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Noah_Hero

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Posts posted by Noah_Hero

  1. 52 minutes ago, Miczils said:

    by people knowing how to make use of CTAB, Vector 21 + MicroDagr, Laser Deg, Map Tools etc.

    I hope that everyone but maybe the completely new players knows how to use these ones:o:lol:

     

    54 minutes ago, Miczils said:

    I myself would love to take part in those recon operations

    Me too but as I said I think this unit would be kind of redundant in it´s purpose and I don´t think it is worth inventing this because in my opinion this wouldn´t benefit the gameplay that much while having that high chance to horribly go wrong.

  2. 16 minutes ago, D34TH said:

    by this logic any rule can be broken and any role can be not properly played

    Rules mustn´t be broken at any time and nothing of the above said things justifys the breaking of rules. For example: of course Plat CMD can tell people to be Hammer if he is thinking that this would benefit the mission and if there are nearly enough players online to use Hammer. What justifies this: The sentence that says that common sense should be applied onto the rules. And of course it can happen that people don´t stick to the play your role rule but then you can either punish them over and over or you make adjustments like removing these roles that make people breake the rules and just solve the problem with a lot lesser effort and probably a way happier playerbase. Also if people don´t play their role as intended that probably means that the unit doesn´t fullfill a role that is fun enough by itself. Because of this I don´t think that it was wrong to remove these misused teams and don´t create new teams that´ll probably alse be misused.

     

    5 minutes ago, BloodInTheSand said:

    Feels almost redundant to me.

    Definitly. Best example is the UAV Operator I think: he provides Intel before and while the mission is running but he is even better because he still can conduct strikes.

  3. The GMG wouldn´t be that usefull I think because you can also have that on the normal speedboats but the mortar sounds nice.:) But the problam that occurs with it is that AWEs intention is to only use assets that are also used in reallife...well and that mini-SDV with a mortar on it probably doesn´t counts into these mentioned assets:unsure::lol:

  4. It´s a nice idea but when you for example have a Plat CMD then these guys are getting more or less useless after the other units arrive at the AO because then the CMD itself will sit ontop of this hill and overwatch the AO and Vortex can also scout out a little bit. Also the need of scouting out the AO could cause increased waiting times at the base because people would have to wait until driving out because before these guys report no one knows what to expect at the AO and if people may should carry an additional launcher for example. Another point is that this scouting before the mission can and is already done by the UAV Operator what means that this will be a redundant unit with the only difference that the UAV-Operator also has GBUs that he can use what means that he probably is more usefull.:mellow:

  5. I am totally with you on the part of boats because boat insertions are great if people know how to drive them very good but I don´t like the idea of submarines. This is because they are super slow what makes it just annoying to drive with them to targets that are not basically directly next to the base.

    The idea about the deeper canals is nice but not really necesary I think because most of the times you will be inserted by Heli anyway and the other times you just take a bridge because there are fairly enough of them and you aren´t driving offroad with a convoy usually.

    And I also love these maps and if you want to play them: just ask a Moderator/Admin if he can set the map to Lingor/Dingor.:)

  6. Kind of off-topic since it was not the MSO today but it was with the MSO people and a De-Brief from me since I was the last person in charge of the mission:

     

    DE-BRIEF 14.04.17:

     

    To say this first: I am absolutely sorry for how the mission went after Sozio left and I was in charge.

    To explain to all of you why it went that bad and why I made wich descisions: My problem was that the original plan was to get to the first town and meet there an enemy officer. There we should get intel about how to proceed then. So far so good and we even got there with a nice plot twist: the officer was dead. This meant that there was no Intel what became a problem when sozio left because from now on no one had an idea on what to do.

    So I basically tried to proceed with the last order that was given: get into the next town and secure it. This went basically good but when our MRAPs got pretty much wasted we obviously got pinned down while I was trying to get fuel (but vortex couldn´t lift a fueltruck) and I was trying to figure out what our actual task in Oreokastro would be since the only other Intel I had was that the mission would finish there. And exactly that was the point where the mission went to total chaos because I couldn´t get fuel, we had no vehicles and people were getting shot over and over while vortex also couldn´t get to us for reinserts since they always would get locked on by AA-Units on the ground or by AA-Jets. This obviously made people leave the server what I can completely understand and what I am absolutely sorry for.

    When we then got fuel and were able to move out of the town with the one more or less repaired MRAP we experienced a massive lag in which the MRAP was crashed. Due to the fact that I had Intel about enemies starting to push from behind us and probably enemies in front of us I called Vortex who was around trying to reinsert people to get to us for exfil since now everyone was wounded and we definitly couldn't use the MRAP anymore. I tried this exfil because I hoped that transport-vortex wouldn't get shot down since I tried to use CAS/AA-Vortex to regain Aircontrol and use them as a Bait for the enemy AA-groundunits. Also I saw no other option at this point since we were basically again pinned down but this time heavily wounded and without cover.

    Unfortunately the bait didn't worked out as planned and Vortex got shot down with all of you while ASL and BSL were still on the ground looking for unconscious people in the MRAP while getting covered by Hammer. A few moments later also Hammer took another big hit and got wasted as well what killed my exfil plan for ASL, BSL and Hammer itself. At this point the mission was basically a critical failure since all troops were either KIA or MIA. To make the situation even worse ASL, BSL and Hammer then also got attacked by an enemy CAS-Bird what we at least survived. BSL then also DCed, and ASL and Hammer got killed while trying to escape from the overwhelming enemy forces.

     

    I hope you now can understand why things gone that bad, that it was still at least kind of fun for you and I apologize for how the mission went.

  7. Just now, Snogers Kowalski said:

    i'm getting errors while downloading and cant download

     

    It looks like everyone is experiencing this issue at the moment but just keep trying becuause at each attempt you´ll download at least a little bit. Also sometimes it helps to only download one mod at a time because of the way that Arma 3 Sync is downloading.

  8. 5 hours ago, Stip said:

    My suggestion would be a buddy system. New player comes on more than once or twice? Pair him up with a buddy.

    Good idea but hard to do on AWE since there is always JIP and maybe the only available slot might be in a team of just new guy.

     

    5 hours ago, Stip said:

    dont make a full squad of new players in MSO, spread em out.

    Is already done since the session with the big amount of new players.

     

    5 hours ago, Stip said:

    Ive been in a few sessions where gameplay screeched to a halt because of a debate going on about how many pilots were allowed to fly, who was there first, people pulling rank, backdoor politics etc.

    shouldn´t happen since it is clearly stated in the rules when to take vortex and when not.

     

    5 hours ago, Stip said:

    After that, follows the debate (and sometimes even begging plees, for CAS missions).

    Easy as the one above: Pilots may suggest the use of CAS during missions planning but never during active operations. So there should be no begging. You can suggest it and then hope that the commander in charge gives you the go for it. If he doesn´t than there will be no CAS until he gives you another call.

     

    5 hours ago, Stip said:

    "Rules are rules and you will follow them!" as said/yelled to me by one of the members (english native speaker). Only to see the same person in Vortexing around at his own leasure, debating ASL on air, generally disobeying said rule.

    That is why you can report players at: Player tools -> whistle -> report player or report admin. Use it if you think that someone is behaving wrongfully!

     

    5 hours ago, Stip said:

    I have noticed a big difference in user experience depending on who is in the ASL, Vortex and TeamLead position. Ranging from just difference in tactics , use of procedures to style of communication.

    100% agree with you but if you don´t like te person in charge or the playstyle you don´t have to play.:lol: I know this sounds dumb but if I join the server I have a quick look on the players and then decide if I really want to play because I also made bad experiences with people completely missmanaging their team or squad.

     

    5 hours ago, Stip said:

    1. Increase the Roaming AI so the whole map feels like a warzone. We are now just moving from base to a mission area and back without any actual threat. (Dont give me the bs about spawnrates.. add markers and assign them to spawning dynamic AI).
    2. AI is too weak and doesnt use a lot of tactics.

    The AI level can be setted a lot higher so that it completely rushes you and tries to surround you but mostly this isn´t the case because it is mostly setted to level normal because of just a few players/new players online. So nothing has to be changed here since it is already possible to activate things like this at every server restart.

     

    5 hours ago, Stip said:

    3. Put the vehicles at base in a pool. Depending on the spawning tasks, out of the array certain vehicles are spawned. This will result in more dynamic approaches to the mission. No longer does ASL have all the vehicles to choose from, but only a random selected small option. (Currently 90% of the current tasks are started via air) (Just make sure that there is always a boat in the pool)

    I don´t like this idea because it takes away options and maybe someone wants to do one specific approach that is than no longer possible. And to the thing with the 90% heli insertions: that is already being discussed I think because there might come in an AA mod that would force you to fly lower than 30 meters until the AA would be destroyed.

     

    5 hours ago, Stip said:

    4. A destroyed vehicle should remain destroyed until the tasks end. The new task will cleanup all the active vehicles and randomly selects new vehicles for the next task.

    Well now we have respawn times I think so it will now also take a while and this could couse trouble if there were just a few players online and they than may waste all their assets (for example because the AI is setted to hard).

     

    5 hours ago, Stip said:

    5. Task end when all players are back at base.

    I don´t like this because now it is possible that the next AO spawns directly near you what forces you to continue combat instead of RTB and rearming what makes the game more dynamic I think.

     

    5 hours ago, Stip said:

    . Vortex CoPilot seats no longer have a set amount of boots on ground required. But is used for teaching future pilots in the prodecures, communication and advanced
    flying techniques.

    Also don´t like this one. The seat amount is there because it just makes no sense to have 2 vortex teams on one fireteam. You can easily handle this with one vortex guy: he inserts them with a little bird, RTBs, gets a CAS Little Bird (if requested by the commander in charge), makes CAS-runs and can even reinsert people with that Bird. Also teaching of flying techniques should not be happening on the server. You can practice with the AWE Modset in the Editor by yourself and I am sure there are plenty of youtube videos who can help.;) If you want to do training with someone together: Hop onto the server when it´s empty with the person. And for comms training: Just be Rifleman LAT or something similar when you are new so you learn things like that before you go for AR/Teamlead/SL/Vortex.

     

    5 hours ago, Stip said:

    2. Vortex 2 can be slotted by request of ASL. This can depend on mission and availability. Vortex 2 must unslot immediately on first request of ASL. 

    As said: it is mostly not needed. The number of 16 players is there to make sure that CAS will probably used after there is a good filled Alpha and an AT-squad. Because when the AT-guys are good you don´t need CAS. If you then feel like you need it you can than order it. If you need it before for some reason than your Vortex 1 can do a run.

     

    5 hours ago, Stip said:

    3. ASL decides which Vortex Team does what kind of ASL Mission, in what time frame, duration, and type of mission. Vortex must rearm the required weapon platform suited
    for the mission.


    (ASL and Teamleaders)
    4. Mission planning is done in a closed environment with the teamleaders present. Teamleaders can offer advice and input but ultimate call is with ASL.
    5. ASL decides what vehicles are used, by which team and in what manner.
    6. Teamleaders must brief their teams appropriately before mounting any transport vehicle. (In Time sensitive missions, teams can be briefed during transport.)
    7. Teamleaders make sure that the squad has the appropriate gear and items to fulffill the mission as planned by ASL. 

    All of this should and mostly also is happening.

     

    5 hours ago, Stip said:

    8. At the end of the mission a short(!) debrief is done per team to discuss both postives and negatives.

    I would not force that onto players. But if you want to have a debrief just ask for it and it wil most definitly happen.

     

    5 hours ago, Stip said:

    9. Add a ASL Instructor Slot. Which has access to the same gear as an ASL. Its only function is to help train aspiring ASL's and guide them on the field.

    I don´t agree. If you want to be SL you should already be able to manage teams more or less so you should have experience as Teamlead. To learn that just before you be Teamlead be AR so you get a better insight of how TL works and you also get in charge sometimes but not for super long time periods and if you are completely new be Rifleman LAT or something similar so you mostly don´t get in charge while learning the comms protocol and how to play in general.

     

    5 hours ago, Stip said:

    10. Engage in meaningfull conversation before coming down with the ban hammer or kick. Use breakage of rules as a teachable moment . (Multiple offenses excluded ofcourse)

    This also is definitly happening at the moment. Just when you behave completely wrong you might get kicked/banned without a warning.

  9. 14 minutes ago, GhostDragon said:

    Use the inventory as more of a judge

    But why? The weight is displayed there and it clearly shows that the heaviest BAF vest has a lot lesser weight than a UCP vest with equal capactiy.

     

    *Edit*:

    @GhostDragon: And for the part with the more realistic weight: The displayed BAF vest has a weight of 4,54kg while the UCP has one of 6,35. Even the "underwear" vest from the police are about 5kg when they have the lowest protection level (so just holding up 9mm pistol rounds). So I don´t think that the BAF vest are that much correct about the weight with the displayed protection level.

     

  10. 38 minutes ago, JaSmAn said:

    So I took some time making myself some "as close to real" loadouts as possible

    I made my loadouts as light as possible but still as heavy as needed while staying with the SOCOM stuff that I relly like. :)

     

    38 minutes ago, JaSmAn said:

    However, it got me thinking. Do people have a preference for keeping the squads to a single country loadout or are they not bothered? 

     

    I think it would be pretty cool to play a joint task force mission, with A1 being only one country loadout and A2 being the other (as an example).

    As it seems people are not that much bothering and just taking the loadouts they want to play. I for example always run with my presaved SOCOM loadouts wich I have for desert, MTP and woodland.:) Also I personally don´t like the british loadouts because they seem a kind of unbalanced to me because of the very high capacity but stilll low weight backpacks/vests for example (Of course balancing is not a realy issue in PVE but I personally feel myself than as if I would kind of "cheating/glitching":unsure:) and in addition I also dont like the british helmets because of their look. Same goes for the marine (desert) helmets for example.:( Because of this reasons I would rather leave the server than playing in one of these squads (Of course this is kind of harsh but thats just my opinion because I want to feel confident with the loadout I have and if this isn´t the case I rather go playing some R6S or something like that :lol::)). Also because of this for example I always leave when russion forces are running as BLUFOR because I just don´t like the AKs etc.:unsure: Because I am probably not the only one who doesn´t likes restrictions like that it could cuase that lesser people would play what obiousliy is a problem then.:(

  11. 16 minutes ago, Lost Bullet said:

    From what I can see in the mission script, even the bodies have to be returned to the medical facility

    This should mabe also be said into the description since even a Moderator and an Admin weren´t aware of this:lol::huh:

     

    22 minutes ago, Lost Bullet said:

    and someone needs to write a letter apologizing to the dead men's family

    Already done;):lol:

     

    19 minutes ago, Lost Bullet said:

    Don't kill the hostages

    We tried but the evac-helicopter blew up without enemy contact as he tried to land at the AO:lol: Till there we had no KIA and the hostages were happy;)

     

    And thanks for the quick answer @Lost Bullet!:)

     

  12. *bug*

     

    Map: Abramia

    Mission: Free 4 hostages and bring them to the medical station

    Bug: 3 of the 4 hostages were killed by an explosion wich wouldn´t make the mission failing. The one alive was then stiched by the medic and we were able to bring at least that one to the medical station. After we did that the mission still wouldn´t finish/fail. @Nicolai checked with Zeus if maybe one of the other 3 hostages were alive but they were definitly dead. When the mission was skipped by @Origins the one rescued hostage just died without any injuries (don´t know if this is intended to happen).

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