-
Back when there were plans to move over to CUP entirely and we had a transition period with both, I wasn't keen on keeping CUP but still optimistic we'd get used to it. People cried for RHS and it stayed, so now we still use both just to have the benefit of, I suppose, insurgent units and some EU gear.
But even after months with CUP in place, nobody really used any of it if they could avoid it. The vehicles save for a few were shunned and passed up on in favour of RHS, most notably the humvees (but honestly I just lost track of what vehicle came from which mod). The same happened with uniforms and even more so with weapons.
If CUP was necessary for Valiant or other plans, I can definitely see why just having that would bring about some consistency. But now that RHS itself offers an insurgent units alternative and people are actively proposing standalone mods to replace CUP aspects, having two major mod packs just doesn't seem viable from an outside perspective.
-
but it might transform a large aversion into a medium or light.
Grand, I had no idea plate carriers had a degree in psychotherapy. I do have quite the aversion to avulsions.
- Colsta, Gurlanin, GhostDragon and 2 others
- 5
-
I'd go as far as saying there's a need for that. Definitely a good idea.
-
Don't trust the ACB, they have ridiculous rates and will sell your information to ISIS.
If you need a small loan of a million Ahoy Coins, message me privately.
-
Man musk re-invented.
-
Also when there are reforms please do something about reading the rules. Like submission for acre, or similar.
I agree. We should ask for at least 100 Ahoy Coins as payment through a form before handing out the password to the channel, and add one for the server itself; that way, only long-term AW members are able to join EU3, and the scrub epidemic might finally ebb off.
-
Perfect, this will finally prevent the notorious asset spam and enforce caution when moving into the AO.
Might I suggest 50 AC per respawn, too? This will roughly fall in line with the real-life cost of death. If you cannot pay up, put in place a loan system with 2 AC / day in interest.
-
Yes Fabs I have, and Kieran, like Josh, is one of the rare voices that have been very helpful.
Every single response by EU3 players in both of the relevant topics have been voices of reason and advice, and are not negative for the sake of shooting down the idea. A quote of a post without an argument might back up your claims, but proclaiming that you are the victim of a conspiracy of salty EU3 players only serves you appearing like a fool.
Honestly, this whole thing has got turned around under a false pretense, and you being adamant on your opinion makes you read between lines when there is no content there. We are literally trying to tell you how these mods work and what is necessary to use them effectively, but everything not playing the ball to you is immediately dismissed as disruptive. There will be no progress here until that notion stops.
-
I think that the EU 3 players are kind of bias to this idea to be completely honest.
So far I haven't seen anyone from EU3 mentioning it in this topic and I think bringing this up again might disrupt the thread.
There is a certain complication to using ACRE "loosely." I'd like to ask first if the implications are clear to the ones wanting this server. Do you know about directional sound, terrain occlusion, static and voice volume? There comes a certain necessity for discipline with these things when you have 40 guys on the same channel, especially with full-duplex magic radios.
-
That wasn't the discussion i was talking about Colsta in that post, But i have no way else of explaining EU 3 for the people and there reasons for why they don't play it. How would you explain EU 3 so i don't use that terminology again?
It feels like you're looking for a category for EU3, which I don't think it has. Milsim implies ranks and a fixed hierarchy of roles, often even requiring to address by rank and sir / ma'am. EU3 has none of that. Everyone can join whatever role they wish to take, with many customisation options and no requirement to use non-magnifying scopes or iron sights as a regular rifleman.
Perhaps you got us on the wrong foot or didn't listen closely enough when you played on EU3, but I am 100% sure that we love banter and to relax.
Everything you might associate with milsim, i.e., command structure and roles, comes with using a radio mod and the desire to be organised. The realism mods we use, like RHS for weapons and uniforms, are just what the playerbase likes to use from personal preference, not because we are dead-set on simulating reality.
- Colsta and ParabolicAJB
- 2
-
However I think that a game night of this nature would be a great idea to provide a bridge between those regulars on EU#3 and EU#2/1.
I also think that this is the best approach to the situation, and is not as demanding in maintenance. There might even be a regular gamenight in this fashion to periodically remind people of EU3's way of doing things. If they like it, there's more of a chance that they download 20+ gigs of mods.
Mod this gamenight extremely lightly. ACRE and ACE only, no show, just the manners.
-
The mission was absolutely enjoyable, although I, for one, could see a minor caveat that might have contributed to the clusterfuck after a while. I didn't think about it beforehand, yet when I had to assume Boris lead from my Boris 2 TL position, it felt a bit overwhelming and impractical to assign SL to a TL by default, as you did with Anna and Boris 1.
Obviously this was my maiden voyage as SL, so take this with a grain of salt, but I prefer the separate command elements.
-
I personally have played against AI while running this mod while helping the Colliers test their missions and I only have two words.
Absolutely. Terrifying.
For one the enemies run for cover when they get shot. They push towards your position. They try to flank you. They circle you. They bombard you with GL fire if they have the means.
It's exponentially harder. And proportionally fun.
The eloquence is strong with this one.
Couldn't have said it better myself, and I agree wholeheartedly.
In more than a few testing runs for a 30-player mission, we were a fireteam's worth of players trying to assault the first town from many different angles, with mechanisation and sometimes even heli support. We couldn't get past the first compound. We managed to clear it and were forced to abandon the assault and fight for our lives, as the AI flanked and surrounded us. Nothing has ever been as scary as being a medic, alone, with one magazine holed up in a shed and hearing the AI's footsteps and voices as they moved in on me, literally a metre away behind the wall with no way out but the ambush-inviting doorway.
Please?
- Colsta and Tylermaniac
- 2
-
-
With their new album release on my birthday, the obvious choice now is Amon Amarth.
And there's always Civil War to instil a bit of awe as we march.
Metal generally fits the theme really well, but for proper Battle Metal, there is no one to take up on Turisas.
Or Sabaton.
-
-
Must... resist... self-advertising...
As far as I am concerned, as long as we state the rules on spawning in and perhaps even linking relevant posts (team leader manual, hint hint), we have done our job for new players. If they choose to ignore them, tough luck, quality check is a kick.
There is nothing wrong with learning, and I'm willing to host a team leader workshop at some point if interest is there, but choosing to be ignorant is, to me, a bannable offence in and of itself. It's EU3, not some King of the Hill fragfest.
-
I think it would be good to have side chat for only the person in command so this way his plan could be broadcasted over the whole server and not have people ruining the realism for other people
The issue isn't about the chat channel, it's about map markers. Even if mission lead had access to it, no one else would and so couldn't see any markings.
I'm pretty sure there is a way, probably another mod, to copy each other's maps. After being briefed by their SL, team leaders should rally and fill in their team anyway, so it's just one tiny thing more to do before a mission.
I've seen it before, but I'll have to look for it.
-
Is there an option to disable CAS bird respawn if a certain player count threshold hasn't been met? If we then leave the pre-spawned aircraft untouched, they are still ready for use in an emergency, but will have to be handled extra carefully as their loss would be permanent.
For flavour, perhaps consider this a deal with battalion high command, that our platoon will only get heavy assets if the threat warrants it and calls for a fully manned operation. Until then, resources are saved for another day.
This wouldn't irreversibly keep us from having CAS if we're just one or two players short, but also add a bit of risk, thus preventing recklessness. Mostly, anyway.
If not for Gauntlet, perhaps for Valiant. Considering the infil method, it's even more authentic.
-
With decent headphones, I found the audible feedback fairly accurate. With speakers, not so much, though. Arma is one of the games which, I think, benefit the most from a good sound setup.
If you don't already, try sticking to cover like rocks and burned-out vehicles, then take a moment to look around and plot your approach. This is especially effective with a couple mates, and is then called bounding overwatch when one unit moves, while the other covers.
With an educated guess, consider the most likely enemy position and keep a solid object between you and there, like a rock formation, a house block or even a moving vehicle on an advance. Like PiranhA said, your best bet is to spot them before they spot you, but if they use their AI magic to get their bearing first, you'll be thankful for any centimetre of concrete or steel you can find.
-
Good call, will be there.
If we're going to have more of these topic-specific training sessions, it might be a good idea to record and collect them in a thread, starting perhaps with this one. Some editing and we might have ourselves a tutorial series soon.
-
I get 'no message received' every time I join directly through Arma3Sync. It is no issue when I start the game through it, and then join manually through the menu.
So far I've suspected the sheer amount of mods to be loaded, too. Perhaps starting up, then immediately joining the server is too quick for all mods to be initialised.
-
Judging from your performance in my team the other day, you're well on your way to mastering EU3!
Welcome, and enjoy your stay.
-
- Popular Post
- Popular Post
Hello lovely people of AWE,
There is always room for leaders and it's fantastic to see players step up to the responsibility of command. For the newcomers to the role, it can often be hard to find a starting point amidst the pressure.
To this end, I’d like to offer some basic advice for beginners and old-timers alike.
Treat this like a checklist to go over while waiting for deployment. A field manual, if you will.
Your fireteam
Depending on the exact composition of your specific team and the mission at hand, you will generally have an automatic rifleman, his assistant and two riflemen under you, totalling a team of five. The actual number ranges from 4 to 6.
You are the fireteam leader, or (F)TL. On the battlefield, you are the bottom-most strategic planner, but the top-most tactical leader. This means that, of all chief positions, you have the most direct control over how specific nuances of the plan are carried out.
Your second-in-command is the automatic rifleman, or AR. He will assume leadership if you are KIA or combat-ineffective, and he carries the most firepower. Make sure to utilise him well, as his light machine gun can easily turn the tide of an engagement.
A specialist can assume a variety of roles specific to a certain team. An engineer is useful for repairs, bomb disposal and demolitions, whereas a designated marksman supplements a team's effectiveness at range, in suppression and picks off high-priority targets such as MANPADs or other sharpshooters.
Certain missions may introduce other specialist roles. The specialist often dictates which role you play in an assault; a marksman combined with your AR turns you into the ideal cover element, while a breacher or engineer suggests you be the forward element. Play to your strengths.
Finally, you have up to two riflemen who might be grenadiers or carry anti-tank launchers, or one might even take on the role of an ammo bearer. Consider them your all-round assets. Think about having at least one AT launcher at your disposal.
Moving on.
Lead by example. A good fireteam leader will be up front and in the middle of an engagement, fighting and suppressing like any indiscriminate member of his team. He will keep his cool and observe the situation to adjust stance, priority targets and the team’s advance as necessary.
Micromanage & be concise. As a rule of thumb, your squad leader will tell you where to go, whereas you decide how to go there. Having an eye on your team is essential, so make sure everyone knows what their job is. Give easily understandable orders to reduce questions and misunderstandings to a minimum.
Show tactical initiative. Your SL is always delayed. You know the plan and the commander's intent, but you also know what is going on right then and there, so use that to your advantage. Be disciplined about this and use good judgement when adjusting your tactics.
In the field
Secure your flanks. Never let your guard down and choose the formation most suitable for the situation. If you travel and have to stop, form as close to a circle as you can while utilising cover and concealment. Order your team to face and secure all cardinal directions.
Use buddy teams. A buddy team is a unit of two soldiers, usually assigned a colour for easy access (helping you be concise!). The AR and AAR should be one by default, but their compositions are up to you. These will bound together, cover one another and perform various tasks you assign them as a single element. Sometimes you don’t need them, but it is better to assign teams at base while you can. Organise with your fellow team leaders to avoid overlapping colours, causing confusion on radio call-outs.
Awareness
Know your team. Be aware of who your AR is and familiarise yourself with the skills of each individual member. A quick quality check is to let them assign their colours themselves, so if they ask how to do it, you know they are more or less beginners. Keep an eye on them and treat them well, and help them as much as the situation allows. Again, lead by example.
Account for your team. Make sure no one is left behind during travel or bleeds out without medical care after hard contact. You are expected to rally up your team in a timely manner, and should always be the last to get into a transport vehicle when deploying to or exfiltrating from a mission site. Let your SL know that your team is loaded up.
Update your SL. Acknowledge orders and succinctly relay information to him. You are his eyes and ears on the battlefield, and he relies on you to enhance and execute his plans. If you take contact, let him know. If you have KIA or wounded soldiers, let him know. If you need fire support, let him know. Do not take long-range radios with you. Rely on the chain of command.
Exert voice discipline. Make no mistake, we are here for the fun. But if you hear the call of banter, keep it to local and do not clutter the radio channels. Control your voice volume appropriately. Pass this on to your team, as you are responsible for their actions.
Be nice. We all have fantasies about Gunnery Sergeant Hartman, but ask yourself if you would like to be shouted at while playing a game. Your orders have to be carried out, yes, but a simple please goes a long way. At the end of the day, we are all playing pretend with guns on the internet, so keep this in mind and you will not share Gunny Hartman’s fate.
Useful phrases
SpoilerHereafter assuming you are leading Alpha 1.
Beginning a transmission (to update your SL):
Radio: “Actual, Alpha 1, message. Over.”
Will be answered with, for example: “This is Actual, send it.”
Beginning a transmission into the blind to ask a question:
Radio: “Actual, this is 1, interrogative." - wait for go-ahead - "Actual, are we to hold here? Over."
Both of these ways are meant to inform the other party of a lengthy message or to give them time to prepare for a transmission. This avoids interrupting them. If you know they are already monitoring the channel, it's not necessary.
There are many ways you can hail your squad leader; "ASL, 1," “Alpha 1 to ASL,” “1 for lead,” and lots of variations from really short to really formal -- just make sure you are unambiguously clear as to who you are calling. If in doubt, use Actual. Also, the addressee usually comes first to get their attention and make them aware they should closely listen.
Calling out contacts:
Local: “Contact! Infantry due north, 200 out.”
Radio: “Actual, Alpha 1, be advised: multiple contacts at our 340, 200 metres.”
Pushing a priority message:
Radio: “Break, break, break!”
This will clear the channel and you are expected to message immediately.
Asking for a transmission to be repeated:
Radio: “Alpha 2, did not receive. Say again your last.”
Acknowledging an order:
“Roger.”
“Wilco.” (Short for will comply)
“Copy. / Alpha 1 copies.”
Responding to a move order:
Radio: “Copy, Alpha 1 is oscar-mike / on the move.”
Make it a habit to affirm orders, but especially do it if a message ends with, “acknowledge,” or, “how copy?”
Also, try to stay away from ten-codes to sound overly tacticool. Not everyone knows them, except for maybe 10-4 which is usually unnecessary anyway.
Controlling your team
Order to have someone move with / come to you:
“Blue team, on me.”
“Everyone, form up on me.”
"Alpha 1, rally up!"
Order to move:
“Everyone, move (up).”
“Red team, step off.”
Can be coupled with a direction and distance or a waypoint.
“Blue team, advance!”
Advance implies a combat stance, and is often directed at a single objective.
Order to stop moving:
“Hold!” (Doesn’t get much easier than that.)
This literally means stopping immediately. If the area allows for it, take a few steps into cover, but stay roughly in formation.
Order to set up a perimeter:
“Blue team, face north. Yellow team, watch south.”
This implies finding cover, but sometimes, members stop dead in their tracks and remain on open ground. Give them a nudge in that case.
Order to consolidate a position:
“Everyone, go firm. Hold (in) this building.”
“Go firm” means setting up hasty defensive positions, checking ammo, tending to wounds, and keeping an eye out for contacts, while waiting for further orders. As this is a very broad order, double-check that everyone understands.
Order to fire:
“Everyone, weapons hot!”
“Red team, free to engage.”
“Blue team, fire at will.”
Order to stop firing:
“Cease fire, cease fire!”
Be prepared to see someone shooting after this command. You might not have seen a remaining enemy, or individual players may continue firing just because. Discipline them at your leisure.
Order to retreat:
“Everyone, break contact! Fall back to Alpha waypoint 1 immediately!”
Check on your team (e.g., after an engagement):
“Alpha 1, status report!”
“Everyone, sitrep!” (= situation report)
Ask individual members if you cannot get a response.
Many orders can and should be repeated two or three times in quick succession, especially those issued in the heat of battle.
Obviously there's a lot of room for deviation, but if you feel there is something critically wrong, feel free to comment.
Have no fear, and remember to open your mouth. Communication is key.
Cheers.
Google Docs file for easier reading
---
- Titangames98, Josh, fir_nev and 16 others
- 19
Multi Session Operation Godhand 3rd June 1630GMT
in Events
Posted
Once the signups are fixed, is it a new form or are the roles we picked in the previous thread still valid?