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ShadowAce11

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  1. Thanks
    ShadowAce11 got a reaction from Pascal-NL in [AWE][GAMENIGHT]Operation Nightfall on 13/4 at 1900 UTC   
    ------------------------------
    STANDARD INFORMATION
    ------------------------------
    Event Date: 4/13/2018
    Event Time: 1900/7:00 PM UTC (2:00 PM EST)
    Mission Name: Nightfall
    Brief Summary: BLUFOR is tasked with extracting the stranded civilians on Tembelan in the wake of a Russian invasion.
    Player slots: 16 BLUFOR, 24 Civilians
    Expected Mission Length: Unknown
    Mods required: Standard Enhanced Modset
    Server slots: 40
     
    ------------------------------
    UNIT DESCRIPTIONS
    ------------------------------
     
    MARSOC LIBERATORS
     
    All 16 men will be equal; no medics or engineers. You will be dropped in with identical gear, though you are permitted to change into your preferred loadouts upon beaching.
     
    Keep the arsenal interaction quick; use a loadout you already have. Don't keep the civilians waiting because you want to have a hat that matches your shoes.
     
    In regards to the signup sheet: I am giving everyone the option to choose their teams in case people want to group up. To be extra clear, I added a short response section where you can give specific names. Be aware, though, that this will only be utilized if there are entirely empty teams in BLUFOR; I will not kick people out of requested slots to ensure groups are together.
     
     
    CIVILIANS
     
    There are 5 special civilians within this mission that can enhance the gameplay, and 19 standard ones. Here are the roles, plus some additional information:
     
    Civilians spawn in packs of 2-4; you will always have a buddy. While the map will generally be bright enough to see at night, civilians will not have night vision. Their only light source will come from their vehicles' headlights. If you die, you will respawn in a jail cell. You will have to wait for MARSOC to liberate you. This could be 15 minutes, it could be an hour. Take your life seriously.  
    Special Roles:
     
    Paramedics: Have the ability to treat advanced wounds. Total count: 2. Paramedics spawn together. EDIT, 11/4/18: There are no more paramedic slots available. Minipily has secured a paramedic role. SkullCollector has secured a paramedic role. Mechanics: Have the ability to repair vehicles. Total count: 2. Mechanics spawn together. EDIT, 8/4/18: There are no more mechanic slots available. Neo Lopez has secured a mechanic role. Adshield has secured a mechanic role. Profiteer: The only civilian to start out with a weapon; a PP-2000. Total count: 1. EDIT, 8/4/18: There are no more profiteer slots available. Johnson has secured the profiteer role.  
     
    ------------------------------
    ADDITIONAL COMMENTS [IMPORTANT]
    ------------------------------
     
    Russians have most of the key intersections blocked off with checkpoints, and will shoot anybody who attempts to go through them. If you see a random Russian patrol as a civilian, do not freak out. They will only shoot you if you try to go through a checkpoint; unless, the condition below this is true: Russians have a weapon cache on the map; two civilians start near it. If you are caught trying to steal, the entire civilian population on the island will be treated as hostile from that point on. Stealth tactics are expected and demanded for both factions; civilians may need to offroad or even swim to evade hostiles. Any messing about by MARSOC will be punished. This is not a run-and-gun mission.  Leave the island only when all MARSOC and civilians are at the exfil point.   
     
    INGRESS. MANEUVER. SECURE. LIBERATE. DESTROY. TRANSMIT. EVADE. EXFIL. 
    NIGHTFALL
     
     
    Sign Up Here: https://goo.gl/forms/5moOiilecJjIKJEX2
    View the Roster: https://docs.google.com/spreadsheets/d/1BVZFtm8R5L4_QxCjsgZvkdkptNVvjlydxdxUfg0jsvI/edit?usp=sharing
     
     
  2. Thanks
    ShadowAce11 reacted to Mouldy in [AWE][GAMENIGHT]Operation Nightfall on 13/4 at 1900 UTC   
    We've got an exciting mission by ShadowAce taking place in two weeks, sign up if you're interested!
  3. Like
    ShadowAce11 reacted to Chuck in Teamspeak Update   
    Hey guys,
     
    Over this month we've been overhauling the Teamspeak permissions as some of you have a lot of issues sometimes with overlapping permissions etc. 
     
    Every Server group has all the permissions of the group before
     
    Guest -
    Can Join all public channels
    AW Member -
    Can create a subchannel in [Create your Own Sub-Channel]. Can access general file browser
    Donator -
    Can join the Donator channel, Can access donator file browser. Can poke Core Staff 
     
    Most of these changes you won't see as it's mostly for the benefit of staff.
     
    The channels will do a bit of moving and updating, however, all the main channels will stay the same.
     
    I'll post again soon when all the changes have been implemented
     
     
     
  4. Thanks
    ShadowAce11 got a reaction from Minipily in Repo Rework Ideas   
    Putting this in the general discussion area rather than submitting a feature request as this is a topic that deserves discussion and input from the community. 
     
    Firstly, a little transparency. Before I was a moderator, along with now, I've heard a large amount of in-game discussion about things that players think should be added (or re-added); but these features are often ones that would mean massive repo change, such as the CUP collection. While the general consensus I'm getting from the community is that people want CUP, it has been met with hard resistance when presented to staff. This is for two reasons:
     
    Adding CUP would likely mean adding it in its entirety. Not including the map pack, that's 8.8 GB. That's a massive amount to download (and update) for a repo, and when we did have these mods (I had just joined the community at this point), the staff were getting constant complaints from the community about huge updates that take a horrid amount of time to download. So, CUP was removed in the sake of minimizing the repo size, including everything that required it (i.e. Fallujah, Lingor, Isla Duala).  There is a max limit to the repo size due to our current server hosts. I think all of us would love to see CUP added back on top of everything we already have, but it just is not possible. If we were to add it back, we would likely have to get rid of all our current maps (minus Altis, Stratis, Malden since they're part of Arma 3 itself) and a few weapon/outfit packs. After seeing the public outcry for Lythium to be kept, I don't see any proposal for its replacement with CUP to be successful any time soon.  
    ---------------------------------------------------
     
     
    With the above being said, I am going to suggest some things here. Again, I'm suggesting these things here because this is too big a topic to squeeze into a single mod request. Here are my recommended repo changes, leading with a - or a + to be removed or added respectively:
     
     - Gorgona (100 MB)
     
    From my discussions with the community, Gorgona seems to be a universally-disliked map. Its small size often leads to overlapping missions, and huge mission area markers. Due to a lack of diverse mission locations and generally no need for Vortex or waterborne assets, it quickly leads to boredom among the players; and when the server population gets to the point of, for example, a full Alpha, things get cluttered. 
     
     - LAV25 (100 MB)
     
    Introduces effective, but incredibly weak and unreliable LAVs. Hardly ever used for that reason.
     
     - StrykerPack (174 MB)
     
    Introduces generally ineffective and weak Strykers based off of Arma 2. Horrible steering. Rarely used, if ever.
     
     - JS_JC_FA18 (191 MB)
     
    Personal preference on this one. I see absolutely no reason to have 191 MB dedicated to a single aircraft. There are plenty of other jets Vortex can take, even though it's already a rarity that Vortex takes a jet in the first place.
     
     + Civilian Occupation System (1 MB) [possible code streamlining @Ryko?]
     
    Possible tool for civilian presence within Stiletto. Seems to make everything largely automatic and allows for custom scripting to be applied, so it shouldn't take away from intel gathering and such. This suggestion is mainly for Ryko.
     
    Armaholic: http://www.armaholic.com/page.php?id=25194
    YouTube: https://www.youtube.com/watch?v=mSqvIavO8BA
     
     
    + TPW Mods
     
    Ambient enhancement for all aspects of gameplay. Too much to describe here, check out the Armaholic page. Everyone, PLEASE check this out.
     
    + Advanced Sling Loading, Towing, and Rappelling (.67 MB)
     
    Most are familiar with these mods, and the names are self-explanatory.
     
     
    ---------------------------------------------------
     
    Total Repo Size Change: -474.33 MB
     
    This leaves some moderate space for future feature suggestions.
     
     
    Now, in regards to the repo, I'd like to use this thread to allow people to discuss and propose repo changes in the above manner; go through a number of suggestions (not just one, use the regular feature request for that), but have both additions and subtractions and have a solid argument for each. Do not just suggest things at random because they look neat or because you think the server would be better with/without them; be constructive and thorough with your thoughts.
     
    Cheers,
    Shadow
  5. Like
    ShadowAce11 got a reaction from Walk'N in Repo Rework Ideas   
    Putting this in the general discussion area rather than submitting a feature request as this is a topic that deserves discussion and input from the community. 
     
    Firstly, a little transparency. Before I was a moderator, along with now, I've heard a large amount of in-game discussion about things that players think should be added (or re-added); but these features are often ones that would mean massive repo change, such as the CUP collection. While the general consensus I'm getting from the community is that people want CUP, it has been met with hard resistance when presented to staff. This is for two reasons:
     
    Adding CUP would likely mean adding it in its entirety. Not including the map pack, that's 8.8 GB. That's a massive amount to download (and update) for a repo, and when we did have these mods (I had just joined the community at this point), the staff were getting constant complaints from the community about huge updates that take a horrid amount of time to download. So, CUP was removed in the sake of minimizing the repo size, including everything that required it (i.e. Fallujah, Lingor, Isla Duala).  There is a max limit to the repo size due to our current server hosts. I think all of us would love to see CUP added back on top of everything we already have, but it just is not possible. If we were to add it back, we would likely have to get rid of all our current maps (minus Altis, Stratis, Malden since they're part of Arma 3 itself) and a few weapon/outfit packs. After seeing the public outcry for Lythium to be kept, I don't see any proposal for its replacement with CUP to be successful any time soon.  
    ---------------------------------------------------
     
     
    With the above being said, I am going to suggest some things here. Again, I'm suggesting these things here because this is too big a topic to squeeze into a single mod request. Here are my recommended repo changes, leading with a - or a + to be removed or added respectively:
     
     - Gorgona (100 MB)
     
    From my discussions with the community, Gorgona seems to be a universally-disliked map. Its small size often leads to overlapping missions, and huge mission area markers. Due to a lack of diverse mission locations and generally no need for Vortex or waterborne assets, it quickly leads to boredom among the players; and when the server population gets to the point of, for example, a full Alpha, things get cluttered. 
     
     - LAV25 (100 MB)
     
    Introduces effective, but incredibly weak and unreliable LAVs. Hardly ever used for that reason.
     
     - StrykerPack (174 MB)
     
    Introduces generally ineffective and weak Strykers based off of Arma 2. Horrible steering. Rarely used, if ever.
     
     - JS_JC_FA18 (191 MB)
     
    Personal preference on this one. I see absolutely no reason to have 191 MB dedicated to a single aircraft. There are plenty of other jets Vortex can take, even though it's already a rarity that Vortex takes a jet in the first place.
     
     + Civilian Occupation System (1 MB) [possible code streamlining @Ryko?]
     
    Possible tool for civilian presence within Stiletto. Seems to make everything largely automatic and allows for custom scripting to be applied, so it shouldn't take away from intel gathering and such. This suggestion is mainly for Ryko.
     
    Armaholic: http://www.armaholic.com/page.php?id=25194
    YouTube: https://www.youtube.com/watch?v=mSqvIavO8BA
     
     
    + TPW Mods
     
    Ambient enhancement for all aspects of gameplay. Too much to describe here, check out the Armaholic page. Everyone, PLEASE check this out.
     
    + Advanced Sling Loading, Towing, and Rappelling (.67 MB)
     
    Most are familiar with these mods, and the names are self-explanatory.
     
     
    ---------------------------------------------------
     
    Total Repo Size Change: -474.33 MB
     
    This leaves some moderate space for future feature suggestions.
     
     
    Now, in regards to the repo, I'd like to use this thread to allow people to discuss and propose repo changes in the above manner; go through a number of suggestions (not just one, use the regular feature request for that), but have both additions and subtractions and have a solid argument for each. Do not just suggest things at random because they look neat or because you think the server would be better with/without them; be constructive and thorough with your thoughts.
     
    Cheers,
    Shadow
  6. Like
    ShadowAce11 reacted to SkullCollector in [AWE] OP Organised Stiletto on 24/01/2018 at 1900 UTC   
    Event Date: 24/01/2018
     
    Event Time: 1900 UTC
     
    Mission Name: OP Organised Stiletto
     
    Brief Summary: Join us for our kick-off to weekly organised sessions of Stiletto!

    Every Wednesday will see an orchestrated effort to play Stiletto properly with an established chain of command and staff members to moderate it all. This is when we play the mission coordinated and with our honest game faces, to escape the rut and show off what AWE can do when we put our minds to it!

    For regular players, there is no need to sign up; just join!
    For leadership positions, please fill in the following form. You'll have a choice between PltCo, JTAC, SL and FTL and it's first come, first served. The highest ranking slot will then decide on additional elements such as Vortex, Hammer and Logi. Every week and every CO will be different in that regard!
     
    Leadership Sign-up: https://goo.gl/forms/8sr5m1hHf3cXCXHs1

    ---

    This is the first in a line of scheduled sessions and of course benefits greatly from all your feedback. If you think future sessions are better off on a different day, let us know.

    Hope to see you all there!

    Cheers.
     
    Cover Image:
     
    Player slots: 44
     
    Expected Mission Length: 90 minutes to open-ended
     
    Mods required: Standard AWE
     
    Server slots: 44
  7. Like
    ShadowAce11 reacted to Johnson in Vehicle Name Guide   
    Let's face it; there's a lot of scary names and numbers on Stilettos flagpole spawner, so here's a simple picture-guide on each vehicle:
     
    (Keep in mind that, while the vehicle designations won't change, the list of vehicles available on the spawner may, so you might find something here that isn't in Stiletto. The main point of this is to educate and encourage more people into the use of ground vehicles as well as limit levels of confusion,
    so I will consistently update this list)
     
     
     
     
     
     
    Unarmed Vehicles:
     
    M1025A2 (Unarmed)
     
    M1097A2 (2D)
     
    M1097A2 (2D/Half)
     
    M1097A2 (2D/Open)
     
    M1097A2 (4D)
     
    M1097A2 (4D/Half)
     
    M1097A2 (4D/Open)
     
    M1078A1P2
     
    M1078A1P2 (Flatbed)
     
    M1078A1P2-B
     
    M1078A1P2-B (Flatbed)
     
    M1078A1P2-B CP Box
     
    M1083A1P2
     
    M1083A1P2 (Flatbed)
     
    M1083A1P2-B
     
    M1083A1P2-B (Flatbed)
     
    M1084A1P2
     
    M1084A1P2-B
     
    M1085A1P2-B (CBPS)
     
    M977A4
     
    M977A4-B
     
    M977A4 (Ammo)
     
    M977A4 B-KIT (Ammo)
     
    M977A4 (Repair)
     
    M977A4-B (Repair)
     
    M978A4
     
    M978A4 B-KIT
     
     
     
     
     
     
     
    Armed Vehicles:
     
    M1025A2 (M2)
     
    M1025A2 (Mk19)
     
  8. Thanks
    ShadowAce11 got a reaction from Walk'N in Apologies   
    I can confirm, but it's absolutely nothing worth punishing. I've spent 1200 hours on Enhanced, and you can definitely be sure I've accidentally mass-TK'd a loaded Humvee or knocked out the rotors of a heli with a tall vehicle causing a chain reaction before.
     
    The most I took away from the incident today was that yes, you should wait to blow vehicles until people (and especially other vehicles) are at a safe distance, and that it looked hilarious for me to take a grenade to the back of my neck and ragdoll into the interior of the helicopter before everything blew up.
     
    I appreciate your honesty. Most players either go radio silent when they know they're going to get called out (I've had people go silent, completely, for over 15 minutes to avoid taking responsibility for their actions), or just try to go under "uh... must've been a hostile rocket." Props for being responsible.
     
    On another note, if I remember right, the mission didn't fail, so that might be something to note in the Stiletto feedback thread.
  9. Like
    ShadowAce11 reacted to Walk'N in Apologies   
    I don't know where to put my apologies for the f***ed up mission of Castle Rescue on Malden this evening :
    I know I'm the one who blow up the BH by blowing the HMWW, @ShadowAce11 may confirm.
    I heard people talking about a rpg but we were too far... It was probably due to grenade rounds in the car.
    I'm really sorry about that and every other fail I have done(shooting in Hobnob, failing to be good vortex yesterday evening,...) and I accept any consequence 
    Good evening  guys
  10. Like
    ShadowAce11 got a reaction from Xwatt in Logi, SLs and a whole lot of other things apparently   
    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. 
  11. Like
    ShadowAce11 got a reaction from SkullCollector in Logi, SLs and a whole lot of other things apparently   
    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. 
  12. Like
    ShadowAce11 got a reaction from Noah_Hero in Logi, SLs and a whole lot of other things apparently   
    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. 
  13. Like
    ShadowAce11 got a reaction from Ryko in Logi, SLs and a whole lot of other things apparently   
    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. 
  14. Like
    ShadowAce11 reacted to MoonFire in Gravity? What Gravity!   
    @chicken_bananas @hobnob11 @The_Mighty_Ginge @Chubbs
     
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    ShadowAce11 got a reaction from SkullCollector in Screenshots During Today's Ops   
    Because I didn't want to spam the gallery with pictures.
     
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    ShadowAce11 got a reaction from Lindi in Screenshots During Today's Ops   
    Because I didn't want to spam the gallery with pictures.
     
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    ShadowAce11 got a reaction from PiranhA in Screenshots During Today's Ops   
    Because I didn't want to spam the gallery with pictures.
     
  18. Like
    ShadowAce11 reacted to Ryko in FSG: Lets talk about it.   
    Hi folks,
     
    Thanks for this discussion.  It's topical and time because the AWE Moderators have been discussing it intently, and we are going to proceed with a few changes.
     
    Background, and the problem.
     
    The original idea behind expanding the HAT & MAT teams was to create a single, unified team to provide a variety of support options to infantry teams.  To that end, HAT, MAT and Torch to some degree were unified into FSG as a single team.  The intention was to allow that team to have access to a flexible range of support options.
     
    The problem has been that in practice, it hasn't worked out as intended.  The rules for slotting up into FSG have been poorly interpreted, there are often times when FSG goes out without a squad leader, making coordination extremely difficult, and people have flocked to FSG without populating Alpha first.  I'm not looking to place blame on anyone - those are fun toys to play with, and if you've played a lot as infantry, of course you want a different experience.  The problem is that the resulting chaos and ill communication that results in efforts to populate FSG have created a negative environment.
     
    Next steps.
     
    1) Effective in Stiletto version 0.22, FSG will be disbanded.
    2) A new role in the infantry teams will be created - Rifleman Anti-Tank, taking the place of the Grenadier.  The Rifleman AT will have access to all the same heavy anti-tank weaponry available to the FSG specialist: for the Western factions, the BAF Javelin, the RHS MAAWS, the RHS SMAW, and for the first time, the BAF N-LAW.
    3) Torch will be re-instituted as a second armor squad.
     
    The Platoon Commander will still have the ability to create custom squads.  If there is a mission-specific need for a specialized support group (Sniper, Mortar, etc) the commander can still select FSG specialists from the list of roles to create a custom squad.
     
    To respond to some points:
     
     
    I do agree with this, except FSG did come with some requirements about what needed to be filled before you could take the role - which was part of the problem, as that was not being followed well.  Thus, by removing this squad and streamlining the roles, we remove this problem.
     
     
    The problem is that the rules have been unclear from the get-go, and impossible to enforce in a meaningful way. Players and moderators constantly poke players in FSG about following those rules. And when Alpha players disconnect because FSG isn't working well, you now have a combat ineffective Alpha, which should be prompting FSG players to reslot, and they don't. There's no easy fix for this current setup, and I won't lose any sleep about seeing it go.
     
    And honestly, everything that FSG can do will now be possible with the 2nd Infantry squad fire team (ie., Alpha 2).
     
    - R
     
    P.S. I'd like to add that a guideline we've discussed off and on, but haven't pulled the trigger on, is to allow Infantry teams to use light armored vehicles such as the LAV-25 and Stryker to provided mechanized infantry options, and save Hammer/Torch for more traditional heavy armor. This will close the loop on the necessity for FSG as that was one of its intended functions.
  19. Like
    ShadowAce11 reacted to MoonFire in Surprise - TO THE FACE   
    @Shadow Knight @BorderLive @Arkod @kman
     
  20. Like
    ShadowAce11 reacted to Johnson in RHS 0.4.3 into AWE   
    I've been messing with the new RHS update for a few hours now so I figured I might as well do something productive;
     
    So I've made a list of the new content that could be added to AWE (to save someone's time hopefully).
    (This isn't a full changelog, just a list of what could be nicely implemented into AWE)
     
     
     
    US Armed Forces
    + New Army Combat Uniform (UCP)
    + Eagle MBAV body armours for USSOCOM
    + New sexy, custom modelled HGU-56/P pilot helmets (so many variants but adding them would make for some nice customisation)
    + New sexy, custom modelled ACVS-H tanker helmets
    + SI Ballistic 2.0 goggles
    + Shemaghs + Goggles
    + RHS M3 MAAWS (slight differences from TF47, however it seems that TF47 is no longer required other than M136-CS)
    + Cool new Caiman MRAPs (alot nicer than the current MRAPs in my opinion)
    + Aimpoint T1
    + G33 magnifier
    + M4A1 PIP (Wodland)
    + HK416 14.5 new camouflage variants
    + AFG grip (Woodland)
    + M552 optic (Woodland)
    + New G17 attachments
    + M855/6 ammunition (a personal favourite item of the update)
    + Some really nice new textures for the MRZR, adding woodland camo and muddy models
    + A sweet new SOCOM version of the M1078A1 truck (Standard: https://i.imgur.com/ygxyTFA.jpg / SOCOM: https://i.imgur.com/0XscLfs.jpg)
     
     
    RU Armed Forces
    + The unholy Mig-29
    + Multiple new AK-74 varrients (most adding RIS rails)
    + A few new AKM varrients (most adding RIS rails)
    + Spec. Ops. PB 69P pistol
    + New optics (1P87 / EKP-8-02 / EKP-8-18)
    + TGP-V2 new SVD suppressor
     
     
    "Green" Armed Forces
    + M93 (3-Colour Desert)
    + ALICE Webbing
    + TT-33 pistol (could be added for Russian faction)
    + Multiple Czechoslovakian 'Sa vz. 58' rifles (could also be added into Russian faction)
    + The Fugly Mosin (very fun for Spetsnaz)
    + An IZh-18 12 gauge break-barrel shotgun (The RU faction don't have a shotgun so maybe this would be fun)
    + The ALICE Backpack (nice for both RU and US forces)
    + PASGT helmet (3-Colour Desert)
     
     
    Serbian Armed Forces
    + Mig-29 Pilot Overalls
    (Really not much that could be added to AWE, SAF got basically nothing this update)
     
     
    Additional Notes
    + There's many new vehicle customisation options and varients that could be used
    + There's many fixes too, such as the C-130's invisible propellers
    + The large majority of RHS vehicles are now capable of using Dynamic Loadouts
    + (Full changelog can be found here: http://www.rhsmods.org/)
     
    If I've missed anything or if anyone has any comments and questions, please, feel free to post a reply. RHS updates their mod rarely, but surly, so discussion over the changes comes few and far between.
     

     
    CLASSNAMES
    (I have not added ALL the classnames for each new item since some may not be suited for AWE, according to previous discussions and not necessarily my own opinion (such as the new pink pilot helmets). However, it would be a shame to see some of the new helmets left out.
  21. Haha
    ShadowAce11 got a reaction from Shadow Knight in [AWE] [GAMENIGHT] Prometheus Series - OP: Atlas - by KPJ   
    I'm incredibly sorry. I had to.
     
     
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    ShadowAce11 got a reaction from Chuck1 in [AWE] [GAMENIGHT] Prometheus Series - OP: Atlas - by KPJ   
    I'm incredibly sorry. I had to.
     
     
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    ShadowAce11 got a reaction from BenjaminHL in [AWE] [GAMENIGHT] Prometheus Series - OP: Atlas - by KPJ   
    I'm incredibly sorry. I had to.
     
     
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    ShadowAce11 got a reaction from Karate Pyjamas in [AWE] [GAMENIGHT] Prometheus Series - OP: Atlas - by KPJ   
    I'm incredibly sorry. I had to.
     
     
  25. Like
    ShadowAce11 got a reaction from fir_nev in An Important Milestone   
    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
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