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fir_nev

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  1. Like
    fir_nev reacted to GamerbugUK in ArmA 3 Screenies & Videos Thread   
  2. Like
    fir_nev got a reaction from GhostDragon in [Guide] AT Launchers & Etiquette   
    Perfect article for me who is looking into playing MAT more often soon!
  3. Like
    fir_nev got a reaction from BloodInTheSand in [Guide] AT Launchers & Etiquette   
    Perfect article for me who is looking into playing MAT more often soon!
  4. Like
    fir_nev reacted to BloodInTheSand in [Guide] AT Launchers & Etiquette   
    Hello again folks! Today I'll be testing out the usefulness of the various BLUFOR launchers available to us in game. We'll start out with the standard available anti-tank launchers and move on from there. For the purposes of these tests I have a group of russian armed forces infantry set up in a 50m spread at 5m intervals, a BTR-70, a BMP-2, a T-34, T-55, T-70 and T-90. As well as this if there are multiple versions of a launcher, I will be testing all of the available versions (Ammo and author, not colour scheme) and all will be used with optics if available (SMAW and MAAWS particularly). I will not be testing the RPG-7, RPG-26 or any of the anti air launchers (the stinger is fairly simple, point, lock, shoot. If they flare, repeat process as very few vehicles will be functional after a stinger missile lands)
    All rounds will be fired from a distance of approximately 100m, launcher permitting. Shots will be on the rear armour of vehicles, and on a direct impact to the first infantryman in the group.
    All tests will be run 10 times for maximum accuracy of results, and I will only be testing damaging rounds. I will also not be testing size and weight, as these are easy enough to spot from a quick glance at the arsenal. See what suits you best.
     
    Etiquette
     
    This is possibly THE most important part of using launchers. As always, follow your standard rules of engagement (Ask your TL or SL if you're unsure of these) and pick only targets that are within your effective range (ranging capabilities of the launcher). Once you have your target selected, designate it to people in the area using local chat to make sure they know what you're looking at and can potentially offer assistance, or prepare for the dismounting crew of the vehicle. This is especially important if the vehicle is close as it will allow your team members to get into an appropriate position of cover to protect them from the blast when your rocket impacts. 
    Once your launcher is ready, loaded and ranged - make sure your backblast is clear. Have a look behind you to see if anyone is there, and call "Clear backblast!" in local to make sure everybody knows to keep away. Before firing, make sure to call out again - either "Firing", "Rifle!" or something to that effect will normally do the job. Backblast can be fatal - so making sure everyone is clear is your top priority, above engaging the target.
    Make sure to carry an appropriate launcher for what you are doing. For standard infantry, the M72A7 should suffice. LAT will want the AT4, MAT the SMAW or MAAWS, and HAT the Javelin. 
     
    So, let's get on with the tests.
     
     
    M72A7 LAW
     
    The effectiveness of this launcher is often contested. As a very light, portable and disposable anti-tank launcher they are often an invaluable part of any infantry squad. Can also be outfitted with a laser, for some reason.
    Infantry: Upon testing, the launcher was quite effective against infantry. Killing all within 25m of the blast and causing shrapnel injuries to all outside, some shrapnel even landing close to me.
    BTR-70: At 100m, one round was enough to destroy the vehicle on 10/10 tests from different angles on direct impact.
    BMP-2: The same results, however the BMP was still able to move and fire for a short while after impact before it started to cook off (thick black smoke as it did so)
    T-55: No effect from one shot. However, the M72 was enough to destroy a T-34 in one shot on 10/10 tests. 
     
    M136/AT4 - Range 400m
    RHS
    HEAT
     
    Infantry: Killed only the target of the impact, no injury to other targets
    Vehicles: Effective in one round to every vehicle excluding the T-90, which although damaged was still very much operational. 
     
    HEDP
     
    Infantry: Very similar effects to the M72A7 round. Killed all infantry within 25m and caused shrapnel wounds to all other infantry, with some shrapnel landing on my position though none impacting me.
    Vehicles: Hell, this thing is an M72 in a different package. Effective in one round on all vehicles up to and including a T-34, with no effect on more heavily armoured targets.
     
    HP
     
    Infantry: Same as HEAT. Killed only the impact target with no further injuries.
    Vehicles: On 10/10 tests this destroyed every vehicle, including the T-90 in one round. Even able to destroy a T-90 from a glancing blow to the front armour. For the RHS version of the launcher, I'm calling this my "writer's choice". A fantastic launcher to carry.
     
     
     
    SMAW - Range 500m
    RHS
    HEAA
    For this test I will NOT be testing the NE rounds.
     
    Infantry: Killed all infantry within 25m, wounds out to 50m were minor.
    Vehicles: Effective on all vehicles from all angles. Definitely my "writer's choice" for the SMAW
     
    HEDP
     
    Infantry: Killed all infantry within 30m, knocked out and eventually killed out to 50m.
    Vehicles: Effective on vehicles up to and including the T34, no damage any higher than this.
     
     
     
    M3 MAAWS - Range 900m
    RHS
    HEAT
     
    Infantry: Killed all within 25m, no injuries to others
    Vehicles: Simply put this launcher is terrifying. Able to destroy everything except the T-90 on even the worst of glancing blows, with the T-90 surviving these with severe damage inflicted. Nothing stands up to the MAAWS HEAT rounds which makes them my writer's choice for this launcher
     
    HEDP
     
    Infantry: Killed all within 25m, injuries out to 50m.
    Vehicles: Destroyed everything up to the T-55 in one round, able to damage tracks of a T-72. A nice middle of the road round.
     
    HE
    These rounds are particularly nasty due to their ability to be set up for an airburst. Using the scroll wheel, you can set up a distance after which the round will detonate, drastically improving it's effectiveness against infantry.
     
    Infantry: Immediately killed all within 50m. Placed more to check and there were minor injuries out to 100m.
    Vehicles: Able to destroy everything up to and including the BMP-2 in one round. No damage to other vehicles.
     
     
    JAVELIN - Range Approx 2000m
    RHS
     
    Infantry: Killed within 5m of blast, no further injuries.
    Vehicles: Destroyed everything, including the T-90 even up to 2km away. The top attack ability of these launchers makes them very, very deadly.
     
     
     
     
    Summary
    M72: If you have the carry weight available, there is almost no excuse to not carry one of these. Perhaps not the most effective launcher on earth, but in a bind it will most definitely be better than grenades or nothing at all.
    AT4: Light and flexible. Top choice for an LAT who's hoping to put the hurt down on anything but the heaviest armour.
    SMAW: Unfortunately living in the shadow of the MAAWS. A fantastic launcher in it's own right, but just not flexible or deadly enough to compete.
    MAAWS: Medium weight, high effectiveness. Able to deal with just about every target in it's range. This is my writer's choice launcher and the epitome of MAT.
    JAVELIN: Long range, deadly but very bulky. Top and only choice for HAT. My recommendation is the RHS version due to it's extra effectiveness against infantry.
     
    Like last time, I will be adding more to this over time and adjusting what is written to better reflect the point I was trying to get across.
     
     
     
     
  5. Like
    fir_nev reacted to Jason. in ArmA 3 Screenies & Videos Thread   
    @fir_nev A tip for taking off at base that has worked well for me so far is to always fly straight, over the infantry spawn, and then make the necessary course corrections, instead of heading for your destination at take off.
    I never see pilots coming in for landing from that direction so it should be much safer.
  6. Like
    fir_nev reacted to GamerbugUK in OBS problems   
    Now JackFrags is a creator I do pay attention to, he helped me get started in recording, first with DXtory, then OBS, as well as vegas editing.
  7. Like
    fir_nev got a reaction from GamerbugUK in OBS problems   
    Found a copy... Will try it tonight. Wish me luck...
     
    Voicemeeter and VB-Audio are enough indeed. Almost submitted a proposal to CFO for ASTRO MixAmpTM Pro when I built my gaming rig but JackFrags said there is a free alternative in his 2015 video.
  8. Like
    fir_nev reacted to GamerbugUK in OBS problems   
    Voicemeeter and VB Audio is pretty much enough, it's what I use, can split my track, game audio and TS/Skype/Discord (more if you want to fiddle about).
     
    Personally recommned Sony Vegas, has a few issues but usually solvable.
  9. Like
    fir_nev reacted to BloodInTheSand in [Guide] Grenades & Etiquette   
    So, I've spent a few hours testing in the editor against a variety of units and I thought it was worth sharing my experience here. I have tested the primary BLUFOR grenades available on the enhanced server. Fragmentation grenades, stuns and concussion grenades, incendiary, smoke and finally anti tank grenades. I thought I would share my experience here. I tested them against a group of infantry spaced about 5m apart from each other, a BTR-70, a BMP-2 and a T-55 MBT as I believe these are all fairly standard representations of what we see on a day to day basis. For testing against infantry the grenade was thrown directly beneath the middle soldier with a spread of 20m between the first and last soldier. For vehicles, the grenade was thrown depending on what would suit it best. Frags underneath, incendiaries on top or on tracks, AT on rear armour. For the most part if a grenade is produced by multiple authors, I tested all variants available of the same model number.
     
    Grenade Etiquette:
    Please understand that people on this server, despite for the most part being proficient, are not mind readers. If you intend to throw any damaging grenade call this out several seconds in advance over your radio, and ensure that there are no friendly targets whatsoever within 30-40m of the blast radius to minimise damage to friendly assets. Although a pilot appreciates a smoke grenade to mark an LZ, please only throw one - and of the colour that has already been designated to the pilot. This is often blue as it stands out against most backgrounds and is rarely if ever used by enemy troops.
    Upon seeing an enemy grenade, regardless of what it may be - get yourself on the ground, preferably with some cover between you and the grenade, and while doing so make sure everyone nearby knows there's a grenade incoming. Keep it short and sweet as those fuses don't burn very long! Try to avoid calling this out over radio if it's coming towards you, as if the server is busy and there are friendlies in another location throwing down fire, you may interrupt them for no reason if they think they have a grenade incoming.
    Call out smoke you see with those nearby or over radio if you're really unsure - as much as smoke grenades can throw off your visual of an enemy, they can often be used as an indicator for the last known position of hostile forces. In the worst case, smoke near your position may be a mortar lining up to fire.
    Should you happen to make a mistake when cycling through grenades or have some other sort of accident, don't panic! You're going to want to get yourself moving away from the grenade if it's right next to you and you're close to cover you can hide in. If not you're going to need to get some distance and get on the floor, facing away from the grenade, to minimise damage. BUT the first thing you want to do is call it. Yell "Bad frag!" or something to that effect in local to let everyone else know to do the same. Cycle through your grenades using the 6 and 7 keys, 6 for lethal and 7 for not.
     
     
     
    Fragmentation
    Tested M67
    Infantry: Kills infantry within a very short radius, approximately 3-5m. However this can be random. During several tests, other people were knocked out closer to the grenade, and some were killed further away. This is due to the fragmenting nature of the grenade - they let off shrapnel, just like vehicle explosions, which have the ability to kill out at longer distances than the initial blast radius of the grenade. On every test, every soldier was at least partially injured.
    BTR-70: Fragmentation grenades were surprisingly effective. On every test, two grenades thrown directly under the vehicle caused it to cook off despite doing very little damage on the first throw.
    BMP-2: Five grenades, no effect
    T-55: Five grenades, no effect.
     
    Stun/Concussion
    Tested CS Gas
    Infantry: For testing here I primarily used the CS Gas grenade as it offers the effects of a stun grenade (white screen and blinding sound) with a damaging component. All infantry looking towards the blast within the 20m radius were forced into an animation that caused them to be ineffective for 10-20 seconds. Infantry within 5m of the blast were injured, albeit minor injuries.
    Vehicles: No effect
     
    Incendiary
    Tested AN-M14
    Infantry: This to me was perhaps the most surprising test. The incendiary grenade, the standard AN-M14 had very little effect on infantry. Only injuring the soldier it was thrown directly under with no effect at all to anyone further away. 
    BTR-70: I did two tests here, one on the wheels and one on the top of the vehicle above the driver's compartment. On throwing at the wheels, as soon as the grenade popped - it started to damage the wheels. Immediately destroying the two wheels closest to the grenade. This, however, is not enough to disable a BTR though it may force a crew dismount as the vehicle is severely impaired (Speed limited to approx. 16km/h with a strong pull to the damaged side)
    BMP-2: No effect
    T-55: No effect
     
    Smoke
    Tested M18
     
    Smoke grenades have no damaging effect on soldiers. However, white smoke grenades will obscure enemy vision. Coloured grenades seem to do this less effectively, but will reduce the accuracy of enemy fire. The major problem faced by smoke grenades is WIND. Similarly to bullets, smoke grenades are affected by wind speed and direction. Press Shift+K to check the wind direction, and throw the smoke grenade so that the wind blows the smoke towards your position to make sure you are properly obscured.
     
    ALL SMOKE GRENADES ARE AFFECTED BY WIND, HELICOPTER BLADES INCLUDED.
     
    Tested 3CB Smoke Grenades
     
    Here we have a screenshot for comparison, with a reasonably fast wind to the back left. Here you can see the impact point of the grenade, then the direction of the drift of smoke. On the left is an RHS M18 red smoke grenade - on the right, the 3cb blue smoke. The 3CB grenades do not seem to be as heavily affected by winds. From my experience, in these faster wind conditions where a normal smoke grenade is blown almost flat into the ground, the 3CB ones offer a higher plume which obscures enemy vision better. Despite there still being the same drawback to the coloured smoke, I.E it doesn't hide you quite as well as white or black smoke, it does offer you more cover due to the increased height of the plume on a flat surface in strong winds.
     

     
    Anti-Tank
    Tested RKG-3EM
     
    Infantry: For these tests I used the RKG-3EM anti tank impact grenade. Against infantry, the grenade must be thrown from almost the furthest possible distance - and even then, it will kill only the soldier it lands directly next to. Upon further testing the fragmentation effect seems to be minimal.
    Vehicles: No measurable effects. Thrown against every part of every vehicle I have above for testing, they were almost entirely useless. After five grenades against each type of vehicle, I gave up on testing these. I am unsure if they're bugged, as some of the Russian Armed Forces weapons appear to be, but as of the time of writing this post they seem to be a waste of carry weight.
     
    Bonus Feature: M72A7 LAW
     
    The effectiveness of this launcher is often contested. As a very light, portable and disposable anti-tank launcher they are often an invaluable part of any infantry squad.
    BTR-70: At 100m, one round was enough to destroy the vehicle on 10/10 tests from different angles on direct impact.
    BMP-2: The same results, however the BMP was still able to move and fire for a short while after impact before it started to cook off (thick black smoke as it did so)
    T-55: No effect from one shot. However, the M72 was enough to destroy a T-34 in one shot on 10/10 tests. 
     
     
    Thanks for reading folks, and I really do hope this will help you to effectively pick your loadouts in the future - potentially save you some carrying weight, or increase your effectiveness as a soldier out there.
     
  10. Like
    fir_nev reacted to GamerbugUK in OBS problems   
    Yeah Vegas has no issues with multiple tracks. Not used Adobe for editing personally, so cannot help there.
  11. Like
    fir_nev reacted to Theronas in Make HEMTT Medical Great Again! Pretty Please?   
    Add to your list: 
     
    Taru is friendly, going down going down, damnit 
  12. Like
    fir_nev got a reaction from Doc in Make HEMTT Medical Great Again! Pretty Please?   
    @Theronas Ah! Dun worry about it. As long as those vehicle/containers with medical values can be used for reviving, Ur idea widens the approach to assist downed players.
  13. Like
    fir_nev got a reaction from Doc in Make HEMTT Medical Great Again! Pretty Please?   
    @Theronas, Ur idea of Taru actually brought a whole new suggestion for I&A 3.1.4 onwards. Replace Huron and its containers altogether since attaching pods looks a lot cooler but I digress. Gives pilots a new dimension with their involvement in the completion of AOs.
     
    Superb ideas...
  14. Like
    fir_nev got a reaction from GhostDragon in AWE Training nights   
    @Lindi If U are unable to make it, U can learn as U play. Veterans are very helpful. Right now, ShadowAce11 is mentoring me whenever we have the time.
  15. Like
    fir_nev reacted to Theronas in Make HEMTT Medical Great Again! Pretty Please?   
    Sorry for not adding the following to my original post above, but here goes:
     
    Scenario:
     
    All enemy AA has been taken out, but there are wounded troops a bit deeper in the AO. A taru could para-drop a medical pod into the zone.
    That means that some players would have to setup a small security perimeter around or next to the dropped medical pod and other players would have to carry or drag fallen soldier to the pod for revive/heal/etc...
     
    or another scenario:
     
    AO has been completed.
    A taru with a med pod can go and evac wounded back to base or straight to new AO if so desired.
     
    This would also offer a bit more towards the idea of co-op and tactical play. Yeah Yeah, i know, its a public server, but still... offering a few more solutions to milsim game play would not hurt, even on a public server. At least give players the possibility to do so.
     
    You could also maybe script something like, the medical pod only works (its effects) if a med is on site, or there are so many other ideas/possibilities that could be thought out and implemented in conjunction.
     
    You know you have the containers for the huron at base next to the heli repair zone. Just add a small zone with various pods for the Taru  next to the repair zone, so players can also board some of the other pods (like troop transport pod, etc). A med can also board the med pod and be lifted together to a target location.
     
    The ideas of how to combine this medical solution with actual game play are endless. All it takes is a bit of imagination and comparison to realism.
     
    Sorry for the long multiple posts, im just a bit excited at the idea and would love to see it maybe implemented.
     
    Cheers,
    Theronas.
  16. Like
    fir_nev reacted to Theronas in Make HEMTT Medical Great Again! Pretty Please?   
    Good morning everyone. I hope everyone is fine
     
    Please forgive me in advance if my idea/suggestion is not spot on, since this thread is about the Medical Hemtt. However, my idea to maybe help combat the core issue of this thread being a medical solution near or in the AO makes me wonder why no one has yet mentioned the wonderful solution that the Taru offers?

    The Taru has various Pods that can be lifted/attached/detached and even para-dropped from higher altitudes. One of these pods is a medical pod (alongside other pods that are all also very useful).
     
     
    All of these pods would help to solve many issues that some players are whining about in-game at the AO, like need fuel, need ammo, need repair. 

    Now before you say that this idea would defeat the role of the players within those fields, i'm sure that you can come up with an idea of how to solve the issue to keep players using medical/repair slots etc without scrapping this idea totally.
     
    Also, this would require a separate landing/lifting bay for said pods (which should not be really an issue  to setup at base), as well as making 1 taru a default spawn helicopter at base. (Either add the taru, or replace it with one of the ghosthawks).
     
    You can lift and/or attach those pods to the taru, and even drop the entire pod itself with parachutes from higher altitudes. There is also a pod for troop transport, which is a nice way of dropping troops in a zone that might be a "little" bit hot
     
     
     
     
    A view from inside the medical pod:
     
     
    And to go just a teeny weeny lil bit further of topic here, the taru can also lift Entire Trucks (Hemtts), Tanks, and other Choppers. 
     
    It would also solve the issue of downed choppers, if no repair spec is available. A taru can airlift a chopper back to base for repairs.
     
    But to stay on topic now, since the core is about Medical solutions at the AO, think about this Taru solution. Not to replace the Hemtt of course, but as a nice addition.
     
    Have a good day everyone,

    Theronas.
     
    //edit - spelling errors
  17. Like
    fir_nev reacted to ShadowAce11 in [AWE] Advanced Introduction 102 -- 27/04/2017   
    @fir_nev Lel, that was merely just trying to survive. If you'll consistently be on at times like before I'll be glad to do some run-downs with you; and hopefully ones where we're not constantly getting wasted by ambience. 
  18. Like
    fir_nev reacted to Nibbs in Vehicle Theft Prevention   
    Couldn't you just *ahem* appropriate code from exile mod that allows you to set a pin on a vehicle, and frequently clear any pins on vehicles in the base protection zones?
  19. Like
    fir_nev got a reaction from PiranhA in Add pilot slots   
    Greatly appreciated. Spread the message in the server on the admins' behalf if they are not around...
  20. Like
    fir_nev reacted to Lost Bullet in AWE media distribution   
    I have to confess that I'm making this comment at the moment you started to patch yourself after the first mortar, and I'm doing that just to comment:
    TOURNIQUETS! Always apply Tourniquets to limbs and than start patching, as a Medic you should know that

    Now back to the rest of the movie...
  21. Like
    fir_nev got a reaction from D34TH in AWE media distribution   
    I did not check my OBS output setting was set to 720p... 
    With:
    @Arkod
    @Stanhope
    @BloodInTheSand
    @GandalfTheCray
    @D34TH
     
     
  22. Like
    fir_nev reacted to THE PUNISHER in Add pilot slots   
    Thank you for the answers.For those guys who don't play their roles like pilot's we players can report them to online admins or on teamspeak.
  23. Like
    fir_nev got a reaction from Stanhope in AWE media distribution   
    I did not check my OBS output setting was set to 720p... 
    With:
    @Arkod
    @Stanhope
    @BloodInTheSand
    @GandalfTheCray
    @D34TH
     
     
  24. Like
    fir_nev got a reaction from Two Socks in Anyone have some Stanag and a Heat pack ?.   
    Hello there! We met when I unsuccessfully tried to sling Ur prowler to AO. Welcome to the forums!
  25. Like
    fir_nev reacted to GamerbugUK in The Black Death - Discussion and Vids   
    Monk, Milita and Knight
     
     
     
     
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