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Noah_Hero

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  1. Like
    Noah_Hero reacted to Jorgensen73 in Gauntlet Version History   
    I was on this mission and we placed 3 demo charges on the dish, but nothing happened. Could not be destroyed..
  2. Like
    Noah_Hero reacted to Lost Bullet in Gauntlet Version History   
    As Ryko said, radar (include also radio tower and weapons depo) need to be destroyed with explosives with M183 (satchel) or M112 (simple charge it will take more charges).
     
    The only ocasion where 3 M112 weren't enough to blow a radar was one occasion that we basically "wasted" a full explosives crate on it and it was still standing, and before someone says that I (and the people there) don't know how to place the explosives correctly...you are wrong.
    In that particular ocasion somehow the radar was bugged in the connection to the ground, and since you cant really place the charges on the object (they wont stick and fall to the ground), it took ALOT to take it out (it was like 1-2 satchels + 3-4 charges all blown at once).
     
    But hey, if 3 M112 doesn't cut it (as it should), drop a crate on it and watch the fireworks.
  3. Like
    Noah_Hero reacted to Ryko in Gauntlet Version History   
    Hey guys,
     
    Thanks for your feedback.  Please note that the mission names are dynamically generated - so the next time this comes up it is not likely to be called Black Anvil.
     
    It's been destroyed in the past, you just have to make sure you get the charges close enough to the radar.  An M183 satchel is usually enough; I'm not sure how many M112's you'd need, and if you use M112s you'd need to blow them up at the same time.  Rocket launchers won't have any effect on it.
  4. Like
    Noah_Hero got a reaction from Jorgensen73 in Gauntlet Version History   
    *bug*
     
    It seems like the mission "Black Anvil" on Zargabad is bugged. It is about destroying some radar-installation but for us it was impossible to destroy it. We tried it with launchers, demo charges and even Tow but nothing did any damage as it seemed.
  5. Like
    Noah_Hero reacted to GhostDragon in D.Devil's Arma Settings (Maximizing your FPS)   
    currently here are my settings,  
     
  6. Like
    Noah_Hero reacted to GhostDragon in D.Devil's Arma Settings (Maximizing your FPS)   
    yes just type into additional perms 
  7. Like
    Noah_Hero reacted to kennychr in Next MSO discussion   
    So I am currently building the next MSO, map etc. has been decided and I am currently deciding how we deploy and squad composition.
     
    The map is fairly large and we are invading it so my first question is: Do you guys want to secure land and establish a FOB first and have LOGI fly\transport in supplies vehicles while you guys secure the immidiate area or do you want the easy way of some supplies setup at X point from the start ?
    (it is in my oppinion that even taking a beachhead is going to be a fun and challenging process so it would sadden me to see it skipped)
     
     
    Second question is: Seeing as this is a invading type of play and that the last MSO had 5 man teams setup its in my opinion that the standard : 1SL 2FT setup would fair better as  a fighting force against dug-in enemies, but what are your preferences ? 
     
     
  8. Like
    Noah_Hero reacted to FrOzT in Next MSO discussion   
    looking on the side of realism, i would like to see some logistics, as in landing groundtroops to secure a beach head, then fly in base supplies and vehicles and equipment...
    but then again that's just me....:)
  9. Like
    Noah_Hero reacted to Colsta in AWE Maps Poll   
    Hello.
     
    We bring you this poll to learn what maps the players prefer to play on in AWE.
    We ask you take two minutes of your time to reply so we can get a better idea of where to go with the server.
     
    https://docs.google.com/forms/d/1WZyA0uwkcWCSa07-xbQAcz3eMP8x7hdaNij8ojxhoYQ/
     
    Thank you.
  10. Like
    Noah_Hero reacted to Lost Bullet in AWE Repository change - Adding "AW_" prefix to all mods   
    As we discovered this week there are some Arma3Sync setups that are conflicting with mods downloaded from other sources (e.g. Steam Workshop).
    To address this issue we decided to rename our modset and include a prefix ("AW_") to all the mods available to clearly identify them and in the process making A3S identify them as unique mods.
     
    The repo has already changed and to minimize downloads we recommend manually renaming all AWE mods by adding the prefix "AW_" to all of them (help instructions below).
     
    ---------------------------------------------
     
    Open Arma3Sync and go to Addons Tab
    and open your mod folder with the windows file explorer
    (e.g. normally C:\Program Files (x86)\Steam\steamapps\common\Arma 3)

    Now rename all the folders matching the AhoyWorld Enhanced modset to include a “AW_” prefix, as example:
    “@ace” rename to “@AW_ace”
    The mod version should also be removed from the version (e.g. “@spec4gear.v4.6” renamed to “@AW_spec4gear”
     
    NOTE: In the end of these instructions there’s a optional setup that can
    change all the folders at once.
     
    Synchronize the modset and make sure nothing is left to update (Total files to update:0)

    Go to Addons and press “Refresh” followed by update the Modset by pressing in the Modsets option and selecting “Ahoyworld Enhanced”.
    “Ahoyworld Enhanced” folder should now list all the mods starting with “@AW_” as in the picture below:

     
    All the duplicate warnings should be gone and if all is synced correctly, launch arma and Join us at AWE!



     
     
     
     
  11. Like
    Noah_Hero reacted to S0zi0p4th in AWE - Arsenal   
    @Noah_Hero  also a reminder the more loadouts you got saved the longer loading times you will have   
     
    And yes its XLA wich is causing this and we cant do anything about it    
     
    Will be closing this Idea for the reason that we cant solve it  we are sry for your trouble's
     
  12. Like
    Noah_Hero reacted to SkullCollector in AWE Repo Consistent Naming   
    With the last repo update for EU3 AWE, we had 16 GB of updated stuff thrown at us.
     
    How A3Sync works is that it checks for folder names, so when it can't find the one from the repo server in your Arma directory, it is blind to everything else, even if it's just a tiny revision. So if you had ACE 3.6.0.0, then 3.6.1.0 comes along and changes a couple PBOs, the rest should be unaffected and the download would be a few MB at most to replace just those. But if the version number were in the folder name, A3Sync would look for @ACE_3.6.1.0, but only find @ACE_3.6.0.0, ignore it and proceed to download the entire mod again.
     
    That's mildly annoying for small mods such as ACE, but absolutely infuriating in the case of RHS or CUP.
     
    If you know about this, you can rename the mods in question yourself, but most players will either not be aware of it or do not comprehend the procedure. It's tedious as, if you mix up your dashes and your underscores, you'll have achieved nothing.
    My proposal thus is to rename all mods with version numbers or otherwise variable names on the repo server itself. @CUP_Terrains_Core-1.3.0, for example, will then become @CUP_Terrains_Core. @ProjectOPFOR was re-downloaded because it now has an underscore in it, so if things like that remained consistent from now on, we could save a bit of traffic.
    All future repo downloads of this week's magnitude would be cut down by gigabytes with a quick global change.
     
    That's not to say to go out of your way to do so now. Perhaps just bear it in mind for the next update cycle.
     
    Cheers.
  13. Like
    Noah_Hero got a reaction from Colsta in TFAR problem   
    No Problem. But still thanks also for your help!
  14. Like
    Noah_Hero reacted to Colsta in TFAR problem   
    Yes, you're correct. I misunderstood you, and it was an error on the channel. It's all fixed now.
  15. Like
    Noah_Hero reacted to ShadowAce11 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?
  16. Like
    Noah_Hero reacted to Chuck in TS3 UID - Error   
    Tags given
  17. Like
    Noah_Hero reacted to TheScar in Making EODs and Repair Specs more enjoyable:   
    No change to RepairSpecs IMO,they r a contributing Rolle already.
    EODs in the other side need their minefield back to be worthfull.
    Limiting explosives only to EODs and DemolitionSpecs makes sense (difference between those two > only EOD can disarm).
     
    OFC this takes time and patience to settle this on a Pub Server like EU1/2 but that wouldnt cause more Drama than we have now.
    Pubs dont even geht the relation between RT and the enemy air shooting them of the sky (which they do way to less ATM)
     
    Sorry,i would write more and with quotes but im in a parking lot with my mobile, so i m limited
  18. Like
    Noah_Hero reacted to Lone in Making EODs and Repair Specs more enjoyable:   
    Your ideas have been noted and will be discussed amongst the Dev team. I'll get back to you with the results.
     
    My own insight into this is that making roles specialist with their own certain jobs is a great idea, but we have to be careful how much we limit as it is a public server with all levels of skill and play style. If your looking for a more team oriented time, try logging into teamspeak and playing on our modded  server, AW Enhanced.
  19. Like
    Noah_Hero reacted to Stanhope in Making EODs and Repair Specs more enjoyable:   
    Well, yes on the public servers EOD isn't really necessary.  It's not like we have ace running requiring people to somewhat know what they are doing.
    And mines are also hardly ever used for non-trolling purposes. If this wasn't the case you could restrict repairspecs to simple explosive charges and grant EOD access to mines and all the explosives.
  20. Like
    Noah_Hero reacted to Stanhope in Making EODs and Repair Specs more enjoyable:   
    I personally also think this is a good idea (assuming the engineer get's included as well).  But i wouldn't restrict their weapons.  
    And i don't mind the minefield coming back.  
  21. Like
    Noah_Hero reacted to Jason. in Making EODs and Repair Specs more enjoyable:   
    I like the idea of limiting explosives to EOD but I think it would work fine without the change to repair specialists, their ability to repair is enough to make them useful and popular with the need of explosives.
    Without this change you also wouldn't need your changes to the RT.
    Also I don't think any changes to their weaponry is needed, it is fine for them to be on par with the other support roles (medic, AT etc).
     
    Anyway nice post and your English is perfect so no need to apologise!
  22. Like
    Noah_Hero got a reaction from Nibbs in Making EODs and Repair Specs more enjoyable:   
    Making EODs and Repair Specs more enjoyable:
    I often recognized, that EOD and Repair Spec Slots are basicallly taken last because it seems that you perform better with the other classes.
    Now how to balance this?
     
    To make EODs more enjoyable I think the balancing should focus on what this class is made for: blowing up stuff! And what can you find at I&A to blow up? Radio Towers! But at the moment there is no reason to pick an EOD for blowing up RTs because you can also do this with any of the other classes.
    Because of this I think for the EOD the most simple way to make him more enjoyable and increase his pickrate would be to restrict explosives to this special class (and the Repair Spec but later more on this). Because if done so the team would now really need this guys to get an RT down and if you play as EOD you would no longer have these frustrating moments where you have ran for like 3km to the RT just to see how a Medic is placing satchel charges instead of doing his real job.
    Now to make this class not too attractive I would suggest to limit the choice of weapons for EODs by letting them just jusing PDWs like the Vermin or Protector for example.
     
    Now I said that Repair Specs should also be allowed to use explosives. Why do I think so? Well basically because Repair Specs need them once in while and if you take them away from them it would probably really hurt their pickrate. But now you again would have a class that could exactly do what EODs are made for. To again balance this you could spawn RTs with a 75% chance of getting a minefield around them. In addition to this you could go two different ways to handle the balancing:
    One option would be to just restrict the mine detector to EODs. This would not hurt any of the other classes because you basically never come across some mines at I&A and if so now again you would need an EOD. The other option would be to place the mines so extremely tight that it would be even with a mine detector impossible to get to the RT without defusing them. I personally prefer the first option but both options would work and make the EOD more valuable and enjoyable. But same goes for the Repair Specs because they now also would be able to bring down the other 25% of RTs without minefields!
    Though I think that then the choice of weapons for Repair Specs should also be more limited. They absolutely should be able to use better weapons than EODs but also not weapons that are too good. For example they could go with all weapons that are on the same level as the MXC and lower.
     
     
    This "package" of ideas would make EODs and Repair Specs a lot more valuable for the team, increase the fun you could have while playing this role but would not make them overpored because of the limited weapons choice you have.
    Give me your opinions on what I said and sorry for my bad english (I am from germany).
    Noah_Hero
     
     
  23. Like
    Noah_Hero reacted to Eagle-Eye in Invade&Annex - Roles of the players and chances of just using the Arsenal   
    Current build, EU#2 2.86k Tano:
     
    - Ghillie suit is restricted to sniper only, and not available to spotters.
    - You can't add ammo to your backpack if it isn't for your own rifle/pistol. (confirmed in Spotter-role, not sure if it applies for all)
    - Encountered a few days ago, so not sure if current build, but Autorifleman is unable to add RGO/RGN to inventory.
     
     
    EDIT: Noticed today that anything picked up from the battlefield that doesn't belong to your own class (in this case, compact NVG) is also automatically removed. Though not absolutely necessary, I think allowing certain spoils of war could be fun.
  24. Like
    Noah_Hero reacted to zissou in Invade&Annex - Roles of the players and chances of just using the Arsenal   
    EU2 is running an early build of I&A restrictions will be implemented as they are on EU1 the sneak peek build has only been out for a couple of days so what you see on EU2 is not finished product.
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