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Jorgensen73

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  1. Like
    Jorgensen73 reacted to BenjaminHL in [AWE] [GAMENIGHT] Desert Storm Phase 2   
    Street by street support by one ifv.
    @Jorgensen73
  2. Like
    Jorgensen73 reacted to GamerbugUK in Changing of the Guard   
    Been playing here since 2013; started with Raz, all good, moved to David, all good, why should it bomb now? Heck if there wasn't an announcement we'd probably not even have noticed.

    I think most people who play on the servers don't even come on the forums and have no idea who anyone even is on staff, so don't really see this as any sort of demise.
  3. Like
    Jorgensen73 got a reaction from Vlk in AWE media distribution   
    Ready for today mission..

  4. Like
    Jorgensen73 reacted to GamerbugUK in Changing of the Guard   
    Or radical suggestion... AW1, AW2, AWE.

    Regardless congrat to Ryko, interesting to see where we go from here.
  5. Like
    Jorgensen73 reacted to Ryko in Changing of the Guard   
    Hello all AhoyWorld members!

    As a result of long term ongoing discussions, @Davidour site leader for almost a year has decided to move on and pass leadership forward. After extensive discussion I have been elected to take his place.

    We thank David for his leadership and contributions to the AhoyWorld community and wish him all the best in his future endeavours. He has agreed to stay on temporarily in an advisory capacity until things smooth out, however his decision on whether he decides to stay with us long term has yet to be decided.

    For my part, I'll appreciate your patience and support during this period of transition and I look forward to seeing you out in our various virtual battlefields.
     
    - Ryko
  6. Like
    Jorgensen73 reacted to Ryko in "THE DEAL" - special PVP Tuesday Feb 21 @ 2000GMT   
    When: Tuesday February 21, 2000 GMT (1600 EST)
    Server Opens 15 minutes before
    Map: ALTIS, 1800 HRS
    Mods: Standard EU3
    Player Count: 44 slots available
    First person lock: YES
    Loadouts: Pre-set
    Mission Length: 60 min max with possible replay
    Factions: Special
    JIP: NO
     
    SIGNUP FORM HERE
     
    June 24, 1982. The Russian mafia and the Brazilian gang are setting up to do a deal. The cops are looking to bust it. Players take one of the three sides.  Details are light as much will happen in-game.
     
    Due to the nature of the mission, there will be no Join-in-progress, loadouts are pre-set and the view will be locked to first person.
     
    Questions, comments, this thread please!
  7. Like
    Jorgensen73 reacted to Vlk in Trench abuse!   
    Hi.
     
    So over the last couple of days/week we noticed a increase in what we now have identified as trench abuse.
     
    Basically this means that players are stacking trenches and also walking around with them as shields.
     
    This is an bug, therefore the general AW rules should be applied:
    4.1.2.2.  Do not exploit bugs for personal gain, if a bug/loophole/exploit is found, report to an administrator as soon as possible. 
     
    The moderator team is as always trying to act based on the communities best interest, and we think that this abuse will encourage static gameplay, and boredom. And also it doesn't look appealing towards new players to practice that game style.
     
    If anyone has ever build a good trench system, you know it takes time, and you surely cant run around with it. Also becoming static over time is not a good idea.
     
    This (fast building, stacking or for using it as a walking shield) will be discouraged by the staff team, until everyone is familiar with the decision. After a given time it falls under the general policy, WARN - KICK - BAN
     
    Best Regards, AWE Moderator Team : ) 
     
     
  8. Like
    Jorgensen73 reacted to BenjaminHL in Trench abuse!   
    @Vlk while I full heartedly agree with the fact that the use of trenches has come to a point of ridiculousness there also should be the case that on the server we have no other way of making fortifications, which are a key part of any defensive missions and most attacks. We also have advanced logistics on the server so if provided with a vehicle or flag poll that could spawn fortifications would be a great addition. I really do think that the entrenching tool has its place on the server but people should not abuse it so thanks for making a more formal stand. 
    -Ben
  9. Like
    Jorgensen73 reacted to kennychr in Operation Gudbrand   
    Sorry I havent followed up, busy week and all. Im doing a final test tomorrow to see if all the tweaks I made are ok. Then I am going to write up in more detail what this is about and what you as players can expect. Also time and date will also get put up on same post. But expect the event to kick-off next week sometime(thats what I am aiming for ) 
  10. Like
    Jorgensen73 reacted to BenjaminHL in So are the Serbs Coming?   
    I think it is important to always be aware of the platoon's trench digging capabilities and this will be a huge step forward for not only the greater good but also @LEO. 
  11. Like
    Jorgensen73 reacted to GhostDragon in Gauntlet Version History   
    52F has been rolled out by Ryko to the following maps 
    Altis, Zargabad, Takistan, Sahrani, Lingor, Isla Duala, Fallujah, Chernarus and Abramia.
     
    This fixes the invisible BMP bug that has been found and some minor bug fixes. 
  12. Like
    Jorgensen73 got a reaction from samcarne12 in [EU#3][GAMENIGHT] Dusk Defense 21./01/2017   
    Will definitely try to join.
  13. Like
    Jorgensen73 reacted to Retivis in Retvis Bible PT. 1   
    So, in this somewhat detailed topic I will explain to the players of EU3 the tips and techniques that might help them to make their load out or kit a little bit more efficient and effective or maybe by showing the fire team leaders or squad leaders various techniques that will help them to get the full utilisation out of all their assets. This will only be part one of it so I will release the other parts when I get chance to.
     
    First we will start off with the roles that are available to a player is a standard map on EU3.
     
    Platoon Commander
     
    So we will start with the first role that is not really used in EU3 that often but we will cover it anyway just in case it is used, the Platoon Commander, the main role of this player is to devise a strategic plan that involves the most appropriate assets for the mission that is current, this player is a sort of cloud above all of the rest of the assets that are operational, this role is not designed to get up in the fight and rack the kills up, he is there to simply coordinate the mission and ensure that it is completed to an effective standard with minimal casualties, this meaning that he is somewhere behind a SL so in this instance we will use ASL as the prime example.
     

     
    Here you can see that the Platoon Commander is just behind the ASL (Marked in grey) he is also joined by the Platoon Medic. Now if Bravo Section and Charlie Section where present then they would break off to the left and right of the two Alpha fire teams, therefore making a large line formation, this is probably the simplest movement to do when all sections are moving at once in the same direction.
     
    The platoon commander with dish orders out to all the SL in each of the different sections and the other roles in his command squad
     
    Platoon Air Commander
     
    The main responsibilities for this type of role in EU3 are to coordinate with the air assets that are available so that they can be utilised to an effective standard when completing re-supply missions and Close Air Support Missions etc. As well as this they are also there to relay the relevant information from the platoon command to the Vortex pilots, this will result in less communication traffic being sent to the platoon commander meaning that he can focus more on the prioritising objectives, basically the PAC takes stress off the platoon commander in regards to the air assets.
     
    The forward air controller is normally positioned at points where he has a clear view of the operational area that might need support via air assets. The PAC is normally found behind the Platoon commander and when needed is dispatched to the relevant locations for him to perform at his best ability for the Platoon.
     
    Platoon Medic
     
    This role is defined as the lead medic for the whole platoon, each section has its own medic that can be sent to any of the wounded soldiers in their section, however if the casualties are over whelming then the platoon medic will also aid in which ever section that needs another medic. However, the platoon medic must prioritise with the injured in the other sections and the injured in the command squad, the command squad are first priorities for the platoon medic and the other casualties are second.
     
    The platoon medic is always with the platoon leader until he is needed elsewhere in the platoon formation.
     
    Platoon UAV Operator
     
    This role is simple, the aim of this role is to provide the ground forces with effective reconnaissance information. They typically will be far out from the combat as their main role is to provide valuable information about the enemy’s positions. They can equip armaments onto some of their unmanned aerial vehicles if it is required.
     
     
    Squad Leader
     
    A squad leader is typically in command of 2 fire teams which consist of 4-5 soldiers, the aim of this role is to relay instructions and orders from the Platoon Commander to his 2 fire teams, he also must ensure that the instructions given to him are carried out in the correct manor. if a Platoon Commander is not present then the authority is diverted to the squad leader.
     
     
     
     
     
    Squad Medic
     
    This role is identical to the Platoon Medic however the squad medic for example Alpha medic is only responsible for the whole of Alpha section, he should prioritise him fire team members over other sections casualties. Squad medics can be diverted to other sections and fire teams instead of there own if it is required, a good example of this is if Bravo section have 2 critically injured casualties then if the alpha medic is not occupied with his own section he can be diverted to the section requiring the extra medical attention.
     
    The squad medic is to stay with the squad leader until he is needed to be dispatched to a casualty.
     
    Team Leader
     
    This role is in control of a whole fire team, his job is to receive orders from the squad leader and put them into action, he can communicate with the other fire team leader in his section to coordinate an effective attack for example. The team leader makes decisions like what formation he wants he fire team to be in, and what type of units are in each fire team, by having this customisability, this means that the fire teams can be much more effective as the team leader is happy with how his FT is set out.
     
     
    Now after covering all the command and leadership roles we will now move onto what kit should be brought to a standard single operation on EU3
     
     
    KIT AND LOADOUTS
     
    Rifleman
     
    We will first start with the standard rifle man, this infantry solider should be equipped with a NATO 5.56mm weapon and typically a 9mm secondary firearm. In addition to this an infantry soldier should also if possible carry a launcher if they are not at a heavy kit weight, the most common one that is carried on EU3 is an 84mm AT4 Rocket launcher, these can come in many variants including HEAT which is to be used against medium to heavy armoured vehicles. HEDP these are dual purpose projectiles that can be used against infantry and light armoured vehicles.
     
    As an infantry man, you have one job and that is to combat the enemy with your best effectiveness.
     
    The clothing and fatigues for an infantry are of a personal preference to the player however it is advised to wear a vest that has at least a level 3 armour protection. This is being said because no one likes a bullet through their chest as soon as they come under contact. A rifle man should carry basic medical supplies consisting of 3 of each bandage and 2 tourniquets, realistically a rifle man does not carry any medication with him only a bit of paracetamol however this is ARMA we are talking about so 1 morphine should do the trick. This is the same for any kit expect if you’re a squad or platoon medic. A infantry man should carry around 6 magazines in his vest or plate carrier and an extra 2 magazines in his kit bag. In regards to grenades 1 fragmentation grenade and 2 smoke grenades is plenty for a rifleman.
     
    Auto-rifleman
     
    This role carries a light machine gun, it should typically be a 5.56mm round that chambers the LMG. The auto rifleman should not carry a sidearm they have will have around a 1000 rounds to play about with. He should typically carry around 4-600 rounds on him, his role is to provide suppressive fore to the fire team that is advancing and engage clusters of enemy squads or platoons. The same goes for the rifleman regarding medical supplies and grenades.
     
    The main job for the auto rifle man is to get effective rounds down into the direction of the enemy to aid in the advance of friendly forces.
     
    The auto rifleman is also 2IC or 2nd in command of his fire team, meaning that if the FTL in not combat effect i.e. Dead then the auto rifleman takes leadership of his fire team and becomes acting FTL  
     
    Marksman
     
    This soldier is required to carry a minimum calibre of a 7.62mm, there job is to engage targets that are out of range for the other members of the team and to also engage possible priority targets like AA specialists or AT specialists. In addition to this marksman can also be utilised to conduct recce or recon tasks to help locate the enemy and objective locations for the rest of the platoon.
     
    The marksman should carry a range finder in order to work out extreme ranges and reference points. Same as above he should carry the standard medical supplies and grenades
     
    Team Leader
     
    The team leader has the ability to use a 40mm grenade launcher on the underslung of his 5.56mm rifle this allows him to not just act as a team leader but also as a grenadier as well, the team leader coordinates his fire team in a section attack.
     
    He should carry extra smoke grenades in order to mark positions for friendly assets. Medical supplies re the exact same for anyone else in the fire team.
     
    Assistant Auto rifleman
     
    The role is identical to a rifleman however instead of carrying a launcher they carry extra ammunition for the auto rifle man, they should carry at least an extra 400 rounds for the LMG. In addition to this for some LMG’s a spare barrel is required as the weapon can overheat and become un useable.
     
    Engineer
     
    The role of this player is to carry explosives in the primary fire team which is explained below to destroy any objectives that are active like radar installations or radio towers for example. as well as this the engineer is also tasked with repairing damaged friendly vehicles, the engineer is also utilised when disarming bombs in the mission area.
     
     
    FIRE TEAMS
     
    So, in this section I will explain why certain roles are in each fire team and what responsibilities each fire team have when performing section attacks, for the examples I will use Alpha elements that are available
     
    Alpha 1-1 (Charlie Fire Team)
     
    This fire team is recognised as the support fire team in each section, this is due to them having the auto rifleman and also the marksman at their discretion, the main role of this fire team is to over watch and support the second fire team in the section, obviously fire team leader can change what roles are in each fire team but these are just the default fire teams, some fire team leader prefer to have 2 auto riflemen and a marksman in the support squad as more rounds can be put onto the enemy forces.
     
    Alpha 1-2 (Delta Fire Team)
     
    This fire team is the beginning assault force in a section attack meaning they are always the first to bound forward in an attack whilst 1-1 cover from behind, the reason for them being the main assault fore is because the engineer is in this section and he most likely needed first at the objective if it is a search and destroy mission, so having him in the first fire team means he can get to work on the objective a lot quicker.
     
    Alpha 1-0
     
    This is the command element for the section so ASL and the section medic will be the members of this squad and they will follow either in line or behind the 2 fire teams above. Their job is to coordinate their section to the best of their ability.
  14. Like
    Jorgensen73 reacted to Aegis_RVIR in Results poll and how everything continues   
    I recommend everyone that sees this post to vote, the more votes, the more likely I am going to begin on a certain thing and finish is sooner (hopefully)
  15. Like
    Jorgensen73 reacted to SkullCollector in The Fireteam Leader's Field Manual   
    Hello lovely people of AWE,
     
    There is always room for leaders and it's fantastic to see players step up to the responsibility of command. For the newcomers to the role, it can often be hard to find a starting point amidst the pressure.
    To this end, I’d like to offer some basic advice for beginners and old-timers alike.
     
    Treat this like a checklist to go over while waiting for deployment. A field manual, if you will.
     
    Your fireteam
    Depending on the exact composition of your specific team and the mission at hand, you will generally have an automatic rifleman, his assistant and two riflemen under you, totalling a team of five. The actual number ranges from 4 to 6.
     
    You are the fireteam leader, or (F)TL. On the battlefield, you are the bottom-most strategic planner, but the top-most tactical leader. This means that, of all chief positions, you have the most direct control over how specific nuances of the plan are carried out.
     
    Your second-in-command is the automatic rifleman, or AR. He will assume leadership if you are KIA or combat-ineffective, and he carries the most firepower. Make sure to utilise him well, as his light machine gun can easily turn the tide of an engagement.
     
    A specialist can assume a variety of roles specific to a certain team. An engineer is useful for repairs, bomb disposal and demolitions, whereas a designated marksman supplements a team's effectiveness at range, in suppression and picks off high-priority targets such as MANPADs or other sharpshooters.
    Certain missions may introduce other specialist roles. The specialist often dictates which role you play in an assault; a marksman combined with your AR turns you into the ideal cover element, while a breacher or engineer suggests you be the forward element. Play to your strengths.
     
    Finally, you have up to two riflemen who might be grenadiers or carry anti-tank launchers, or one might even take on the role of an ammo bearer. Consider them your all-round assets. Think about having at least one AT launcher at your disposal.
     
    Moving on.
     
    Lead by example. A good fireteam leader will be up front and in the middle of an engagement, fighting and suppressing like any indiscriminate member of his team. He will keep his cool and observe the situation to adjust stance, priority targets and the team’s advance as necessary.
     
    Micromanage & be concise. As a rule of thumb, your squad leader will tell you where to go, whereas you decide how to go there. Having an eye on your team is essential, so make sure everyone knows what their job is. Give easily understandable orders to reduce questions and misunderstandings to a minimum.
     
    Show tactical initiative. Your SL is always delayed. You know the plan and the commander's intent, but you also know what is going on right then and there, so use that to your advantage. Be disciplined about this and use good judgement when adjusting your tactics.
     
    In the field
    Secure your flanks. Never let your guard down and choose the formation most suitable for the situation. If you travel and have to stop, form as close to a circle as you can while utilising cover and concealment. Order your team to face and secure all cardinal directions.
     
    Use buddy teams. A buddy team is a unit of two soldiers, usually assigned a colour for easy access (helping you be concise!). The AR and AAR should be one by default, but their compositions are up to you. These will bound together, cover one another and perform various tasks you assign them as a single element. Sometimes you don’t need them, but it is better to assign teams at base while you can. Organise with your fellow team leaders to avoid overlapping colours, causing confusion on radio call-outs.
     
    Awareness
    Know your team. Be aware of who your AR is and familiarise yourself with the skills of each individual member. A quick quality check is to let them assign their colours themselves, so if they ask how to do it, you know they are more or less beginners. Keep an eye on them and treat them well, and help them as much as the situation allows. Again, lead by example.
     
    Account for your team. Make sure no one is left behind during travel or bleeds out without medical care after hard contact. You are expected to rally up your team in a timely manner, and should always be the last to get into a transport vehicle when deploying to or exfiltrating from a mission site. Let your SL know that your team is loaded up.
     
    Update your SL. Acknowledge orders and succinctly relay information to him. You are his eyes and ears on the battlefield, and he relies on you to enhance and execute his plans. If you take contact, let him know. If you have KIA or wounded soldiers, let him know. If you need fire support, let him know. Do not take long-range radios with you. Rely on the chain of command.
     
    Exert voice discipline. Make no mistake, we are here for the fun. But if you hear the call of banter, keep it to local and do not clutter the radio channels. Control your voice volume appropriately. Pass this on to your team, as you are responsible for their actions.
     
    Be nice. We all have fantasies about Gunnery Sergeant Hartman, but ask yourself if you would like to be shouted at while playing a game. Your orders have to be carried out, yes, but a simple please goes a long way. At the end of the day, we are all playing pretend with guns on the internet, so keep this in mind and you will not share Gunny Hartman’s fate.
     
     
    Useful phrases
     
     
    Obviously there's a lot of room for deviation, but if you feel there is something critically wrong, feel free to comment.
    Have no fear, and remember to open your mouth. Communication is key.
     
    Cheers.
     
    Google Docs file for easier reading
     
    ---
  16. Like
    Jorgensen73 reacted to Nicolai in Arma 3 Memory Errors   
    I know this error message very well and I think too, that there is no fix available for this and this needs to be dealt with.
     
    Workaround: change your gaming habits.
     
    How I'm doin' it: once the map changes on the AWE server, I will pick a slot and go into the game. Then I load some loadout matching the slot and complete it for the mission ahead and save it. After that I tell my my teammates and especially my TL, my SL or other direct sup, that I will then restart the game client and subsequently slot to the same slot as before then load the prepared loadout to be ready for the mission. This only takes a few minutes and is only really needed after a change of maps.
     
    Then I can usually play many missions in a row on that same new map without seeing this error at all.. and most important: I can play without crashing with that same error in the middle of a mission.
     
    Once the map changes again, repeat..
     
    The restart of the game client fixes any residual negative effects from memory fragmentation, excessive use of memory due to leaks in the software - it creates a clean slate, that will help to minimize the detrimental effects of memory bugs on your gameplay. It's sufficient to restart arma3.exe only, it's not required to restart Windows as well.
     
    This is the most effective workaround for this that I've seen, yet, and doesn't involve changing any configuration or runtime parameter of the game whatsoever. This also works with any sort of memory allocator and also helps people who need to have even more space for the curator module in the limited amount of addressable RAM that arma3.exe has in 32-bit, than the regular player.
     
    Because it was mentioned: there are a number of different drop in memory allocators available for the game, which are even whitelisted in Battleye (most notably the TBB4 from BIS and the CMA, formerly known as xtbbmalloc from the community, that can also use large pages), so that they can be used on AWE. However, just using those instead of the vanilla, doesn't fix that particular problem at all, that you're having. However, using them can delay its occurrence, which doesn't make things actually any better with regard to this particular issue, when not adhering to above restart procedure at the same time.
     
    Ryko has already summarized, what I know about the reasons for this, too.. good luck!
  17. Like
    Jorgensen73 reacted to Eagle-Eye in Squad Size   
    Having only connected to EU3 for the first time ever yesterday, I don't have much weight to put into the balance, but for whatever it's worth ...
     
     
     
    That depends on what your intention is with the server. If it is to have a more tactical environment than what EU1/2 generally offers, then you have to accept that some people will not be able or willing to make the cut and are thus "not allowed" to connect. This will undoubtedly have a negative impact on the size of your player base, but if those that are in are all like-minded and you get the atmosphere you were aiming for, you have achieved success. Quality over quantity...
     
     
     
    Because of my lack of experience, this may be a bit too simplified, but easiest possibility imo: dynamically disperse tasks, and proper communication. If the ASL is task-saturated, he should assign someone else to take over a certain task for as long as necessary.
    E.g. if ASL needs a few minutes to do *insert an ASL task here*, other tasks can be taken over by a TL until he is done. If that means that ATL has to temporarily *insert an ASL task ATL would not need to do under normal conditions*, so be it... (the task dispersion) And then it's up to the ATL to know what ASL needs to know, and what would be nice for him to know, and what he doesn't need to know at all... (the proper communication)
  18. Like
    Jorgensen73 reacted to Reidy in Squad Size   
    I'm not against removing the Arsenal and it would reduce the amount of time we spent in base, but would the squad lead having an ACOG for example be enough to get people into the role.
    Additionally, the customisation that the Arsenal offers has always been something that comes with Eu#3 and I don't see that changing. 
  19. Like
    Jorgensen73 reacted to Amentes in Squad Size   
    I''d add, because SL is often the ranking role, sometimes it forces people into playing bad cop. Most of the community are friendly with eachother, and few people are comfortable with doing what it can sometimes take to get things moving.
     
    Some of that is down to how the playstyle is on #3, which isn't likely to change and maybe shouldn't change.
     
    What can be done though, is to emphasize the TLs role in helping the SL get things moving.
     
    All too often, the TL is simply "one of the boys" and has to be "herded in" by the SL just the same as any other. If TLs could take that responsibility, if the SL could tell his TLs what he needs them to bring, and trust that they will then handle that, I think SL would be much easier than it currently is.
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