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kman

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Everything posted by kman

  1. The color is a LIE. The key is to understand there IS NO COLOR.
  2. Pretty much this. It's least work for Zeus, yet makes the usualy predictable AOs/Side mission less so. For example I've seen Zeus send two helis that parachuted additional opfor squads into almost finished AO and sent some light vehicles with them - easy yet effective way to make it more interresting for ~20 people in AO, who were just loitering around waiting when the AI decides that AO is completed.. The custom made Zeus mission can be great also, but there is one key thing Zeus should alway do: Clearly and REPEATEDLY inform all the players on the server that Zeus mission is incoming after current AO completes. Zeus can ask some player(s) to do this broadcasting for him. Failing to communicate results in confused players leaving - if suddenly Zeus scraps existing AO/Side without explaining to ALL people why. I've seen this mistake couple of times - Zeus creating mission for closed group of people who were in: -locked squad -locked TS room without explaining to other people on the server his intentions and taking them aboard. This "private" sessions simply should not happen on public server if they interfere with flow of standard AO/Side mission.
  3. Seems interesting. As I see it the main reason thermal optics are bad, is that they have unrealistic clarity at max ranges. If they provided the current imaging up to - say 600m and after that the thermal signatures of small targets (people) faded into the backgroung "thermal noise", it would be fine. Also ofc, the big - more sophisticated TI equipment on vehicles sould be better then that provided by rifle scopes. Example(just an example!) of what could be ideal(but probably not achievable): Vehicle TI distinguishes small(people) thermal signatures up to 900m, large(vehicles with engine on) up to 1800m. Scopes with TI distinguish small(people) thermal signatures up to 600m, large(vehicles with engine on) up to 1200m). (hand-held laser designator would probly be somewhere between vehicles and scopes) After these ranges, thermal signatures will fade into background (in fact some weather conditios like rain should cripple them severely too). The problem is - can something like this be scripted ? The thread Equastro suggested seems to allow blocking TI after certain range (not distinguishing size of heat source) which is the next best thing. If achievable, I can see TI allowed for Marks/Sniper. PS: IMO the reason WHY only Squad Leaders are allowed now is: - they are supposed to direct their squad fire - this is the only real perk leader slot has - they can use max MK18 rifle, which means they cannot abuse TI too much at long ranges (and using MK18 instead of MX means much less ammo available)
  4. Jason thanks it is really the mods when I joined AHOY, read this Josh's thread: http://www.ahoyworld.co.uk/topic/3174-install-download-the-allowed-addons-the-modded-addons/ got the two repositories (official/modded) and just played the "official" without second thought. I thought it was just visual/audio stuff and UI improvements, but it really messes RPG HE rockets. Curious if there are other bugs I don't even realise, but everything else seems to be working "non-weird".
  5. Hello Simple question here - how do you use the RPG reticule to aim the HE rockets? The reticule works fine for RPG AT rockets, but the HE follows completely different flight trajectory. Is there some re-calculation pattern you can apply to reticule when launching HE? PS: I have read somewhere that before Titan launcher was implemented, the second RPG rocket was actually Anti-Air, which explains why it has so huge range compared to AT, but that still don't give me clue how to range it right.
  6. My bad Colsta, I have no experience with EU3 since i have not played there yet - good coordination might make the "flare" idea possible there (but they really last very short time). I was refering to EU1/2 conditions where it (NVS) could make sense.
  7. Everybody can engage reliably up to 600m with RCO/ARCO - and they DO so all the time. If the point of Marksman is to EXTEND this, he should be able to do this at night as well (hence this topic). NVS scope: - is fixed 5x magnification scope (designated Sniper scopes have at least 10x (AMS) or more - LPRS for example has up to 25x magnification) - does not have any ironsights (you either look throu it or don't aim at all - hence it NEEDs to be swapped if you expect CQB) - has the low-light vision constantly turned on, so it can't be used by day As you can see from the parameters, NVS is not a "designated" sniper scope (only 5x magnification) - it is a tactical scope for purely night operations. This would IMO befit Marksman and Spotter roles very well. The "suggestions" made were: 1) turn you room dark, crank the Gamma on monitor and burn you eyes out 2) always play with a buddy that will at night take grenadier role, so that he can do the 15-second fireworks just for you (Remember we are talking about EU1/2)
  8. I agree with Kirk that main point of Marksmen is ability to use rifles with mid-long effective ranges - say up to 1000m (above that is Sniper territory), for which RCO/ARCO (usable with NV Googles) fall short. At the same time, lets avoid any thermal scopes, they tend to ruin the game - I believe that is what Parabolic is refering to with the "benefis the whole server". So that leaves us with.. NVS ? (correct me if wrong) The NVS is also balanced by the fact, that it is totaly unusable for shorter ranges and by day, forcing operator to carry and swap scopes as necessary.
  9. Thats what I do at the moment Cebi - loading it myself, but most pilots wont bother with it. PS: I would thought that changing default unit inventory wouldn't be more than very minor adjustment for I&A developers.
  10. Hello A small suggestion that might improve flow on I&A: Can the cargo hold of spawned Helicopters be pre-loaded with most used items? Mainly I'm talking (quantity depending on Heli size): - commonly used mags - couple of launcher missiles - FA kits - smoke grenades - some explo charges - 1-2 mine detectors .. I've been dabbling into the Heli flying (apologies to my victims, I'm slowly getting better) and try to load some of that stuff into Heli when I have the time (wainting for ppl to board etc), but it sure would be nice if some of that is pre-loaded so pilots can just re-fill asked-for items when they have time. Most of the cargohold is by default filled with parachutes - which makes sense IRL, but which are almost never used on I&A so their number can be lowered. downside I see about this suggestion: ppl picked up on EVAC will not want to RTB, which can prolong waiting times in bases - although it is unlimately Vortex(pilots) team responsibility to decide where to go (non-issue if pilots are actively coordinating among themselves, but that not always happens)
  11. Just to not get sidetracked: its not about soloing AO in 2:00 in the morning, its when 30+ppl are online and arrival of Slammer is unnecessary overkill. A thought: Is it possible, to change spawning conditions for objects based on number of people online ?
  12. The travel time is certainly good point, althou its randomized by how far the AO is. The fact that - ultimately - even squad of footsoldiers can take AO is realy irrelevant. There is huge difference between that and tank onslaught and even super capable and coordinated squad is not taking away all the fun for other participants, not to mention you can join that squad to play together. I'm talking about EU1/2 ofc.
  13. Hello Playing about ~2 months on the I&A, I noticed one think that is quite capable of ruining the fun of the game. I'm talking about the friendly tanks - mainly Slammer or rewarded Kuma/Varsuk. While I appreciate, that the tanks are very helpful when the server has only few players on - allowing to deal with AOs quicker - they are absolutely not needed when there is more people online. Competent person/persons in a tank can take whole AO by themselves unless destroyed by CAS/Kajman - I know this for a fact, because I did so on one or two occasions. This leaves most people just arriving to AO as spectators which is just boring. I would like to raise a debate about availability of these vehicles on regular I&A. I'm NOT talking about when the ZEUS is on - he can spawn them for players if he finds it appropriate for mission. My thoughts about removing the friendly tanks: PROS: + no easymode for blufor that could leave majority players as nothing but a sidekicks + removal of blufor tanks can also be used to reduce the spawn times of opfor CAS - one of the main sources of grief for the transport Helis and HQ bombardments, like if the opfor Buzzard was not enough CONS: - tank toy will not be available to play with (unless Zeus grants it) - can be frustrating when server is severely underpopulated and you lack this option to deal with AO combined with nasty side missions like "enemy AA" or "enemy Artillery" PS: I did not included less armored vehicles like Marshal/Mora/Panther/Cheetah and their reward counterparts, because these have lower firepower and need to be played much more carefully, since they can be destroyed more easily by enemy RPGs/Tanks/MRAPs/APCs.. I would like to know what community thinks, thanks.
  14. How much (%) is you load responsible for the overall sway? The suggestion to not carry too much gear sound reasonable, but for AT soldier to skimp on missiles or Medic to skimp on medpacks is pretty annoying - resupply on battlefield is almost never happening on I&A unless Zeus is on and feels generous. If the influence of carry-load on overall sway is low (say under 30%), I dont see AT, Medic or Autorifle intentionally carrying less then 80% load.. (with AT I'm usually total packmule)
  15. I'm adding lot of thanks for all the effort John. PS: just please don't torture us with the twilight conditions(dusk/dawn) so often, peering 1km onto the darkened hill trying to see the evil enemy pixels is hurting my eyes.
  16. Actualy - is there some add-on/plugin that modifies chat window? For example MMORPGs usually allow to split chat into several tabs, so you can easily have general/squad/private in separate windows preventing vital messages beign scrolled out by more messages appearing. Unfriendly/uncustomisable chat tool is bogging communication.
  17. I do not like idea of AA-laucher only slot. AA lauchers are very niche use, unless Zeus creates specific scenario for it. I would much rather see "Titan Launcher" and "Titan Launcher(compact)" merged into 1 weapon, so that the missile specialist can carry both AT and AA misiles. At the moment I'm taking 4 AT, but if allowed I would go with 3/1 or even 2/2 loadout to be able to help against enemy AirForce when AO is new and Radiotower still stands. Same problem. If AA pilot is good and kill enemy AA/CAS fast, once RT is down they just fly around having nothing to do. It's good that they can land and take over chopper. If you lock them only into Buzzard, many won't be willing to take that spot.
  18. Many shotdowns are also caused by very strong enemy air presence -> Buzzard, Neoph and Kajman. This has been discussed in another thread i believe - opfor Air Force can feel rly OP unless you have very competent Buzzard pilot - so it all hangs on just one person, who can't be everywhere all the time. Taking down Radiotower helps, but with your transport helis being supressed, it can take considerable time to take it down. Ideally you would want to run this as real military OP, where your fighter(s) would establish air superiority and then the helis would come in - but that is something for EU3 not for EU1/2 I think.
  19. Very pretty Chrono. The only problem is, the first two songs make my brain swim, which would probably get me killed in Arma rly soon. The third one, on the other hand, would cause me to find some hilltop with a velvet grass and search for a button that would allow me to to lie on my back so I can stare at the sky. Possibly that would be qualified as going AWOL.
  20. As just a passenger I certainly like when pilots are more careful when approaching AO. Logging on and dying 3x in crash before I reach AO for the first time is total turn-off. But the idea with pilot siting by the damaged heli and waiting for refuel, I don't see that working. Yesterday I was on repair specialist class and Huron I was in took some beating and landed, I repaired it immediately and pilot thanked me, but then reported that it has no fuel. So we blew it up. Air-lifting fuel cistern to the damaged heli is - in my humble opinion - nonsense: * You are risking second chopper. (The Buzzard will not care you are on mission of mercy) * You are risking another pilot. * You now have TWO helis out-of-rotation, prolonging waiting times for everyone on server. 1) Partial solution would be - if it can be programmed in - to remove fuel-leakage from the game. 2) Even better would be: allow pilot class to carry Toolbox. If they know they can repair, they would try hard to make safe emergency landing. You might say it makes repair specialist obsolete, but I think that class only makes sense if you log-in to become part of vehicle/boat crew anyway.
  21. Why hide Chrono, you have to move with the flow!
  22. ahh music, the reason why I cant hear the enemy sneaking on me and allies screaming to stop shooting at them Mark Mancina [bLOOD+] - Countdown
  23. Ok that is weird I was definitely killed by turreted (small machinegun turret like on some jeeps) vehicle atop that castle PS: please add me as Bravo Marksman
  24. Hi, I would take any groundpounder slot. Seeing how John likes to cream us, Charlie Medic ?? Or Maybe AT specialist, since those three machingun vehicles (were those Tigrises ?) sitting atop a Castle yesterday were rly eh..
  25. Hi people I wanted to ask, what guns'n scopes you prefer for particular squad roles and why. I've been experimenting but likely miss something usefull. GUNS: Team Leader - Still did not have the guts to take the slot. Spotter - Mk18 Medic - Mk18 Autorifle - MX SW, only played him couple times Grenadier - skipped him so far, need to do some training with grenade launcher first AT specialist - MXM 6.5 (trying to save as much weight as possible for the missiles) Marksman - Mk-I EMR Repair specialist - Mk18 EOD specialist - Mk18 Sniper - did not played yet, confused about the whole "mildots" thing, even thou I watched some videos Pilot - Err, maybe when I feel like commiting mass-murder/suicide? SCOPES: RCO for CQB/NightOps on everyone (ARCO seem like the very same thing with different look, unless I'm missing something) + on the guns that deserve it (7.62 callibre) I've been taking Kahlia to switch from RCO for the daytime longrange shots There seems to be many scopes that I don't realy know if they have some special use. Would appreciate input!
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