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kman

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Everything posted by kman

  1. This was a great mission @JANXOL, pitty for the usual early-sunday low turnout of people. (17:30 GMT instead of 16:30 would be better IMO) I feel this mission could use at least 2 full squads and rather 3, considering toughness of the opposition. Since we are now fighting much better equiped enemy, we would benefit from getting basic (2x) rifle optics for all riflemen. As it stands, only officers, AR and marksman are issued with any optics, which renders all the rest pretty ineffective in mid+ range engagements - especially considering the armor values on OPFOR, you realy need to land those shots. Also better ammunition would make difference - MK262 works better at longer ranges than M855 that we are getting (this is actually reflected in ACE by 262 having higher ballistic coefficient). But its more expensive, so we poor Altian military..
  2. Hard to change this to everyone's satisfaction, AOs spawning close has pros and cons. What I would like to see (if technicaly possible @Stanhope ?), is to create delay between red circle of new AO appearing on the map, and enemy units spawning there. This would give pilots - and also drivers -- time to react to situation where AO is about to spawn under their very asses. The delay should not be long - maybe like 30-45 seconds between circle appearing and units spawning - so it cannot be exploited by players for easy kills.
  3. Come on, everyone here is seriously into RP - have you seen how much time we spend playing dress-up and complaining about orders?
  4. Gotta say @JANXOL, you should start a dictionary of terms used in your campaign since I'm getting lost . I know the bits and pieces were described in older briefings but I can realy use refresher of what exactly is hiding behind aliases like: insurgents and Freedom (what's the difference ?) Templar Gatekeeper
  5. Role: PLT Zeus: @JANXOL ASL: @Jenkins BSL: @Johnson Vortex: @Xwatt, @Mouldy That was suprisingly smooth. I was worried that sending Bravo alone searching for MANPADS - unable to be assisted until they found them - could end badly, but Johnson held it together, at least until they ran into that Katusha-Technical from hell. Alpha also did excellent, coordinating with Vortex for very effective assault on the eastern command post and later utilizing the same Katusha for pummeling enemy FOB. Moving Alpha west by Air, to quickly re-deploy against FOB was risky, but luckily worked. We skipped guerillas in the forest, that Janxol no doubt lovingly placed to ambush us. Vortex juggled CAS/reinserts well. I guess you owe The Hind an apology Xwatt, it kicked ass. PS: I didn't realized until the mission was on the way, how small the AO actually is, so initial LZ was danger close to enemy positions, which Vortex fortunately called out. PPS: @Geb I noticed you had some problems seeing bleeding wounds on Icze when we were saving him. Are you using Medical menu when looking on patients? It can be hard to see the wounds, if you use only the radial ACE interaction.
  6. You know, I feel we are going to re-invent wheel here, but both these problems would go away with usual pyramid command structure i.e.: Platoon > Squads > each squad 2x Fireteam Siege would only talk (infantry-wise) to ASL / BSL - each assigned to one AO - and SquadLeads would coordinate with their 2IC on short range radio. The only drawback I see, is that SL slots would be less desirable too. Thou perhaps its in the mindset, not micromanaging, but giving second team larger autonomy. PS: @SiegeSix what did you meant by two frequencies? I thought you had FAC to handle Air (or at least I saw someone running with you).
  7. role: Charlie TL Zeus: @MidnightRunner SL: @SiegeSix This was a fun mission, I like the caves on the map. As mentioned in debrief, Alpha nad Charlie got stuck without purpose at the end of the mission, but that was't anyone's fault, we just copleted all objectives there. Maybe we could have extracted sooner back to base, but no big deal. some notes: 1) There were some technical problems with people dropping out of the teams during respawns, I trust that was some setting issue, as I haven't seen this before (or at least not for a long time). 2) I would consider giving TLs long-range radio for freq 30. It would mean no need to re-set additional channel after respawn (which people can forgot) and open additional channel for cooperation between elements without spamming uninvolved parties. For example me and Alpha TL have been doing some coordination on channel 30, that was being unnecesarily broadcasted to Bravo, Delta and Command. Likewise for B/D. 3) To the discussion about 1st / 3rd view. Correct me if I remember this wrong, but on old AWE, people on foot were forced to 1st and in vehicles you could use 3rd as to lessen hassle for drivers / pilots. Or am I just imagining this? Is this differentiation even possible @Stanhope ?
  8. Nah, I wasn't expecting the need for it. Thou MidnightRunner explained in debrief reasoning for the mines, which made sense.
  9. role: bravo engineer This was fun mission. I rly liked the initial insertion with mines and contact and our roundabout push with Delta towards the compoud across the field from abmush site site while EI seemied to be counterattacking on the same route. It got little messy after, with little confusing orders from command - first to diverted to mortars, that canceled we were heading back to Delta, then redirected back to Alpha and US troops. Since our last push took us to the same objective and string of compounds, where we were headed originally together with Delta, I'm not sure why we returned back to Alpha's position and pushed from there? Anyway we had some fun (and losses) breaching those compounds and @BenjaminHL was rly good as SL. PS: moral I took from this mission: Mine Detector beeping is barely audible when earplugs are IN, especially when shooting occurs (stepped on mine realizing I hear beeping about 0.5 seconds before explosion).
  10. @MidnightRunner Not sure how viable will be landing medi-bird in the surrounder convoy site (who are pinned down by MG and RGP). I'm assuming, that Infill will be outside perimeter in safe space, we will breach enemy encirclement on one side and dig in before they can react? But how would you be landing medi- bird in that surrounded position afterwards? If that was possible, we would just load yanks into BlackHawk and skedadle, instead of waiting for QRF that might or might not come in time. Unless they are transporting valuables that CAN'T be evaced by helli, in which case I'm - as PMC - expecting bonus looking forward to that mess
  11. I don't know @Minipily, it seems to me too much details put into medicking. It migh be fine for very specific missions, or when the server is nearly full capacity. But for our usual ~30-40 people, I would not create two degrees of medics where squad medic needs to send / wait for specialised doctor to do stitching. But on large mission when we do have Medevac, combat surgeon with PAK ability might be created.
  12. No just no. People on AWE never take or not take risks based on consideration whether they will later be stitched or not. This will just not enter into equation. If you want people to consider risk of being shot at, you have to either: 1) limit number of respawns, making it clear that dead people will not be able to continue mission at all 2) server-force specialised mods like Laxeman's suppression. Again you are wastly exagerating. Wounded people need to be: bandaged, stitched and their fluids largely replenished before returning to optimal effectivenes. What you describe woud be vanila first-aid kiting people.
  13. I would like to open debate about stitching restriction on AWE / modded events. Im of the opinion, that current restrictions to stitching (only in vehicles) is very detrimental to flow of the gameplay. Neither is this restriction realistic. From realism perspective: Experienced combat medic would have much easier time to stitch patient lying on the ground, than trying to stitch them in backseat of a vehicle (cramped space, unless medical van), not to mention MOVING vehicle. Idea of someone being stitched in Humwee moving 50kph on country road is just preposterous (or in flying Littlebird HAHA). From gameplay perspective: 1) Vehicles are often more risky place to be, than some covered "outside" location (ground depression / trench / building). We all know, how Arma AI reacts to vehicles that are occupied. 2) On many missions where vehicles are scarce (or none) or too risky to be used, players will often run long streches of mission with only bandaged - and constantly reopening - wounds. This will quickly deplete their supplies and starts eating into medic's supplies and time, grinding the Squad to standstill, affecting not only individual wounded soldiers, but whole Squads and mission progression from Platoon/Zeus perspective. It also makes riflemen gameplay miserable, because their Aim will be more and more affrected by accumulated bloodloss and unstitched wounds. I believe this review is now needed more than ever, due to new ACE medical system, which generaly makes it harder to wake people up from unconsciousness, and requires medics to be well supplied with fluids. Ability to stich multi-wounded, will preserve their fluid reserves better. PS: Another thing to consider would be re-usability of Surgical Kit. There I'm kinda on the fence. There are part of surgical kit that are extremely light and take almost no space (needles and threads) and parts that are re-usable (scalpel, clamps). That would speak for re-usability. On the other hand, for scalpel and clamps to be reusable, and for the individual woulds to be cleaned for stichting, disinfectants are repeatedly needed, and those cans will take lot of space and weight in large quantities. Maybe if the Surgical Kit item can be made heavier (say 3x heavier), it would be ideal to make it into re-usable item.
  14. Wait, we did ? Do you mean like that old mod adding PDA that can be shown/hidden ? I haven't used that one for so long, I forgot it even was a thing. I believe I seen it go to disuse when Bohemia added those little windows (I believe it was around Tank DLC) that can display map-cut, radar etc..
  15. I agree totaly, that small team feels more coordinated than big squads usualy do, especially since team travels between objectives in 1 vic. But I would still go with 5 or 6, just to reduce overall number of units. @Gambit mentioned, that he was not receiving much position-reports, but I feel that if me and other six teamleads tried to update him regularly, the command net would be unbearable. PS: for vics, HMMWV with gun seats 5, Jackal seats 6 PPS: Gambit did rly good job considering number of units and BLUfor tracker off.
  16. Can you add newest steam JSRS update to allowed mods? As I understand, last version is CE.20.0417C (from 17th April).
  17. If the IV flow speed is customizable, that looks like a way to cut the downtime.
  18. Great mission! Thanks to Janxol and Zeuses. I only have feedback to server settings: 1) stamina recovery is still really bad (setting?), once you exhaust yourself, its takes inredibly long time sitting to recover and until you do, you cant run at all 2) medics had Surgical Kits (for stitching), but cannot use them, even in vehicles I'm guessing that vehicles or locations need to be flagged to enable SK use, you might want to ease on that - at least allow all vehicles if possible. 3) the overall medical - I know nothing about new settings, but if possible, we might want to make rly badly wounded people just die, instead of nursing them back to health from 0 BP and no heart rate. Its fun for us medics, but for players to be lying unconsious for 15 minutes - it might be better to just respawn. Not sure how others feel about this, so something to consider and get feedbacks on.
  19. I be away for weekend, hope I can make it on sunday.
  20. Also what server will be used? AWE is closed no ? I'm assuming TS used will by AhoyWorld AWE ?
  21. Almost missed this, I will be there! PS: the link to mods required is nice, but ImportFile for Steam workshop would be better - I'm attaching it to this post. Just download it and in Arma Launcher > MODS > Import (down-right on screen) choose the downoaded file. Arma 3 Preset AWE War on Altis.html
  22. 1) picking up backpack from enemy will treat it as a weapon you dont have training for - making you only walk please whitelist all backpacks by default, so we can take/swap from dead enemy 2) I like how AI is performing hunting missions for players now, but it does not work very well for VEHICLES. today I destroyed vehicle in new AO with titan AT, being about 500m from the AO perimeter, in about 2 minutes 2x technical rolled on me, followed by Marid, Tigris and eventually 2 MBTs since I was hidden in bushes, they just threw a party, circling in very close proximity Even when friendly Hitman arrived on nearby Hill and started destroying them, they ignored it completely, driving around trying to locate me The "hunting" routine works ok for infantry, but needs to be tweaked for vehicles, because it makes them act rly stupid, congregating on 1 spot where they will get stuck, unless they manage to kill who they came for - perhaps some time limit after which they return to normal patrolling pattern ?
  23. Stan, I dont rly took those screenshots to seek punisment for SoldSoul. Yes he obviously didn't read rules thoroughly, and was thinking he does no wrong - which on publicly accessible server is just bound to happen over and over. You explain to one and another will come next day. Its more to show that system needs to be tweaked to prevent it as much as possible automaticaly, thats why we are having Beta after all.
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