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ansin11

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Posts posted by ansin11

  1. In this case I highly recommend making a 1 ms response time no criteria as something as <7 ms will give you a lot more choice in monitors.

    FPS and ping are exponentially more noticeable factors and they have got nothing to do with your monitor :)

  2. I may or may not be currently using an Acer CB280HK which does in fact come with a 1 ms response time and I may or may not be playing on a rather high resolution, but from previous experiences I can confirm that 2 and 3 ms response times are actually still fine too :)

     

    Unless you intend to play competitively that is :)

  3. 3 hours ago, Mad Eye Moody said:

    I have a geoforce GTX 1060 6gb. Think that can do 7680x4320@60Hz Maximum Digital Resolution

    Maybe on the desktop and only with DisplayPort 1.4 :):)

     

    What's it with the 1 ms response time? You a professional CS:GO player?

  4. Since SMGs are the weaker option it doesn't really matter if you make them available or not for the reasons you listed, it's just nice for the players who want to use them.

     

    Feel free to unlock the ASP-1 for all recon slots then :)

     

    What is the issue with leaving the choice between the 12.7 anti-material rifle, the bolt-action sniper rifle with excellent long range accuracy and the fairly high powered .338 with a little less range and possibly even the Cyrus or CMR-76 up to the player?

  5. It also makes sense for these specialised (support) units to spawn with the MXC with BIS' default loadouts, because these are quite heavy and/or because these units are not expected to participate in combat with their personal firearm. The Engineer template provided by BIS carries enough mines to defend a town as far as I can recall, that's not exactly feasible for I & A.

     

    EU#1 however is not subject to these expectations as usually all infantry slots see combat action. Furthermore, stamina and the weight system are enabled on the server, so you'll have to compromise anyways. Two examples:

    1. My I & A LAT loadout, designed to primarily engage infantry but also to allow me to engage vehicles if they happen to pop up in front of me:
      • SPAR-16 with ERCO and 6 + 1 magazines
      • P07 with 1 + 1 magazines
      • MAAWS Mk4 Mod 1 with 1 + 1 HEAT rockets
    2. My I & A AA loadout, designed to sit back and keep the sky clear:
      • SPAR-16 with Mk17 Holosight and 4 + 1 magazines
      • Titan MPRL with 2 + 1 Titan AA Missiles

    As you can clearly see, example (1) is a reasonable normal AT Rifleman whos supposed to work at the frontline while example (2) is a support role. I can't really participate in firefights with (2), it doesn't even have a vest, but the SPAR-16 is the better option for me compared to the MXC because the ammunition is lighter. Similarly, I won't go tank hunting with (1). As you can also see, no bipods. It would be extra weight, conflicts with my immersion and if I need a bipod to engage it (even with the ERCO) then it's probably a target more suitable for the marksmen.

     

    I & A Alpha, Bravo, Charlie and Delta squads are all regular frontline personnel, all soldiers assigned to these slots are primarily riflemen. Most of these except for probably the marksmen and grenadiers (to enforce their roles) should have access to basic assault rifles, carbines and submachine guns. What not all of them should have access to are bipods and certain scopes.

     

    What I don't understand is why you limit the Sniper slots to just the M320 and the GM6, the MAR-10 is just as capable of doing sniper things too and the ASP-1 should probably be available to this slot as well.

     

    Just a part of my opinion on this :)

  6. Yes the current arsenal restrictions are incomplete (for Tanks DLC content), incorrect and inconsistent.

     

    All launchers should be restricted to AT slots only.

    The SPAR-17 is a DMR and therefore belongs to marksman slots exclusively.

    The MX is NATO's standard issue service rifle and should subsequently also be available to medics.

     

    Just to name a few examples.

  7. The AK-12 is the most OP assault rifle in the vanilla game.

    1 hour ago, hezy.h said:

    But your attitude towards those 10% like me that fly very well and enjoy flying in helo's on arma just proves it has nothing to do with fun or anything else but you dont like CAS or CFS assets working with infantry

    I almost never fly on EU#1 because I have no experience with flying in Arma 3 (as many regular players will confirm), so my attitude towards pilots is indeed rather bad, but aside from that:

    If you give the UAV OP two MQ4A Greyhawks with GBUs and laser designators he can just fly above AO and take out whatever he pleases on his own without any infantry being involved in that at all because well, he can just lase for himself. Same if we had an A-164 on default respawn like the UH-80s and Hummingbirds, 10% of players (These 10% refer to the server slots not the Arma 3 player base, 5 Vortex Pilots + 1 UAV OP.) could just do the main AO on their own - each of them.

    The way it is now the UAV OP is forced to work with infantry because he needs their laser designation. Kind of.

     

    We wouldn't have had to implement these changes if the things they are designed to prevent never happened, but these things used to be meta and it was entirely pointless to pick any but the six slots that have access to aircraft.

  8. @Amentes said it all. The point about Titans and lasers is correct and GBUs indeed no longer lock while on the aircraft pylon. LOAL was a thing before, but now BIS removed the possibility to lock onto the laser with the GBU prior to drop entirely, so only LOAL remains.

     

    Since EU#1 is also, well, our server, and I & A is our mission, we can restrict, enable and disable whatever gear or mechanic we deem fit to balance the I & A experience on our server.

    As said, written, noted and expressed countless times before, leaving all the fun activities to CAS assets controlled by 10% of players (out of 60) is not deemed fit; neither is having a medic with a 6.5 mm belt-fed LMG and a rocket launcher take out OPFOR squads across the AO with his high powered scope from the hill he was inserted behind.

     

    If you know better, just head to the Editor and make your own mission.

  9. "C:\Users\YOU\Documents\Arma 3 - Other Profiles" stores your user profile(s). Each subfolder contains "NAME.Arma3Profile" which stores things such as your key bindings. I recommend backing up the entire profile (= every subfolder of "Arma 3 - Other Profiles") or just the entire folder because it also stores your Editor scenarios, your singleplayer save files and some more stuff.

     

    Your graphics settings and some other things that shouldn't be tampered with are in "C:\Users\YOU\Documents\Arma 3\Arma3.cfg", just in case you want to have the full backup package.

  10. Trueeeee... Since @Stanhope is not doing development anymore, someone else will have to update for example the arsenal restrictions. So far I have not been able to determine who took over as I & A nanny-in-chief.

    Since we're on topic already, who does I & A 4 development again? Was it @Ryko?

  11. if (currentWeapon player == "") then {
    	player action ["SwitchWeapon", player, player, 0];
    	player removeAction slingWeaponAction;
    	slingWeaponAction = player addAction ["<t color='#ffec9f'>Sling Weapon</t>", "scripts\misc\slingWeapon.sqf", "", -98, false, true, "", "vehicle player == player && slingWeaponActionEnabled"];	
    } else {
    	player action ["SwitchWeapon", player, player, 99];
    	player removeAction slingWeaponAction;
    	slingWeaponAction = player addAction ["<t color='#ffec9f'>Weapon in Hand</t>", "scripts\misc\slingWeapon.sqf", "", -98, false, true, "", "vehicle player == player && slingWeaponActionEnabled"];
    };

    The "Weapon in Hand" action is redundant, at least with my version of the Arma 3 controls, Arma already gives me the option to switch to any equipped weapon on the scroll menu. Even with the Apex controls it should be easier (and the obvious thing to do) to just hit the weapon selection key to get it ready for action again.

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