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ansin11

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  1. Could a link to ahoyworld.net/rules be added to the navbar of the forums (similar to Support Us and Forms)? That way it would be a lot easier to find the rules. I was recently looking for them and found myself having to resort to using the search functionality of the forums to find them buried in this pinned post.
  2. I would be interested in updates regarding the current ... ... financial situation ... staff situation ... status of Invade & Annex 4
  3. Alright, now that this has calmed down a bit: What can we learn from this? What steps can we take to avoid such situations in the future? For instance, it seems to me(*) that some of the rules should be reconsidered, updated, adjusted and clarified (after appropriate community discussion). I am also under the impression that it would be beneficial to define mandatory procedures and requirements for Admin Reports and Staff Demotions, ideally as part of the rules. What do you think? (*) I was not involved in this conflict and did not know it existed until yesterday.
  4. Please whitelist the ShackTac User Interface successor DUI - Squad Radar and make both mods optional for AWE (ST UI is currently mandatory). I personally prefer DUI and I can imagine that I'm not the only one, but I can also imagine that there are others who prefer to use ST UI, so I suggest making both options available, similar to how it is done on our Invade & Annex server(s).
  5. AW Most Friendly Admin/Moderator/Spartan 2020: @Lindi AW community treasure AW Most Friendly Member 2020: @Lindi AW Best Voice 2020: @Jenkins ASMR AW Best Driver 2020: @Assault knows how it's done: https://clips.twitch.tv/GorgeousSpicyDootDxCat AW Best Screen Shot 2020: https://forums.ahoyworld.net/gallery/image/1404-able-and-hammer-prepare-to-attack/ AW Role Model 2020: Reformed @Xwatt is reformed
  6. So many comments and none of them asking about the pay...
  7. The Tale of Bravo as told by team leader ansin11 A comedy in five acts During the final hours of the CHADS' deployment to Hell, the legendary Bravo team was comprised of five experienced operators: @Assault, @Miksi, @Schubz, @Toasted_Bread_Slice and @ansin11. The story begins after Bravo, shining in a last moment of undimmed glory, leads the CHADS convoy to the first staging point (after the previous lead vehicle, manned by Alpha, stayed back to heroically face the enemy). Act 1: Bravo attempts to complete the first objective The first objective assigned to Bravo is simple: Get to a road just north of Sunray's location and provide security for the rendezvous with him. Bravo dismounts 200 meters away and moves in on foot. Cresting a hill not ten meters from the road, team leader ansin11 makes a mistake that triggers a series of unfortunate events: He spots one or two Russians walking down the road towards him and his team, but he fails to obtain more information on the enemy force as he hastily retreats behind the hill in an attempt to hide. But in vain - as Bravo realizes far too late, the enemy has seen them and moves in to engage. Only Miksi survives. Act 2: Bravo attempts to reach the first waypoint Four members of Bravo are reinserted by Vortex. The LZ at the Staging Point is lukewarm (Toast dies), but the survivors manage to disengage and link up with Miksi at their GAZ-233014 MRAP. New orders come in: Bravo is to secure the first waypoint on the bumpy road to extraction, ahead of the main convoy. Sadly, Bravo never achieves this. Seconds after regrouping with freshly reinserted Toast, Bravo's MRAP loses both rear wheels to enemy fire. Toast loses connection. Act 3: Bravo attempts to get airlifted The Bravo team abandones the immobile vehicle and retreats to the tiny settlement of Kangas. Platoon commander @kman dispatches Vortex to airlift the team, but the MH-6M comes under fire and has to land hastily. The main rotor collides with a compound wall and is lost. Fortunately, after the crew has conducted emergency repairs (twice), the Little Bird is able to take off with Bravo on board. But the joy of flight is short-lived, as the aircraft's engine and rear rotor are taken out by autocannon fire three swift kilometers later. Pilot @Norris expertly carries out an emergency landing in a field northeast of Troihari, but the moment of relief is brief (somewhere in the region of around five seconds), as two Russian MRAPs are on the road just 200 meters to the northwest. When PC arrives on the scene just seconds later, Vortex are the only survivors. Act 4: Bravo attempts to reinsert Back at the safehouse, Bravo is temporarily reunited with Toast, but he soon takes off on a bicycle. The rest of the team is joined by Charlie member @FrOzT, and after acquiring another GAZ they embark on the long journey towards extraction. In a completely unprecedented display of tactical driving skill, Assault safely navigates the MRAP through what is referred to by professionals as a non-permissive environment, masterfully breaching a roadblock (as seen in Attachment 1) and taking several patrols head-on. The enemy, unable to counter this remarkable feat, is forced to resort to shooting Bravo in the back with an AA turret (as seen in Attachment 2). Only ansin11 survives. Act 5: Bravo attempts to exfiltrate At the safehouse again, Toast rejoins the returning three Bravo members, and together with Frozt, they begin their second attempt to reach the extraction point. Meanwhile, retaining only a fraction of the normal amount of blood in his body, ansin11 demonstrates basic SERE capabilities and narrowly evades being captured or killed by enemy forces. After a while (and one hell of a ride), the others manage to pick up the team leader and the MRAP heads towards the extraction point - which is, unbeknownst to the six heroes, occupied by friendly forces. Just as Bravo prepares to engage the units at the extraction point, the mission ends. And thus, thanks to Bravo's essential contribution to the operation, the other CHADS elements were able to successfully complete the mission - and they lived happily ever after.
  8. You having a high download bandwidth does not mean that every server (along the chain of servers that make up your route to the AW EU#X server) will also upload to you with the same high bandwidth - far from it: Very few services will push your downstream bandwidth to the limit, as only some, for example Steam, need to do this and have the infrastructure and upload bandwidth for it. The AW EU#X server you are downloading a mission file from is mostly busy running a live game, so chances are that sending the mission file to your client is more of a background task. The machine hosting AW EU#X might also be hosting AW EU#Y at the same time, tightening bottlenecks (such as available bandwidth per client) even further. A myriad of factors play into this, and sometimes, you might just have bad luck with your timing, routing or the server's workload.
  9. @SiegeSix don't worry, I don't think @Gambit (or anyone else) did a poor job. I'm just trying to give @MidnightRunner a good idea of what I personally believe would make these PMC OPs more enjoyable - hoping that he may find some of my input useful.
  10. Edit: Read this comment as an extension of my previous comment. Once the objectives are distributed among teams the command net should become cleaner all by itself because every team is mobile on itself and movement and attacks no longer need to be coordinated with other units. Example: Alpha's task is to pick up a VIP at point A and provide him with safe passage to point B. At the same time, Bravo and Charlie are working together on a different objective. PC can now leave the execution of the assigned tasks up to the corresponding team(s) and take on the role of a dispatcher, organising reinforcements and reinserts, collecting status updates and passing on intel from the ISR Operator. At that point you could change comms if you wanted: You could split the command channel, leaving Alpha and Vortex on 30 (because Vortex needs to be somewhere, not because they are working together) and moving Bravo and Charlie to 31. The units on 30 now don't interfere with Bravo and Charlie coordinating their combined efforts and Bravo and Charlie in turn don't need to ignore calls related to a mission they are far away from. You could leave command channel on 30. Bravo and Charlie merge to one SR channel and can now talk about their objective as much as they like and neither Alpha nor PC need to hear (and wait for the call to finish) that Charlie is moving to flank the enemy on the north-eastern side of town. Communication within the team (at least the one I was in) was easy and largely happened without radios. Watching @Norris's video shows me that the command channel and the map were flooded because @Gambit was forced to coordinate three helicopters and five (or six?) fireteams in what essentially became three consecutive assaults on enemy positions, a task that is evidently not well suited to four man teams and also a task that I personally would not expect in a PMC campaign. So, if @MidnightRunner is willing to adjust the objectives and the setting, then the player in PC is able to (and should) leave the approach to each task up to the assigned team(s). And then, in turn, four man teams with limited access to specialist roles may well turn out to be a lot of fun and very effective.
  11. Right, feedback. Comms, Chaos & Coordination: That was just bad luck. Nobody could have predicted that this mission would attract so many players. Team Size: So in my unpopular opinion, teams of four work well for this PMC setting. It felt nice and cozy in Alpha, communication was far better than it is in the big squads and breaching / CQC was organized, which, despite the best efforts of many during previous OPs, is usually not the case. Not having a medic / autorifleman / engineer on every team also seemed perfectly fine. It was just that the approach to the OP and the setup of the OP itself was not quite right for four man teams. Mobility: Too much. For a map of this size, there were too many air assets. My suggestion or my approach if I had to repeat this OP: Trim Vortex down to one pilot for reinserts and resupply. Keep the four man teams. No CLS team, no FAC. Make the mission ground / vehicle based (with one vehicle per team). Add more environment. Civilians, maybe a friendly or neutral road block, some (armed) third parties, some interaction with locals, just some things to keep players engaged and on edge before any firefights start. Split the playerbase across several simultaneous theaters and tasks once the number of players allows for it. Faced with only a handful of poorly equipped opponents at a time a four man team will be just fine completing an objective on their own. This would slow the mission down (reducing chaos) and allow for some cool teamwork while also increasing the amount of action / entertainment every individual team has. For example, Alpha and Bravo might be operating together, complementing each other's capabilites (specialist roles) to complete one objective. In the meantime, Charlie and Delta are in a different town, completing a different objective, surrounded by civilians just going about their daily lives - until the CHADS get ambushed. They are now in a lengthy firefight with insurgents throughout the town while scrambling to complete their objective. No support - just guns and bandages. Make the OP less of an open war with constant fighting and more of an unstable neutral environment. There's no need for constant fighting to keep the players entertained, just force them to keep eyes all around them expecting to be shot any second. Give them some hairy situations like a blocked road in a built-up area and everybody will be sweating profoundly just because two locals had a car crash. Remove military assets such as CAS helicopters, instead let the CHADS rely on their beards, improvisation and a piece of hightech equipment or two (for example the 'satellite'). After all, CHADS is a for-profit PMC not the USSOCOM with a billion dollar budget. Adjust the objectives accordingly: The CHADS are there to make money, not win the war. Your company needs to move several petabytes worth of data from A to B? No problem, CHADS got you covered. Personal protection or security? Yep, we got it. Cash in on a bounty? Sure, why not, we've got a convoy in the area. Your business has lost a valuable asset of questionable legality in a contested region? We can help you search, just pay the price. That's the kind of setting I personally would expect from a PMC OP. Today's mission seemed more like a poorly coordinated special forces raid. Unfortunately this is probably too much workload for a single Zeus, I do realise that. But feedback is feedback.
  12. I didn't play around with it any further, but this works as I think you want it to work: chemlight attachTo [player, [0, 0, 0.05], "leftshoulder"]; Then all that's left to do is rotating the chemlight to the intended orientation.
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