Jump to content

RoyalSertr

Community Member
  • Posts

    59
  • Joined

  • Last visited

  • Donations

    0.00 GBP 

Reputation Activity

  1. Haha
    RoyalSertr reacted to Colsta in [AWE][GAMENIGHT] Operation Hot and Humid on 04/11/2017 at 6:30 GMT   
    For Europeans: do note this isn't in April.
  2. Haha
    RoyalSertr reacted to MoonFire in Make it Rain   
    @ShadowAce11 bright idea to start para dropping 'items' near our location. @hobnob11  
     
  3. Like
    RoyalSertr reacted to LEO in FSG: Lets talk about it.   
    i think this approach is rather lopsided when it comes to how the teams are gone be used. So I suggest that you instead have a squad setup like this.
    ASL
    Alpha squad lead
    Intel operative
    Weapons specialist (allow him to use bolt-action rifles and mawws and mortars)
    And a weapons assistant
    And let A1/2 remain the way they where.
    TL
    AR
    ENGI
    LAT
    MEDIC
    This will make the squad balanced so the alpha teams can be used interchangeably instead of the current system where one team is extremely heavy on AT and the odder team has the only engineer.
     
    PS.
    + that the squad leader has better control on the heavy weapons players and dispatch them accordingly

  4. Like
    RoyalSertr got a reaction from Amentes in On Teamleads   
    Directly engaging enemy armour puts TL in higher risk, but as was stated 2xAT4 often is not enough and it will add bit some appeal to TL.

    And yes, somebody can drop it for you (same as LR radio), but this is kinda going around the rules and wastes time. Whitelists are there for a reason. If you can drop AT4 for somebody, why not just drop long ranges scope etc. For me, rule coherence is important.
     
    Again, I agee this would make TLs tiny bit less annoying. If anything, just put in a small rule (which wont be hard to follow as most TLs are guys who've been around for a bit and have common sense).
    "Both SLs and TLs have access to LR radios. Carrying LR radio is generaly allowed for SLs only. In case of empty SL role in the squad, squads leading TL (A1/B1/etc TL) can bypass this rule. Combat situations are not covered by this rule (see FAQ).
     
    FAQ:
    Example of LR setup:
         Full Alpha + B1 slots filled. ASL got LR, B1 TL got LR. Everyone else got SR.
     
    Dropping LR radios (or anything in general) from Arsenal for anybody is not allowed.
     
    Picking LR from KIA mid AO is allowed. In that case, passing on LR should follow command structuer (SLs radio -> Team 1 TL -> Team 2 TL in most cases) if situation allows it."
     
     
    If you really want to have a "bait" for TL role, for me that would be access to 7.62 assault rifles where everyone else has 5.56 (obviously except AR/Marksman).
    As TL you might find yourself juggling your fire team, communication with SL or possibly being SL and still being on the front lines. Doing more damage in limited time window would balance this a bit. Plus you get that unique experience at the same time.
    This would probably need additional weapons added to arsenal though (SCARs *wink wink*).
    But this is definitely not a deal breaker. Just small possible bonus.
     
     
    But the main big thing that discourages me from taking TL (outside of not having M249 :D) are (obviously) some people.
    1) My expectations as TL are, unless I specify directly (hold this position and provide cover, push to this rock whilet rest provide cover, clear the building etc.), rest of the team is to follow me/pointman (if specified then in formation, otherwise just common sense). Not fall 100m behind, push ahead by yourself or go wandering god knows where.
    If I give order to push to one specific builiding and half the team does it, but 2 guys run elsewhere and get separated, why should I even care about them. If I specify the plan and nobody gives comments beforehand, you follow direct orders even if it is risky (and as TL I will do my best to get the objective done without any casuality).
    Obviously if situation really needs it, you sometimes just have to take the closest cover or push/flank around. But then at least call it out so I am aware of it.
    Heck, from time to time, I call over radio for somebody to fall back in formation and get no answer (voice nor action). And if I have to babysit somebody and call him over again and again because he doesnt stick with the rest for unknown reason, I really cannot be bothered.
     
    2) Fun over tactics. Dont get me wrong, I understand Arma is just a game and we have different expectations what we need to have fun. But EU3/EUE is server based on at least basic teamwork with command structure. That means sometimes you are given orders that wont be fun. And you are expected to follow them (e.g. clearing number of empty building). As TL I do the same (boring) stuff as rest of the team, its not like I steal the fun for myself. If you get direct order you follow it. Maybe with cheeky comment or suggestion (I b*tch a lot) but as you show your "wits", you still follow the orders. If you have issue or find the AO boring, tell me after we are done. If you tell me mid AO, I will probably ignore and forget it as at the time I am occupied with other stuff. Then, I can relay to SL that the team didnt enjoy the AO and ask if we can be the forward team for the next one so we get to shoot more.
    Example: We occupied a large building. A1 is engaging enemies to the North. As A2 TL I will order my guys to take SE, S and SW side of the building as we lack info about enemy troops. It might be questionable for some, but I wont put another 5 people at the same side of building with nobody to cover our sides and flank. And as TL I will be there with you.
    This issue is not that uncommon. Once there are shots fired, a lot of people ignore their sector and just go for the kill. We all are probably guilty of this sometimes (I sure am) but if TL calls you out on it, you get a grasp of yourself and return to your sector, trusting your buddies to have your back while you cover their.
     
     
    Yes, it turned into a bit of rant, sorry for that. I felt I needed to explain myself. I find TLs job hard as is (my english is not fully fluent so I slutter, have to think about best way to do the job, communicate with the team and shoot at the same time etc.) but I will try to do my best. But as Ryko said:
    If you dont help me and even go as far as make my job harder, I really cannot be bothered and will either reslot or disconnect.
  5. Like
    RoyalSertr reacted to Karate Pyjamas in [AWE] [GAMENIGHT] Prometheus Series - OP: Tartarus - by KPJ   
    PROMETHEUS FINALE

    When : Saturday 28th October, 1845 UK LOCAL (GMT +1)  
     
    Server: EU3/AWE
     
    Briefing / Planning: 1830 UK LOCAL (GMT +1)
    Mission Start: 1900 UK LOCAL (GMT +1)  
     
    Map: Altis
    Mods: Standard AWE
     
    First person lock: No
    Loadouts: Pre-set with limited supplies
    Respawns: Yes
    Mission Length: ~120 minutes.
     
    Factions: BLUFOR (USMC) vs OPFOR (SPA, Russian equipped)
     
    JIP: Available
    Number of Slots: 40-ish (with 2 Zeus operator)
     
    Sign Up Link: https://goo.gl/forms/7IqTDXyg3FDAjZiH2
     
    Current Roster, definitely not final: 
    https://docs.google.com/spreadsheets/d/1x6CFomY4NSya17qefFCD7F6Cuyt2xNyIeNOgs6gbVwk/edit?usp=sharing
     
    Debrief:
     
    We've secured a fair few of SPA officers. Meanwhile, we've also liberated a fair few towns towards the west of the airfield and stopped a large resupply convoy, causing further SPA militia to surrender to our north and east. We're now ready to make our final push and liberate the rest of Altis!
     
    Mission brief:
     
    We've been resupplied and have had some heavy ordinance dropped of at the airfield. We're now coming in strong with a final push on Kavala. We're going secure a FOB just outside Kavala before we head into town. Where we will secure multiple strongpoints, the hospital and the construction yards and offices. We expect the last remaining SPA to flee towards the ancient castle in Kavala. We're going to corner them there and finish this once and for all. While we do have armoured support, Kavala is the capital of Altis and we should try to limit damage to buildings and properties. Expect the SPA to become desperate and using guerrilla tactics to fend us off.



    Any questions, comments or suggestions should be posted below.

    P.s. This is the final mission in the Prometheus series -awwwww  - Thanks to everyone who has been part of this amazing journey!  
     
    Regards,
    KPJ
  6. Like
    RoyalSertr got a reaction from Jorgensen73 in Gauntlet Version History   
    The problem with that Airfield missions is that it gets old pretty quickly, even though it is fun mission. We get it almost each time we go Stratis.
     
     
    Few more suggestions:
    Ammo box in base:
    (mentioned before)
    *Change 200Rnd M855A1 for (Mixed) variation.
    *Add 6.5 and 5.56 CUP variation.
    *Move the box on Cherno closer to Arsenal.
    (new)
    *Change NLAW - currently it has preloaded Dummy Missile. Use both CUP and BI variation.
    *Add CUP AT4(M136) as well
    *I dont think the boxes need 200x each ammo type. 50x should be enough and it will make space for more different ATs (and possibly help server load times?). In general the number of stuff could be lowered, half of the time it is not used at all. And if it is, we use like 10% (except the missiles) of one box( and we have three boxes).
     
    I would be happy to get a chance to look at the code for mission selection (I am really curious how stuff like that works for ArmA so I can get into mission making with proper background knowledge).
  7. Downvote
    RoyalSertr reacted to Retivis in Retvis Bible PT. 1   
    So, in this somewhat detailed topic I will explain to the players of EU3 the tips and techniques that might help them to make their load out or kit a little bit more efficient and effective or maybe by showing the fire team leaders or squad leaders various techniques that will help them to get the full utilisation out of all their assets. This will only be part one of it so I will release the other parts when I get chance to.
     
    First we will start off with the roles that are available to a player is a standard map on EU3.
     
    Platoon Commander
     
    So we will start with the first role that is not really used in EU3 that often but we will cover it anyway just in case it is used, the Platoon Commander, the main role of this player is to devise a strategic plan that involves the most appropriate assets for the mission that is current, this player is a sort of cloud above all of the rest of the assets that are operational, this role is not designed to get up in the fight and rack the kills up, he is there to simply coordinate the mission and ensure that it is completed to an effective standard with minimal casualties, this meaning that he is somewhere behind a SL so in this instance we will use ASL as the prime example.
     

     
    Here you can see that the Platoon Commander is just behind the ASL (Marked in grey) he is also joined by the Platoon Medic. Now if Bravo Section and Charlie Section where present then they would break off to the left and right of the two Alpha fire teams, therefore making a large line formation, this is probably the simplest movement to do when all sections are moving at once in the same direction.
     
    The platoon commander with dish orders out to all the SL in each of the different sections and the other roles in his command squad
     
    Platoon Air Commander
     
    The main responsibilities for this type of role in EU3 are to coordinate with the air assets that are available so that they can be utilised to an effective standard when completing re-supply missions and Close Air Support Missions etc. As well as this they are also there to relay the relevant information from the platoon command to the Vortex pilots, this will result in less communication traffic being sent to the platoon commander meaning that he can focus more on the prioritising objectives, basically the PAC takes stress off the platoon commander in regards to the air assets.
     
    The forward air controller is normally positioned at points where he has a clear view of the operational area that might need support via air assets. The PAC is normally found behind the Platoon commander and when needed is dispatched to the relevant locations for him to perform at his best ability for the Platoon.
     
    Platoon Medic
     
    This role is defined as the lead medic for the whole platoon, each section has its own medic that can be sent to any of the wounded soldiers in their section, however if the casualties are over whelming then the platoon medic will also aid in which ever section that needs another medic. However, the platoon medic must prioritise with the injured in the other sections and the injured in the command squad, the command squad are first priorities for the platoon medic and the other casualties are second.
     
    The platoon medic is always with the platoon leader until he is needed elsewhere in the platoon formation.
     
    Platoon UAV Operator
     
    This role is simple, the aim of this role is to provide the ground forces with effective reconnaissance information. They typically will be far out from the combat as their main role is to provide valuable information about the enemy’s positions. They can equip armaments onto some of their unmanned aerial vehicles if it is required.
     
     
    Squad Leader
     
    A squad leader is typically in command of 2 fire teams which consist of 4-5 soldiers, the aim of this role is to relay instructions and orders from the Platoon Commander to his 2 fire teams, he also must ensure that the instructions given to him are carried out in the correct manor. if a Platoon Commander is not present then the authority is diverted to the squad leader.
     
     
     
     
     
    Squad Medic
     
    This role is identical to the Platoon Medic however the squad medic for example Alpha medic is only responsible for the whole of Alpha section, he should prioritise him fire team members over other sections casualties. Squad medics can be diverted to other sections and fire teams instead of there own if it is required, a good example of this is if Bravo section have 2 critically injured casualties then if the alpha medic is not occupied with his own section he can be diverted to the section requiring the extra medical attention.
     
    The squad medic is to stay with the squad leader until he is needed to be dispatched to a casualty.
     
    Team Leader
     
    This role is in control of a whole fire team, his job is to receive orders from the squad leader and put them into action, he can communicate with the other fire team leader in his section to coordinate an effective attack for example. The team leader makes decisions like what formation he wants he fire team to be in, and what type of units are in each fire team, by having this customisability, this means that the fire teams can be much more effective as the team leader is happy with how his FT is set out.
     
     
    Now after covering all the command and leadership roles we will now move onto what kit should be brought to a standard single operation on EU3
     
     
    KIT AND LOADOUTS
     
    Rifleman
     
    We will first start with the standard rifle man, this infantry solider should be equipped with a NATO 5.56mm weapon and typically a 9mm secondary firearm. In addition to this an infantry soldier should also if possible carry a launcher if they are not at a heavy kit weight, the most common one that is carried on EU3 is an 84mm AT4 Rocket launcher, these can come in many variants including HEAT which is to be used against medium to heavy armoured vehicles. HEDP these are dual purpose projectiles that can be used against infantry and light armoured vehicles.
     
    As an infantry man, you have one job and that is to combat the enemy with your best effectiveness.
     
    The clothing and fatigues for an infantry are of a personal preference to the player however it is advised to wear a vest that has at least a level 3 armour protection. This is being said because no one likes a bullet through their chest as soon as they come under contact. A rifle man should carry basic medical supplies consisting of 3 of each bandage and 2 tourniquets, realistically a rifle man does not carry any medication with him only a bit of paracetamol however this is ARMA we are talking about so 1 morphine should do the trick. This is the same for any kit expect if you’re a squad or platoon medic. A infantry man should carry around 6 magazines in his vest or plate carrier and an extra 2 magazines in his kit bag. In regards to grenades 1 fragmentation grenade and 2 smoke grenades is plenty for a rifleman.
     
    Auto-rifleman
     
    This role carries a light machine gun, it should typically be a 5.56mm round that chambers the LMG. The auto rifleman should not carry a sidearm they have will have around a 1000 rounds to play about with. He should typically carry around 4-600 rounds on him, his role is to provide suppressive fore to the fire team that is advancing and engage clusters of enemy squads or platoons. The same goes for the rifleman regarding medical supplies and grenades.
     
    The main job for the auto rifle man is to get effective rounds down into the direction of the enemy to aid in the advance of friendly forces.
     
    The auto rifleman is also 2IC or 2nd in command of his fire team, meaning that if the FTL in not combat effect i.e. Dead then the auto rifleman takes leadership of his fire team and becomes acting FTL  
     
    Marksman
     
    This soldier is required to carry a minimum calibre of a 7.62mm, there job is to engage targets that are out of range for the other members of the team and to also engage possible priority targets like AA specialists or AT specialists. In addition to this marksman can also be utilised to conduct recce or recon tasks to help locate the enemy and objective locations for the rest of the platoon.
     
    The marksman should carry a range finder in order to work out extreme ranges and reference points. Same as above he should carry the standard medical supplies and grenades
     
    Team Leader
     
    The team leader has the ability to use a 40mm grenade launcher on the underslung of his 5.56mm rifle this allows him to not just act as a team leader but also as a grenadier as well, the team leader coordinates his fire team in a section attack.
     
    He should carry extra smoke grenades in order to mark positions for friendly assets. Medical supplies re the exact same for anyone else in the fire team.
     
    Assistant Auto rifleman
     
    The role is identical to a rifleman however instead of carrying a launcher they carry extra ammunition for the auto rifle man, they should carry at least an extra 400 rounds for the LMG. In addition to this for some LMG’s a spare barrel is required as the weapon can overheat and become un useable.
     
    Engineer
     
    The role of this player is to carry explosives in the primary fire team which is explained below to destroy any objectives that are active like radar installations or radio towers for example. as well as this the engineer is also tasked with repairing damaged friendly vehicles, the engineer is also utilised when disarming bombs in the mission area.
     
     
    FIRE TEAMS
     
    So, in this section I will explain why certain roles are in each fire team and what responsibilities each fire team have when performing section attacks, for the examples I will use Alpha elements that are available
     
    Alpha 1-1 (Charlie Fire Team)
     
    This fire team is recognised as the support fire team in each section, this is due to them having the auto rifleman and also the marksman at their discretion, the main role of this fire team is to over watch and support the second fire team in the section, obviously fire team leader can change what roles are in each fire team but these are just the default fire teams, some fire team leader prefer to have 2 auto riflemen and a marksman in the support squad as more rounds can be put onto the enemy forces.
     
    Alpha 1-2 (Delta Fire Team)
     
    This fire team is the beginning assault force in a section attack meaning they are always the first to bound forward in an attack whilst 1-1 cover from behind, the reason for them being the main assault fore is because the engineer is in this section and he most likely needed first at the objective if it is a search and destroy mission, so having him in the first fire team means he can get to work on the objective a lot quicker.
     
    Alpha 1-0
     
    This is the command element for the section so ASL and the section medic will be the members of this squad and they will follow either in line or behind the 2 fire teams above. Their job is to coordinate their section to the best of their ability.
  8. Like
    RoyalSertr got a reaction from Colsta in ACRE or TFAR   
    Because of nostalgia probably. TFAR does nothing better then ACRE. And using ACRE is super simple.
    I understand people wanted to revert when ACRE had issues in January/February. But now? Please enlighten me what is so wrong about ACRE.
  9. Like
    RoyalSertr got a reaction from GhostDragon in EU#6 AHOSEC   
    Might join in later. Idea is really interesting, but I just didn't find fun in ArmA lately (mainly because of other games and situation with EU#3, not to be discussed here).
    But good luck to you all.
  10. Like
    RoyalSertr got a reaction from SkullCollector in ACRE or TFAR   
    Because of nostalgia probably. TFAR does nothing better then ACRE. And using ACRE is super simple.
    I understand people wanted to revert when ACRE had issues in January/February. But now? Please enlighten me what is so wrong about ACRE.
  11. Like
    RoyalSertr got a reaction from Amentes in ACRE or TFAR   
    Because of nostalgia probably. TFAR does nothing better then ACRE. And using ACRE is super simple.
    I understand people wanted to revert when ACRE had issues in January/February. But now? Please enlighten me what is so wrong about ACRE.
  12. Like
    RoyalSertr reacted to SkullCollector in EU#3 State   
    I'll poke the hornet's nest and claim that this is right up there with the major issues we face. Months ago during the community meeting, we were promised an increase in communication between staff and players. So far, I've seen none of that. On EU3 we have more active mods and they do an excellent job being the glue between loose planks during play, but they can only do so much.
     
    Communication, to me, includes guidance and a firm grip on things. It's right there in the word, it literally means to bring together, to share. Instead we got divided. Lately we've seen shifts in the repo that were unannounced to the general public, changes in Gauntlet and just an altogether lack of making sure stuff works before claiming it's finished and done. The repo was updated and didn't work for the better part of a day, which I'm sure could have been avoided had there been proper testing. Unless you were present by chance when it was casually mentioned in a conversation a week before, the requirement for a leading position will have surprised you. Mentioning there were "not just two" reasons for something but then not going into any detail only sparks rumours and division. I've seen many such instances when somebody got insufficient data, or had a slip of the tongue, brought it up somewhere else and fuelled scepticism. 
     
    We don't need a backstage pass, but I'm confident that some insight into where EU3 is meant to be taken would help tremendously. For a while now both parties seemed oblivious to what the other is up to, what each side wants. People open up to each other in group discussions, but those don't help. On the contrary, they make things worse in the long run, for reasons outlined above. There are assumptions around that don't need to be there, simply because the community feels like the higher-ups don't listen anyway. This thread is good. Show them that they do.
  13. Like
    RoyalSertr got a reaction from JAN in Gauntlet Version History   
    Bugs in current version (happened on Zargabad 0.46F):
    *if I did not have AT on me, I could not load any load-out with AT in it (Alpha 2 Rifleman)
    *Silencers loaded in bag sometimes does not work (cannot be attached to gun). (Aug CQC,  GEMTECH 5.56)
  14. Downvote
    RoyalSertr reacted to KPSradical in Limiting Arsenal   
    Dear Community, 
     
    I understand that the the arsenal has been limited in that there are certain weapons that you can't get but I feel as if there is still to much. I understand that this is not a real Milsim group and that we don't have strict rules but it's time to grow up. I have seen life servers that are stricter with uniforms and weapons when it come to factions of tactical operations. We need to drastically limit the uniforms in EU3 to uniforms with tactical use. Certain maps should only allow certain uniforms and these uniforms should complement the role and location. And for gods sake the team should match for friendly fire purposes! The preset uniforms right now are good but need some tweaking. An there are so many weapons to chose from that any role can be anything. Maybe limit the weapons to 3 to 4 per role so things like mag count and others can be replenished by your buddies. This Is not eu1 or eu2. EU3 comes with responsibility and the agreement to work together as a highly operational unit. It's time to dress and operate like one. If you have any suggestions for uniform tweaks you would like to see please list them below. 
  15. Like
    RoyalSertr got a reaction from GhostDragon in Streamlining Weapons   
    To be honest I love choosing from all the different guns. Yep it usually does not have impact on gameplay if you use short/long barrel, different stock etc. but this was last thing where we could really choose our best liked thing.
    And I never heard anybody complaining that there are too many weapons.
  16. Like
    RoyalSertr reacted to Ryko in Helmets, CAS and Tanks: new guidelines   
    There have been a few things that have popped up lately during some EU3 sessions I've been a part of that I wanted to address.
     
    1. Helmet usage
     
    This is no longer optional if you are a front-line trooper.  If you are part of a recon team or a command element that is not expected to go into combat, you can swap for your C00L beret or L33T bandana if your C/O authorizes it.  Otherwise, the helmet is by default mandatory.  We've had people needlessly die from headshots that they could have otherwise survived.  Is it 100% effective?  No.  But without one it's 100% you'll straight out die.
     
    Similarly, if you're a front line trooper you should be taking some form of body armor (SPC or IOTV for American forces, for example).  If you are a HAT trooper and you want to save the weight, you can probably make that case to your squad leader: but this assumes you are going to be staying far away from front line combat.
     
    Dying stupidly puts the rest of your squad at risk, and we want to avoid that.
     
    2. CAS cover
     
    There is already a rule about CAS and I expect CAS pilots to respect it.  The whole purpose of playing on EU3 is to work as a team: if CAS goes too far away from the infantry it's expected to support, then it can't support them.  If CAS encounters ground-based AA threats, it shouldn't go after them by itself, it should vector ground units to deal with the threat.  Losing an Apache to ground fire is simply unacceptable.
     
    3. Tanks
     
    Hammer and Torch squads should really only be populated when we have a lot of players on the server and there is a significant tank threat.  This means a full Alpha, at least one specialized squad (HAT/MAT/MMG) and a Platoon Command to coordinate them; after these roles are filled, then Hammer and Torch can be filled.
     
    The exception here is if a Commander (PC or ASL) feels it would be strategically better in a particular mission to use Hammer or Torch.
     
    Similarly to CAS, Armor units must support and be supported by ground units.
     
    Command
     
    I just wanted to say I've seen some newer players taking up the mantle of ASL, and I've been impressed by what I see!
     
    - R
  17. Like
    RoyalSertr reacted to S0zi0p4th in Multi Session Operation Godhand 3rd June 1630GMT   
    Am uploading Clafghan to a new repo including all extra needed mods For MSO 
    get it here ftp://repo.ahoyworld.co.uk/eu5/.a3s/autoconfig will take a 30 min from this post rouglhy to be updated fully 
     
    Iff you know how A3s works it will also give you a new startup addon group to acces server by one click 
     
     
    And NO just because its the EU#5 Repo is doesnt means we doing this on EU#5  
     
  18. Like
    RoyalSertr got a reaction from Lad in Gamenight 28/5 EU3 20:00 GMT   
    Looking forward to it.
    But why it has to be GMT?! As somebody who is in +1 zone, during summer it is +2 and starting at 22:00 local time is kinda late (especially as the mission itself will start even later).
  19. Like
    RoyalSertr reacted to Lad in Gamenight 28/5 EU3 20:00 GMT   
    Operation: Hostage Rescue
    Map: Altis
    Military: Private Military Company
    JIP: Yes 
    Amount of slots: 36 (excluding ZEUS slot)
     
    OBS: There will be no Platoon elements! It is only 1 and 2 (1 = Alpha, 2 = Bravo).
    If you can attend use the SIGNUP form below
    SIGNUP
    This mission is all about a hostage rescue as the PMC. Don't expect too much, just an awesome ending. I will attend as ZEUS to create new obstacles if need being. With that said... Good luck, hope to see you there!
     
    COUNTDOWN
    SLOTS
     
    AUTHORIZED BY CHRISTIANSEN!
     
  20. Like
    RoyalSertr got a reaction from TheToxicPixels in New web and forums feedback   
    Lets start feedback on new web and forums. Bare in mind I try to provide only my opinion and constructive criticism (I am really critical, sorry for that).
    I know the stuff is still WIP, but feedback might be welcomed. If not, just remove this.
     
    My opinion is both web and forums are downgrade from what we had on the functional side of things.Reasons:
    Web:
    *On old web I could just open the side and quickly scroll to see info about all the servers and TS. Now it takes longer and it is more distracting. Please move arma and TS server info to the top.
    *Honestly I hate the new "shiny" web designs that are so popular currently. Not functional enough for me.
     
    Web bugs:
    *EU3 page (main) has no text (except "EU3" heading.
    *EU3/What is EU3 bottom link bar is not stuck to bottom of screen (as it is on the other pages).
     
    Forums:
    *I find them much more distracting and harder to read than the old one. Too much spacing between everything.
    *Might be the font as well.
    *Category headings are fully transparent. I would recommend make them colored and about 50% transparent or even not transparent at all.
    *Same with new/no new icon notification. It is hard to see. Give it some color.
    *The dark heading of each posts splits the topic too much, it is annoying and makes it harder to read post by post.
    *Would be nice if "Like it" button fitted bottom of the post independently of the post lengths. Now if the post is too short, "Like it" is somewhere in the middle of the post.
    *List of topics - too large spacing. Even on large monitor pinned EU3 stuff takes whole page and I have to scroll as maniac to get to even new posts.
    *Lining of posts could be smaller. Again posts are too large if they have multiple lines. No need for 1,5 paragraphs.
    *Could we get edit button on top of the post not the bottom? Writing this I found it is pain in the ass having to scroll whole longpost just to open editor and scroll again.
     
    Forum bugs:
    *Cannot reply to News & Events topics.
    *Seen white bar overflowing to right side over the picture. Cannot find the post now (lost it somewhere), will provide a link when I do.
    *Profile/Community reputation/Status Replies takes me to blank page.
    *User avatars decided to hide for me just now. See only text variant (aka username twice).
     
     
  21. Like
    RoyalSertr got a reaction from S0zi0p4th in New web and forums feedback   
    Cheers,
    it is just my inner perfectionist and experience as tester to provide feedback as soon as there is something to check.
  22. Like
    RoyalSertr got a reaction from Amentes in Please No Forced Push to Talk in EU3   
    It actually serves a purpose and it is not hard to find a key. I for one am happy that it is enforced.
  23. Like
    RoyalSertr reacted to Ryko in Expert difficulty with 3rd person   
    The EU3 server uses TADST to serve up missions, and it hasn't been updated for the 1.58 difficulty profiles, so this is why we're stuck at the moment.  Technically you can create a custom server profile and manually use it to load the missions, but this hasn't really been explored, I think.
     
    - R
  24. Like
    RoyalSertr reacted to Origins in Valiant Bug report   
    Post Bugs and Issues in here.

    For PTC 2 only
  25. Like
    RoyalSertr reacted to ParabolicAJB in 27th Feb - EU3 Town hall!   
    'Bad Leadership' - This isn't a dig at how good people are at leading, I do not choose Commander/Squad Lead as I recognise I would not be good enough to ensure things run smoothly and everyone has a good experience, but that is my point.  Lately, there have been many different players taking the leadership roles which has detrimented the gaming experience for others.  This goes beyond cutting someone some slack, this is players who are plainly not experienced enough or don't have the right attitude. 'Time Wasting' - This could be caused in part by the above issue, but the crux of the issue is unecessary time spent idling at base whilst other players are not focussed on getting ready and getting the AO/mission underway.  This goes beyond the reasonable time needed for command to make a plan and get the pieces in the right place.  This is caused by a casual attitude at the wrong time.  There is time for a laugh and a joke, it's needed, however lately I've noticed my experience and that of others heavily detracted by this behaviour. Regards, Alex.
×
×
  • Create New...