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Eagle-Eye

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Posts posted by Eagle-Eye

  1. From time to time, people lose connection or disconnect while they're in the heli, leaving a dead body in the back. The only way that I know to get that body out is to have it replaced by a live one. If he is in one of the last seats to be taken, however, a pilot is usually carrying a corpse all over the island until he finally gets enough people on board. Since public servers tend to have "personal pilots" (just the other day, we had 13 people online, of which 5 were pilot), that can take a while...

    It also keeps saying "Error: No unit" (or something similar) in the passenger list, which can become a minor annoyance after a while.

     

    While I'm not entirely certain kicking out alive players is the way to go, I think it would be useful if you could at least boot out the dead guy. :)

  2. Important change, one of many, with an impact on MP:

    Quote

     

    Added: Drawing markers is now connected with the current (VON) communications channel also

     

    What this means: if player A adds a map marker to SIDE channel, anyone tuned to another channel (including A!) will not see that marker. It does become visible when you tune the correct channel.

  3. I prefer flying above all else, because it's what I'm best at.

     

    If a pilot slot is not available or not necessary, I'll pick more stealth-oriented roles like sniper, spotter or JTAC. I've also had a go at UAV Operator, but still having a lot of trouble with delivering GBU's on target, so mainly using it to scout and provide intel for now.

  4. In my opinion, for whatever it's worth, I think a more permanent solution than someone manually checking it every so often may be needed. I.e. active control over the weather (to some extent) instead of just letting the game decide what it should be.

     

    Doing a quick Google search for "Tanoa Fog", I found several topics discussing how annoying the dense fog can be on Tanoa, so it's definitely something that needs to be looked into by BI, but until they do...

  5. Last night, the fog was pretty bad, with a visibility of ±200m, but when I got on the server just now, it had the worst fog I've ever seen, at 10 - 12 AM (in-game time). The arsenal is just 25m away, and I can't even see the guy in there.

     

    I think I saw at least 5 guys connect, and disconnect straight away in the 45 minutes I was on, so once again, I'd like to bring attention to the impact this could have on gameplay.

     

    20160915113906_1.jpg

  6. After about 90 minutes of playing on EU2, I just had a CTD, crash report and all (which I've actually NEVER had before with ArmA 3). :blink:

     

    From the monitoring log, however, GPU seemed to be holding pretty steady this time.

     

    EDIT: Make that two. Needs further testing, but may have something to do with being a pilot or view distance? Worked fine while I was infantry (view distance 1600), but as pilot (view distance 3200), I CTD'ed within 15 minutes. Same error: STATUS_ACCESS_VIOLATION, apparently in this file "Arma 3\dll\tbb4malloc_bi.dll"

  7. What I usually do when I see a Intel side mission pop up, is say in chat that they should "approach with caution" or something similar. Depending on the play-style I've seen on the server in the last 30 or so minutes, I sometimes add a circle around and map marker at Side repeating what I said in chat, in a bright contrasting colour (usually, I use red, also because it signals danger to many).

     

    While you're at side, you can also add map markers or repeat in chat often that you are doing stealth recon, and will call in when you need assistance.

     

    I have no idea if that actually helps, but I like to think it does. :)

  8. Agree on the ghillies.

     

    As for the loadout:

    I'm no expert by any means, but I always thought one of the tasks spotters are assigned is to be the sniper's close range protection? If so, shouldn't that limit their gear to standard rifles, with an optional grenade launcher if desired?

     

    So something like...

    Spotter: assault rifles (MX, Kathiba, Mk20, ...), up to medium range optics (RCO and the likes)

    Marksman: medium-range rifles (MXM, Mk-I EMR, Mk18, ...), medium or long range scopes

    Sniper: long-range or large-caliber rifles (MAR-10, M320, GM6), long range scopes

     

    The way I see it, this would require a DM/S to have someone close to protect him from threats nearby, thus (hopefully) increasing team play?

  9. 7 hours ago, Radfahrer said:

    While I see where you´re pointing at, aren´t there conditions IRL where pilots just cannot fly due to insanely dangerous environmental conditions, like blizzards, storms, extreme fog, etc. etc. ?

     

    Possible solution :

    Organize transports convoy style, 2-3 HEMTT´s to transport troops with, add in the odd Hunter or IFV .

    Y´know, driving like that could be fun too and is a definite change of the "usual procedure" of flying everywhere .

     

    IRL, yes, there are definitely a lot of limitations to flying, especially if you're forced to operate in VMC. As said, it's not that I want this kind of fog gone entirely, but I would personally reserve IMC for specially arranged events, e.g. Zeus-missions, or times when admins are around to listen to feedback and change it if it's (close to) game-breaking. Because that's how some felt it that day, not just the pilots but boots on ground as well. :)

     

    For the EU1 and EU2 servers, I don't think convoy transports to AO's will work, since they would all be going towards the AO but not come back (unless destroyed). Then one guy dies at AO, respawns, takes a vehicle to drive to the AO alone, ... How long until there are absolutely no vehicles at base? One way to fix the vehicles not coming back, however, would be if Vortex would be allowed to take on the role of vehicle drivers, and shuttle to and from continuously?

     

    However, that still leaves a problem in terms of time: if the AO is quite a distance away (NW and N islands come to mind), it will take forever to get from base to AO if you're limited to ground vehicles. Will people do the effort to wait for their taxi to return and bring them there, or disconnect because they spend more time waiting and getting to than operating in AO?

     

  10. 2 hours ago, PERO said:

    Fog moves in due to island configuration. Last time I spoke to Bacon about it, he said all fog settings in Editor are turned off.

    I understand the principles of fog formation. Did some testing with in the editor, with and without Zeus, and this is the result for pilots.

     

    At base, low level, on server:

    20160727134941_1.jpg

     

     

    At base, low level, with Zeus (100% fog, clear weather):

    20160727162159_1.jpg

     

    At base, low level, in Editor (100% fog, clean weather):

    20160727164652_1.jpg

     

     

    High altitude, on server (also note slight error in the side mission description. Should be Tanoa instead of Altis):

    20160727153101_1.jpg

     

     

    Medium altitude, with Zeus (100% fog, clear weather):

    20160727162246_1.jpg

     

    Medium altitude, with Zeus (100% fog, stormy weather):

    20160727162454_1.jpg

     

    High altitude, in Editor (10% fog, fair weather; IMO, this looks similar to what we had on the server):

    20160727165022_1.jpg

     

    Low altitude, in Editor (5% fog, fair weather):

    20160727165144_1.jpg

     

     

     

    Personally, after doing these quick and dirty tests, I prefer the Zeus fog, though I wouldn't mind to have it slightly thicker and extending higher, or a very low percentage Editor fog (10% max, 7-8% is probably the sweet spot for both ground and air ops), maybe in combination with low cloud layers.

     

  11. Hey guys,

     

    Was just on EU2 where the fog was REALLY bad, with less than 150m visibility.

     

    20160727131043_1.jpg

     

     

    Though I wasn't a pilot myself, flying was scary as hell (NoE required all the way due to Prio AA side mission) and obviously, you couldn't see anything in AO on the ground either. From what I understood, someone who had played 4 hours before I joined, already had that amount of fog, so seemed like a fixed server setting.

     

    While I don't want the fog to disappear completely, as it does change the dynamics of warfare quite a lot, can this amount of fog be limited to when there's an admin online, and have a more normal fog setting when they aren't?

     

     

    Reason I'm asking:

    - AI in general doesn't seem to be bothered by the fog as much, and especially so when Viper squads and a number of enemy vehicles have IR sights. As we don't have access to the ENVG or Viper helmets with IR capabilities, we are at a severe disadvantage unless we also take IR scopes with us. Don't suppose you want everyone walking around with Nightstalkers?

    - I doubt it's realistic to have fog this dense for several hours in a row.

    - When I joined, there were about 10 players. About 30 minutes later, there were 2, myself included. At one point, someone joined, asked "what is up with this fog?", and then disconnected.

     

     

    So, would it be possible to increase visibility a bit? Thanks. :)

  12. Short nights, long days and >900km in just 24 hours, but well worth it.

     

    Too bad there weren't more members. An airsoft/paintball-event with just AW members would probably be even more interesting than what we already had. (And maybe more fair)

  13. - feel like respawn time may be a bit too long. 45 sec, maybe even 30, would bring more continuous action to the game, but still keep you out of the loop long enough

    - small but slightly annoying item: having to reload gun at start

    - maybe just my problem: couldn't pick up anything from the grenade box at spawn, and couldn't heal at the med-container. Seemed to work for others(?)

    - still a few buggy areas where you get killed by nothing

    - armor difference, as mentioned before

    - personal opinion: not entirely convinced symmetry is the best for a CQB map

     

    + Really liked the outer walls and watchtowers. Gave a "prison game experiment"-vibe, similar to Gamer, where the last man standing was set free or something. :P

    + lots of action in limited space

  14. My two cents.

     

    I remember a few weeks ago on EU2, we were engaged and I got shot. The guys I was running with dragged/carried me away from danger and called someone to fly in and extract me. While we waited for transport, they appeared to be covering my unconscious body while fighting off the hostiles for quite a while. Not that I have a lot in my limited time here, but that was definitely one of the greatest moments I've experienced on AW servers.

     

    But that was probably a one-in-a-million thing and in the end, I still died... The problems I saw at that moment:

    1) Even if med/casevac is called in immediately, it takes a while for the extraction party to arrive. Depending on distance to base, threat in AO etc., help may still come too late. Especially if you also need to return to base within the (current) bleed-out period before you can get healed.

    1 Bis) The situation above was one in which we were constantly and properly cooperating. On EU2 and most likely all public servers, I find those moments to be rare, and you often find yourself either lone-wolfing it, or creating a "team of the moment" consisting of the guys that just happen to be standing around you for the next 5 or 10 minutes... In that isolated environment, even utilising in-game chat and TS, it can take a (very) long time before anyone diverts from his own mission/objective to help another guy. (as I've experienced when I accidentally hit a tree with a GH, destroying the main rotor, and found myself stuck on an island for 30+ minutes)

     

    2) At the moment of said situation, it appeared to be impossible to put a casualty in the back of a vehicle, and as the VTOL coming in didn't have a medic on board, they had to leave me behind. So either (1) you need a medic onboard of the med/casevac all the time (which would be realistic, but dedicating one of the medics to med/casevac duty drags him away from healing guys in the battlefield. In its current form, it also makes the extraction pointless - except for immersion's sake - as he could just revive you on the spot), or (2) you need to add a way to place/remove an immobile unit in/from the passenger seat.

  15. Just remembered, something Amentes and myself discussed last night was that (almost) everyone was using suppressors, so maybe there should be a limitation on those as well.

     

    For the attackers, during a full-on assault as a quick reaction force, I don't think you're really concerned about coming in quietly. In fact, I think the mere sound of your fire - especially when it's coming from different sides - can be as overwhelming, distracting and/or disorienting to the enemy as your actual assault.

     

    As for the defenders, because they had suppressors, they were able to pick the attackers off so easily, without ever having to worry about giving away their position. It would've been a lot harder/riskier for them to open fire on someone if they knew they could be spotted, and possibly come under return fire from a few other guys.

  16. As mentioned shortly during debrief:

    As a pilot, the main crutch was visibility, which was (at base) ±150m on ground, but close to 0 as soon as you lifted off. Even though visibility was slightly better at AO, we were forced to either stay high or go slow all the way in, if we didn't want to crash into cranes, poles or cables. As such, it didn't make a lot of sense to even use helicopters, and vehicle transport would've been a more logical option. Nevertheless, I think Amentes did a good job, I tried my best and we got the troops where they wanted to go. :)

     

    As pilots, a few things were unclear to us. E.g. initial insertion plan and what we were supposed to do after the initial insertion, especially because CAS seemed/was pretty much a no-go at that time. The initial post here says CSAT was allowed to respawn, but it said nothing about BLUFOR and despite seeing a few kill-messages, nobody seemed to show up at base, so we didn't know if there even was a respawn allowed for BLUFOR. Future ops may benefit from a bit more clarity on that topic, for example by having a general mission brief, then allow squads to prepare and finish it off with a quick relay of intent.

     

    Finally, it's a shame the mission went south, particularly with people using vehicles they shouldn't have, and (unintentionally) destroying them in the process. Poor discipline, which resulted in chaos that could have easily been avoided/settled with some basic communication first.

     

     

    I want to finish on a good note, however, by saying that I really enjoyed the atmosphere of the mission, and I hope to be part of it again someday soon. :)

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