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ShadowAce11

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Everything posted by ShadowAce11

  1. Now that I'm back from my week hiatus I can respond to this. @Johnson, @Noah_Hero, I'm not sure if I was the ASL, but thanks for the shout-out. I try to get everyone ready and out in 10 minutes or less, because I get just as fed up with the arsenal dress-up and other BS as much as everyone else. Keeping the server moving is the best way to keep it alive. I have been trying to ASL more often. I feel it's appropriate as a moderator, and I also feel obligated after logging over 1,000 hours on Enhanced alone. I've experienced my fair share of problems with how heavy the task of team management gets with the role. I can't just give some advice and fix this, but I can at least describe my ASL playstyle and hope people take something from it. Personally, I can't stand any support team in general because it takes away from my ability to command my squad. So, I generally trust peoples' ability to be autonomous and send them about their business. Should I have a Vortex, I will simply tell him to do recon, or engage at will, or be ready for transports. What he does between orders I couldn't care less about. I apply the same to other support squads, especially logistics. Last time I was leading, it was Malden. I told Logi "pick any place you want a FOB to be at and just go and build it." Additionally, I make it clear that I expect the individuals within that squad to rejoin Alpha after the FOB is built. If they give me attitude for that call, I just revoke my approval for a FOB at all. If they disconnect because of that, obviously I'm a little regretful that we just lost a player, but I'm not going to let them just build bases all over the place while the undermanned Alpha gets massacred. (I don't see a need for the FOB most of the time in the first place, because that nullifies nearly all the other support roles - especially Vortex. For example, as ASL I could actually put Vortex to use transporting vehicles, or doing MEDEVAC. Then a FOB comes along with a vehicle spawnpoint and a medical building, and all that's left for Vortex is CAS. But infantry often worry about having too little to do, so I avoid calling in Vortex, which means he's just sitting at base or hovering around the AO watching the ground troops clear an objective at 1/10th the rate he could. But I digress...) My primary duty as ASL is to lead Alpha, not coordinate support teams. So, I don't; I give broad orders and expect those teams to know what to do. The time I spend dealing with support's problems is valuable time I'm losing with my squad, and it distracts from my ability to respond adequately to threats and events. I allow people to take slots like Vortex and Logi while I'm leading because I know that's the role they want. I will not deny them their desired role because I want Alpha to be full; but I wholeheartedly expect them to either contribute, or have their hour of fun and join those who are actually working towards something. If I'm going to allow a full team to build a FOB, then screw around at it for the rest of the map duration, I'd rather not have those people on at all. You will help us move forward in some way if I am ASL, that's guaranteed. I will always prioritize enjoyment over slotting rules. If you want to do something like Hammer or Angel for example, I will find a way to incorporate you into our missions without distracting from the infantry's experience. I just ask that you commit to your role, and that you can be autonomous with it.
  2. Below is the concept I had put some thought into November 2nd. Given the five-man team thing seems to be staying, I'm still undecided about what to put in each Alpha team to compensate. First thoughts would be to add an ammo bearer, but given that was essentially the AR assistant role months ago and nobody wanted to take it, it makes no sense to add it back. Second idea would be the generic rifleman, whose role would be as described. But generic, boring roles mixed in with a plethora of specialized ones will result in most people hopping on only for those premier special roles, or not joining at all. It's becoming more common that people just log off when they don't see the role they want; and time has shown that very few people ever want a basic, non-specialized character. I looked up realistic job options within the US military and mostly found things that were either impossible to implement into the server, or stuff that would take away from things like Command's FAC or logistics; so I'm at odds with myself as to the fifth role.
  3. Locate and disarm nuclear device mission still fails to clear upon completing the disarming process. Edit: Any asset rescue mission still fails when bringing him back to any medical facility that relies on a person to heal (i.e. carrier). There must be an actual facility with an area healing effect.
  4. Okay. Okay. I think some points were missed here. Yep, and that would be the main problem: the AI's pathfinding capabilities. However, in my experience as Zeus so far, a basic move order works perfectly fine. If the AI gets stuck on a wall, yes, they'll dismount then, but that's usually a rarity. Just to ensure the AI gets to their destination, I might recommend them spawning in as careless and upon reaching their marker, shifting into aware or combat mode. @Stanhope, you're an exception to this chat, because you're one of the few who willingly takes the leader roles. What I'm bringing this up for is more for those who don't mind leading, but just need that little extra bit of incentive to be persuaded to take the slot. (btw thanks for leading <3) I mentioned that these LR radios would be optional. They don't need to take them, and I don't expect a lot of people to do so since they are a lot of unnecessary weight. Communicating with Vortex via the 152 is fine, but still very limited in range. If you have to send Vortex back to base for reinserts, there's a good to fair chance you won't be able to contact him until he gets back to you; on maps like Lythium and Bozcaada, that's a long outage time. On cTab, I side with @Amentes on his previous comments about the use of cTab in general; it bypasses a lot of things that could improve gameplay and the challenge that the server tries to present (apologies if this wasn't Amentes that brought this up). That's just a debate about preferences at that point, and I doubt we'll get anywhere with that. Half of the appeal of taking a long range as TL is for the support options I brought up. One might not be necessary for communicating with Vortex, but it is for calling in support. If you get a TL who wants that option, they can take it. If you get a TL who doesn't, they don't have to take it. It's all about being optional. For the first part, I think the spoiler with additional comments deals with this problem pretty well. For the second part, good critique. The importance of communication while using support will be absolutely crucial; perhaps bring the Shelldrake communication from the command channel to the side channel so everybody can see what's going on as a quickfix while something more stable is being worked out? <-- I also understand that might lead to breakdown in side channel silence, so maybe not the best idea, but it's what I've got off the top of my head right now. There are times where SL is separated from the rest of the team and they cannot reach his body to get the LR. I'm trying to just account for that fact, not for the times you can do such a thing.
  5. Hey guys, Throughout my ~1000 hours on Enhanced, one problem has remained consistent: There exists absolutely no desire to become a team leader. Nearly every other role, including squad lead, is more desirable than TL because of the specific outstanding perks you gain. TL has had the same abilities and responsibilities since I began playing, which, to my knowledge, are the following: Responsibility: Coordinating a team. Responsibility: If SL is not present, BLUFOR lead defaults to you, but cannot grab a LR radio if needed. This can include: Specialty team coordination Vortex coordination Requiring full commanding attention while managing a full team Ability: Underbarrel GLs are permitted. Since many people refuse to take a squad lead position, the responsibility of BLUFOR coordination falls onto the most relevant TL much more than it should; and continuing on that, the responsibility sometimes falls onto the most relevant AR since nobody wants TL either. This. Needs. To. Change. I've gotten used to the SL responsibilities being passed onto the TL after so long, but it is completely unacceptable to pass on this sort of responsibility to an AR or other role; they have their own roles to fulfill which keep them occupied. My highest recommendation to solve this is to make TLs more useful. I wouldn't go as far as adding SL artillery support or something like that, but make it so that the role becomes appealing again; after a year of observing, it's very clear that grenade launchers aren't enough. (Especially since grenadiers are a thing now.) I understand there's a larger underlying issue to this, and it's that people simply don't want to lead. And I get that, as I'm sure anybody else would. Leaders are definitely a minority in both this community and in real life. I'll lead if I have to, but I would much rather take a medic or engineer slot and follow, as well as knowing my role will have some applicable purpose in the field. This is not an issue that will be solved by a simple buff in the TL slot, but it might encourage those who are willing to step up more than they usually do. At this point in time I've only one idea for resolving this, and it's to change the TL role to something more specialized. What that specialization might be I'm not sure, since in a single squad we have ARs, engineers, medics, grenadiers, marksmen, LATs, riflemen, and intel ops. This is why this topic is going into this subforum - I'd love some player input on this. If we come up with a consensus, perfect. If we don't, we'll still get a good list going of TL role revisions. Things I highly recommend against when it comes to suggestions: Do not make TL an ammo bearer. The AR assistant role (for the new guys around here, that role was specifically for ammo bearing) was removed previously because nobody wanted to just lug around ammo for others. This would make TL even more undesirable. Do not give TL abilities like those of SL, i.e. artillery support. That is part of the appeal of taking SL, and should stay there. Additional comments about this in the spoiler below. Do not give TL a role already assigned to a specialty group, such as carrying a more powerful weapon or incredibly heavy MAT/HAT-like AT. Things I might recommend off the top of my head: Make the TL LAT-capable. Yes, we already have two LATs in each squad, but in the case of certain factions (especially the PLA), some light launchers such as the AT-4 have proven to be necessary. Rebuttal: The Rifleman LAT can just grab one from the arsenal and drop it to the TL already. Why should we whitelist the AT for the TL? For the sake of simplicity. It's much better if someone can have direct access to something rather than having to ask another player for a launcher, over and over again with every map change and such. Give TLs optional LR radios again. This way, should there not be a squad lead, the TL can simply go into the arsenal and grab one instead of having to knick one off of Vortex or stay near a long range-equipped vehicle. Once again, this is for the sake of simplicity. Additional comments about the second non-recommendation: TL;DR: Read the post. An open discussion on this would be great. Whether you're an experienced player, an admin, a veteran, or just getting acquainted with Enhanced, feedback and your personal suggestions about improving this role would be incredibly helpful.
  6. Putting this out on the page as a notice. Attempted joining Enhanced multiple times tonight, kicked off every time for the consistent reason of unaccepted keys. The repo says the files are necessary. Here's a list of all keys that were unacceptable, along with their accompanying (also unacceptable) .cfg files in parentheses: FIR_A10A.pbo (FIR_A10A.Cfg.pbo) FIR_A10C.pbo (FIR_A10C.Cfg.pbo) FIR_F2A.pbo (FIR_F2A.Cfg.pbo) FIR_F15.pbo (FIR_F15.Cfg.pbo) FIR_F16.pbo (FIR_F16.Cfg.pbo) FIR_F16D.pbo (FIR_F16D.Cfg.pbo) FIR_F22.pbo (FIR_F22.Cfg.pbo) Obviously this is just an easy fix of deleting them, but I wanted to let people know about this should they get worried that Sync says things are alright but the server calls it a fake repo.
  7. Tonight marked my 1,000th hour on Arma 3; surpassing my second most-played game by over 200 hours and my third-most by nearly 400. These 1,000 hours have been spent exclusively on AW servers (and AW members' private servers), with likely 930 spent on AWE alone. And so, I just wanted to make this little appreciation post thanking the community for the fun times had. You all are great. A special shout out to BaeCollector (@SkullCollector) for introducing me to the game and AW. You're a darling. dont kill me pls senpai I'm looking forward to hundreds more hours of enjoyment with you guys in the coming months, and I hope I can repay you guys somehow for it in the future. - Shadow
  8. Not sure if this has been already reported, but this has been a known problem for a little while. Civilians are willing to trade for information, but want nothing.
  9. First of all, hello after my two week vacation hiatus. Second of all, more Russian OP BS.
  10. An accurate representation of Nomad does on their time off.
  11. Like given for the insane amount of effort that went into this. Despite playing roughly 860 hours of Arma 3 exclusively on EU3 since I first logged on in May 2016, I have never taken the slot as I have feared the differing zeroing methods (plus I'm less of a rifle guy and more of a driving-a-nuke-with-an-American-flag-bumper-sticker kind of guy anyhow, demonstration in spoiler below) and whether or not they're even utilized. This guide may convince me to finally take it.
  12. ShadowAce11

    Norwegian Corps

    @LEO and @Sony share a photo together while @Jorgensen73 pouts and tries to ignore the camera.
  13. I might suggest adding fast rope training into the mix. As far as I know if even one person messes it up, it sends the helicopter flying or some other weird physics glitch. It's a technique that could be used a lot more often, especially on urban or forested areas. Kerama is amazing for this. I've only skimmed through this topic, so forgive me if this has already been mentioned, but I would highly recommend training nights from here on become exclusive to the trainees and the trainers. Having others come in only to go mess around on their own takes away the entire purpose of having a serious, educational couple hours. Last time I was on a training night, Skull was hosting and had an AT range for us, occasionally spawning in live vehicles. This was amazing practice for anything from M60s to the MAAWS, and should definitely be replicated.
  14. ShadowAce11

    fastroaping done right

    Was this when I was piloting?
  15. Agreed. If we do this we're just becoming a network of Big Brothers. Don't think any new person would take kindly to superiors always watching over his/her shoulder. Big objections to this here. Personally, I would classify AWE as private; or at minimum, exclusive. I say this because most players, unless they're serious about joining, would not usually put in the effort to go through the mod/repo installation and familiarize themselves with the rules and systems of the server. In short, it's not private because the staff chooses to make it, but because it takes more dedication and patience than regular servers. Secondly, yes, there should definitely be stopping anyone from taking what they choose, that's why we have the server slotting rules. If individuals prove, time after time, that they are incapable of handling the slot they choose, either some sort of assistance should be given or they should be postponed from the role (for how long would likely be the staff's jurisdiction). Else, they will continue dragging the team down and ruining others' experience. No permanent repercussions, correct. But something should be done ASAP to help the player improve or else immersion-breaking things like one-manning and crashing Apaches will be seen by the newcomer as "eh, I can just spawn another one in." Get enough people with that mindset and the whole concept of a serious milsim vanishes.
  16. That's why I suggested it be encoded. Like, a letter in bold here, a letter in bold there. Piece them together at the end to get the password. Maybe people would still skim through, but at least they wouldn't be able to go straight to the end.
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