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Eagle-Eye

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  1. Like
    Eagle-Eye got a reaction from Kacper in Return of Tanoa   
    Tanoa had a regular crowd when the MOB was on the large airport on the center island, and with randomized instead of sequenced AO's. Not sure if that was still I&A 2, but things definitely started slipping once the MOB moved to the smaller island airfield southwest.
     
    David once made a bridge connecting a few islands on Tanoa.
     
     
    That would be a relatively easy fix for the mobility issue. To connect all the islands, you probably won't even need an hour to build 2 bridges to connect the main islands, and make it look something like this.

     
  2. Like
    Eagle-Eye got a reaction from Zeexe in Screenies and Videos Thread   
    Doesn't always have to be DCS, so here's some BMS 4.33 (Nevada Theater).
     
    Tasked with defending a ground objective, 5 pilots of our virtual squadron went head-to-head against 18 aircraft (1:3.5 ratio) of another virtual squadron.
     
     
     
  3. Like
    Eagle-Eye got a reaction from GhostDragon in Forum graphical glitch?   
    Not sure if it's related, but I've changed the background image from the Apache to the daylight carrier, and I haven't had it since.
  4. Thanks
    Eagle-Eye got a reaction from Amentes in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  5. Like
    Eagle-Eye got a reaction from Blue-958- in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  6. Like
    Eagle-Eye got a reaction from PiranhA in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  7. Like
    Eagle-Eye got a reaction from SkullCollector in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  8. Like
    Eagle-Eye got a reaction from Numbnuts in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  9. Like
    Eagle-Eye got a reaction from Ryko in AWE and its future   
    As I've mentioned several times before, my opinion is that the main problem on AWE is the different mindsets (casual <=> team-oriented <=> milsim). As such, my suggestion: have a place on AW for everyone, 24/7. Pretty sure you could reel in old-timers who left, or a whole new group of players by doing that.
     
    E.g.
    EU1: as is, vanilla public casual
    EU2: as is, vanilla public casual
    EU3: as is, modded public team-oriented
    EU6: public milsim, vanilla and/or EU3 modset TBD
     
    On EU6, there is room for banter ONLY in between missions. From start of briefing till end of debrief: A-game only, very strict application of hierarchy and rules etc.
    EU3 and 6 get dedicated game nights (weekly, bi-weekly or monthly depending on how much AW can muster) with pre-made and/or Zeus missions.
     
    There should be no extra development required, except removal of arsenal restrictions. Seeding missions on EU6 could be I&A or Stiletto, depending on modset, as the mindset is what makes the real difference in their execution.
     
     
    Second suggestion, for EU3 and 6: Get rid of as many rules as possible, and keep those you keep to the point. KISS-principle, basically, let common sense dictate what can and cannot be allowed, and the mindset should do the rest. E.g. the rules of a milsim-community (2 servers: 1 vanilla, 1 modded) I play on can fit on a half A4. (see spoiler)
     
    Compare that to AW's ruleset. Even if you look ONLY at the rules for AWE, most of the words used can be omitted and are really only there to fill the page. Because of it, by the time you're halfway through, you've forgotten what you read at the beginning.
    To give a few examples:
    Rule 5.1 "Use of Teamspeak is mandatory."
    => Of course it is, otherwise you can't use TFAR / ACRE. Put that in a guide called "first connection to AWE", not in the rules.
     
    Rule 5.2 "Teamkilling is not allowed"
    => Why do you need the examples, if the list isn't meant to be all-inclusive anyway? Not to mention that on AWE, you should expect players to know why you don't TK in the first place. (remember, common sense ...)
     
    Etc.
     
    Also, as a side remark, the link to the most up-to-date rule set for AWE sends you here, where the last update was January 25th 2017. However, the topic containing the rules has a different set and layout, but was posted June 22 2017? Which one is current?
     
     
    My 2 cents.
  10. Thanks
    Eagle-Eye got a reaction from PiranhA in An open letter of the problems within Ahoyworld   
    Have read the whole topic, but won't reply to anything because I'm not "in the know" enough, except this:
     
    In my experience, you just can't combine the two.
    I'm part of an online flight sim network (built and supported by volunteers only as well) for over a decade now. Back when I started, its member base belonged mainly (maybe even only) to Group A. They wanted to do things just like in real life, and had the rules, procedures, training, ... set up as such.
    Around 2010, members from Group B began joining the network in larger numbers. They just wanted to fly and didn't need / want all those strict procedures, didn't care about training etc. In 2011 or 2012, the networks motto became "realistic, within limits".
     
    Nowadays, both groups hate each other to such extent that people go out of their way on the network (incl. disconnecting) to avoid someone they know belongs to the other group. At least once a week, there's a topic somewhere on the forum where a member from Group A complains about actions from someone in Group B, or vice versa...
     
    Admittedly, it has worked for a while, but something always festers in the community's underbelly and in the past 5 years, that network has been very close to imploding several times because of those differences (last time was less than a month ago)
    I'm almost certain the same will eventually happen to AWE, if it hasn't already. If in any way, this is then how my reply links to this topic as a whole.. I'm just putting a theory out here now, but maybe Stanhope belongs to Group A, the thread starter belongs to Group B, and the personal beef between them is because Stanhope is (or was) in a position where he can / needs / is expected to enforce the rules, whereas other members from Group A are not?
     
    Once again, I don't know either one enough and haven't been on AWE for months, so it's just a theory.
  11. Like
    Eagle-Eye got a reaction from Aegis_RVIR in A few ideas and more   
    A lot easier would be to use Revo's 3DEN Enhanced for a moment, and edit the Load Coefficient. That way, you could also edit each unit / role individually.
    E.g. While a regular rifleman has a load coefficient of 1, an autorifleman would be trained to run around with some extra weight on his body, so his coefficient could be 0.8. In the end, because of the way ArmA uses a single stamina level regardless of role (AFAIK !!), they'd both have the same amount of stamina in the field.
     

  12. Sad
    Eagle-Eye got a reaction from S0zi0p4th in A few ideas and more   
    A lot easier would be to use Revo's 3DEN Enhanced for a moment, and edit the Load Coefficient. That way, you could also edit each unit / role individually.
    E.g. While a regular rifleman has a load coefficient of 1, an autorifleman would be trained to run around with some extra weight on his body, so his coefficient could be 0.8. In the end, because of the way ArmA uses a single stamina level regardless of role (AFAIK !!), they'd both have the same amount of stamina in the field.
     

  13. Like
    Eagle-Eye got a reaction from Patrik_swe in We need your ideas   
    Some basic ideas for side missions, unless indicated otherwise.
     
    - Disable enemy FOB / FARP
    The enemy is using a small- to medium-sized settlement to enhance their combat capabilities in the region. Destroy X vital infrastructure(s) (e.g. ammo cache, fuel depot, watchtower, vehicles, ...), so that their effectiveness is reduced.
     
    - CSAR (timed; I'd say not more than 10 - 15 minutes; could be an AO sub-objective as well)
    A fighter pilot had to eject over hostile territories. We have received signals to indicate he's alive, his current estimated location and which pre-planned location he is headed to. As he will be surrounded by enemy units, he has to move cautiously so his ETA at the pickup area is unknown. Locate and rescue our pilot before the enemy is able to capture him.
     
    - Kill HVT (could be an AO sub-objective as well)
    An enemy HVT is reported to be arriving in X for a meeting with local resistance groups. This meeting will most likely take place away from prying eyes, but civilians may be in close vicinity. PID your targets as civilian casualties are not allowed under any circumstances !!
     
    - Camp defence (delayed activation; timed)
    (Mission only activated once at least 1 player is in the camp; enemy assault begins a few minutes later, in 1 - n waves)
    With indications that an assault on our camp in X may be imminent, we needs extra men to help set up and man defensive positions.
     
    - PoW camp defence (delayed activation; timed)
    (Same as Camp defence, basically, but now you also have enemy PoW's that need to survive.)
    Coming nowhere close to an agreement on the release of PoW's any time soon, the enemy is reportedly forming up to rescue their men from camp X. If rescue is deemed impossible, it is assumed that the enemy may attempt to kill the PoW's instead.
     
    - Retrieve intel (could be an AO sub-objective as well)
    (Similar to the current intel mission, except that it's a static object, not a mobile unit)
    Some documents are so highly sensitive they are only available in hard-copy. Spies have confirmed the presence of one of those documents in X, but are unable to grab it without compromising their cover.
  14. Like
    Eagle-Eye got a reaction from Xwatt in We need your ideas   
    Some basic ideas for side missions, unless indicated otherwise.
     
    - Disable enemy FOB / FARP
    The enemy is using a small- to medium-sized settlement to enhance their combat capabilities in the region. Destroy X vital infrastructure(s) (e.g. ammo cache, fuel depot, watchtower, vehicles, ...), so that their effectiveness is reduced.
     
    - CSAR (timed; I'd say not more than 10 - 15 minutes; could be an AO sub-objective as well)
    A fighter pilot had to eject over hostile territories. We have received signals to indicate he's alive, his current estimated location and which pre-planned location he is headed to. As he will be surrounded by enemy units, he has to move cautiously so his ETA at the pickup area is unknown. Locate and rescue our pilot before the enemy is able to capture him.
     
    - Kill HVT (could be an AO sub-objective as well)
    An enemy HVT is reported to be arriving in X for a meeting with local resistance groups. This meeting will most likely take place away from prying eyes, but civilians may be in close vicinity. PID your targets as civilian casualties are not allowed under any circumstances !!
     
    - Camp defence (delayed activation; timed)
    (Mission only activated once at least 1 player is in the camp; enemy assault begins a few minutes later, in 1 - n waves)
    With indications that an assault on our camp in X may be imminent, we needs extra men to help set up and man defensive positions.
     
    - PoW camp defence (delayed activation; timed)
    (Same as Camp defence, basically, but now you also have enemy PoW's that need to survive.)
    Coming nowhere close to an agreement on the release of PoW's any time soon, the enemy is reportedly forming up to rescue their men from camp X. If rescue is deemed impossible, it is assumed that the enemy may attempt to kill the PoW's instead.
     
    - Retrieve intel (could be an AO sub-objective as well)
    (Similar to the current intel mission, except that it's a static object, not a mobile unit)
    Some documents are so highly sensitive they are only available in hard-copy. Spies have confirmed the presence of one of those documents in X, but are unable to grab it without compromising their cover.
  15. Like
    Eagle-Eye got a reaction from Stanhope in We need your ideas   
    Some basic ideas for side missions, unless indicated otherwise.
     
    - Disable enemy FOB / FARP
    The enemy is using a small- to medium-sized settlement to enhance their combat capabilities in the region. Destroy X vital infrastructure(s) (e.g. ammo cache, fuel depot, watchtower, vehicles, ...), so that their effectiveness is reduced.
     
    - CSAR (timed; I'd say not more than 10 - 15 minutes; could be an AO sub-objective as well)
    A fighter pilot had to eject over hostile territories. We have received signals to indicate he's alive, his current estimated location and which pre-planned location he is headed to. As he will be surrounded by enemy units, he has to move cautiously so his ETA at the pickup area is unknown. Locate and rescue our pilot before the enemy is able to capture him.
     
    - Kill HVT (could be an AO sub-objective as well)
    An enemy HVT is reported to be arriving in X for a meeting with local resistance groups. This meeting will most likely take place away from prying eyes, but civilians may be in close vicinity. PID your targets as civilian casualties are not allowed under any circumstances !!
     
    - Camp defence (delayed activation; timed)
    (Mission only activated once at least 1 player is in the camp; enemy assault begins a few minutes later, in 1 - n waves)
    With indications that an assault on our camp in X may be imminent, we needs extra men to help set up and man defensive positions.
     
    - PoW camp defence (delayed activation; timed)
    (Same as Camp defence, basically, but now you also have enemy PoW's that need to survive.)
    Coming nowhere close to an agreement on the release of PoW's any time soon, the enemy is reportedly forming up to rescue their men from camp X. If rescue is deemed impossible, it is assumed that the enemy may attempt to kill the PoW's instead.
     
    - Retrieve intel (could be an AO sub-objective as well)
    (Similar to the current intel mission, except that it's a static object, not a mobile unit)
    Some documents are so highly sensitive they are only available in hard-copy. Spies have confirmed the presence of one of those documents in X, but are unable to grab it without compromising their cover.
  16. Like
    Eagle-Eye got a reaction from ShadowAce11 in AWE Training Polls   
    After some time of abscense, I joined AWE the other day and this was the first thing I noticed.
    At spawn, during mission prep, everyone was just talking random nonsense totally unrelated to anything ArmA, there was a prowler driving through and almost crashing into people, a few guys were playing dress-up in the arsenal etc.
    Best of all, over the course of 5 minutes, 2 or 3 grenades went off, injuring / killing several. Not once did I hear anyone complain about it, almost as if it's completely normal...
     
    Now, though annoying, if this behaviour was restricted to the downtime between missions, I could sort of deal with it. Unfortunately, it continued into the mission, with someone constantly calling out/nagging ASL's name (every few seconds for nearly a minute), people suddenly making weird noises or beginning to sing, opening fire despite ASL's repeated instruction to keep weapons cold, collectively bursting into laughter when someone from another squad comes in over the radio saying he's the only survivor of a T-72 that rolled up on them, and then making no effort whatsoever to go and help even though we were just 300m away, ...
     
     
    Part of my abscence is because I'm more active on a more mil-sim-oriented server nowadays, where the behaviour I just described would result in an instant kick or even ban, or at the very least a stern speech from staff.
    To be honest, my experience from the other day isn't much of an incentive to return here. Quite the opposite actually, since I feel AWE has basically turned into an EU1/2/4 style of play, but with mods...
  17. Like
    Eagle-Eye got a reaction from SkullCollector in AWE Training Polls   
    After some time of abscense, I joined AWE the other day and this was the first thing I noticed.
    At spawn, during mission prep, everyone was just talking random nonsense totally unrelated to anything ArmA, there was a prowler driving through and almost crashing into people, a few guys were playing dress-up in the arsenal etc.
    Best of all, over the course of 5 minutes, 2 or 3 grenades went off, injuring / killing several. Not once did I hear anyone complain about it, almost as if it's completely normal...
     
    Now, though annoying, if this behaviour was restricted to the downtime between missions, I could sort of deal with it. Unfortunately, it continued into the mission, with someone constantly calling out/nagging ASL's name (every few seconds for nearly a minute), people suddenly making weird noises or beginning to sing, opening fire despite ASL's repeated instruction to keep weapons cold, collectively bursting into laughter when someone from another squad comes in over the radio saying he's the only survivor of a T-72 that rolled up on them, and then making no effort whatsoever to go and help even though we were just 300m away, ...
     
     
    Part of my abscence is because I'm more active on a more mil-sim-oriented server nowadays, where the behaviour I just described would result in an instant kick or even ban, or at the very least a stern speech from staff.
    To be honest, my experience from the other day isn't much of an incentive to return here. Quite the opposite actually, since I feel AWE has basically turned into an EU1/2/4 style of play, but with mods...
  18. Like
    Eagle-Eye got a reaction from Amentes in AWE Training Polls   
    After some time of abscense, I joined AWE the other day and this was the first thing I noticed.
    At spawn, during mission prep, everyone was just talking random nonsense totally unrelated to anything ArmA, there was a prowler driving through and almost crashing into people, a few guys were playing dress-up in the arsenal etc.
    Best of all, over the course of 5 minutes, 2 or 3 grenades went off, injuring / killing several. Not once did I hear anyone complain about it, almost as if it's completely normal...
     
    Now, though annoying, if this behaviour was restricted to the downtime between missions, I could sort of deal with it. Unfortunately, it continued into the mission, with someone constantly calling out/nagging ASL's name (every few seconds for nearly a minute), people suddenly making weird noises or beginning to sing, opening fire despite ASL's repeated instruction to keep weapons cold, collectively bursting into laughter when someone from another squad comes in over the radio saying he's the only survivor of a T-72 that rolled up on them, and then making no effort whatsoever to go and help even though we were just 300m away, ...
     
     
    Part of my abscence is because I'm more active on a more mil-sim-oriented server nowadays, where the behaviour I just described would result in an instant kick or even ban, or at the very least a stern speech from staff.
    To be honest, my experience from the other day isn't much of an incentive to return here. Quite the opposite actually, since I feel AWE has basically turned into an EU1/2/4 style of play, but with mods...
  19. Like
    Eagle-Eye got a reaction from Stanhope in AWE Training Polls   
    After some time of abscense, I joined AWE the other day and this was the first thing I noticed.
    At spawn, during mission prep, everyone was just talking random nonsense totally unrelated to anything ArmA, there was a prowler driving through and almost crashing into people, a few guys were playing dress-up in the arsenal etc.
    Best of all, over the course of 5 minutes, 2 or 3 grenades went off, injuring / killing several. Not once did I hear anyone complain about it, almost as if it's completely normal...
     
    Now, though annoying, if this behaviour was restricted to the downtime between missions, I could sort of deal with it. Unfortunately, it continued into the mission, with someone constantly calling out/nagging ASL's name (every few seconds for nearly a minute), people suddenly making weird noises or beginning to sing, opening fire despite ASL's repeated instruction to keep weapons cold, collectively bursting into laughter when someone from another squad comes in over the radio saying he's the only survivor of a T-72 that rolled up on them, and then making no effort whatsoever to go and help even though we were just 300m away, ...
     
     
    Part of my abscence is because I'm more active on a more mil-sim-oriented server nowadays, where the behaviour I just described would result in an instant kick or even ban, or at the very least a stern speech from staff.
    To be honest, my experience from the other day isn't much of an incentive to return here. Quite the opposite actually, since I feel AWE has basically turned into an EU1/2/4 style of play, but with mods...
  20. Like
    Eagle-Eye reacted to TheScar in Balance / Nerf the Jets   
    Hello,
    long time no read from my side and i wasnt even considering posting here in the future but todays events changed my opinion ...
    Its about the jets,especially the "DLC" WASP (which spawns on Carrier regulary every 30min).
     
    As familiar player of I+A you may know my (hate-)relation to jets in particular but dont get me wrong in the first place.
    Jets have a role in playing a support role to assist ground forces achieving objectives and goals eaiser/a bit less stressfull.
    That totally alright about if the pilot of the jet "acknowledges" his support role and does so on a "regular basis".
    Sadly,this doesnt play out most of the times.
    We saw pilots camping the jets spawns (to be first),take them for unrequested air raids all over Altis.
    This is what in particular annoys me the most.
    The ability for the jets to be ANYWHERE on the island in minutes,speed advantage renders enemy AA useless 90% of times and they rearm in minutes and be back in the air almost instant.
     
    I might give you a insight of the event that made me post this (read the spoiler+check the picture):
     
    Whats the point in having AT slots,tank crews,APC crews and whatever in this game when a single WASP can dominate the mission so easily.
    We might even never leave base again !
    Take the Anti Air battery mission for example - i seen it countless of times the AA gets taken out by either the jet or the UAV in seconds/minutes with no threat to them at all.
    If the ZSUs can deal em that sad why even have the AA mission actually in?
     
    Actually,i m speechless since that thing (the jet/UAVtools) got added and even more in particular since BI tweaked the jet capabilities.
    In this condition yet it´s a silly and gamebreaking move.
    ARMA is about putting work in a mission (generalisation) - achieving goals the easy way is neither rewarding nor thrilling to none of (the more) experienced users.
    Or when was the last time you told a m8 about that thrilling CAS-Air raid you witnessed while being boot on the ground with nothing to care about as only infantry is your only threat ?
    Oh,not to forget:
    The same goes for the new UAVtools !
     
     
     
     
    In short - i vouch for several things to make jets/UAV tools better or everyone:
     
    raise (re)spawn timer of WASP and UAV tools (to 1h at best) raise service time (to min 15min) consider cut´ing jet/UAV  count actual (1 WASP - 1 Buzzard AA - 1 Greyhawk - 1 of those new things sorry,dont recall its actual name) enforce a "maximum use time" of jets (limit it to 1 user for 2h,then apply a 2h wait time) thin out chance of side reward to be jet/UAVtool change setup of AA battery to that new AAtruck to guarantee a solid AA threat by it  
     
     
    I´ll end it here for now,i usually wanted to play ARMA and not post a essay about the goddamn jet (users)
    Thougts ?
     
  21. Like
    Eagle-Eye got a reaction from SkullCollector in [Guide] ACE Advanced Medical (2020 Rework)   
    Great guide indeed.
     
    Does anyone remember the America's Army medical training (1, 2, 3, 4)? Not saying you should do it, Skull, but something like this (interactive mission, or instruction video) for ACE's medical system would be very useful.
  22. Like
    Eagle-Eye got a reaction from Vlk in SWAT 4   
    No in-game footage yet, but looks like this could become a "nice" realism-oriented game/sim focusing on SWAT operations:
    http://voidinteractive.net/
     
     
     
  23. Like
    Eagle-Eye reacted to Copey in Loadout options   
    And when I first came too, there was literally no restrictions back then and people managed just fine.
     
    In fact I remember teams coordinating to have the same weapon platforms so they could share ammo etc without even being asked to.
     
    Add to that everyone actually looked the part, ie not wearing pure white camo on a green terrain map...if only we could return to those days
  24. Like
    Eagle-Eye got a reaction from Amentes in Is this ok or not ok?   
    In another community (milsim) I'm active in, such behaviour would result in a permanent ban with no chance of ever coming back...
     
    Now, I know AWE aims for something in between public and milsim, so I'm not saying that extreme's the way to go for AW, but if it's apparently becoming such an issue that it puts people off from taking leader roles or even joining the server altogether, maybe it is worth considering (regardless of status or activity on the server), even if just to take back control of the situation and server?
  25. Like
    Eagle-Eye reacted to SkullCollector in [Guide] ACE Advanced Medical (2020 Rework)   
    Hello and welcome to the revised ACE Medical Guide: 2020 Edition.
     
    This guide aims to be a comprehensive resource for the dedicated medic; to steel yourself with knowledge first so that you can hone it in combat. It will send you on a journey to become the best medic you can be.
    It does not offer panacea. That's just called a packing bandage. It does offer the basis you need to understand the inner and outer workings of ACE Medical with an attempt to dispel some common myths.
     
    You can find two proven sample loadouts at the very end of the document, as well as a spreadsheet with all the data there is about bandages.
     
    For an easier read, here it is on Google Docs.
    Link: ACE Advanced Medical Guide v2.3 (2020 Rework)
     
    The GDoc is always going to be the most up-to-date version, but if you prefer PDF, here you are:
    The PDF is now very much outdated. I will update it with the 2.4 revision, which will include a flowchart and procedure.
     
    ACE Advanced Medical Guide v2.1 (2020 Rework) - 23-04-20.pdf
     
    To-do
     
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