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kman

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Everything posted by kman

  1. looking forward to it ps: for some reason this is only on forum and not on Events page? https://forums.ahoyworld.net/events/ - there is just frontlines WED Almost missed it.
  2. Both Global Mobilization and Praerie Fire loaded at the same time, is that stable, will be interestin. Also, 4 pilots and TWO armored assets with only ONE footslogger team.. that is pretty bizzare composition. Most of the time, these tend to end in either infantry or assets feeling they have nothing to do/cant affect shit most of the mission. Just saying, based on some previous experiences.
  3. kman

    FFXIV (MMORGP)

    Hi if anyone wants to give shot to FFXIV (Final Fantasy 14 - MMORGP), I'm playing on Omega-EU and can help new pll, answer questions or band for raids 'n stuff.
  4. As I was also discussing with Midnight, there seem to be two separate issues. One is LAMBS & AI settings, resulting in long range engagements ignoring cover and accuracy. This might be worth adjusting depending on a map played. Some deserty/high hills maps - like Takistan - are benefiting from AI engaging on longer distances, because otherwise AI is just too passive. But for the most maps with lot of folliage it gets into usual Arma problems with "you've been shot throught 3 bushes". You could also just take this as higher difficulty and adjust, but that would in this case mean deploying armored & air assets with prejudice and looking for high-ground sniping positions all the time. Doable on gamenight, not so much on Frontlines. Second thing is the damage and ACE Medical settings. I heard it mentioned before, that one of the reasons people go uncon so often, is that they would have actually died, but settings are preventing this by instead rendering them uncon. Might be worth pushing this slider little bit back, It is often better to die and respawn than to lie somewhere 2 minutes uncon.
  5. fry 18.6. every little booboo (singular hit by enemy riflemen) seems to results in unconsious state, super boring and annoying not gonna lie..
  6. This was fun mission, hope to see more SG. The decision to go with P90s was a good one, their lack of zoom ofsets inaccuracy of staff weapons. With just Jaffa as enemies, having stuff like M4's with ACOG or similar, would make encounters in open terrain too trivial. PS: I might be wrong, but I didn't see Deathgliders engage us even once, anyone noticed ??
  7. Great! PS: usual optional mods whitelisted? (sound enhancements, squad radar) ?
  8. I don't see how this could be a finale. With Prairie Fire out, this is surely just end of one chapter.
  9. @SiegeSix what is "DiscordRichPresence" mod purpose and is it needed to run this game mode?
  10. I noticed, there is both LAMBS and Vcom AI present in mods, would that not conflict @kennychr ?
  11. Prevention is important, you can thank me later!
  12. @kennychr I enjoyed this mission a lot, despite fears, that disabled HUD and nameplates will make it total chaos. Kudos to @Jochem and @Karate Pyjamas for keeping the mission rolling with such limitations. I still would prefer to see at least the nameplates tho. I often opened MED menu on people, just to see who am I talking to, which is super awkward. Another suggestion: slightly speed up fluid infusions. It took VERY long time for people with blood loss to regain consciousnes - simply because how slowly they regained fluids. Stitching was disabled as well, but somehow I saw almost no wound re-openings, possibly again due to medical settings. If the wounds re-opened the way, we are used to from AWE, inability to stitch wound make the mission nightmare for everyone - but as I say, the re-open chance seemed to be supressed, perhaps intentionally? On a side note (not regarding just this mission): The medical crates at mission start were so "raided", that I - as medic - wasn't able to get more than 20 or so elastic bandages from FOUR of them. There is an abuse happening on all Ahoyworld modded missions. Since no rule prevents non-medical personel from doing so, people tend to make themselves walking medical cabinets in very unrealistic fashion (6+ bandages on riflemen etc..). Not sure what can be done about that. Perhaps making bandaging (but not tourniqueting!!) very slow - or ugly high re-opening chance, unless you have medical status assigned.
  13. Sorry for being bit grumpy about EMT team being forgotten. I understand, it is very hard to create - especially story - mission, that would involve everyone present. Police people aparently had amazing time, but such is Arma. Sometimes you draw a short one. I would suggest two possible fixes, if the mission ever gets repeated: 1) make EMT part of police squads as attached medical personel, not a separate team. or 2) have EMT team start at the festival location (on festivals, you would have an ambulance to deal with injuries etc), so they are part of the story build-up from the start.
  14. By "our goverment" they mean the people who are paying us right? Well, it is their own fault they dont hire true professionals. From CHADS to Lulumba: Pay more or cry sore! Also about the equipment - I don't mind usin the borrowed stuff, it cuts ot ops cost. We can keep the shiny equip for when we face any opposition worth a damn. YOU HAVE NOW BEEN SHITTALKED, THIS SERVICE WAS FREE!
  15. We have tactically halted our advance on town just behing nearest hill, creating suspense that was literally killing the loyalists.
  16. Nutek, you have experience with those extra wide monitors - do they visibly increase Arma FOV in terms of horizontal vision ? Arma first-person FOV on classic monitors is 70° which is fail compared to human vision - quoting wiki - human eyes combined (binocular) visual field is 200° horizontal.
  17. I smell Market Garden. At least US troops are taking the closer bridges. Or are we playing the british paratroopers?
  18. Funny enough, TFAR just got updated, althou changelog seems mostly cosmetic. Are you sure people w/o ACRE will be able to speak to others in local chat? I don't know ACRE but TFAR replaces vanila arma local chat as well.
  19. @ansin11 Arma happens. TBH that airlift from Vortex was a Hail Mary. Considering enemy numbers and presence of Gunships and later Migs, I feel Vortex should not have been part of this mission in the first place. You do not want to fly fragile helli in territory controlled by professional army, that has air superiority to boot. Unlike for example Altis, this map is much smaller and almost totaly flat as well. Looking at FrOzt's videos, you were also driving on the roads. On map, I have intentionally marked both ingress and egress paths and waypoints away from roads, particularly giving larger settlements and major crossroads as wide berth as I could. As @MidnightRunner stated in briefing, that is where VDV would most likely have permanent presence. It was somewhat cheating of course, since not even terrain vehicles would be able to pass throu real wild forest areas. Otherwise it was just bad luck for Bravo . Alpha and Charlie - while sustaining some casualties - never got wiped which was very lucky.
  20. Curiously enough, it was almost other way around in this mission (IRS being extra load on comms instead of alleviating it). If I were sitting in command tent with you, we could have done all comms between us in local chat. As it were, you were probably most active element on long range. I also wasn't aware, that I can drop VORTEX handling on ISR role. A lesson for future missions for sure, althou it would require, that two people coming to play are ok with spending the entire mission in the command tent. Which is realistic, but you need to come expecting it. PS: come to think of it, anyone played game called Radio Commander? I just heard about it, basicaly you apparently just "sit" at radio, receiving reports from units, giving them orders and then waiting how the shit goes down in next report.
  21. PMC Hell, my role: PLT Zeus: @MidnightRunner ISR: @SiegeSix A @Ryko, B @Miksi, C @Jochem VRT: @Gambit, @Norris Thanks for this mission Midnight, it was rly fun even if tough for me. With the benefit of hindsight, it might have been easier to stay in base as PLT because of hectic comms, but still glad I got to be in field. Alternatively a FAC could have been helpful, since A, B, C, 2xVortex and ISR on top, make for a LOT of traffic. Any feedback on my mess and what to improve will be appreciated. Also an afterthough: I believe it was Jochem, who mentioned that he didnt hear the info about objective location being discovered by ISR, since he can miss (filter out) any comms not mentioning his callsign. It is true, that several times during this mission, I have opened comms with: "Command to all elements...<message>" I used this for objective being discovered by ISR (to redirect all teams to it) and also to call retreat and inform teams about fallback position (or lack of thereoff, once I believed Secondary was overrun). I do not know, if this is acceptable radio form, or if it is better to use: "Alpha, Bravo, Charlie...<message>" to make callsigns notice better Maybe Norris would have input to that. PS: The whole miscommunication with Secondary Extraction being overrun kinda made the mission frustrating and even more fun at the same time, only Arma can give you moments like that.
  22. @JANXOL as we discussed before, I would like to suggest moving the Sunday mission start to 17:30 UCT, unless that is sheduling problem for you. On Fridays, we are consistently getting more people for the PMC mission than on Sunday for War or Altis, despite that due to scope we would benefit from more people in this larger ops. People tend to be home Sun evenings, but 16:30 UCT might be too soon for some, also the USA/Canadian people are more likely to be done with lunch at the later hour if they are free.
  23. Well, we can have our VIP to be..Toast.. which, I wont lie, sounds quite ominous for the operation. no offence @Toasted_Bread_Slice
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