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Stanhope

Spartan
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Posts posted by Stanhope

  1. 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:

    Spoiler

    20200621_152617.jpg

     

    2 pictures from during assembly:

    20200617_142337.jpg


    20200617_143824.jpg

     

     

  2. 2 hours ago, Maulkin said:

    You cant just land a heli two times to a place that is roughly 2km away from new AO. 

    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. 

     

    2 hours ago, Maulkin said:

    There is a little chaos going on in server if you checked recently

    EU1 is organized chaos, I expected nothing less.

     

    2 hours ago, Maulkin said:

    choppers are blowing up most of the time shot by ground AA and jets/helos

    Tell them to land further away from the new AO for evac then.  People have legs, they can use them. 

     

    2 hours ago, Maulkin said:

    the guys on ground have to run all the way to the new AO

    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.

  3. 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. 

  4. 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.

  5. 20 minutes ago, Berker said:

    I would like to suggest an idea that could be a script for preventing uncalled CAS. When someone needs cas, they type a command (lets say it is "!CAS"). And this action starts a 1 or 2 minutes countdown. UAV operator can only drop bombs in this countdown. When the UAV operator tries to drop bomb without someone triggering countdown, bombs won't drop. 

    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.

     

    22 minutes ago, Berker said:

    As a different variation of this idea, all UAVs are unarmed and when someone types the command in chat, one of the UAVs will get rearmed with only 1 GBU. If UAV operator don't use it, bomb will get removed in 1 or 2 minutes.

    Same problem

     

    22 minutes ago, Berker said:

    If those suggestions are not satisfying, I would also like to suggest making darters invisible for AI. It is really annoying to see tigrises using AA missiles to shoot darters. Sometimes tigris even trying to snipe darters from 1.5 km away

    But that'd allow you to park your darter literally above the target, taking away any kind of imprecisions.  Which would be rather OP. 

  6. 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

  7. 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:

     

  8. 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. 

  9. 22 minutes ago, TheScar said:

    ... in order to service their jets and UAVs quicker to avoid the regular wait time for the service script

    Let's not twist reality.

    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. 

  10. 5 hours ago, Stryker990 said:

    Laser Designator (Hex) and Laser Designator (Green Hex): Now b4 somebody says we already got the NATO ones, you are right however the CSAT lazors are different to the NATO versions in that they have 1x-20x zoom compared to the 5x-25x zoom of the NATO versions.

    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. 

     

    5 hours ago, Stryker990 said:

    Titan Compact Colors: We currently only have the Tropic and Sand Versions i would like have the Olive unlocked in the Arsenal and if possible the unblacklisting of the CSAT launchers so we can pick them up in the field which i feels should be possible since we already got many of the CSAT colored Weapons including the RPG-42 as well as the ability to pick up enemy hex-color backpacks (if possible the AA titan colors as well)

    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.

     

    5 hours ago, Stryker990 said:

    EOD Vests: They are the same in terms of Protection as the Carrier GL Rig's and the GA Carrier GL Rig's however the EOD's have less load capacity but also a reduced weight which might prove usefull (ive found at least 1 of my loadouts that would benefit from it)

    The EOD vests are already in the arsenal for explosive specialists and maybe the engineer as well, can't remember.

     

    5 hours ago, Stryker990 said:

    GA Carrier Lite and GA Carrier Rig: now i understand the reason we dont have them is that they are only available in Digital which is AAF Camo however they would provide more options since they arent just stat clones of others vest like the CTRG rigs are clones of the normal Carrer lite and Carrier Rig

    Again, enemy equipment, I'm not saying I won't add them but them just looking nice isn't justifying it for me.

     

    5 hours ago, Stryker990 said:

    Gendarmerie Vest and/or Tactical Vest (Police) now the Gendarmerie/Police Vests are a bit more contentious since they are kinda civilian Vests they however have increased Protection compared to the normal Tactical Vests without increasing the load which would give more Options to the player (you might not need more gear but would like a bit more Protection)

    These will be in the next update:

     

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