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Jorgensen73

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  1. Like
    Jorgensen73 reacted to GrandBravo in New game-mode idea: SpecOps - Mission   
    Hi all, 
     
    It always interest me how carefree everyone can play the missions on AWE and I&A. Side mission secure, return to base and rearm. AO complete, return to base and rearm. Its a complete back and forth activity with minimal pressure and excitement. Sometimes something interesting happens but those situations are mostly Zeus interactions. That's why I came up with this idea to make players scratch their heads and improvise on the spot. I've been working on this idea for quite a while but I have minimal to no programming experience in Arma 3. I'm hoping that AW will look at it and might consider this as a new game-mode to make AhoyWorld stand out compared to other Arma 3 communities.
     
    Idea/story-line:
    SpecOps, works in unknown territory. Gathering intel, securing or executing objectives. There are around 5 missions active (see it as side missions on I&A). Each mission is different form the other. Secure a chopper, destroy a radio tower, execute an officer, save a hostage... you name it. Some missions can be succeeded very easily (execute an officer, sniper team just kills him). But some missions may contain intel that you can find on the spot. These intel packages can trigger a random mission nearby that might be time based (a hostage is going to be executed within 10 minutes, rescue him!) or story based (We're known of general Copey's location, get him before he relocates!). This forces you to improvise because RTB might take too long. The Marine's are there to support the SpecOps if shit hits the fan, extracting the SpecOps/hostage/VIP or take care of secondary missions. The main goal of this idea is to put pressure on you and your teammates where critical decisions are made on the spot and RTB is not the next task after a mission. 
     
    Start-up:
    I can understand that this might be quite a challenge to program. That's why I suggest to start in steps. AW already have tons of scripts and programming experience due to the I&A and AWE servers. It might be possible to setup a trail server to test the basic and obtaining the opinion of the community. Divide the map in 4 a 5 sectors (like you guys did with the FOB's and the AO spawning near that FOB) and spawn in each sector a so called "side-mission". If that side mission in that sector is complete, a new side mission will spawn nearby. AW obtain most of the scripts to complete this idea, they just need some tweaking. The collecting of intel in these mission (further explained in the Idea/Story-line) would be excluded in the beginning just to monitor server performance and game experience. After reviewing the community opinion about this idea, further steps can be initiated like adding the intel related factors and more mission idea's.
     
    Server settings: (optional)
    Mission time-based: Continuously (Game night)
    Accessibility: AW members (can be public of course but fear lone-wolfing attitude)
    Map: Tanoa (due to the density of the forest and theme)
    Enemies: Rebels
    Mods: None
    Player count: 20 - 25
    - Pilots: 2
    - UAV/Commander: 1
    - SpecOp team: 6
    - Recon team (snipers): 2 (1 sniper, 1 spotter)
    - Marine squad: 10 - 12
     
    Optional/secondary idea's:
    - If you have infiltrated an objective, a random event can occur where (for example) a jeep with a few guys (unaware what is going on) approach the objective. Forcing you to get out of there quickly and miss critical intel or risk being engaging in a fire fight.
    - Mission location divided in 4 a 5 sectors (top left, top right, bottom left, bottom right, middle), each sector can obtain a special character that the SpecOps team is trying to hunt down.
    - Add civilians to some missions for experience game play/realism/intel gathering.
    - Destroying ammo crates on side mission will lower gear quality of up following missions in that sector. [24-7-17]
    - I got a script where you can go undercover as a civilian and not be detected as a hostile. So maybe 2 slots for like CIA? [24-7-17]
    - *To be continued*
     
    Please give this idea a think-over and I hope that you guys get my vision. Its all a concept so don't assume that whats post here is a must. Additional ideas are welcome as always but lets keep this post clean for now and add suggestions in the steps beyond. 
     
    Greets,
     
    GrandBravo
  2. Like
    Jorgensen73 reacted to Karate Pyjamas in AWE media distribution   
  3. Like
    Jorgensen73 reacted to kennychr in [EU6][MSO] Operation Einherjar   
    General Info
     
    This mission is a multi session operation or MSO for short.
    If you played MSO in A2 you will know what the general idea is, if not: MSO is a mission that is designed to take multiple sessions to complete.
    How multiple session is handled is that after each event I hold, the server\mission state gets saved to a database.
     
     
    Mission Specific Info
     
    Mission 
    This time we are going to Afghanistan, see warning order for more info.
     
    Player squads
    1x CMD element: CMD,TAC
    3x Infantry Squads: SL 4xRFL MED 
     
     
     
     
    Time of event(recurring): Fridays @ 1800UTC
     
    Signup form[SQUADLEADS only]: HERE
     
     
    Modset link( separate from AWE ) :  ftp://mods.ahoyworld.net/124TH/.a3s/autoconfig
     
    Warning Order
     
  4. Like
    Jorgensen73 reacted to Karate Pyjamas in Locking First Person Only in EU3   
    Gamenights like the MSO force First Person, then again the mentality at such events is a whole lot different than regular server time, so keep a look out for the GN's as some may force 1st person!
  5. Like
    Jorgensen73 reacted to kman in Is this ok or not ok?   
    Noticed the same pattern lately - unfortunately A LOT.
     
    1) MAT filled even when not warranted
    People log in lobby and have to see, that Aplha squad looks like Swiss cheese, yet they fill MAT.
    Worse - sometimes fill MAT even when ASL is not present.
     
    2) Overuse of HE.
    MAT purpose is to deal primarily with enemy armored vehicles, not to play line-of-sight mortar support, unless SPECIFICALY instructed to by command.
     
    3) Giving sh** about command structure
    If you joined MAT - a support unit - when ASL is not present, then you are under command of Alpha1 Team Lead.
    You are not independent kaboom squad.
     
     
    I can't stress enough, how does presence of MAT on almost empty server discourages me from logging in as Teamlead, and I bet its the same for others who want to help with more organised gameplay.
  6. Like
    Jorgensen73 reacted to Lost Bullet in Is this ok or not ok?   
    I debated with myself if I should comment on this or not, but most of people know when I have something to say I will say it even if people like or not.
    So...here it goes:
     
    In my opinion this kind of thing is clearly against the rules:
    Not following command Wasting assets (shooting rockets at a house when it could be cleared with guns) Almost teamkilling by destroying a house where friendlies are near by  
    Its not the first time that I see support teams doing whatever they want and to be honest I'm kind of tired of that and for me that means less AWE hours and availability to play there.
  7. Like
    Jorgensen73 reacted to Noah_Hero in "Play your Role"   
    To first and most important quote the rule (Nr.8) itself: "If not a Medic or Engineer, son´t carry explosives or massive amounts of medical gear. If no Medic or Engineer is online, seek permisson from your superior. Use gear specific to your faction. If you´re in the field and run out of ammunition, ask permission before picking up an enemy weapon. Don´t overdo your loadout. A 40kg Rifleman is not acceptable." Now to my points: Use gear specific to your class (don´t take 5x blue smoke if you are LAT because you are usually don´t the guy marking an LZ and if you are... it´s not 5 times in a row...; pick an AR as Autorifleman; only pick a backpack if really needed like as AR-Assistant or engineer, etc; ...) use appropriate/protective gear: usefull vest, helmet follow the CoC (don´t give orders when you are not in command; "listen to orders from your superior, and implement them to the best of your abilities.") keep your weight as close as possible to the original weight of the class and just play your role! (be the guy laying down suppressive fire as AR, be the guy laying down explosives as Eng, etc; just apply common sense!!)
  8. Like
    Jorgensen73 reacted to Copey in AhoyWorld Enhanced - Moving Forward   
    Upon us we find a great opportunity, and it brings great delight for me to inform you of decisions regarding the forward progress of the server and community. It has taken a great deal of time and discussion to reach this decision, but we now feel that it has been sufficiently planned - and, well…discussed. Following a unanimous vote amongst the AWE staff team, we are progressing with enacting these changes.
     
    In addition to the changes detailed in this post, more will soon be announced that will contribute to the direction we seek for AWE, moving forward. As such, keep your eyes turned towards the AWE section of the forum. We are excited to deliver the new direction - and we hope you are too!
     
    Monday 19th of June 2017.
     
    Put a reminder in your calendar, this is when the changes will take effect (ensuring there are no snags or hiccups during the process).
    The Steering Committee has reached the decision that the CUP, and all its dependencies will be removed from the modpack, and therefore the modset. The total list of removed mods, and their size, is:
    CUP Terrains Core 7.8 GB CUP Terrains Maps 2.1GB Project OPFOR 1.5 GB Abramia 0.213 GB Isla Duala 0.328 GB Lingor and Dingor 0.633 GB Fallujah 0.201 GB  
    The following mods will also be removed due to lack of development by authors, or bugs. This is pursuant to separate decisions by the Steering Committee, and are being enacted during this update.
    Burnes_AAV 0.057 GB Spec4gear 0.391 GB  
    This yields a reduction in repository size of 11.723 GB. 
     
    As a result, several new maps will be added; these are:
    JBAD Buildings 1.3 GB Lythium 1.0 GB Bornholm 1.5 GB Bozcaada 0.137 GB  
    This totals 3.937 GB in additions.
     
    Overall this gives us a 7.793 reduction in modpack and repository size. Reducing the size of the modpack is not our driving force in these changes, but rather a desire to offer a new, innovative and refreshing experience to the AhoyWorld Enhanced player-base.
      
    These will be the core modded maps for AWE moving forward. Other maps will be added; however, they have not been decided upon, yet. Anything that has JBAD as a dependency will be considered, alongside stand-alone maps. Fayshhkabur, ToraBora are good examples of maps we are looking to consider.
     
    The new playable maps will be:
    Altis Stratis Tanoa (Will not be in gauntlet rotation) Gorgona Lythium Bornholm Bozcaada Kerama Islands (possibly)  
    Other mods are also under consideration stemming from the request area of the forum. These have not yet been finalised and so have therefore not been included.
     
     
    Best Regards,
     
    Copey, Skullcollector and S0zi0p4th,
    The Steering Committee of AhoyWorld Enhanced.
  9. Like
    Jorgensen73 reacted to Noah_Hero in Medic Rant   
    Easy solution: call an admin/moderator because that guy was somehow breaking rule "Nr. 9 First medic is always in charge" to get idiots like him kicked/banned. Or that he at least receives an official warning
    But yeah that's what I do and would do if I was you: someone's breaking rules -> call an admin!
     
    Also if you remember his name you can still report him for his behavior: go to player tools->whistle->report player. Then fill out the form and as evidence you at least have DeVision. Maybe it helps maybe not but at least admins will probably keep an eye on him when they heard his name because of rule breaking once 
     
     
    *Edit*: Also you could argue with rule "Nr. 8 Play your role" since he probably wasn't doing that when he was giving you orders.
  10. Like
    Jorgensen73 reacted to BlastaMasta in Medic Rant   
    The following describes a situation often encountered in real life and also while playing on the server (AWE).
     
    Medics arrive on scene and start treating a patient. Bystanders will gather round and in most cases even tell the medics what they should do and what the 'best' treatment for the patient is.
     
    One situation that I have in mind was when @DeVision and I were playing as AMedic and BMedic and arrived to treat a heavily wounded and unconscious patient on the battlefield. As soon as we arrived and started treating the patient together, splitting up our work and working perfectly in sync, someone approached us from behind and started telling the both of us what we should do, what bandages we should use and that we have to get a blood transfusion running to get the patient back on his feet. All while everyone else was rearming and getting ready for the second push. 
     
    Now I realize that it's just a game and that the consequences are not as severe as in real life but that particular guy really got our blood going. Don't treat the medics as if they are completely stupid and incompetent. If we wouldn't know what we are doing, we'd take a different role or ask someone to guide us. Medics have totally different and more advanced capabilities of providing life support than a regular soldier. Let them do their job and do yours. We're not gonna tell a marksman how he should zero his rifle or tell ASL how they should command their squads..
     
    Anywho, sorry for the rant but I had to get this out of my system cause shit like this really gets me going...
  11. Like
    Jorgensen73 reacted to Lost Bullet in Rally points - details   
    I like this but why not a more "realistic" insert like a paradrop?
  12. Like
    Jorgensen73 reacted to BloodInTheSand in Hunt IR monitor   
    The key to being SL is learning to delegate properly. Manage your teams without micromanaging them too much, make sure they know where to be and when to be there but leave the exact details of individual positions etc to the team leads. Set the rules without trying too hard to watch over every single person, because if you try to do that you'll miss important things and you'll wind up feeling swamped. PlatCo however is a different story for another day.
     
    As for HuntIR I'm happy with it where it is. It could be far too powerful a tool if it was available to every TL.
  13. Like
    Jorgensen73 reacted to Lost Bullet in Gauntlet Version History   
    I've done that like 10 times yesterday while trying to view the rooster
  14. Like
    Jorgensen73 reacted to razgriz33 in Flagship moors up.   
    Ahoy,
     
    Those of you that have been with the crew for a long time will know our beloved server, the mighty "Flagship". It's only fitting that tribute be paid to her as she has served us well over the years.
     
    She's seen 3 captains in her days on operations and many different staff have manned her gun ports (giggedy), Hosting things like ArmA, Teamspeak, Squad, Kerbal space program, Farm sim, various racing titles, and probably more titles. It's fair to say that many people have enjoyed her service (how many innuendos?). However there comes a time when you need the Germans to build us a new one.
     
    And so, she has been laid up in dry dock and the new Flagship'o the line is setting sail out of port, her sea trials went well and we're happy that she's going to be available for all you scurvy dogs for all of your future adventures! (Special thanks to Soziopath for his hard work in this). That said, never forget the great times you had on our beloved Flagship, those memories are priceless.
     
    Lads, charge your glasses and raise them high!
    To flagship!
  15. Like
    Jorgensen73 reacted to Karate Pyjamas in AWE media distribution   
    Antagonise a Bradley as a good boy, it'll backflip like a dog too!
     
    https://clips.twitch.tv/EndearingPlayfulSandpiperKappaRoss
  16. Like
    Jorgensen73 reacted to Eagle-Eye in Squad Leaders - your ten cents   
    This might stir up (yet) another separate topic, but I'm wondering if the problem with "bad quality leaders" lies in the current concept of AWE.
     
    What I mean by that is that it's not random public lone-wolfing, but not fully milsim either. I feel like that may be catering to too wide an audience, creating mentality issues.
    I know a server on Falcon BMS (study-flight sim) that does the same, and they face the same problem (sort of). Some people (the "purists") on there want to take it all the way, others (the "rookies") just want to do their thing in a slightly more organised way, and maybe pick up a few things from the purists. But because they both have different interests in the sim, the purists don't like going there because the rookies kill their immersion, the rookies don't like going there because the purists are going way too far and too strict.
     
    That being said, "bad quality leaders" may in fact be a result from the different expectations everyone has on AWE. Maybe (it's just an idea), if you were to go more strict (i.e. leaning towards or going full milsim), you might end up with a better organised bunch that doesn't actually need micromanaging, making SL's job a lot easier.
     
    Should note I wrote this reply in a hurry, so it may not be as clear as I intended.
  17. Like
    Jorgensen73 reacted to BloodInTheSand in [Guide] Grenades & Etiquette   
    So, I've spent a few hours testing in the editor against a variety of units and I thought it was worth sharing my experience here. I have tested the primary BLUFOR grenades available on the enhanced server. Fragmentation grenades, stuns and concussion grenades, incendiary, smoke and finally anti tank grenades. I thought I would share my experience here. I tested them against a group of infantry spaced about 5m apart from each other, a BTR-70, a BMP-2 and a T-55 MBT as I believe these are all fairly standard representations of what we see on a day to day basis. For testing against infantry the grenade was thrown directly beneath the middle soldier with a spread of 20m between the first and last soldier. For vehicles, the grenade was thrown depending on what would suit it best. Frags underneath, incendiaries on top or on tracks, AT on rear armour. For the most part if a grenade is produced by multiple authors, I tested all variants available of the same model number.
     
    Grenade Etiquette:
    Please understand that people on this server, despite for the most part being proficient, are not mind readers. If you intend to throw any damaging grenade call this out several seconds in advance over your radio, and ensure that there are no friendly targets whatsoever within 30-40m of the blast radius to minimise damage to friendly assets. Although a pilot appreciates a smoke grenade to mark an LZ, please only throw one - and of the colour that has already been designated to the pilot. This is often blue as it stands out against most backgrounds and is rarely if ever used by enemy troops.
    Upon seeing an enemy grenade, regardless of what it may be - get yourself on the ground, preferably with some cover between you and the grenade, and while doing so make sure everyone nearby knows there's a grenade incoming. Keep it short and sweet as those fuses don't burn very long! Try to avoid calling this out over radio if it's coming towards you, as if the server is busy and there are friendlies in another location throwing down fire, you may interrupt them for no reason if they think they have a grenade incoming.
    Call out smoke you see with those nearby or over radio if you're really unsure - as much as smoke grenades can throw off your visual of an enemy, they can often be used as an indicator for the last known position of hostile forces. In the worst case, smoke near your position may be a mortar lining up to fire.
    Should you happen to make a mistake when cycling through grenades or have some other sort of accident, don't panic! You're going to want to get yourself moving away from the grenade if it's right next to you and you're close to cover you can hide in. If not you're going to need to get some distance and get on the floor, facing away from the grenade, to minimise damage. BUT the first thing you want to do is call it. Yell "Bad frag!" or something to that effect in local to let everyone else know to do the same. Cycle through your grenades using the 6 and 7 keys, 6 for lethal and 7 for not.
     
     
     
    Fragmentation
    Tested M67
    Infantry: Kills infantry within a very short radius, approximately 3-5m. However this can be random. During several tests, other people were knocked out closer to the grenade, and some were killed further away. This is due to the fragmenting nature of the grenade - they let off shrapnel, just like vehicle explosions, which have the ability to kill out at longer distances than the initial blast radius of the grenade. On every test, every soldier was at least partially injured.
    BTR-70: Fragmentation grenades were surprisingly effective. On every test, two grenades thrown directly under the vehicle caused it to cook off despite doing very little damage on the first throw.
    BMP-2: Five grenades, no effect
    T-55: Five grenades, no effect.
     
    Stun/Concussion
    Tested CS Gas
    Infantry: For testing here I primarily used the CS Gas grenade as it offers the effects of a stun grenade (white screen and blinding sound) with a damaging component. All infantry looking towards the blast within the 20m radius were forced into an animation that caused them to be ineffective for 10-20 seconds. Infantry within 5m of the blast were injured, albeit minor injuries.
    Vehicles: No effect
     
    Incendiary
    Tested AN-M14
    Infantry: This to me was perhaps the most surprising test. The incendiary grenade, the standard AN-M14 had very little effect on infantry. Only injuring the soldier it was thrown directly under with no effect at all to anyone further away. 
    BTR-70: I did two tests here, one on the wheels and one on the top of the vehicle above the driver's compartment. On throwing at the wheels, as soon as the grenade popped - it started to damage the wheels. Immediately destroying the two wheels closest to the grenade. This, however, is not enough to disable a BTR though it may force a crew dismount as the vehicle is severely impaired (Speed limited to approx. 16km/h with a strong pull to the damaged side)
    BMP-2: No effect
    T-55: No effect
     
    Smoke
    Tested M18
     
    Smoke grenades have no damaging effect on soldiers. However, white smoke grenades will obscure enemy vision. Coloured grenades seem to do this less effectively, but will reduce the accuracy of enemy fire. The major problem faced by smoke grenades is WIND. Similarly to bullets, smoke grenades are affected by wind speed and direction. Press Shift+K to check the wind direction, and throw the smoke grenade so that the wind blows the smoke towards your position to make sure you are properly obscured.
     
    ALL SMOKE GRENADES ARE AFFECTED BY WIND, HELICOPTER BLADES INCLUDED.
     
    Tested 3CB Smoke Grenades
     
    Here we have a screenshot for comparison, with a reasonably fast wind to the back left. Here you can see the impact point of the grenade, then the direction of the drift of smoke. On the left is an RHS M18 red smoke grenade - on the right, the 3cb blue smoke. The 3CB grenades do not seem to be as heavily affected by winds. From my experience, in these faster wind conditions where a normal smoke grenade is blown almost flat into the ground, the 3CB ones offer a higher plume which obscures enemy vision better. Despite there still being the same drawback to the coloured smoke, I.E it doesn't hide you quite as well as white or black smoke, it does offer you more cover due to the increased height of the plume on a flat surface in strong winds.
     

     
    Anti-Tank
    Tested RKG-3EM
     
    Infantry: For these tests I used the RKG-3EM anti tank impact grenade. Against infantry, the grenade must be thrown from almost the furthest possible distance - and even then, it will kill only the soldier it lands directly next to. Upon further testing the fragmentation effect seems to be minimal.
    Vehicles: No measurable effects. Thrown against every part of every vehicle I have above for testing, they were almost entirely useless. After five grenades against each type of vehicle, I gave up on testing these. I am unsure if they're bugged, as some of the Russian Armed Forces weapons appear to be, but as of the time of writing this post they seem to be a waste of carry weight.
     
    Bonus Feature: M72A7 LAW
     
    The effectiveness of this launcher is often contested. As a very light, portable and disposable anti-tank launcher they are often an invaluable part of any infantry squad.
    BTR-70: At 100m, one round was enough to destroy the vehicle on 10/10 tests from different angles on direct impact.
    BMP-2: The same results, however the BMP was still able to move and fire for a short while after impact before it started to cook off (thick black smoke as it did so)
    T-55: No effect from one shot. However, the M72 was enough to destroy a T-34 in one shot on 10/10 tests. 
     
     
    Thanks for reading folks, and I really do hope this will help you to effectively pick your loadouts in the future - potentially save you some carrying weight, or increase your effectiveness as a soldier out there.
     
  18. Like
    Jorgensen73 reacted to Ryko in Gamenight condottieres Ahoy!   
    The problem I have with a game night that focuses on 6 players, is what to do with the other 20 signups
  19. Like
    Jorgensen73 reacted to Amentes in GREUH Liberation   
    That's kind of what the entire idea is about mate
     
    It will take multiple sessions, but it doesn't have to be the same people showing up for them.
  20. Like
    Jorgensen73 reacted to Amentes in GREUH Liberation   
    While you will encounter some travel time, it shouldn't be more than you could experience on I&A.
     
    Theoretically, a group of players could be sent out to an objective, and if any of them should die in the field they could simply be put into an entirely new group made up of other players who died.
    Or they could be shipped back to their original group of course, though depending on what the group is doing, it may be easier said than done.
     
    With Liberation, I expect it would require a minimum of one hour to do something meaningful. Keeping people around for the duration is obviously preferred, but even if the entire server were to run a one- or two-hour session length, the scenario could still function as intended.
     
    It may be worth mentioning that Liberation does present some scenarios that could make a parachute insertion an actual honest to god good idea. I think some of you will like that
  21. Like
    Jorgensen73 reacted to Copey in Proposing a few changes   
    Here have one, free of charge too! 
  22. Like
    Jorgensen73 reacted to D34TH in Proposing a few changes   
    @Stip i like the base setup as it is @ new map start.  i would like zero re-spawns of destroyed vehicles during  all the missions in each map ... one base loadout  per map would make taking care of assets more important / increase immersion / increase the logistics' role imo
  23. Like
    Jorgensen73 reacted to Miczils in Rule question   
    While we are at the topic of asking about rule clarification.

    What about vortex and co splitting on AWE, i was told by different people that Vortex Pilot and Co-Pilot shouldn't split in anything bigger than a medium transport helicopter. 
    But at the same time often i see either vortex 1 flying a jet and vortex 1 co flying a transport heli, or them both flying jets. 
    Some people say that it's all-right if the PlatCO/ASL ask for it, some people say that Vortex shouldn't split because a co-pilot shouldn't fly something alone. 

    Just in before, i know how it works in real life, i just wonder how the rules on AWE are.
     
  24. Like
    Jorgensen73 reacted to S0zi0p4th in Custom Faces and Sounds   
    Dont realy know why people are instantly so pissed because we changed a small gimick for NOW
     
    Currently We are trying to tweak certain settings and the custom filesize had to be removed However you guys instantly thinks its gone forever
     
    This isnt the case in the coming week we will monitor usage and tweaking the bandwith use 
     
    What you dont need to forget is its not only your single 100kb face its more then just 1 person who is using it ( and they do spam error's)
     
    So if you guys can just stop being salty about it and just go with the flow for once would be appreciated
     
     
    Also Origins posted a quick msg on my behalve because Even I got  real life which goes before anything else
  25. Like
    Jorgensen73 reacted to BloodInTheSand in Constructive criticism and backtalking   
    I'll admit to being guilty of this from time to time, and I hope others will do the same. Generally in reference to poor piloting to those on the ground around me. I try to offer advice where I can to help rectify things for the future, but unfortunately it often falls on deaf ears - and I'd feel very much like I was overstepping my bounds if I pulled someone aside to talk these things through.
    Contrary to what I've said above, sometimes it's all in good fun. Watching someone get defeated by the evil csat ninja tree or slam their helicopter into a hillside because they were checking Facebook is funny enough. It's a shame that too many people say things maliciously instead of in good fun.
    Regaling people with the stories of your time on the battlefield should be about sharing the good times, not making others look bad when they're not there to defend themselves. That seems to be something we wholeheartedly agree on.
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