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kman

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Everything posted by kman

  1. To players I was pilot and only seen unarmed UH-1Y, Littlebird and Sea Stallion [edit: meant Super Stallion] in base.
  2. Just played LYTHIUM whe mission won't end. Gauntlet version: 54_103_LYTHIUM mission: destroy ammunition depot and clear enemies. The ammo depot was blown up multiple times by explosives - the stack of crates representing it was smoking. AO was cleared (althou ambient spawns keep poping back in) I'm not sure if the crates representing ammo are bugged, or if there was some lone enemy hiding. PS: LYTHIUM does not seem to have any CAS hellicopters - not sure if intended.
  3. The re-arming of CAS birds still does not work (it is broken for couple of versions now). You can take correct ammo box from HEMTT but when you re-arm it into heli, it does not refill ammo. Do not know, if that affects jets as well.
  4. Noticed the same pattern lately - unfortunately A LOT. 1) MAT filled even when not warranted People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT. Worse - sometimes fill MAT even when ASL is not present. 2) Overuse of HE. MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command. 3) Giving sh** about command structure If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead. You are not independent kaboom squad. I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  5. It's fine man Just dont get too riled up by comms-overloads. Its without a doubt most annoyning part of being ASL. Too many ppl talking on short-range? Remind Team leaders they should instruct their team to talk to them directly and ideally only TL's should use short-range to talk to each other and SL. Too many chat on long-range? Well, there its up to you to shout down vortex pilots that long-range is primarily YOUR channel to call upon other elements, not THEIR channel to vent every idea or comment.
  6. It's a radio frequency jammer. It is supposed to jamm transmissions in vicinity, making RCIED (remote controlled IEDs) triggered by radio/wi-fi/mobile phone unable to receive detonation signal, while jamming source (vehicle) is in vicinity. It *MIGHT* protect against IEDs triggered by passive sensors (pressure plate, movement detection, laser trigger), but only if the sensor delivers trigger signal to the IED by wireless. If it's by metalic wire - which is more likely - it will not help. I am not sure, if DUKE can IRL interferre with comm systems of vehicle's crew. I suppose it depends on how aggressively it's currently configured. In ARMA, there is no configuration and it does not interfere with comms AFAIK.
  7. I agree. When the troops are slacking around its 8/10 because command is slacking around. But remember, they too sometimes need to go AFK.. Rest 2/10 are disconnects in command structure / vortex or re-slotting due to multiple players leaving/joining, that can't be rly prevented.
  8. I'd like to sign up, but need to know the worldtime/date first..
  9. Great mission, thx Benjamin for a feedback: there were some resupply issues (mostly when we ran out of AT) and that radio bug, where radios taken from spawned Arsenal did not worked - I would probably avoid spawning Arsenal during missions altogether, it creates various problems. Resupply crates are safer. Can they be perhaps pre-prepared as part of mission file and placed somewhere out of AO, so Zeus can just drag&drop them when deemed appropriate? I don't like friendly AI troops. They create confusion on battlefield because you can't tell them from enemy at distance. they move like AI they don't communicate they are not on CTAB Other than this, all went smooth.
  10. Hi Dusty welcome back, I remember taxiing your team around in Vortex while back on EU2. If you and your buddies ever want to try playing coordinated in even bigger team, give shot to the Enhanced Server (formerly EU3): https://forums.ahoyworld.net/topic/7483-awe-basic-introduction/ good hunting
  11. Well this is a good thing! Finally we get to (by accident) shoot Pero at EU3 (sorry Copey, we all know its AW ENHANCED server now). Another footslogger is always welcomed!
  12. I'm guessing 9/10 people in your last support group commited suicide Amentes!
  13. OMG she looks already dead Sozio. ..wait. Is that head already severed and embalmed ? I stand corrected, its not Benjamin who is sick here!
  14. I meant like 600+ meters Amentes. Standard rifle is almost useless on these ranges, to the point where it is waste of ammo to even shoot it. AR thou, can still achive kills fairly reliably due to hail of bullets (alongside the Marksman).
  15. some of my thoughts: AR Assistant should carry Entrenching Tool and Rangefinder. When entrenching is needed, assistant digs while AR covers. When long-range supression is needed, assistant calls target(s), their bearing, their range and wind direction/strength to maximise AR's effectivity. (technicaly the same as spotter does for Sniper) AR should in my opinion carry sidearm - directly oposite to what Retivis said If the AR loses teamates during fighting, he becomes extremely vulnerable during reloading / weapon jamms, much more so than standard rifleman PS: TBH the entrenching tool in ACE seems very lightweight to me (too much?), so I include it in all loadouts, althou technicaly I think that FTL and AR should never be the ones digging trechnes unless unit is completely out of combat and other members are able to do so ..and I'm always breaking this rule while FTLing - against my own better judgement - because I'm compulsive-obsessive manic miner..
  16. Personaly, I find biggest problems with ASL to be comms overload. If ASL would only hear his FTLs on short range and Vortex+MAT on long range it would be much better. I have seen some ASL to do this by requesting FTLs to join secondary channel - usually 50.1 The problem is, the procedure to do this with radio isn't very user friendly and it would have to be repeated by every FTL joining game. Since default frequencies are assigned to radio by script, would it be possible to make Alfa FTLs automaticaly get secondary 50.1 and Bravo FTLs 51.1 presets? Is it possible to give different radio presets depending to where did person slotted to?
  17. Thx for the event Cryo, also to Benjamin and Copey for helping. If you ever plan to do some follow-up, I would be interested in CAS training in Enhanced server environment. While "dumb" missile choppers like Littlebird are pretty straithforward, I still dunno how to fire guided missiles from the other Littlebird(the 4+1 hellfire variant) and AH-64.
  18. This was great mission. The limited comms capabilities combined with very bad visibility made it pretty hectic but fun. I would definitely like to see something like this again. Perhaps not so dark, but I felt like the limited comms made for much better teamwork and fireteams sticking together.
  19. Nice round-up Radek. Do you also have some stats on their armor an vulnerability zones? It seems that unlike vanila ARMA, AWE mods do care where you hit the vehicle - often BRD survives suprising amount of AT where other times it goes down after just one.
  20. Shield is very nice indeed. As for the tweaking, apart from the civilian spawns, I noticed one other thing that seem to be not so much Shield problem but general AWE(gauntlet) also. There is some bug with armor granted to MMG gunner on opfor technical vehicles (pickup with mounted Machinegun). They seem extremely resilient. Apart from Shield, we noticed the same thing yesterday on Isla Duala gauntlet. The gunner repeatedly eaten up hail of bullets even from AR but did not die. Eventualy Nicolai had to blast the technical with AT launcher. Maybe the gunner's protection is calculated as if he was sitting in the armored vehicle turret and not standing "naked" in the back of a pickup. I have tried to test this in editor when AWE addons were loaded, but its not standard setting of these units, because in editor, gunner goes down in 1-3 hits from 5.56 every time.
  21. Great funn Copey! Next time without NV, just with gun flashlights for the sheer creeps.
  22. On the topic of objective being too fast completed - that is exactly where more faster start would help, because we would be able to do (have time for) 2 objectives in one night instead of just one.
  23. lets sum up: 30 minutes waiting for server start&latecomers 45 minutes connecting & dress-up to scavenge some mis-matched OPFOR leftover gear 15 minutes driving truck throu the woods 15 minutes coming close to the objective The moment we enter the village, walking with 2 teammates in front of me and 2 behind me - bang bang, instakill from god knows where. Thou I wouldn't be suprised if that was blue-on-blue, I did had OPFOR PKM in hands. spectator mode bugs after 30 seconds and no longer works with nighvision (only pitch black is seen) 10/10, will come to help save resistance again If I can plead for some changes with Ryko: Please spawn players with pre-loaded gear. Please don't wait for players who are not online in time, or did not downloaded their MODS in advance. Give the slots to replacements right away. If necessary, latecomers filling primary slots can be teleported by Zeus to join the rest. just these two things will cut at least 45 minutes from the starting delay
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