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  1. Like
    Someone got a reaction from Munic in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  2. Like
    Someone reacted to xSniper1982 in Lets talk about blufor Tanks on I&A   
    Honestly I believe the best solution is to replace the Slammer UP with the regular Slammer...
    Not having the Commander Machinegun will make it less likely that a Tank will drive in to engage the Infantry.

    Meaning they will be used more to remove Armour Targets and to provide mobile cover for the guys on the ground.

    That removes the need for more AI or for any other major tweeks.
  3. Like
    Someone got a reaction from Spearhead in Group pestering   
    Usually typing to an admin on TS will resolve such things within seconds. We're generally a friendly community, but every once in a while you will find a rotten egg or two.
    If you're obviously not doing your job, someone may ask you to give up your slot for another, but there is no reason to be a complete dick as these guys appear to have been.
  4. Like
    Someone got a reaction from fir_nev in helicopter stuff   
    The hummingbird is the easiest helicopter to maneuver, but also one which is the more difficult to properly implement. The strength of the hummingbird is its high maneuverability, low weight and small size. You can fly it really aggressively, using it's small size and maneuverability to push deeper into AO:s than any other helicopter, simply because you're such a small target, capable of flying low which gives you really short exposure times to enemy troops. You're incredibly fragile, but as long as you're behind hard cover none of that matter.
    It is the easiest helicopter to fly - but one of the more difficult helicopters to fully utilize.
    I do recommend flying it, but I wouldn't say that it's something you should stick with for too long. Fly it, get comfortable with flying and landing, then try and change it for a ghosthawk or a mohawk. Learn to fly the heavier helicopters, how to properly plan and approach LZs. Once you're feeling that you know how to handle those bigger helicopters, once you can approach LZs and land close, without taking fire - change back to the hummingbird.
    All of a sudden you'll feel the power of the hummingbird. You can do things with it, which the heavier helicopters simply cannot, and you will begin flying it to its full potential.
     
  5. Like
    Someone got a reaction from Optio in Non-Modded GAMENIGHT RESERVE YOUR SLOT!   
    Did a quick convertion

    4 PM EST = 21PM GMT
    So that should be 21PM for people from Britain
    22PM for Sweden/Denmark/Norway/Germany
    23PM for Finland etc.

    Seems like a decent time to begin an event at.
  6. Like
    Someone got a reaction from DerRoteKoyote in Non-Modded GAMENIGHT RESERVE YOUR SLOT!   
    Did a quick convertion

    4 PM EST = 21PM GMT
    So that should be 21PM for people from Britain
    22PM for Sweden/Denmark/Norway/Germany
    23PM for Finland etc.

    Seems like a decent time to begin an event at.
  7. Like
    Someone reacted to BACONMOP in Defend AO's   
    I am working on stuff please be patient.
  8. Like
    Someone got a reaction from slick in Lack of Teamwork and Communication   
    Potato squad is more or less a group of players who got tiered of the lack of communication and teamwork and thus began playing together. We're usually on TS (locked channel), but as long as there is room and you're a serious player you shouldn't have much issues getting an invite, at least not if we know your name.
    If there's already too many in that group though, you may have to wait - it's almost impossible to play and communicate once the group gets too big, hence the lock on TS.
  9. Like
    Someone got a reaction from ifnt05 in Non-Modded GAMENIGHT RESERVE YOUR SLOT!   
    Did a quick convertion

    4 PM EST = 21PM GMT
    So that should be 21PM for people from Britain
    22PM for Sweden/Denmark/Norway/Germany
    23PM for Finland etc.

    Seems like a decent time to begin an event at.
  10. Like
    Someone got a reaction from Extra in Non-Modded GAMENIGHT RESERVE YOUR SLOT!   
    Did a quick convertion

    4 PM EST = 21PM GMT
    So that should be 21PM for people from Britain
    22PM for Sweden/Denmark/Norway/Germany
    23PM for Finland etc.

    Seems like a decent time to begin an event at.
  11. Like
    Someone got a reaction from PotatoHead in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  12. Like
    Someone got a reaction from Anyone in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  13. Like
    Someone got a reaction from xSniper1982 in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  14. Like
    Someone got a reaction from ryangreen1 in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  15. Like
    Someone got a reaction from Blue-958- in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  16. Like
    Someone got a reaction from Extra in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    It feel as if you're sending out double messages.

    I do agree, pilots are one of, if not the most important role on an I&A server and many pilots do not fly the helicopters the way they are intended to be flown. You often die when you get into a helicopter with a random, unknown pilot, and it shouldn't be like that. It's usually a combination of lack of skill, and cooperation which causes this, as people on the ground generally think the pilots are the only ones responsible for keeping the air clean of jets and making sure that the troops gets from point A to point B safe and secure. We say that we want more skilled and experienced pilots, but at the same time we want to be an open and easily accessible community.

    There was a suggestion in a thread earlier where Extra suggested that we could give known and experienced pilots a mark/badge or whatever to show that they are competent pilots. The purpose was to make it easier for people to pick a more reliable pilot to fly with, to lessen the frustration and respawnrates of the troops. The idea swiftly got shot down with the motivation that we're not a milsim. These servers are supposed to be accessible and we neither want people to feel excluded nor scare them away from trying new roles. Almost everyone was unanimous, this wasn't the way people wanted the server to go.

    Mere 4 days later, this post, with its new set of rules is posted.
    You're saying that people are misusing aircrafts, landing too close, abandoning vehicles, that they should not fly unless they know how to auto rotate and/or land a helicopter in a narrow space without an antitorque etc.

    You're saying that the pilots do not value their helicopters, that they put them at risk and when it downs and then rather blow it up than actually repair it. I do agree with this to some extent. It is a shame that you as of today need to satchel a helicopter once you're downed. There are a few problems with makes this nessesary. The first problem is fuel, a problem which you say you will adress. It isn't often that you actually do carry a repair guy once you do go down, but the times you do the helicopter most likely won't have any fuel left by the time he's done repairing it. Sure, you may solve this, I've seen it done on other servers before in such a way that helicopters gain a few percent fuel once repaired, so I don't why why we can't have that here, but that is not the only issue.

    You rarely have repair guys in you helicopter, and usually those slots are left empty. If you down your helicopter, you may be far from an AO (often you are), and taking a repair vehicle there would often take a tremendous amount of time, even with something you can airlift in with another helicopter. If you down too close to the AO you either need to drive there, or make sure that you have a competent repair guy, willing to help. If you try and fly there with a repair vehicle, you will most likely lose another helicopter, leaving you with even less helicopters for transportation.

    The helicopters would have a lot of downtime, and people already complain if there isn't a helicopter on the helipad the second they respawn. The average random player has the patience and attention span of a five-year-old and you often see they beginning to mess around once they get tiered of waiting.

    Some of these rules could be, but not on a server like this. The rules you're suggesting require way more disciplin, cooperation and communication than I've ever seen on EU 1 and 2. In the same way a writer has to adapt his style of writing to his readers, the server rules must be adapted to the player base. You can go ahead, you can give these rules a try, but I won't be flying with them.

    All i see in these rules are a recipe for disaster. All I see is a server where piloting becomes more dull and boring, a server where people will have to walk for several kilometers because pilots are too tiered to wait for their repairs, or too tiered to actually return to and repair their downed helicopters. I imagine a scenario where helicopters will be left behind a scenario where people will take new helicopters rather than repairing the ones they use right now. People already do it. There are broken helicopters left at helipads or at old AOs almost all the time. The admins simply cannot keep track of it and the players don't even know where these helicopters are located. What's suggested would require even more babysitting by admins, and even with an admin constantly watching, I cannot even Imagine a scenario where this will work as intended, not with the current player base.

    No, I do not like this idea the slightest. I think we're approaching this from a completely wrong angle. The problem isn't with the rules, the problem is the pilots. We do have a large amount of more than capable pilots, but they're often not the ones actually flying the helicopters. The pilot slots are very popular, they're often taken. People want to fly, they want to practice. Most of these pilots aren't the ones flying the way you seem to want them to fly, most of them are rookies trying their wings.

    A suggestion to make sure that you have at least a few decent pilots on the server would be to take another look at Extras suggestion. I'd rather suggest that you white list 3 of the 5 pilot slots. Have 2 of the slots open for new players, to let them try their wings, but lock 3 of them. Have the top 3 slots only allowing more experienced pilots into them, pilots which you know are capable, pilots which have proven them self through tryouts and/or recommendations. Having one or two bad pilots isn't really a problem, as long as the other 3 are capable enough things will flow smoothly.
  17. Like
    Someone got a reaction from Blue-958- in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    There is lot to be said here, things I don't have time to say now. I will try and return to this thread later today, tomorrow or whenever possible.
    I consider myself a quite capable pilot, but this will still affect me alot. If this is implemented the way it's suggested I most likely won't ever fly on these servers again.
    Before making such a huge change, I at least advice you to try and talk and listen to some of the regular pilots.
  18. Like
    Someone reacted to xSniper1982 in EU1 & EU2 NOTICE TO PILOTS RULES ARE CHANGING   
    TL:DR Version-

    I'm not saying I don't agree with SOME changes to the rules, however, I think what has been proposed is a little too harsh, and will negatively impact the better/more patient players more than the bad ones.
     
     
    -------------------------------------------------------------------

    Full Version.
     
     
     

    There already is a Vote to Kick system in place.
    It's just that most people either ignore it, are unaware of it, or spam it.

    It's been used quite well in EU 2 on a number of occasions, however it doesn't prevent the removed player from immediately returning.

    The only people I can see really being affected by these changes are the Regulars who are good at what they do.
    Poor pilots will often be asked to give up a slot after a certain number of mistakes/faliures, and better pilots will replace them.
    However with the new rules, the good pilots will have to wait longer to get their vehicle back, whereas the bad/troll pilots will just leave when there's none left.

    We've all seen it, someone jumps into the server, grabs a helo and rams it into the next one, then respawns and does it again.
    With a longer respawn time on them, all it is doing is rewarding trolls.

    I do love he idea of improving the Teamplay/Community aspect of the game, but as was said in an earlier post by raz,
    "Instead of adding rules, lets encourage a change of attitude."

    This isn't just something for the Admin to work on, this is something that the Community as a whole are trying to help achieve.
    Let's teach people how to use the Vote to Kick system, let's inform them of what's acceptable, and work together to improve the situation.

    These rules could potentially prevent players from improving in a role they might be interested in.
    It's all good telling people to go somewhere else to practice, but where are they going to go, that they would get the same experience as actually flying in the combat situations here in Ahoyworld?

    I practiced on my own for a while, and it bored me to death, then I chose to practice in Ahoyworld servers a little later on when it was quieter, and have become a much better pilot.

     
  19. Like
    Someone got a reaction from Anyone in Arma 4 Wishlist?   
    Performance, performance, performance.

    I do not care what content they put in, I do not care about which weapons I get or which features they decide to have in it.

    Performance.
  20. Like
    Someone got a reaction from SkullCollector in THX Ahoyworld team and couple of questions   
    Almost every point in here have been adressed, but there are still a few points to be made.

    First of all, you need to learn how to listen to the sounds of Arma. It used to be really easy to pick up where the rounds were fiered from, but they've patched the sound several times since launch. Sounds have improved immensely since the launch of Arma 3, sounds indoors are muffeled if you're utdoors and vice versa. Loud sounds will have an echo, and you'll have to concider that sounds in general travel slower than the bullets flying towards you. All in all, it can get pretty disorienting pretty fast.

    If you're taking fire, you'll most likely first hear the crack of the bullet passing near you. If you hear that crack, drop on the ground/behind some cover and then try and listen carefully - you will hear the sound of the shot shortly after (depending on the range of the shot). Ignore the bullet crack, and just try and listen to the sound of the bullet getting fiered. It can be really confusing in the beginning, but after you've learned what to listen for you can usually figure out an estimated direction. If you cannot by audio locate the gunner, you can try to with reasoning figure out where he could possibly be, check possible anges which could have fiered towards you and stay behind cover from those specific angles.



    If you want to learn how to fly helicopter, you'll have to practice. Flying helicopters in Arma is not as easy as it is in manny other games, as you need to balance your helicopter yourself. The only way to accually learn how to fly the helicopters are to force yourself to accually fly them. I was horrible at flying in the beginning, but practice, practice practice and eventually you'll get the hang of it. Scenarios is a good way to practice flying, simply download a few helicopter scenarios from the steam workshop and give it some time.

    Most pilots I've talked to prefere to fly with keyboard and mouse in Arma and I dare to say that with the standard flight system, it is superior. The game plays horribly with joysticks, but some people still manage to use theirs. I've got an expensive joystick, but I won't use that for Arma, at least not with the basic flight system. Use keyboard for fast and snappy inputs, and make really small adjustments with your mouse.

    There are plenty of helicopter tutorials on youtube, but those are not helpful unless you've first played around some in the helicopters. You need to get confortable with the basics prior to learning the slightly more advanced stuff.


    I personally love flying in Arma. I've flown for hundreds of hours and I still go back to just flying around by myself at times. I've found a mission in the steam workshop called "NMD sandbox" or something similar to that and it basically allows you to play around and easily spawn vehicles, make yourself invounerable, teleport around the map and such, all while being in the scenario or a server that you're hosting yourself. It's really good practice, and I do recommend giving it a try. I usually do it if I'm too tiered to play seriously.

    Spawn yourself a helicopter, say a hummingbird (easiest helicopter to learn) and simply fly around, explore the map. Turn down the volume of the game, crank up some music and just practice. How low can you fly? Where can you manage to land? Can you fly under those power wires? Does this helicopter fit in this tower? You learn so much, the knowledge is invaluable.
     
  21. Like
    Someone got a reaction from stiansn in Non-Modded GAMENIGHT RESERVE YOUR SLOT!   
    I'll apply for Vortex
    Squad Lead if needed, otherwise transport. Either way is fine by me
  22. Like
    Someone reacted to xSniper1982 in Removing the Panther   
    back in January - Jason - made a comment on a thread about Tank Crews/Slots

    "Rather than adding more vehicles you could replace the (inferior) Mora and the (useless) Panther with another Marshall and/or Slammer, as they are more popular. Personally I'd really like to see at least two Marshalls spawning in base, as it's a vehicle I like to use but very often there's someone else using it."

    It made me think...
    The Panther never really gets used as it's WAY too slow to take you over any distance and doesn't have any really firepower once it gets there.

    It could be removed quite easily, without anyone really even caring.

    And this got me to thinking, the Trucks >HEMTTs< aren't really used that often, same with the Hunters, and I think it's mainly about location in the base...
    People don't want to go looking for them, and instead just wait for (scream at) pilots for transport, even when there are enemy Jets killing them time and time again.

    This combined with the, ever so breifly used - coz issues - new base layout had me wondering if you wouldn't mind me putting together a rough design/layout, or if you wouldn't mind looking into one yourselves.

    A layout with the ground vehicles, HEMTTs and Hunters, literally parked next to the Spawn/VAS in a line behind the small concrete barriers. This will make them more noticable to the guys on the ground, and perhaps improve the chances of people using them.

    HEMTTs -
    A few times now I have taken a Medical HEMTT out to a AO or Zeus mission and found that it came in more useful than even I had expected as when there are no Medics in the area - live ones anyway - people did notice the Marker I had added saying >> Med Station << and therefore pulled their injured friends back to it, and thus were able to get them on their feet themselves.
    The same with the Repair HEMTT, Keeping one close to the AO is really useful when a Heli goes down or a Vehicle gets disabled.

    HUNTERS -
    People only ever want to take the Armed Hunters, but a Fire Support Team with a Armed hunter is pretty much wasting a vehicle, Having the unarmed Hunters right next to the spawn with a few First Aid Kits and Mortar Bipods/Tubes or Static HMGs in the back might give people a few extra choices that they didn't really consider.

    IFV / APC -
    The Panther and Bobcat are far too slow to be of any practical use in the missions. The Bobcat however is such a useful vehicle when AOs are closer to the base, but it never gets used due to it being needed in Base for repairing Helicopters at the Landing Pads.
    Perhaps having a Larger 3 pad area, in a triangular formation, with a Bobcat in the middle could be a nice solution for traffic flow and repair efficienc. (but that's a topic for another thread)

    The Mora and Marshall often don't get used for anything other than a light tank, rarely do I see others using them as a transport option, Perhaps when an AO is close to base, 1 or 2 of the pilots could grab the Hunter and use it to ferry people back and forth to the AO. (same with Hunters for small groups, and HEMTTs for larger groups)

    TANKS -
    Too often the people taking the Slammer just drive it into a field/onto a hill and then sit in it until destroyed...
    or
    Charge into the AO with nothing but Machine Guns blazing slicing through the infantry....

    I think the Slammer (Urban Purpose) should be removed for the heavier Slammer, which can either fight from long range, or as my friends and I do, stalk the outside of the AO looking for Armoured targets to remove before heading back to base. Because the Slammer doesn't have the Commander gun, that the Urban Purpose does have, it is much less effective at attacking infantry. This makes it more role specific and therefore might encourage the use of the smaller vehicles for that purpose.

    I'm going to stop here, as I am currently shattered as it is almost 11am and I have not yet slept.
    I have many more ideas that I will be sharing over the coming days.

    I hope my input is useful, if not always needed..
  23. Like
    Someone got a reaction from Tylermaniac in Side Chat   
    The only issue I have with no sidechat is that some people don't realize that not everyone can see their markers. People often tell you to go to "this marker" or "that marker" and you simply cannot see it.

    It isn't a big deal, as you just have to tell them that you don't have the marker, but it happens very often.
  24. Like
    Someone got a reaction from stiansn in EU2 and teamspeak   
    That is horrible when you're buissy doing things. I usually fly the hummingbird (if possible), and you simply cannot fly low and safe and at the same time keep an constant  eye on the chat. If you lose focus for a second too long, you've either hit a tree, a hill or a powerline. You're usually already buissy enough with looking at the map (a few seconds at the time) and trying to find a good LZ and approach, while at the same time talking to the crew.
    We had a Zeus mission in which we were supposed to strike at several bases, and keep them. During that mission we pilots had to be everywhere at the same time, had to keep an konstant eye on the chat and be on constant standby to move troops and drop supplies. The only reson why we accually managed to coordinate that was because all pilots were on TS. If you noticed that some guys needed a pilot while you were buissy doing something else, you could simply give the task to someone else.
  25. Like
    Someone reacted to John McClane in EU2 and teamspeak   
    Okay what about just pilots being in teamepeak? 
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