Jump to content

ansin11

Donator
  • Posts

    293
  • Joined

  • Last visited

  • Donations

    72.00 GBP 

Posts posted by ansin11

  1. 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.

  2. 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).

  3. 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

  4. 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.

  5. 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.

  6. 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:

    1. 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.
    2. 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.

  7. 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.

  8. In fact, when I think about it, it's not just the issue of slightly overloading the RTO's ears - that can be handled, I believe we were really missing that PlatCo tonight. ASL was mostly concerned with pressing tactical questions, issues and communication, so naturally that strategic role he had to fulfill on top of keeping A-1 and A-2 coordinated fell short and everything became more chaotic compared to last week.

    You see, I had Alpha Lead group on one ear and Vortex, Angel and Reaper on the other and even though I stayed out of the action and heard all radio communications within Alpha I had what can only be described as a very rough idea of what was going on and what the next planned step was. Now if it's only the RTO, that's not too big of an issue, because the RTO doesn't make decisions, but I'm pretty sure that ASL was far busier than me while also trying to plan ahead.

    This overstrained command element took a big toll on CAS: neither ASL nor RTO had confirmed knowledge wether OPFOR AAA current status was "dealt with" or "being dealt with", leading to CAS being called in while AA was still up twice.

     

    What I'm saying is: show more love for PlatCo, because when we have one, ASL can focus on fighting, managing his teams and passing important information up the chain of command instead of also having to process it and react to it. Leave the tactical workload with ASL and ATLs and the strategic workload with PlatCo. It's better for all of us, even if we only have one squad on the ground.

  9. I have actually played I & A 4 since posting that comment on february 8th.

     

    With that extremely relevant conflict solved and out of the way I'd like to point at a far more interesting question:

    Did I simply forget or never notice or were there no public polls and discussions on the community's hopes, wishes and expectations for I & A 4?

  10. Ah, yes. I remember.

    Spoiler
    On 2/8/2019 at 5:24 PM, ansin11 said:

     

    This is exactly my opinion on the matter as well.
    I really shouldn't be talking because I have never played I & A 4 further than the point at which I was first asked to select my role through an ingame custom menu. But what the hell.

     

    The point is that with I & A 4 you've merged Invade & Annex with a (reward) point system somewhat similar to that of other Arma 3 gamemodes (e.g. Exile, Life, KotH) and elements from EU#3 and the result appears to me like something that cannot convey the I & A spirit and feeling that I am used to.

     

    Over the years, Invade & Annex has developed its own sort of... culture, spirit, concept, way and character.

    When I connect to EU#1, I'm looking for that experience exclusive to, well, the AhoyWorld EU#1 server. It's easily accessible to all players, with only lightly restricted freedom and (thus) ordered chaos. Arma is a huge sandbox and I & A preserves some of that sandbox even during the live mission, especially with Zeus.

     

      Reveal hidden contents

     

    • You are new to Arma 3? - No problem, you can play I & A with just the most basic knowledge.
    • You are an Arma veteran? - I & A is a relaxed, large scale, dynamic, live sandbox for you. It even has its own meta to work with and optimize for.
    • You want to be alone? - No problem. Just make your very own private group. Or stay out of groups altogether. You can even solo a vehicle if you want. Or a (side) mission. If you can.
    • You want teamplay? - Entirely possible, you'll just have to find people who also want teamplay. That's probably the more difficult part on EU#1.
    • You don't have a lot of time? - No problem, the I & A gameplay is not even split up into matches or rounds, join and leave as you please. And you can still play any role, gear or vehicle you like, you don't have to unlock it first. It just needs to be available.
    • You want to experience some of Arma's possibilities? - Sure thing, you can fly aircraft, use tanks or provide fire support with an OPFOR sniper rifle. It's all there, on one server, in one mission.

    These are just some very basic aspects, there are others. Let's use that annoying @ansin11 dude for illustration:

    Ansin knows a lot about Arma 3, it's just that he's inherently bad at it. Well, no problem, on EU#1 he's not playing PvP and he can also just do his own thing. For example, he likes to fly in Arma. Since his skills are not abysmal enough to ruin the fun of other players, he qualifies for an EU#1 pilot slot. So the only limiting factors for him flying are wether he wants to fly or not and wether there's a free pilot slot or not. You might ask: "Why doesn't he just fly in the editor?" - Well because its quite boring. The environment doesn't change, the situation doesn't change, the AI doesn't care about you flying them somewhere and so on and so forth. EU#1 offers that unique experience where you can pretty much do what you want (with your aircraft) plus it also offers that interesting dynamic situation where you get shot dead by enemies if you make stupid decisions. This makes flying a whole lot less boring. EU#1 also offers passengers, making ansin's flying less pointless and more engaging. During the routine and easy parts of the flight he can chat with some of the regulars and witness people on EU#1 being... people on EU#1. Overall, quite entertaining.

    Bonus feature: ansin can ragequit when he's had enough and nobody is going to care. No matchmaking ban. He doesn't even lose any XP. Nice.

     

     

    On EU#1, you can do whatever you want. The only restrictions are the arsenal restrictions (to provide some basic form of sense and immersion) and the very loose rules designed to preserve that freedom to play any way you want to for all players equally.

     

    Like I said, it's a big sandbox. You can crashland your helicopter and suddenly half the server joins forces for a rescue effort against the evil Zeus. Unlikely, but entirely possible. Or you can just blow the bird up and respawn. Which is technically against the rules, but in more than 90% of cases nobody is going to care. That is the amazing and unique potential I & A offers.

     

    Something new, change and innovation are necessary and should not be stopped by people like me, but, in my opinion, some details of the I & A 4 concept seem more like proofs of concept, technical gimmick and showing what can be done. There sure are missions where all these things would be very cool, but as for Invade & Annex, I am afraid that these changes restrict the ease of access and the freedom I & A offers, even though they should actually only add to it.

     

    That's why I am not happy with what's being developed here and why I don't want to support it.

     

     

  11. I had my suspicions last week so I did some testing.

    As far as I know and as far as my testing established, DAGRs do not feature LOAL. The WY-55 Hellcat does not have a laser spot sensor, the helicopter can't lock onto laser spots. The sensor suite can of course display laser spots uploaded to the data link (if the Hellcat has data link reception activated), but this doesn't influence the lock-on mechanic of DAGRs on the Hellcat:

    The missile itself needs to be pointed directly at the laser spot in order to lock onto it. And, even then, no LOAL, as far as I could see. This makes DAGRs on Hellcats more or less unguided, confusing pilots who try to lock onto or fire at a laser with their supposedly guided rockets. Add a MANPADS to the mix and that Hellcat goes down like the first one last week.

    Don't give the Hellcat guided munitions.

  12. @applechaser:

    2 hours ago, applechaser said:

    since the squads weren't filled up before we might be having more instances of having 2 incomplete squads or 1 full squad and 1 not combat effective squad

    I'll have you know that our three man Bravo squad was very much combat effective!

     

    @Xwatt:

    Too many autoriflemen if you ask me. I suggest:

     

    SL

    Medic

     

    TL

    Marksman

    Repair Specialist or Explosives Specialist

    AA/AT

     

    TL

    Autorifleman

    Rifleman

    LAT

     

    Actual team composition will always be changed by the SL anyways, depending on the current situation and plan (e.g. overwatch team and assault team).

  13. I suggest keeping it as basic as possible.

    One marksman, one autorifleman, one AT/AA, one LAT, one medic, one or maybe two grenadiers per squad. No assistant roles. Maybe split the engineer role into a repair specialist for the one squad and an explosives specialist for the other squad.

    If there are too many slots and too few basic, alround roles, just put a few riflemen in. My experience over the past two weeks was that though Bravo did sometimes have a TL, the players just acted as normal riflemen, appareantly mostly due to being inexperienced (also because Bravo was too small to be split into real fireteams), so there seems to be a market for that simple role.

×
×
  • Create New...