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ansin11

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  1. Like
    ansin11 got a reaction from poker in I&A 4 Beta Test Feedback   
    Ah, yes. I remember.
     
  2. Thanks
    ansin11 got a reaction from Xwatt in [EU2] Zeus Operations 29/09/19 @ 15:00 UTC   
    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.
  3. Thanks
    ansin11 got a reaction from Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    @applechaser:
    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).
  4. Like
    ansin11 got a reaction from Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  5. Thanks
    ansin11 got a reaction from Jenkins in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  6. Like
    ansin11 got a reaction from poker in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  7. Like
    ansin11 got a reaction from Lindi in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  8. Like
    ansin11 got a reaction from Schubz in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  9. Haha
    ansin11 got a reaction from Kacper in EU2 Zeus Ops Feedback/Discussion Thread   
    Alpha worked very well tonight, especially during the first assault on the Vehicle Pool. Being able to focus on command chat and FSG while @Jenkins coordinated a beautiful attack with his team was a really nice experience - my favourite part of the mission!
     
    After that it all became more chaotic of course, but in the end it defenitely was a good OP.
    Enemy CAS was a bit much though.
     
    Big shoutout to @Jenkins for his teamleading! Also to @Kacper for his frequent medical aid ...
  10. Like
    ansin11 got a reaction from Xwatt in the amount of people camping/stealing rewards is astonishing increasing   
    That credit belongs to @Mark T:
     
  11. Thanks
    ansin11 got a reaction from Mark T in the amount of people camping/stealing rewards is astonishing increasing   
    That credit belongs to @Mark T:
     
  12. Like
    ansin11 got a reaction from TheScar in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  13. Like
    ansin11 got a reaction from MidnightRunner in EU2 Zeus Ops Feedback/Discussion Thread   
    I feel obliged to point out that even though I frequently went down or died (often enough for it to be discussed on stream in the Zeus channel), none of my deaths felt sketchy or unfair to me, hence why I didn't get frustrated.
     
    I had lots of fun and lots of direct action, I can't complain about the mission at all.
     
    Sure, Killfarm was tricky to take, but not because of Zeus helping the AI or because we made our way there on foot. No, it seemed to me that it was tricky to take because of the overall defensive layout of the site, especially the bunker on the hill. We had to clear that bunker to be able to reach our objective, but the only entrance to it was on a slope facing towards the Killfarm, open to fire from that objective. Getting to that bunker, clearing that bunker and then getting from the bunker down to the Killfarm was the big challenge of that objective, and it felt right to me.
     
    Sure, a Hellcat wrecked me after I had just been reinserted, but that could have hit (or missed) anyone; in fact we were lucky that only one of us died there. I wish I recorded that, it was quite epic!
     
    Sure, I died a few more times, but that was during room clearing or when I was out in the open during firefights, nothing special. It's these deaths that actually improve my immersion:
    CQB is supposed to be dangerous and lethal, unfortunately the AI reacts too slowly to carry this over to gameplay, so dying serves me right for attempting to clear a house all on my own.
    Players take risks they know they can only get away with because the AI is predictable, slow and stupid, so I don't see a problem with Zeus bridging exactly that gap and thus making these missions more tactical and teamplay-oriented. In my opinion, the more Zeus(es), the less gap - brilliant, as long as it doesn't turn into PVP.
  14. Like
    ansin11 got a reaction from Lindi in EU2 Zeus Ops Feedback/Discussion Thread   
    I feel obliged to point out that even though I frequently went down or died (often enough for it to be discussed on stream in the Zeus channel), none of my deaths felt sketchy or unfair to me, hence why I didn't get frustrated.
     
    I had lots of fun and lots of direct action, I can't complain about the mission at all.
     
    Sure, Killfarm was tricky to take, but not because of Zeus helping the AI or because we made our way there on foot. No, it seemed to me that it was tricky to take because of the overall defensive layout of the site, especially the bunker on the hill. We had to clear that bunker to be able to reach our objective, but the only entrance to it was on a slope facing towards the Killfarm, open to fire from that objective. Getting to that bunker, clearing that bunker and then getting from the bunker down to the Killfarm was the big challenge of that objective, and it felt right to me.
     
    Sure, a Hellcat wrecked me after I had just been reinserted, but that could have hit (or missed) anyone; in fact we were lucky that only one of us died there. I wish I recorded that, it was quite epic!
     
    Sure, I died a few more times, but that was during room clearing or when I was out in the open during firefights, nothing special. It's these deaths that actually improve my immersion:
    CQB is supposed to be dangerous and lethal, unfortunately the AI reacts too slowly to carry this over to gameplay, so dying serves me right for attempting to clear a house all on my own.
    Players take risks they know they can only get away with because the AI is predictable, slow and stupid, so I don't see a problem with Zeus bridging exactly that gap and thus making these missions more tactical and teamplay-oriented. In my opinion, the more Zeus(es), the less gap - brilliant, as long as it doesn't turn into PVP.
  15. Like
    ansin11 got a reaction from poker in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  16. Like
    ansin11 got a reaction from Admiralbumfluff in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  17. Like
    ansin11 got a reaction from Lindi in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  18. Like
    ansin11 got a reaction from Xwatt in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  19. Like
    ansin11 got a reaction from PiranhA in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  20. Like
    ansin11 got a reaction from Mark T in the amount of people camping/stealing rewards is astonishing increasing   
    I really like the idea to spawn ground vehicle rewards at the side mission first and then, after ten minutes or so, move them to base if nobody took them. Sounds like a simple yet effective improvement to me.
    Sure, it doesn't cover every eventuality, but as this thread shows it's safe to say that it's practically impossible to cover every eventuality.
  21. Haha
    ansin11 got a reaction from MidnightRunner in [EU2] Guerrilla Ops Livonia Week 1 09/08/19 @ 17:30 UTC   
    yours in freedom
  22. Thanks
    ansin11 reacted to MidnightRunner in Possible Zeus access improvement   
    I believe I&A 4 uses this method of assigning Zeus, or at least something similar.
  23. Thanks
    ansin11 got a reaction from Jenkins in [EU2] Zeus Operations 21/07/19 @ 17:00 UTC   
    Was a fun mission. My first time leading a squad, I hope it was not too terrible to serve in Bravo tonight - I'm afraid my leadership was weak.
    I also hope that you didn't hear my keyboard too much, I apologise for that.
     
    I believe that the difficulty setting and amount of enemies was more fun during last week's mission; I think it's just more fun to have longer lasting firefights and engagements.
    Today was a lot more laid back engagement-wise for me (and all of Bravo squad I think).
     
    Having a platoon element was defenitely good, the downside to me personally was increased command chatter and decreased situational awareness (regarding both the strategic and the tactical situation), but I think that with more iterations the benefit of having that big picture coordinator will start to show more and more.
     
    Big issue for me was people who were not on TeamSpeak. It split the squad. Those who were on TS and just listened without talking were doing just fine (@Jenkins for example), but those who JIP'd and never joined TS were quite the problem. I used TS and not the ingame group chat for squad management, so everybody who was not on there didn't really know what was going on and what to do, especially tragic with @pepeNS who JIP'd into the vacant Bravo medic slot but as far as I know didn't join TS and thus was very difficult to coordinate with - working two chats was very taxing, working three chats - one of which is redundant for most of my players - would have been one too much. For me at least. But maybe I'm just not made to be a squad leader.
    Not sure if making TS presence a requirement would be the solution though, after all these missions are supposed to be less difficult to join and more public and vanilla.
     
    We also might want to consider mixing the more experienced players with the less tactical ones to even the squads out a bit.
  24. Like
    ansin11 got a reaction from Kacper in [EU2] Zeus Operations 21/07/19 @ 17:00 UTC   
    Was a fun mission. My first time leading a squad, I hope it was not too terrible to serve in Bravo tonight - I'm afraid my leadership was weak.
    I also hope that you didn't hear my keyboard too much, I apologise for that.
     
    I believe that the difficulty setting and amount of enemies was more fun during last week's mission; I think it's just more fun to have longer lasting firefights and engagements.
    Today was a lot more laid back engagement-wise for me (and all of Bravo squad I think).
     
    Having a platoon element was defenitely good, the downside to me personally was increased command chatter and decreased situational awareness (regarding both the strategic and the tactical situation), but I think that with more iterations the benefit of having that big picture coordinator will start to show more and more.
     
    Big issue for me was people who were not on TeamSpeak. It split the squad. Those who were on TS and just listened without talking were doing just fine (@Jenkins for example), but those who JIP'd and never joined TS were quite the problem. I used TS and not the ingame group chat for squad management, so everybody who was not on there didn't really know what was going on and what to do, especially tragic with @pepeNS who JIP'd into the vacant Bravo medic slot but as far as I know didn't join TS and thus was very difficult to coordinate with - working two chats was very taxing, working three chats - one of which is redundant for most of my players - would have been one too much. For me at least. But maybe I'm just not made to be a squad leader.
    Not sure if making TS presence a requirement would be the solution though, after all these missions are supposed to be less difficult to join and more public and vanilla.
     
    We also might want to consider mixing the more experienced players with the less tactical ones to even the squads out a bit.
  25. Like
    ansin11 got a reaction from MidnightRunner in [EU2] Zeus Operations 21/07/19 @ 17:00 UTC   
    Was a fun mission. My first time leading a squad, I hope it was not too terrible to serve in Bravo tonight - I'm afraid my leadership was weak.
    I also hope that you didn't hear my keyboard too much, I apologise for that.
     
    I believe that the difficulty setting and amount of enemies was more fun during last week's mission; I think it's just more fun to have longer lasting firefights and engagements.
    Today was a lot more laid back engagement-wise for me (and all of Bravo squad I think).
     
    Having a platoon element was defenitely good, the downside to me personally was increased command chatter and decreased situational awareness (regarding both the strategic and the tactical situation), but I think that with more iterations the benefit of having that big picture coordinator will start to show more and more.
     
    Big issue for me was people who were not on TeamSpeak. It split the squad. Those who were on TS and just listened without talking were doing just fine (@Jenkins for example), but those who JIP'd and never joined TS were quite the problem. I used TS and not the ingame group chat for squad management, so everybody who was not on there didn't really know what was going on and what to do, especially tragic with @pepeNS who JIP'd into the vacant Bravo medic slot but as far as I know didn't join TS and thus was very difficult to coordinate with - working two chats was very taxing, working three chats - one of which is redundant for most of my players - would have been one too much. For me at least. But maybe I'm just not made to be a squad leader.
    Not sure if making TS presence a requirement would be the solution though, after all these missions are supposed to be less difficult to join and more public and vanilla.
     
    We also might want to consider mixing the more experienced players with the less tactical ones to even the squads out a bit.
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