Jump to content

Nibbs

Donator
  • Posts

    93
  • Joined

  • Last visited

  • Donations

    110.00 GBP 

Reputation Activity

  1. Like
    Nibbs got a reaction from MidnightRunner in Guide - Blackfish   
    I got bored of watching terrible Blackfish pilots, so thought I'd make a quick video (including mistakes) of how to fly it on the server...
     
  2. Thanks
    Nibbs got a reaction from Xwatt in Invade & Annex 4 Alpha Test Feedback   
    First post on the topic, general state of UAV.

    UAV as it currently stands in the points system:
    If I drop a GBU and switch to a darter to laser guide it in, I get no points.
    If I drop a GBU and another player loses line of sight, or is just bad at lasing, whilst it's falling, I get no points.
    If no players lase anything, I get no points.
    If players actually lase targets often and well, I get a small trickle of points. (assuming perfect accuracy and utilisation immediately on availability, with 15 min turn around time, around 2 kills per 15 minutes, which I guess would be something like 240 points per hour)
    If I enter the AO, I'm essentially a badly geared soldier without a squad, trying to get some points.
     
     
    UAV as it currently stands in usefulness:
    Since spotted enemy no longer show up on the map, spotting enemies from the UAV and pinning down their location is time consuming, and only really worth it for garrisoned troops (as they won't move invalidating your map markers near immediately) However the AI seems to very rarely garrison now, so I would consider this a lost activity.
    As far as off-grid fire support goes, the base UAV loadout can realistically field 2 GBUs every 10-15 minutes, and no Cruiser ammunition without needing points (see points system section). If the single greyhawk gets shot down, you have nothing to do for 10 minutes, except for pretending to be a soldier with no squad in the AO.If the greyhawk is shotdown on takeoff after rearming, you essentially have 5 mins RTB flight from last ordinance drop, x mins rearming (instant?), 10 mins waiting for respawn after it gets shot down, and another 5 mins waiting for Greyhawk to reach altitude and get on grid with the AO... 20+ minutes with nothing to do.
    If you want points (see points section) you're at the mercy of waiting for one of the ground troops to lase something. (example during the testing today, I blew up one thing, which I self lased thus no points - in probably an hour of being in slot)
     
    The conclusion? The points system doesn't work for UAV, as it's so vastly different to the other roles.
    As I posted before I feel UAV should be a consumer of points, not a generator, so people don't stay in the slot forever. It should have sufficient GBU and mk45 Hammer delivery capabilty to do it's minimum role for every AO, without costing points, but should be a consumer of points for all the additional toys (VLS, extra drones, etc)
  3. Haha
    Nibbs reacted to PiranhA in What are the little things that annoy you?   
    We have tried this before and it dosnt work. People drinking awfull lot of tea, they dont do the dishes after. Sometimes they take a break for over a hour, only eating cookies and drinking tea. So to prevent obesity and encouraging active soldiering we stopped with the cookies and tea.
  4. Thanks
    Nibbs reacted to Stanhope in Landed like a boss!   
    It's fixed in the next version of I&A 
  5. Like
    Nibbs got a reaction from fir_nev in Vehicle Theft Prevention   
    Couldn't you just *ahem* appropriate code from exile mod that allows you to set a pin on a vehicle, and frequently clear any pins on vehicles in the base protection zones?
  6. Like
    Nibbs got a reaction from THE PUNISHER in Vehicle Theft Prevention   
    Couldn't you just *ahem* appropriate code from exile mod that allows you to set a pin on a vehicle, and frequently clear any pins on vehicles in the base protection zones?
  7. Like
    Nibbs reacted to TheScar in AA Battery   
    AA batt. were feared and a great way of testing teamplay and coordination (to a degree) on I+A 2.5 and before,i m not quite sure but due to patch by BI the mission concept got screwed and for a few versions we had none,now on I+A 3.01/2 they made a revival.
    Their healthpool got increased similar to the tank prototype mission (as to ZSUs took mostly  only 1 Titan to blow before last patch to A3,now its 1-3 depending on angle and range of target) to make it a threat and not be conquered in minutes.
    And as similar to Arty mission they got massive inf to guard them added (which despawn depending on server runtime way later than actual AA obj)
     
     
     
     
    My usual routine is to fire 1 Titan (unguided) each ZSU in order to disable their turrets and to ensure safety for the birds.
    Depending on angle to target and impact angle its possible to destroy em with 3-4 well placed Titan´s.
    Disable turrets,then focus on 1 of the 2 tanks and put your rockets only in that very one - like u mentioned it may take up to 10 Titan´s to overcome their healthpool.
    (all of this ofc while having taken care of their guard infantry)
     
     
     
     
    given the state of I+A 3 its still a bit of work in progress to tweak it accordingly (placement of,spawn time of,etc.)
    On the other side,for example just yesterday i had several pilotas doing their Maverik thing underestimating this threat massivly and getting their flight+passengers killed in the process,then rinse - repeat and shamequit.
    When AA batt is up,its flights off untill threat been taken care off.
    As Captain of your ship,step up,ground the chopper and communicate to all forces available to take care of the threat - once reported safe to fly startup engines again.
    Doesnt take big balls to do the logic thing.
  8. Like
    Nibbs reacted to Stanhope in AA Battery   
    Short answer: yes there is.
     
    The health pool of the 2 tigresses has been increased but not linked.  On top of that they will spot and engage any target they have a line of sight on, i don't know the exact max range but assume that it's hugh.  (oh and the tigresses will also engage stuff that they couldn't actually hit because of mountains etc.)  And finally they have a lot of ammo, but not an infinite amount.
     
    That's kind of why it was introduced.  People will be forced to take some other way of transport than a heli.  If i'm not mistaken the prio AA only spawns in a certain range around base that you can drive to in under 5 minutes.
    And even though i don't advice pilots to fly when it's up, it's not impossible.  You'll only have to fly NOE all the way.
     
    Because of a bug the guard infantry (and the H-barriers) didn't despawn after mission completion.  It got fixed in the previous or the upcoming update, i can't remember.
  9. Like
    Nibbs reacted to fir_nev in Mag Repack 3.1.3   
    @Nibbs
     
    AW has already included it into their repository which U can download by following the ARMA3Sync guide.
     
    https://mods.ahoyworld.net/
     
     
  10. Like
    Nibbs reacted to D.Devil in I&A 2 stuff   
    Union Jack is impossible, you can do that yourself lol however I'll take the extra points tho!
     
     
  11. Like
    Nibbs reacted to BloodInTheSand in Invade and "Annex"   
    I've seen it used in I&A on other, more tactically based servers. One in particular stands out and I'm almost sure everyone will know which I mean.
    The trouble with the defensive missions there, at least, is that they're far, far too difficult. Often spawning in multiple MBTs and just about as many infantry that were in the AO originally. Both of these things coupled with people who've depleted a vast amount of their arms can make defensive missions very, very difficult. And on a server as mostly unorganised as EU1/2 they just offer a level of difficulty that simply wouldn't be fun in my opinion.
    Of course, the scenario you've mentioned above is far better. A small defensive mission with fewer troops and a know AOA would be much better.
  12. Like
    Nibbs got a reaction from GamerbugUK in FOB Logistics & Security   
    Arma 3 truck simulator
    I like this idea, I'm not sure how popular it would be, but then Bus driving in helicopters is also popular, so would suggest it's worth giving a go.

    Also thought I'd suggest an additional capability.
    Give the logistics truck the ability to act as an arsenal whilst it's carrying supply points, and dock some every time a player opens the arsenal screen from it, so you can use it as an AO supply too, this gives the role something to do when we have no FOBs.
    Is there a way to put a marker on the map that follows the truck around, to easily track it, if it goes missing within 500m of base, or for resupply operations?
     
    Also I would suggest making this a dedicated role on role selection, to prevent a repair guy jumping in as driver. In my opinion the driver should be able to get it in place without crashing it, or by calling in a repair guy when it's disabled.
  13. Like
    Nibbs got a reaction from Chutnut in FOB Logistics & Security   
    Never played Planetside  Am I missing much?
  14. Like
    Nibbs reacted to Chutnut in FOB Logistics & Security   
    Overview
     
    Now it came an idea to me to actually put a use to the Logistics trucks at base rather than just using them to carry your rockets and cookies etc.
     
    I think that instead of just being able to take over an FOB you should also have the responsibility of maintaining it as well as its security.
     
    How will logistics work? :- I plan it to work by having the FOB spawn with the vehicles and arsenal, However if someone decides to use one of these and destroys it, It cannot spawn unless it has the sufficient supplies, So for example if we unlocked FOB Martian and I took out the AA Jet on patrol and got shot down by some AA I would not be able to have it spawn back unless I have, Say 750 Supplies (or whatever you want to call it). To resupply on these you would use a specific truck (or trucks as I suggest the Logistics trucks are used).
     
    How will Security Work? :- So while you are worrying about having a proper logistical convoy running you are also going to come under attack, Like at base the FOB can be equipped with an AA Terminal but only activated when the supplies are available, The FOB is also going to come under attack by ground troops depending on how close it is to the AO, If the AO is 1.5 KM away from the FOB expect it to come under attack frequently but as the AO's get further it will soon Be attacked less frequently and possibly not at all. Though if the enemy manages to overrun the position the FOB will be unsafe and you will not be able to teleport to it until it is cleared.
     
    Control :- In terms of controlling this (Preventing rule breakers from having too much fun) I think that there should be some enforcement, FOB's are hotspots and if someone teleports and starts killing everyone there (Which has happend in the past) then we should make the FOB a no Shoot zone, However when under attack this is disabled and people are free to fire, If the FOB is not unlocked then it will also have to be disabled.
     
     
     
    I hope this was an idea you can take into consideration and I would love it if all of it can be added but of course remember that you can have only 1 part of this added.
     
     
  15. Like
    Nibbs reacted to Stanhope in Fuel trucks   
    In the last version a small fuel depot was introduced, it is located just past the heli repair pad.  Located at this fuel depot are 1 liftable and 1 non-liftable huron fuel container and 3 liftable fuel barrels. The hemtt fuel is also still at the hemtt spawn.

    The huron container can be lifted by the huron and i believe one of the versions of the taru.  The fuel barrels can be lifted by any helicopter (yes this includes the hummingbird).
  16. Like
    Nibbs reacted to S0zi0p4th in UNexpected server downtime Completed   
    Good Morning
     
    during the day TS  and both EU#1 and #2 will be down for a unkown time to fix some issue's on the server
     
    We are sorry for the troubles it might cause people on there early play hour's
     
    While post asoon as all is back to normal 
  17. Like
    Nibbs got a reaction from Amentes in Rewards Rework   
    Forgive me, this is going to read like a bitchin' list, I normally try to put in some suggestions of ways to cure issues, but trying to keep this post shorter...
     
    To be honest I've been thinking more about this, and whilst in principle I like the idea, I can't help but feel this is going to screw over the more casual players, who can't devote hours in a single sitting, to be able to actually get some time in a fun vehicle. I'm assuming that server restarts will wipe all points accrued?
     
    Also I'm concerned this system would be really open to abuse, things I'm expecting:
    Squad invite spam.
    Repair specialists constantly crashing vehicles so they can repair them.
    Medics encouraging squad-mates to play with explosives so they can keep reviving.
    People AFK in the FSG Gunner role, just firing the odd shot at the side / main AOs, in order to prevent being kicked off, and to passively gain points.
    Pilots refusing to take off from base until every last seat in their chopper is filled, to maximise points, or getting a squad to constantly get in/out of their chopper if you can't measure distance travelled in the vehicle.
    People rage quitting, when they've spent an hour farming the points for a vehicle, where upon the Artillery spawns and instantly wrecks it.
    People not playing during off-peak hours when getting AOs completed is a long chore that can take hours. It's already bad enough when night rolls around in-game and there's no admin on for the next 6 hours to change it, you can literally watch the player counts go from 10 to 0 in minutes when night falls.
  18. Like
    Nibbs got a reaction from fir_nev in Prowler/Blackfish Rule   
    Honestly I see the Black-fish as a tool for squad play. Whilst that's somewhat of a rarity when there are squads around, I've used the BF to great effect. The ability to drop a small squad closer in to the action, with mobility to allow them to get to the more tricky positions, and with a vehicle loaded with ammo to support them, I feel is growing. Currently it seems there's rarely a pilot in it, so no-one gets to see it shine, but the people I've dropped off in it seem to love it as much as I do flying it.
     
    Lets give it some time to settle in with the additions of the unarmed hunters / prowlers and see how its role shapes up?
     
    Who knows, someday maybe even Scar will try loading up in an armed prowler instead of a hunter HMG for the further away side missions, safe in the knowledge he doesn't have to worry about if the pilot can actually land the thing 
     
    With regards to the mess on base I don't find it any worse than the usual quads littered around the heli spawns or the rewards bin
  19. Like
    Nibbs got a reaction from Limpy in New server group images   
    Once seen as Hotdogs, optionally with Mayo (spartan) or Mustard(donator), I can't unsee them as anything else
  20. Like
    Nibbs got a reaction from Copey in New server group images   
    Once seen as Hotdogs, optionally with Mayo (spartan) or Mustard(donator), I can't unsee them as anything else
  21. Like
    Nibbs reacted to Stanhope in Pilots on EU1 & 2   
    You can drop them inside a freshly spawned AO and they will still moan 
  22. Like
    Nibbs reacted to Noah_Hero in Making EODs and Repair Specs more enjoyable:   
    Making EODs and Repair Specs more enjoyable:
    I often recognized, that EOD and Repair Spec Slots are basicallly taken last because it seems that you perform better with the other classes.
    Now how to balance this?
     
    To make EODs more enjoyable I think the balancing should focus on what this class is made for: blowing up stuff! And what can you find at I&A to blow up? Radio Towers! But at the moment there is no reason to pick an EOD for blowing up RTs because you can also do this with any of the other classes.
    Because of this I think for the EOD the most simple way to make him more enjoyable and increase his pickrate would be to restrict explosives to this special class (and the Repair Spec but later more on this). Because if done so the team would now really need this guys to get an RT down and if you play as EOD you would no longer have these frustrating moments where you have ran for like 3km to the RT just to see how a Medic is placing satchel charges instead of doing his real job.
    Now to make this class not too attractive I would suggest to limit the choice of weapons for EODs by letting them just jusing PDWs like the Vermin or Protector for example.
     
    Now I said that Repair Specs should also be allowed to use explosives. Why do I think so? Well basically because Repair Specs need them once in while and if you take them away from them it would probably really hurt their pickrate. But now you again would have a class that could exactly do what EODs are made for. To again balance this you could spawn RTs with a 75% chance of getting a minefield around them. In addition to this you could go two different ways to handle the balancing:
    One option would be to just restrict the mine detector to EODs. This would not hurt any of the other classes because you basically never come across some mines at I&A and if so now again you would need an EOD. The other option would be to place the mines so extremely tight that it would be even with a mine detector impossible to get to the RT without defusing them. I personally prefer the first option but both options would work and make the EOD more valuable and enjoyable. But same goes for the Repair Specs because they now also would be able to bring down the other 25% of RTs without minefields!
    Though I think that then the choice of weapons for Repair Specs should also be more limited. They absolutely should be able to use better weapons than EODs but also not weapons that are too good. For example they could go with all weapons that are on the same level as the MXC and lower.
     
     
    This "package" of ideas would make EODs and Repair Specs a lot more valuable for the team, increase the fun you could have while playing this role but would not make them overpored because of the limited weapons choice you have.
    Give me your opinions on what I said and sorry for my bad english (I am from germany).
    Noah_Hero
     
     
  23. Like
    Nibbs got a reaction from Limpy in FOBs - diversity or a failed idea   
    Maybe I see things differently, but it's an ideas forum, to my mind things are meant to derail and inspire. In this case we're throwing around ideas on how to solve your solo bombing the tower complaint in the original thread. However this post and your previous one are in fact off topic, so I assume the Mods will likely clean these up. 
     
    It's clear we have a difference of opinion, so I'll say nothing more on this matter, apart from throwing more ideas in the mix.
  24. Like
    Nibbs got a reaction from Cebi in Another Bug: Homesick falcon   
    True Stanhope, but one worth being aware of. As much as I would be upset by it, it might be worth removing the falcon from the rewards list if it repeatedly causes these kinds of issue.
  25. Like
    Nibbs got a reaction from Stanhope in Another Bug: Homesick falcon   
    True Stanhope, but one worth being aware of. As much as I would be upset by it, it might be worth removing the falcon from the rewards list if it repeatedly causes these kinds of issue.
×
×
  • Create New...