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Eagle-Eye

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Posts posted by Eagle-Eye

  1. Luckily, the breathing sounds are a lot less noticeable while you're actually flying, especially once things get a bit more active. :) Not quite sure now if that'll be the case next time, though. :P

  2. Hey everyone,

     

    I've seen a few topics appear about DCS, but none about Falcon BMS. Anyone flying that?

     

    To give you an idea of what it can be like, and how intense it can be, a video of our squadron flight yesterday. :) (this video will probably also explain why I like flying on our servers that much ;))

     

     

     

     

    Cheers,

    Eagle-Eye

  3. 1 hour ago, Gamerbug said:

    they have to be spotted to show, and it only shows their recent position should they go out of sight.

     

    Not entirely true, unfortunately. Some vehicles (heli's and jets most definitely, not sure about UAVs or ground vehicles) seem to have a "super-sensor" that is capable of finding every guy in an AO, regardless if the pilot/driver/passenger actually saw anything.

     

    For example, an AO on Tanoa is +70% dense forest (Galili and Temple come to mind), impenetrable from above even with the IR sensor of the Darter or Greyhawk. While it's a severely limiting factor for UAV assistance, it's a Godsend for pilots, because they can fly over the AO with relative ease and safety. As they're cruising over the AO at 200km/h, they'll completely remove the fog of war, and highlight every vehicle and soldier in a certain radius. Don't know how far that radius extends, or if it depends on speed and/or altitude, but I think it's far too large (sometimes up to or beyond 1km, I noticed).

    But to compensate for that, for some odd reason, looking straight at a squad with the Darter camera will often NOT make them appear on map. :rolleyes:

  4. Don't think they will, since EU1/2 are public servers. Public servers tend to go for "lowest common denominator", to include/attract as much people as possible, even if that's less than realistic. If you're looking for more realism (semi-milsim, or tacticool as it's sometimes referred to), try the AW Enhanced server.

     

    That being said, I'd be interested in a test run and see what the community feedback is, to be honest... :)

     

    + Would perhaps give recon, snipers and UAV some more purpose than just killing stuff.

    - Could make it really hard to find the last few guys in an AO. Having a heli or jet fly over usually reveals those units now.

  5. Personally, I'd keep LZ designation mostly in the hands of the pilot and let soldiers "pick their fit".

    - Pilots are expected to know both their own and aircraft's capabilities and limits best. I know this can be a lot to ask for on a public server sometimes, but in general, it works out alright.

    - There's more to an LZ than just what looks nice and cosy. Terrain and objects, route in and out, threats at and around, distance, available landing area etc. They're just a few factors that impact whether an LZ is suitable or not. It takes some mental preparation to consider those things, which is not always optimal, or even possible, when you haven't chosen the LZ yourself.

    - Pilots should have a better air picture (overall air traffic, enemy air defences, ...) than the foot soldiers, through direct communication amongst each other (which is why pilots are strongly advised to join Teamspeak, or at the very least create a closed pilot unit in-game for use of group chat / VON).

    - It's not for nothing they call it the "Pilot In Command", so in the end, he's the one deciding if, when and where to drop people off. Again, it has to do with own and aircraft limits, but also possible unexpected events. E.g. LZ turns out to be hot and pilot diverts = DO NOT give him a bad attitude for saving your virtual life! (which happens all too often unfortunately)

     

    Of course, passengers are allowed to make requests, but that shouldn't be the standard operating procedure, and people should understand their request may not be granted. In case you're wondering why:

    I fear what will happen if you give passengers that amount of input, is that there will be dozens of LZ's marked at AO, side, PRIO and even the middle of nowhere, because almost everyone has their own ideal position or is completely oblivious to their surroundings. Eventually, it will become impossible for the pilot to just find the requested LZ on the map!

     

    To give you such an example, that happened to me just yesterday actually (though it's definitely not a solitary case).. I was inbound to an LZ and about 900m from landing, a passenger requested to be taken to a specific LZ he marked on SIDE. I told him to standby, as I was at that time fully committed to my own LZ... Later, I checked the map and noticed his LZ was just very slightly more to the north (±85m. Yes, I checked ;)). My gripes in that situation:

    1) I clearly informed my passengers which LZ I was going to.

    2) Even if someone did miss that info, direction of flight should've made it very obvious which LZ I was heading to, especially at that point in time. (though to give him the benefit of the doubt, my speed was still high, as I only really start reducing speed at ±500m)

    3) The LZ I was heading towards was marked on SIDE, as was his, so I seriously doubt he didn't see it.

    4) He stayed seated until I told him to get out.

    5) Because of delay on ground, a jet was able to position himself and strike us all with missiles.

    6) Obviously, I was the bad pilot for dropping everyone off in a hot LZ and I should be kicked. :rolleyes:

  6. 2 hours ago, Stanhope said:

    How could you crash a chopper at base?

     

    I don't know who, how or why, but ...

     

    58b7258a0113e_Heliatbase.thumb.png.26acbc2c7b784534d923fd1e12456377.png

     

     

    Then again, every landing you can walk away from is a good one. And a perfect landing, that is one where you can use the aircraft again. :)

  7. As a very frequent flyer myself...

     

    8 minutes ago, JaSmAn said:

    1) Pilots, lock your guns before you take off. Clearly the temptation to fire miniguns at base is too much for some people. So, as a matter of course, and as the choppers spools up, get in the habit of locking the guns.

     

    Not sure if this is fixed in latest version, but turret control only works in black Ghosthawks. All others don't have this option.

     

    9 minutes ago, JaSmAn said:

    2) Look 360 degrees before taking off from anywhere. Too many times I've been coming in to land at base and the guy in the other pad takes off and flies right into my flight path (or into me). It's just a matter of having a look, really.

     

    I've had many incidents were people landing overshoot their pad, or pilots taking off head straight for inbound traffic, so I couldn't agree more, but it's a public server, so best advise when flying (generally speaking) is to trust nobody but yourself. Approach the pads with caution if you see someone with running engines, in the assumption that they may take off any moment.

     

     

    11 minutes ago, JaSmAn said:

    3) If you see a pilot waiting for a chopper to spawn, don't just run and take his chopper when it does. It doesn't hurt to ask. In other words, don't be a jerk.

     

    Pilots shouldn't wait for a chopper to spawn (unless there aren't any at base obviously). Such behaviour may be dealt with by staff (Admins, Spartans, ...)

     

    13 minutes ago, JaSmAn said:

    4) This one really gets me - if you crash a chopper but you live, DON'T just leave it in the middle of nowhere!  A couple of options - preferred, take some explosives with you at all times and blow the chopper (and yourself). If you don't kill yourself and the AA is active at base you will be shot down next time you fly.  If you don't have explosives, get another pilot to bring you some. Finally, if you can't do any of that, send a message to the admin. But that should be a last resort.

     

    Wrong. Preferred option: get a repair specialist / container / vehicle to fix your broken stuff, just like you would in your next point (5). There are plenty of players on (especially on EU1) to help you out. Only if that doesn't work, reach for explosives or staff.

    Also, unless you actually kill someone with your helicopter (which in theory shouldn't have happened if you crash-landed but survived), base AA won't even bother with you.

     

    17 minutes ago, JaSmAn said:

    6) Mark sensible LZs - too many times I have seen people mark LZs that are useless, only to then leave that one on the map and mark another. Other pilots will likely use the bad LZ. If you got shot down, don't just leave it there for others to get shot down.

     

    It's a general thing that map markers need to be updated more. However, just because another pilot can't put his Huron down on a marker I placed, doesn't mean I can't do it with my Hummingbird. In any case, NEVER REMOVE MARKERS you did not place yourself, unless you know for a fact that it's outdated (e.g. information about old AO or side missions).

     

     

    22 minutes ago, JaSmAn said:

    7) Ask your passengers where they are going. If you don't get an answer, than take them wherever you feel like, but definitely ask. 

     

    Please check this topic: 

     

  8. Long multi-quote / -response post incoming. :)

     

    As response to the first post:

    2.1 and 5 combined:

    I would welcome getting a score for mission objectives and not just kills, but I could see a lot of frustration because of it. E.g. is time in AO considered to distribute points? If not, does someone who has spent hours in the AO get as much points as someone who just arrived? If time IS considered but not kills (as is suggested above, if I understand correctly), what if you spend 2 hours in an AO, killing 70% of the AI in there, only to die moments before the AO is completed? Similarly, what if you're idling inside an AO for 2 hours, and kill nobody? Does the first get no points, and the second full points?

     

    Regarding side missions: will there be a difference in points gained from different side missions? E.g. the prototype tank can be completed with a single GBU, while the Intel mission requires quite a lot of sneaky work and delicate work.

     

    2.2: How would you be able to register this? Does it make a difference if you're driving a Hunter or a Huron?

     

    7: Partially agree, in that I'd let that depend on the map as well. Altis is ALL terrain, so a tank / APC can go anywhere he likes. Tanoa has islands that can't be reached by ground vehicles, so an extra helicopter there might be worthwhile.

     

     

     

    Then, on to the quotes:

    On player roles:

    @Lost Bullet

    - As I recall AW1 and AW2 slots, there's a medic + repair per squad, if people played their roles and played as a team there should be enough medics to go around for everyone.

    I will always welcome more teamplay, but whenever I've brought up the topic in the past, I've been pulled down from my cloud of dreams by someone saying it's a public server, so we shouldn't expect such behaviour on EU 1 / 2. Do you expect the reward system to be that good that it will be an incentive to play your role more?

     

     

    About the UAV operator:

    @Stanhope

    -Removing the darter from the UAV might cause some problems.  He might go dive bombing stuff because nobody requested anything the last 3-4 AOs (i've had this happen to me and i just took a darter and wiped out the arty).  On top of this basically half the UAV ops job would be removed.  I regularly have multiple darters over the AO assisting infantry where i can by spotting enemies.

     

    - Alternatively the greyhawks could be made assets that you have to purchase.  It would certainly make UAV operators be more careful with them.  And darters would get primarily used for recon.

    And another alternative could be to disable the darters laser designator.  It would basically become a spotting tool only.

     

    @Lone

    - I would suggest that the darter is a low point cost purchase available to the UAV oporator only, along with other UAV's some things should still be role specific, for example only pilots can buy air assets. that said perhaps the darter should just be free in the arsenal as it is now. More discussion required

     

    - I've covered this already, mabye the UAV op starts with free acces to darters but then must buy other UAV's this would make them worry more about the survivability of their greyhawks. this does however raise the question "How do UAV operators score points" because kills dont gain points we need to consider this carfully.

    Definitely leave the Darter in for all-time use. If used properly, it's a vital source of intel for troops on the ground, and its laser designator can be used for several purposes aside from guiding the Greyhawk's GBU. I wouldn't hide it behind a paywall either, as due to ArmA modelling, it's far too easily shot. I once had a Darter 300m up, 600m from the coast, and it was shot down by a guy with a scopeless Kathiba. When I checked, I saw he only needed 4 bullets to do so...

     

    Greyhawks are generally overpowered, so could be hid behind a paywall, but don't make them too restrictive either. If there's no AT or EOD available, taking down a tower or an armoured unit can be the only thing preventing you from completing an AO. Not that much of a problem on EU1, except during downtime, but it could be on EU2. (as said before, I think you need split EU1 development from EU2's, due to different terrain and community)

    Given how points may be distributed by time in the AO, I doubt people would be very willing to log off, thereby losing their progress, just to reconnect in another role that's needed at that time.

     

    Also, while it's to be reviewed when they actually release, the upcoming DLC's will change the whole dynamic of how to target and ID something, or e.g. how the Greyhawk operates (I definitely hope they get some love so the camera is finally worth a dime). Take this into account now before setting up something irreversible.

     

     

    On Zeus:

    @Lost Bullet

    - Maybe award zeus the capability of spawning rewards and remove points from players (e.g. zeus creats a super mission for a tank platoon) and then more players can enjoy that at the same time

     

    @Lone

    - But what if there is no zeus/admin on, it happens more often than you think, I am currently firmly set in the idea that it should be limited and if somone has held onto an asset too long or is abusing its power, that is when a zeus (if available) would step in. I'm open to persuasion on this point of veiw

    Zeus can already spawn (almost) anything he wants, which shouldn't change. Please, also don't handicap Zeus by instilling limits, since the "lack of resources"-messages may prevent us from taking action when it's needed.

     

    Not sure if we should be allowed to get access to the points distribution. Not that I don't trust myself or my peers, but it won't be long until someone starts begging for points, or worse, starts claiming that a Spartan gave a friend an unfair benefit by granting him points, or took away points from someone he dislikes.

     

    Lone, as a Spartan, that's a resolute no for me. First of all, define too long?

    In general, regarding Zeus, I can already tell you that there will be a lot of complaints about our possible involvement in player deaths, even more so than is the case now because people will have had to "pay" for their tools. This will make us even less likely to intervene in any way. Because say, I spend some time on the server and gather enough points to buy myself a "clearly overpriced" (sure this will be a future quote) Slammer. I do, and head out to the AO, but get killed by AT or an airstrike within the first 10 minutes. Was I careless, or did Zeus have something to do with that?

     

    Quite easy to blame the other guy, and even if there's no truth to any of it, just reading the rant on side chat may give the impression to new guys that Spartans are spoiling the fun. Would you go back to a server where that happens?

     

     

    On teamkilling:

    @Lost Bullet

    - One more extra thing: remove points if team-killing

     

    @Stanhope

    - Not that it's a bad idea but when someone at base takes down a heli with a gmg, they all die at the same time.  What could be done is check if the player is in the driver's seat of a vehicle.  If he is all those TKs got reduced to 1 and if he's not the driver and for example a gunner each TK counts as 1 TK.

    Teamkilling already removes points, and you can go negative if you do it too much. No changes required there.

     

    Stanhope, I probably don't understand what you're saying correctly, but you make it sound as if a pilot would be punished (even if it's just 1 point, depending on how pilots earn points, that could be significant) when he is shot down by a TK'er? I doubt it would be possible to make a distinction, coding wise, between being hit by a TKer, being hit by an enemy or a CFIT?

  9. As said, I'm pretty sure it's too much for regular use on EU1/2, but I could try it some day, if the pilots present are willing to join in on the project.

     

    AWE would make more sense, with their tacticool approach, but doesn't have the player base or focus on aviation to really need it. Maybe if you make the ATC guy function as the FAC/JTAC as well, or maybe on game nights?

  10. Hey guys,

     

    On EU #2 a few days ago, @TomShen mentioned it would be cool if someone took on the role of air traffic controller (ATCo). We discussed it a bit, and he said he didn't really know enough about it to do it himself. Being a former ab-initio ATCo, I began explaining what we could do and would need, but for obvious reasons, the in-game chat isn't the best place to do that, so I told him I would make a document outlining some basic stuff and post it here. I just finished the first version decent enough for public release (v0.9) which you can download here: https://dl.dropboxusercontent.com/u/11459075/ArmA/AW/AW ATC - Pilot.pdf

     

    It's based on real knowledge and manuals, trimmed down to what I think we could use in ArmA. I know that in general, the contents of this document are (WAAAAY) beyond the scope of our public servers, I'm just putting it out here because Tom requested the info, and who knows whether some of you may use it to some extent (perhaps on AWE?).

     

    Not written in the document, but I would highly advise to only use this when you have voice communications (preferably Teamspeak, DEFINITELY NOT on Global, Side or Command chat!!) since typing everything will undoubtedly end in more than a few crashes... If you feel it's missing something, let me know, and I'll look into it. If it has no place in here, let it disappear in the abyss of old and long-forgotten topics. :)

     

    Cheers,

  11. On 19-2-2017 at 10:58 AM, Jason. said:

    I think this is much more true, most pilots will do their job without requiring any input/destination from their passengers, much like a bus.

    Therefore the players (passengers) are used to this system where they can hop in a heli and trust the pilot to take them where they need to go.

     

    Sure in an ideal world the pilots could be more like cab drivers, but it's simply not going to happen

    A bus / train / metro /airline has a fixed scheduled route it follows, regardless whether or not someone gets on or off. A cab driver will wait until a customer boards and tells him where he wants to go. If nobody gets in, the taxi won't go anywhere. By pure comparison, heli pilots are cab drivers...

    If you want heli pilots on EU1/2 to use a bus driver system, they'd have to take off and visit all LZ's around all AO's before returning to base, just in case someone might want to go or leave there. I'm pretty sure it would take less than 5 minutes for someone to start asking why there aren't any helicopters to pick him up.

  12. 5 minutes ago, Cebi said:

     

    @Eagle-Eye

    How will you go about changing peoples mentality? You need rules and game design to support that. Not a topic on a forum which only regulars and people interested in community visit.

     

    Not everything needs to be put down in written rules.

     

    "Monkey see, monkey do" is one way, for example. Members of this forum can read this topic and (hopefully) see why it can be an annoyance to a pilot, so next time they enter an aircraft / vehicle / boat they don't pilot themselves, they might say where they want to go without the pilot having to ask. Those not on this forum (both regulars and new arrivals) will eventually see more and more people do this, and (again hopefully) adapt as well.

  13. All discussions aside, in the end it all boils down to:

    A pilot cannot know where his passengers wants to go if they don't tell him. This is true for a single mission with multiple marked LZ's (and plenty of other possible locations), and even more so when there are 3 active missions, each possibly having multiple LZ's. The intended goal of this topic is to hopefully initiate a change in mentality so that people spontaneously tell pilots where they want to be dropped off, without the pilot having to ask dozens of times.

  14. 1 hour ago, Amentes said:

    Keep in mind, the safety of the passengers is your responsibility as the pilot, so always be critical when someone makes a request.

     

    I rarely see people asking for a specific LZ. In my experience, most people will ask to be dropped at Side or Main, but not anywhere specific.

     

    As a pilot, you should be able to judge from your map whether a marked LZ would be relatively safe or not, and given that, you're naturally also able to pick one for yourself.

     

    As a pilot, I will always mark at least 3 different LZ's on the map that I know most pilots can manage, and add in a few more that are a bit more risky but manageable with a decent enough pilot. Usually, that leaves about 5 LZ's to pick from, both at main and at side. In the rare case people still want another location, I'll be happy to oblige unless it's a clear death trap, but most can't even be bothered to spontaneously pick a mission, let alone one of the pre-designed LZ's. Why is that?

     

    IMO, pilot responsibility stops the moment you drop them off, by the way. Personally, I know I have the skill to land at most, even hot LZ's (damn, that sounds braggy :P ), so when people ask to be dropped off in the middle of the AO (which does sometimes happen when people want to join their squad ASAP) I'll definitely consider it. From time to time, I'll deny a request and discuss with them why, but if they insist (because as @Stanhope mentioned, some of the people that do request specific LZ's just won't get out until you're exactly on their marker) or if I can get you on the ground in one piece, my job is done, even if you're shot before you reach the first bush or tree...

     

     

    Quote

    All that said; in the future, if people throw stones or bullets at you, feel free to inform a Spartan, as such behavior really isn't acceptable.

    So what should I do when they start shooting at me? :o:P

  15. You're right. I know it all too well. :D

     

    As a pilot, I'm annoyed at how many times I have to ask where people want to go. In general, I ask 3 times via vehicle VON, then 3 times again via chat, and still nobody replies. I just continue waiting until someone finally does, but I've been tempted a lot to just pick a "random location" (read: somewhere in the middle of the AO, where I know or suspect a lot of enemies are) and not care if you beat me back to base...

  16. I feel the same way, in that the EOD and repair specialists are often overlooked and basically a "useless" role, because (almost) everyone can take explosives and there are plenty of options to repair vehicles (and if there aren't, people don't mind just abandoning vehicles in the middle of nowhere). Therefore, I think your idea is nice to give them some purpose, but I fear it can only work when there's a lot of people on. When there aren't, you can't really afford to sacrifice someone who could be useful in the field fighting the enemy, just so you can blow up 1 radio tower or a cache every so many hours (not even sure you need explosives for the cache?), or to repair the occasional broken vehicle. And that's assuming everyone actually plays their role, which is not always a given on public EU1 / 2.

     

    Therefore, I'd amend your idea as follows:

    - Restrict explosive satchels and charges to EOD / repair spec, but don't put artificial crutches on them by heavily reducing their arsenal to just PDWs, so they can still be useful on their own in an AO.

    - Restrict explosive satchels and charges to EOD / repair spec with the PDW limitation, and a few roles that would still be useful in an AO, but could realistically have received extended training with explosives. E.g. snipers / spotters / recon because of their expertise in infiltration and sabotage, or squad leaders / grenadiers because of their all-round required skill level.

     

     

    Some of the radio towers used to be surrounded by minefields in 2.86, by the way, but even then, a UAV operator could level it alone with a Darter and a single GBU (still can), or with a decent heli-pilot, you could actually land/hover at and place down satchels at the base without having to walk through the minefield. I don't think there's any way you can avoid that.

  17. The main problem with FOBs right now is that they are spawned in on markers, and 1 marker = 1 unit. This really limits how complex you can make an FOB, while FOBs in real life are just as, if not more, fortified than MOBs.

     

    Ways to fix this?

    - Change how FOB is spawned in. Create a script that can spawn entire complex structures, instead of just a few single units.

    - Have complex structures scattered throughout the map from the start (nothing wrong with using the bases already on the map by default, by the way) and set up FOBs in those locations. As a bonus, these can also be used in AO's in which the enemy is defending a fortified position. It's more challenging and rewarding for BLUFOR to overcome and seize an FOB this way.

     

    But doing it like that, I can almost guarantee you will run into server performance issues. (Possibly fixed by 64bit support?)

  18. 5 hours ago, TheScar said:

    having a (working) repair option on pads would make the chopper service kinda useless ..

    Not really. Chopper service is far away from infantry spawn for a reason. ;) Seeing how some fly with a fully functional helicopter, I wouldn't like seeing them approach the helipads with e.g. a broken tail rotor... They might crash into your Hunter just after you finished loading up. :P

     

     

    Personally, not sure about removing the quads. Right now, they're indeed mainly used to get from spawn to helicopter or boats, which is not really what they're there for, but I doubt there would be a change in mentality after they're removed. I fear it'll just shift the problem as they'll take the Hunters, Prowlers or HEMTTs instead. As Spartan, I'd rather just delete a few abandoned quads, than have to call an admin because the server is suffering from all the spawned and equally abandoned Hunters.

  19. Agree on a limit. I came online some time ago, and noticed this:

    107410_20170108114817_1.thumb.png.c501279388a5d5bc215ab0fc0a10cacc.png

     

     

    Think the servers would also benefit from a general cleanup script every few hours. I notice a lot that the map is cluttered with abandoned vehicles and nobody's nearby, so for server performance, I always delete them as soon as I join (it's actually not that bad in this screenshot, I've seen it a lot worse already, especially on EU1):

    107410_20170203184604_1.thumb.png.7fc93a560dcd6adb4576e663cde098b3.png

     

     

  20. 9 hours ago, IOnceWasATeddy said:

    AFAIK AAF infantry only come in via chopper as reinforcements for the AO,

    Not relevant to the discussion itself, but on EU2, some AO's start with Independent forces (militia) as well. :)

     

    Map indicators aren't 100% correct most of the time, so use them with care. If someone can keep him in his sights, the map marker will update in real time, but once visual contact is lost, it will present last known or estimated position. It could easily be off by a few hundred meters.

     

    What I don't understand however, is why a grenade launcher makes you think someone is hacking? Blue, Red and Green all have Grenadiers, so I don't know why it's so special? Did you by any chance mean something else, but the message got lost in translation?

  21. Looks nice, Stan. With some final touch-ups it should be ready to deploy from. :) Only point of criticism, if you can call it that, is that it's on an FOB. I've also made a few base suggestions, and FOB locations were apparently a big no-go in the current I&A version.

     

    Personally, I don't think a single entry-exit point is a bad thing to have. Despite the occasional monkeying around, it's not supposed to be a zoo but a military base. You aren't meant to get in just like that, and should ideally be easy to defend. Funnelling does that perfectly. As for people being run over, I assume they will be smart enough to not run in front of a vehicle, or learn after doing it once. In fact, if you only need to watch 1 location where vehicles can come from or move to, it should  (theoretically) make it even easier to avoid getting run over...

    Helipads look good too, though from time to time, you do get the pilot that can't distinguish left from right, so just to be safe, I would also suggest using smaller light posts between helipads and heli spawn to make sure you don't lose your MROT, or worse, there.

  22. I used to play it years ago, but after a while, playing alone wasn't that much fun anymore. Still have the original and Stetchkov Syndicate DLC disks lying around, though, so might just give it another go.

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