Jump to content

ShadowAce11

Donator
  • Posts

    151
  • Joined

  • Last visited

  • Donations

    21.44 GBP 

Reputation Activity

  1. Like
    ShadowAce11 got a reaction from S0zi0p4th in Arma3Sync Problems   
    After uninstalling, restarting, manually deleting the Program Files Sync folder, and reinstalling the old version, it's working fine. Thanks for the help.
  2. Like
    ShadowAce11 reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
  3. Like
    ShadowAce11 reacted to BloodInTheSand in ArmA 3 Screenies & Videos Thread   
    Wings over Fallujah with an added bonus of something that certainly should NOT be flying over Fallujah.



  4. Like
    ShadowAce11 got a reaction from Kyle Clements in Banner/Logo Concepts   
    Reviving this thread as I got a little inspiration after playing on Enhanced this evening. Soldier is credited to @Numbnuts.
     
    Obviously the AW logo looks a bit weird, but I was focusing more on the blend between the soldier. 

  5. Like
    ShadowAce11 got a reaction from Karate Pyjamas in On Becoming Sea Dogs of the Briny Deep   
    So, as many of you probably are aware, Blackwake is an upcoming ship sinking simulator that has gained a very notable reputation over the recent months. Given our typically serious mindset on AWE (or EU1/2), I feel like this would be an interesting and relaxing change of pace. If there's enough support, there could even be attempts at smaller (since you don't need upwards of 15-20 players for a round to work) game nights that could serve as mid-week buffers between the major EU6 ones. 
     
    Personally I'm enthralled with what I've seen of the game so far; I can see quite a bit of potential in AW for those who prefer a less serious game sometimes. 
  6. Like
    ShadowAce11 got a reaction from Noah_Hero in Making EODs and Repair Specs more enjoyable:   
    This is nothing that could be done on our side, but nonetheless I figure I'll throw these ideas out here to get some thoughts. So, regarding the engineer/EOD/demo slot:
     
    Should minefields (or if not minefields, then randomized IEDs to keep people and especially convoys on their toes) be implemented again, an EOD bot (ex. the one used in BF3/4) would be exceptionally useful. Only the engineer would be able to deploy this via a backpack, much like the Raven UAV we used to have. Upon deploying, it would drop a terminal (or the terminal could be picked up via the GPS slot in the arsenal) which would be used to control it. The bot would either be a sort of dummy meant to drive over the mine and blow it up, or it could have some actual function and allow remote disarmament via the ACE interaction/scroll wheel menu. EOD suit. So much yes. This would be available via the outfit tab in the arsenal and would provide full explosive coverage at the cost of maneuverability; the suit would weigh 36 kilos, making it reasonable to not bring a vest nor a backpack. Given only to the engineer, it would allow him to disarm a nearby mine or bomb with no risk of injury, even if he sets it off in front of him. If the EOD suit were to be added I would highly suggest implementing risky encounters with civilians, such as the engineer having to put on the EOD suit and disarm a suicide belt. To make it a decent challenge, I would recommend there be a 1-5% chance on any dangerous civilian that the bomb will go off while being defused; this would ensure the suit is used rather than unprotected soldiers exploiting a 100% disarm rate like what currently happens with dirty bomb missions.
     
    Just some general thoughts. What does everybody else think?
  7. Like
    ShadowAce11 got a reaction from Kirk76 in AWE Training 16/02/17   
    I'll be on a strict timer, but if you need a hand to help train or if you simply want to shoot at me I'll be glad to hop on for half an hour.
  8. Like
    ShadowAce11 got a reaction from BenjaminHL in Banner/Logo Concepts   
    Reviving this thread as I got a little inspiration after playing on Enhanced this evening. Soldier is credited to @Numbnuts.
     
    Obviously the AW logo looks a bit weird, but I was focusing more on the blend between the soldier. 

  9. Like
    ShadowAce11 got a reaction from Lone in Banner/Logo Concepts   
    Agreed, the text could have been better but I was focusing specifically on the soldier at the time. I may revisit this in the future if there seems to be a large interest.
  10. Like
    ShadowAce11 got a reaction from Lone in Banner/Logo Concepts   
    Reviving this thread as I got a little inspiration after playing on Enhanced this evening. Soldier is credited to @Numbnuts.
     
    Obviously the AW logo looks a bit weird, but I was focusing more on the blend between the soldier. 

  11. Like
    ShadowAce11 got a reaction from Numbnuts in Banner/Logo Concepts   
    Reviving this thread as I got a little inspiration after playing on Enhanced this evening. Soldier is credited to @Numbnuts.
     
    Obviously the AW logo looks a bit weird, but I was focusing more on the blend between the soldier. 

  12. Like
    ShadowAce11 got a reaction from Robeth in [EU#3] [GAMENIGHT ] Invade Utes   
    We can be birds again, right?
  13. Downvote
    ShadowAce11 got a reaction from Amentes in Impromptu Gamenight- [1/14/17] Operation Carbon Black   
    We'll have to have a gamenight where we rescue Sophia Miacova.
  14. Like
    ShadowAce11 got a reaction from BenjaminHL in Impromptu Gamenight- [1/14/17] Operation Carbon Black   
    We'll have to have a gamenight where we rescue Sophia Miacova.
  15. Like
    ShadowAce11 got a reaction from Numbnuts in Impromptu Gamenight- [1/14/17] Operation Carbon Black   
    We'll have to have a gamenight where we rescue Sophia Miacova.
  16. Downvote
    ShadowAce11 got a reaction from Karate Pyjamas in Impromptu Gamenight- [1/14/17] Operation Carbon Black   
    We'll have to have a gamenight where we rescue Sophia Miacova.
  17. Like
    ShadowAce11 reacted to Retivis in Retvis Bible PT. 1   
    So, in this somewhat detailed topic I will explain to the players of EU3 the tips and techniques that might help them to make their load out or kit a little bit more efficient and effective or maybe by showing the fire team leaders or squad leaders various techniques that will help them to get the full utilisation out of all their assets. This will only be part one of it so I will release the other parts when I get chance to.
     
    First we will start off with the roles that are available to a player is a standard map on EU3.
     
    Platoon Commander
     
    So we will start with the first role that is not really used in EU3 that often but we will cover it anyway just in case it is used, the Platoon Commander, the main role of this player is to devise a strategic plan that involves the most appropriate assets for the mission that is current, this player is a sort of cloud above all of the rest of the assets that are operational, this role is not designed to get up in the fight and rack the kills up, he is there to simply coordinate the mission and ensure that it is completed to an effective standard with minimal casualties, this meaning that he is somewhere behind a SL so in this instance we will use ASL as the prime example.
     

     
    Here you can see that the Platoon Commander is just behind the ASL (Marked in grey) he is also joined by the Platoon Medic. Now if Bravo Section and Charlie Section where present then they would break off to the left and right of the two Alpha fire teams, therefore making a large line formation, this is probably the simplest movement to do when all sections are moving at once in the same direction.
     
    The platoon commander with dish orders out to all the SL in each of the different sections and the other roles in his command squad
     
    Platoon Air Commander
     
    The main responsibilities for this type of role in EU3 are to coordinate with the air assets that are available so that they can be utilised to an effective standard when completing re-supply missions and Close Air Support Missions etc. As well as this they are also there to relay the relevant information from the platoon command to the Vortex pilots, this will result in less communication traffic being sent to the platoon commander meaning that he can focus more on the prioritising objectives, basically the PAC takes stress off the platoon commander in regards to the air assets.
     
    The forward air controller is normally positioned at points where he has a clear view of the operational area that might need support via air assets. The PAC is normally found behind the Platoon commander and when needed is dispatched to the relevant locations for him to perform at his best ability for the Platoon.
     
    Platoon Medic
     
    This role is defined as the lead medic for the whole platoon, each section has its own medic that can be sent to any of the wounded soldiers in their section, however if the casualties are over whelming then the platoon medic will also aid in which ever section that needs another medic. However, the platoon medic must prioritise with the injured in the other sections and the injured in the command squad, the command squad are first priorities for the platoon medic and the other casualties are second.
     
    The platoon medic is always with the platoon leader until he is needed elsewhere in the platoon formation.
     
    Platoon UAV Operator
     
    This role is simple, the aim of this role is to provide the ground forces with effective reconnaissance information. They typically will be far out from the combat as their main role is to provide valuable information about the enemy’s positions. They can equip armaments onto some of their unmanned aerial vehicles if it is required.
     
     
    Squad Leader
     
    A squad leader is typically in command of 2 fire teams which consist of 4-5 soldiers, the aim of this role is to relay instructions and orders from the Platoon Commander to his 2 fire teams, he also must ensure that the instructions given to him are carried out in the correct manor. if a Platoon Commander is not present then the authority is diverted to the squad leader.
     
     
     
     
     
    Squad Medic
     
    This role is identical to the Platoon Medic however the squad medic for example Alpha medic is only responsible for the whole of Alpha section, he should prioritise him fire team members over other sections casualties. Squad medics can be diverted to other sections and fire teams instead of there own if it is required, a good example of this is if Bravo section have 2 critically injured casualties then if the alpha medic is not occupied with his own section he can be diverted to the section requiring the extra medical attention.
     
    The squad medic is to stay with the squad leader until he is needed to be dispatched to a casualty.
     
    Team Leader
     
    This role is in control of a whole fire team, his job is to receive orders from the squad leader and put them into action, he can communicate with the other fire team leader in his section to coordinate an effective attack for example. The team leader makes decisions like what formation he wants he fire team to be in, and what type of units are in each fire team, by having this customisability, this means that the fire teams can be much more effective as the team leader is happy with how his FT is set out.
     
     
    Now after covering all the command and leadership roles we will now move onto what kit should be brought to a standard single operation on EU3
     
     
    KIT AND LOADOUTS
     
    Rifleman
     
    We will first start with the standard rifle man, this infantry solider should be equipped with a NATO 5.56mm weapon and typically a 9mm secondary firearm. In addition to this an infantry soldier should also if possible carry a launcher if they are not at a heavy kit weight, the most common one that is carried on EU3 is an 84mm AT4 Rocket launcher, these can come in many variants including HEAT which is to be used against medium to heavy armoured vehicles. HEDP these are dual purpose projectiles that can be used against infantry and light armoured vehicles.
     
    As an infantry man, you have one job and that is to combat the enemy with your best effectiveness.
     
    The clothing and fatigues for an infantry are of a personal preference to the player however it is advised to wear a vest that has at least a level 3 armour protection. This is being said because no one likes a bullet through their chest as soon as they come under contact. A rifle man should carry basic medical supplies consisting of 3 of each bandage and 2 tourniquets, realistically a rifle man does not carry any medication with him only a bit of paracetamol however this is ARMA we are talking about so 1 morphine should do the trick. This is the same for any kit expect if you’re a squad or platoon medic. A infantry man should carry around 6 magazines in his vest or plate carrier and an extra 2 magazines in his kit bag. In regards to grenades 1 fragmentation grenade and 2 smoke grenades is plenty for a rifleman.
     
    Auto-rifleman
     
    This role carries a light machine gun, it should typically be a 5.56mm round that chambers the LMG. The auto rifleman should not carry a sidearm they have will have around a 1000 rounds to play about with. He should typically carry around 4-600 rounds on him, his role is to provide suppressive fore to the fire team that is advancing and engage clusters of enemy squads or platoons. The same goes for the rifleman regarding medical supplies and grenades.
     
    The main job for the auto rifle man is to get effective rounds down into the direction of the enemy to aid in the advance of friendly forces.
     
    The auto rifleman is also 2IC or 2nd in command of his fire team, meaning that if the FTL in not combat effect i.e. Dead then the auto rifleman takes leadership of his fire team and becomes acting FTL  
     
    Marksman
     
    This soldier is required to carry a minimum calibre of a 7.62mm, there job is to engage targets that are out of range for the other members of the team and to also engage possible priority targets like AA specialists or AT specialists. In addition to this marksman can also be utilised to conduct recce or recon tasks to help locate the enemy and objective locations for the rest of the platoon.
     
    The marksman should carry a range finder in order to work out extreme ranges and reference points. Same as above he should carry the standard medical supplies and grenades
     
    Team Leader
     
    The team leader has the ability to use a 40mm grenade launcher on the underslung of his 5.56mm rifle this allows him to not just act as a team leader but also as a grenadier as well, the team leader coordinates his fire team in a section attack.
     
    He should carry extra smoke grenades in order to mark positions for friendly assets. Medical supplies re the exact same for anyone else in the fire team.
     
    Assistant Auto rifleman
     
    The role is identical to a rifleman however instead of carrying a launcher they carry extra ammunition for the auto rifle man, they should carry at least an extra 400 rounds for the LMG. In addition to this for some LMG’s a spare barrel is required as the weapon can overheat and become un useable.
     
    Engineer
     
    The role of this player is to carry explosives in the primary fire team which is explained below to destroy any objectives that are active like radar installations or radio towers for example. as well as this the engineer is also tasked with repairing damaged friendly vehicles, the engineer is also utilised when disarming bombs in the mission area.
     
     
    FIRE TEAMS
     
    So, in this section I will explain why certain roles are in each fire team and what responsibilities each fire team have when performing section attacks, for the examples I will use Alpha elements that are available
     
    Alpha 1-1 (Charlie Fire Team)
     
    This fire team is recognised as the support fire team in each section, this is due to them having the auto rifleman and also the marksman at their discretion, the main role of this fire team is to over watch and support the second fire team in the section, obviously fire team leader can change what roles are in each fire team but these are just the default fire teams, some fire team leader prefer to have 2 auto riflemen and a marksman in the support squad as more rounds can be put onto the enemy forces.
     
    Alpha 1-2 (Delta Fire Team)
     
    This fire team is the beginning assault force in a section attack meaning they are always the first to bound forward in an attack whilst 1-1 cover from behind, the reason for them being the main assault fore is because the engineer is in this section and he most likely needed first at the objective if it is a search and destroy mission, so having him in the first fire team means he can get to work on the objective a lot quicker.
     
    Alpha 1-0
     
    This is the command element for the section so ASL and the section medic will be the members of this squad and they will follow either in line or behind the 2 fire teams above. Their job is to coordinate their section to the best of their ability.
  18. Like
    ShadowAce11 got a reaction from SkullCollector in Call Signs & Unit Composition   
    I'll have you know I've missed only 70% of my MAAWS shots. 
     
    I'd be all for renaming squads and creating a sort of "engineering" unit tasked with equipment setup, as you said. I think that would be vastly more realistic. Pawn is a bit iffy given the role of a pawn in chess (knowing you're expendable on the field doesn't contribute much to effectiveness); perhaps change that to Womble squad. That way we at least think that we contribute something to the team.
     
    Nonetheless, this sounds great. 
  19. Like
    ShadowAce11 reacted to SkullCollector in Call Signs & Unit Composition   
    Hello lovely people,
    I thought to put this into the request board straight away, but someone with an opinion suggested general feedback first might work out better.
     
    TL;DR: Change the call signs of Vortex / one of the Vortex teams, and merge support squads into FSG.
     
    Vortex call signs, while nothing wrong with the name inherently, could work with a simple relabel to a name as decided on by the community or the Steering Committee. As yet Vortex is only distinguished by a single number which is easy to miss or forget in transmissions, especially during heated situations (yesterday's Zeus OP proved that to me in particular). We previously had Talon, and as I understand that was done away with because it suggested a CAS-specific role.
     
    A number of ideas came up during a quick discussion on TS, some of which were as follows:
    Torrent Whiplash chess-related, specifically Knight, Rook, Bishop, Pawn Phantom Reaper  
    (Thanks to @Copey and @Kingfisher. Copey foreshadowed an extensive list of ideas, so stay tuned for that.)
     
    What I think this will do is prevent general confusion and allow pilots and co-pilots to add the single number to their call sign instead. Easier access, less risk to forgetting a number. And quite obviously it adds a bit of variety, which is always nice to have.
    So we could mix things up and rename both pilot teams, or have Vortex + something else. Feel free to chime in with your own ideas for call signs.
     
    ---
     
    The other thing that followed up in that discussion of call signs were the support teams, e.g., MAT and MMG.
    As it stands we have two MMG teams, MAT and HAT which very rarely are all filled, let alone used effectively. Merging them into two general, say, 5- or 6-slot teams would enable them a bit of flexibility in their weapon of choice at the discretion of ASL / CMD. There will be less of an urge to reslot from MMG to MAT if required, and a general fire support group could also always deploy statics such as Mk19s and TOWs instead.
    Perhaps give these FSGs unique call signs as well, just for the fancy.
     
    Edit: Refer to my follow-up post that tried to include some of the feedback. TL;DR#2: Have 2x FSG with 6 slots each, one FSG specialised in AT, the other general and flexible.
     
    So I would like everyone's feedback on this, as especially the FSG thing would change things up dramatically. What do you think? Would you amend something?
    Once a sufficient amount of input has been gathered, this will be moved to or recreated in the request board for a final decision.
     
    Cheers.
  20. Like
    ShadowAce11 got a reaction from Eddie in Show It Off!   
    Since I didn't see anything via a quick forums search, I wanted to make this thread for people to show off what they've made; everyone deserves a little self-promotion. This can be anything you're proud of or just something you want some feedback on. So, I'll start things off:
     
    I love making videos about Earth and space. I'm currently working on one space video now, which will probably still take a while to finish; I hate recording on a computer that can't handle it. But, the two I have done are below, plus a trailer I edited for Battlefield 2 Project Reality.
     
     
     
     
     
    Additionally, I just wrapped up making a neat sound effect that might be nice in a gamenight (thinking I might create one for you guys if I ever get experienced enough with Zeus/Ares/Eden/AnyOtherReligiousFigureBecauseApparentlyArma3DevsLikeMythology):
     

  21. Like
    ShadowAce11 got a reaction from SirMurficus in Whats your setup like?   
    Before I go into details, I want everyone to feel pity for me because I have an Alienware setup.
     
    Now then, the specs:
     
    Model: Alienware Andromeda R5
    Processor: Intel i5-3330 @ 3GHz
    RAM: 6 GB
    Graphics Card: GeForce GT 640
    Cooling: Fan
    Video card dislodges: Sometimes
    Emits foghorn-like error sound: Whenever I get close
     
    Got this wonderful product for a steal price of $600. On the bright side though, I do have a dual-monitor setup (edit: each monitor is 23-inches in diameter). I definitely want to upgrade, but I'm so cheap I'll still be waiting a couple more months at the least. At the very minimum I'd like to have a computer that could run SpaceEngine and record without a significant frame drop. As someone who makes short videos from what they record, it's frustrating to deal with clips that have framerate spikes and/or freeze.
  22. Like
    ShadowAce11 got a reaction from SkullCollector in Whats your setup like?   
    Before I go into details, I want everyone to feel pity for me because I have an Alienware setup.
     
    Now then, the specs:
     
    Model: Alienware Andromeda R5
    Processor: Intel i5-3330 @ 3GHz
    RAM: 6 GB
    Graphics Card: GeForce GT 640
    Cooling: Fan
    Video card dislodges: Sometimes
    Emits foghorn-like error sound: Whenever I get close
     
    Got this wonderful product for a steal price of $600. On the bright side though, I do have a dual-monitor setup (edit: each monitor is 23-inches in diameter). I definitely want to upgrade, but I'm so cheap I'll still be waiting a couple more months at the least. At the very minimum I'd like to have a computer that could run SpaceEngine and record without a significant frame drop. As someone who makes short videos from what they record, it's frustrating to deal with clips that have framerate spikes and/or freeze.
  23. Like
    ShadowAce11 got a reaction from SkullCollector in AhoyWorld Space Engineers   
    Hey guys,
     
    I guess by my avatar it's no surprise I'm proposing this, but what would you all think about looking into Space Engineers? I'm sure there would be at least a few community members that would love this type of game. 
×
×
  • Create New...