Jump to content

Stanhope

Spartan
  • Posts

    2,130
  • Joined

  • Last visited

  • Donations

    20.00 GBP 

Everything posted by Stanhope

  1. And what makes you think you can demand anything from me?
  2. https://www.google.com/search?client=firefox-b-d&q=arma+3+invade+and+annex+apex+edition First result
  3. Time I post here again because I changed a few things since I last posted here. Current build: CPU: AMD Ryzen 5 3600 3.6 GHz 6-Core Processor Motherboard: Asus PRIME B450-PLUS ATX AM4 Motherboard Memory: Corsair Vengeance LPX 16 GB (2 x 8 GB) DDR4-3200 CL16 Memory Storage: Crucial P1 500 GB M.2-2280 NVME Solid State Drive Old 1TB HDD I ripped out of my previous laptop Video Card: Inno3D GeForce GTX 1650 4 GB Twin X2 OC Video Card Case: Cooler Master MasterBox MB511 ATX Mid Tower Case Power Supply: Cooler Master MWE White V2 230V 550 W 80+ Certified ATX Power Supply Case Fan: be quiet! Pure Wings 2 120 PWM 87 CFM 120 mm Fan (2x) PCPartPicker Part List Some pictures:
  4. Depending on the terrain this is perfectly possible. It's also possible, again depending on the terrain, that you can't even land 4km from the edge, so ~5km from the centre, from the next AO. EU1 is organized chaos, I expected nothing less. Tell them to land further away from the new AO for evac then. People have legs, they can use them. Well, if this new AO is like you said in the same grid, it's max 1 km they need to walk. That doesn't seem too unreasonable to me.
  5. Wait until the new AO is spawned in before landing a heli at the old AO, problem solved. The reason they're so close to each other is for infantry that decide to bring a vehicle. It used to be that AOs could spawn on the other side of the island, meaning that if you were in a vehicle you'd get to the new AO by the time it's finished, only to have to turn around and drive to the other side of the island again.
  6. This issue occurs occasionally, not that often though. Try joining at a time when there's not a lot of people on, it's most likely the server being overloaded with the amount of people.
  7. Yes that certainly is possible. And that's why we have engineers and fuel hemtts, they can get any vehicle back up to working order. If it's not an emergency landing you can go to either the main base or the carrier to get a full service.
  8. Shouldn't be impossible, most of the code already exists anyways, just need to apply it to that crate and it should be good.
  9. Stanhope

    UAV lasers

    For starters not nobody calls it in, I know several regulars that will happily call it it. Next no, UAVs aren't supposed to be over powered. They're supposed to be very powerful. If I wanted them to be overpowered I'd give them SDBs And finally, that's a lot of work for something that requires 2 people, one of which is a pilot to lase a target for a 3rd person.
  10. Stanhope

    UAV lasers

    I can't make it so the bomb won't drop. I can only make it so the bomb gets deleted when it drops. Additionally it'd require a lot of network calls back and forth, slowing down the server for everyone, to fix an 'issue' 1 slot is having. Same problem But that'd allow you to park your darter literally above the target, taking away any kind of imprecisions. Which would be rather OP.
  11. Stanhope

    UAV lasers

    I&A is infantry focused, so yes, support assets like the UAV, but also the regular jets, have lasers removed. And yes, a guy with an AT launcher can clear an entire AO of armour in minutes. But that's by design. I could just as easily limit the amount of missiles you're able to carry in a car as it is to take away a laser from UAVs and jets. But we're not doing that because I&A is infantry focused. Additionally, you haven't even brought up that darters can be used to completely get around not having lasers on greyhawks and the ucav. And that this basically just means you only have to deal with a bit more annoyance (in the form of a darter) and wait just a bit longer to do your uncalled cas (because you know, darters are slow). But it works. Since implementing that the amount of people doing uncalled cas as a UAV operator has gone down. And the amount of times that the UAV operator was called in hasn't gone down at the same rate, not even significantly. So I guess it works. So unless you can suggest something that would stop UAV operators from doing uncalled cas while simultaneously giving the laser designators back this is a solid no for me. ^Just my 2 cents
  12. @Guard81 This topic is for pictures of AWE, one of our servers, this is the topic you're looking for:
  13. The next gamenight is in 25 minutes if you wanna join, otherwise you can join on sunday.
  14. Hi, welcome AWE isn't up all the time, we play gamenights every friday and sunday for now. Soon-ish we'll have Liberation on there for a while. For now, just look in the events section, there'll be a .html file in the topic somewhere there. You can import that html in your launcher and it'll automatically make a preset and download any missing mods. If you need any help just join our teamspeak (ts.ahoyworld.net) and ask someone for help. The more tags they have, the more they'll know about modded (in general). Also be sure to read the TFAR setup guide here:
  15. As far as I know there's no way to give certain units with a UAV terminal only access to certain UAVs. It's all or nothing. And we obviously don't want to give EOD roles access to all the UAVs. I could be wrong in this though, there might be a way. But if there isn't this is simply impossible.
  16. You know where to find both the feedback thread and the ideas box if you find this to be an issue and want to give some constructive feedback.
  17. You do realise that you have medical heal actions on every arsenal right?
  18. So I've talked to the people in charge and we're gonna implement it this way: An additional taru (without a pod) will be placed at guardian All of the taru pods will be placed at guardian The fuel hemtt will be removed from guardian You'll only be able to attach and detach the pods when landed
  19. Alright, I've talked about this with the people in charge: Laser designators: no Titans: you will be able to pick them up in the field, not from the arsenal EOD vests: will be added to all infantry roles GA Carrier Lite: no Gendarmerie Vest: already being added
  20. They were removed from the arsenal because they are CSAT equipment and we're fighting CSAT. I'm well aware that there's several other pieces of CSAT equipment in the arsenal, I'm not particularly happy about that. Now I'm not saying I won't add them but it needs some more convincing, just having different zoom levels doesn't justify it for me. As I said, not particularly happy about those CSAT weapons. But while working on Liberation I've messed with their arsenal restrictions a bit and think I can make the arsenal whitelist work so you can't take them out of the arsenal but can take them off of the ground. I make no promises though. The EOD vests are already in the arsenal for explosive specialists and maybe the engineer as well, can't remember. Again, enemy equipment, I'm not saying I won't add them but them just looking nice isn't justifying it for me. These will be in the next update:
×
×
  • Create New...