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ChronoZoggt

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    ChronoZoggt

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  1. I did sent the file exactly one month ago now, but I still have not recieved an answer from anyone. Is there any news on the situation or did the whole thing just get lost?
  2. I will not be able to make it. so if someone else wants the UAV OP slot, give it to him
  3. I should be able to make it as well, at least if no meteor falls from the sky
  4. Well first off, although I may be late to the fray, I still want to share my two cents. Beware though, this will be an essay, so read at your own behalf Regarding the intent to make pilots more skilled overall: that is very much appreciated! I cannot tell you how many times in the past weeks, me and may squad have been longing for the Hummingbird to fly ourselves (in the Co-pilot slot as normal infantry) because NONE of the pilots could fly at all. I was even doing transports for a good while in that without actually being a pilot to bring some people to the AO. Regarding the rules themselves: I like the hightening of respawn times, but how much is it? I am playing a variety of roles, and one example that you can look at here is the UAV OP: I mostly try to stay away from the Jets, but the reality is, if there are no helis around that act as shooting practise for them, it is 10-minute-respawn time for my UAV. That is totally fine though: It makes me want to save every single one of the UAVs, flying as safe as possible even if it takes longer. But the difference here is: You stil have another one, and if even that is down, you still have the stomper. You do not have real downtime like you would have with the Pilot slots. Also: the UAV OP isn't the most viable piece of infrastructure in the server, so downtime does not really matter there. I guess what will make and break that rule are the respawn times themselves. How high are they? Are they uniform for every Helo? Because what I would be suggesting is varying them on base of their capacity. That means, that the Hummingbird would stay or get only a slight increase. That way we would have a heli for less experienced people to mess around with, and the infrastucture would never completely halt at any given point in time. Maybe even add another Hummingbird for those reasons: To have an option always readily available. (Keep in mind, that that just sprung into my mind while writing this, it may very well be the worst idea ever, to be completely honest.) Additionally, especially at the start of a new AO, getting shot down is a danger that is all too real. I like to think of myself as at least a half-decent pilot, so what I do when a new AO starts is to map LZs. I open the map, put it in no-textures mode and look for hills to give me cover as close to the AO as possible. Because if you are no Huron that can lift a hunter for at least a fraction of your passengers to take, landing even half a kilometer out will piss off a lot of people. So I backcheck with my passengers to take the risk and go in low & fast, to utilize the cover. Most of the times it goes well, but somethimes there is a tigris that strayed a bit far from the AO or some other factor that you could not take into accout, as you were the first wave, and the pilots before you did not communicate at all. Most helis are perfectly recoverable with a shot-out tail rotor, but especially in the ghosthawk, that does not want to go up at all, flying fast below 15m is basically a death sentence, that becomes necessary to survive most of the times as "batch 1". I admit, this is a very niche case, that almost never happens, but it is only one of them. What I want to get at here, is that experienced Pilots can go down just as fast as unecperienced ones. And the perception of a good pilot by the playing community is not one that lands 100% of the time 2 km out, but rather one that takes em right into the fray and does not die most of the time, and I must admit I need to agree there. I am perfectly willing to respawn once in a while but be on the action rigth away all the other times. But here is where we loop back to the initial problem: Most pilots that come into ahoyworld DO die most of the time and do not know how to evade missiles, go low and fast, and how to put down a damaged heli. And adding to the respawn times is a really good way to makes this happen less, as long as it does not start hindering the infrastructure (and thus the gameplay of basically everyone) and the genuinely good pilots that just want the good for their passengers. I do also agree with the repair of crash-landed helis being necessary, and adressing the fuel leakage is the first rigth step in that direction, I think that there are a few more to take in that regard. because if you crash-land the Mohawk and get the Huron destroyed, the liftable repair vehicle would need to a quad bike to be even worth a dime in that situation. What would resolve at the very least some of the problem without needing to have all these changes would be one simple thing: make TS mandatory for pilots. Whenever I was in TS with pilots, they were the ones communicating (of course there are also a few bad apples that don't) and who genuinly try to fly the best way possible. Those are the ones calling safe and unsafe LZs and that help the crew of a downed heli stuck in nirvana. Make TS mandatory, and you force pilots to engage with the server and you force them to know what is going on around them, and as such you will weed out the ones that do not want to engage with all that and who are just flying on their own, or at least get more of the good pilots without giving trolls the ultimate weapon of exorbitant respawn times. TL;DR: It is awesome that this issue is getting adressed and everyone's got valid points. But maybe there are different ways to handle that problem.
  5. Yesterday we had a Post about new Ideas for Side missions, in which we were encouraged to build our own Side missions. I did that and build a new side mission in which you need to secure a vehicle, repair it and drive it back to base. How would I go about testing that now? I tested it in a private session, but was not I&A, so should I test it with the mod or should I just post the code?
  6. Actually I should be finished with one tomorrow already. Where should I send it to? Should I just talk to you guys on TS? I am actually gonna try to do this tomorrow, as I have found a way to give AI waypoints, which should make them able to follow a predesignated path. Still, it will need testing, and a lot of it, but I will stil try to do it Maybe it works, who knows? ^^
  7. Don't worry I am not planing to recreate Pyrgos just something similar to the explosive Side mission with some H Barriers and a couple buildings, basically. And yeah, I will look at it, no offense taken
  8. so like this you could even spawn small compounds and such, even damaged vehicles and reverse-FOB missions... I will definitely toy around with it a bit Is there any option to let the spawned-in AI move to a designated point? Also, what should we take as a maximum script size? I mean you can get a lot of variety in if you can use addaction scrips and such, so yeah... Do those side missions HAVE to be spawned randomly? Or could we pre-designate points, check if the AO is not there ATM, and use them? like cities, or hills, etc...? As long as there are a couple different Spawns of course
  9. I do not think that you need two side mission really, but I do think that there maybe should be more variety in them. For example the Chopper ones could maybe use a base sometimes instead of just having a tent hangar and empty space. Also I would really like if there maybe was a convoy ambush mission, where you have a convoy of vehicles moving from A to B and you have limited time (obviously) to ambush them along the way and safely return a transport vehicle. Depending on the reward, those could also sometimes feature Orca escorts, MBTs, etc.
  10. *hides his EDM and tries to look normal*
  11. A friendly "Hello" to everyone of you (except if your name's shax)! I am around for approximately 1.5 months on EU2 now, and I am one of the Potato-squad-guys, so you will find me on TS pretty much all the time. As a player you will see me in the flahier roles mostly, like VORTEX, FSG Gunner or UAV OP, and when you do see me as infantry, I will be getting on the squad's nerves by switching roles after each AO and needing another group invite But if you need some orbital bombings, you can rely on me to deliver So yeah, I mostly had great experiences on Ahoyworld up until now so I hope for plenty more with you lot! Take care everyone!
  12. yes there are, it is listed as Rifleman below the Marksman, not as Rifleman (AT) like it is in the Servers
  13. I would love to attend as the UAV OP I could also switch to be xsniper's spotter or AT Rifleman if need be, but I would prefer the UAV OP slot.
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