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shuenix

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Posts posted by shuenix

  1. 3 hours ago, TheScar said:

     

    i agree,the default loadout of (liftable) ammo crates is questionable.

    but,thats a minor edit issue and can easily be changed/added

    Plus,if it comes to what loadout shall be in those crates is the other side of the coin

     

     

     

     

    the RPG7 is not only useless,it s also classified as classic insurgent weapon to western forces and therefor FF issues may raise if we spread it on a wider level.

    PCML (shruggs) or RPG42 would be my top of the cake.

    Then there s the "limited space" issue,those crates dont really pack alot of stuff like you intend,i m sure you d be surprised if you try it out.

    For fun facts,just try to empty such a crate and fill it yourself like you suggested and report back with a screenshot of inventory after.

    Like said,you d be surprised.

     

     

     

     

    Now,now - dont get to lazy dear Sir.

    If you cant invest the time to load your vehicle with your stuff you need on your operations i dont see the return value to invest precious dev time to make that happen to spare you 2min preparation time.

    :blink:

    If RPG 7 and FF is an issue, then friendly BTR's, Quinlin's and Kuma's are much bigger problem. I must admit i have taken out a frindly BTR and a Quinlin. I know its my fault, i have the finger on the trigger. But theese vehicles in AO is a disaster waiting to come. Compared with them, RPG 7 is nothing of an issue.

    I know the size of crates and vehicles. I have loaded them very often. But I also know that a good variety can be done. I have often done it with Prowler and Hunter. I also know that good crates can be made and they are big enough for rearming approx. 15 men.

  2. I have checked the supplycrates at main. They are sort of useless. 

     

    We need to have crates with ammo to most guns. Also sniper, markmans and LMG ammo. 6.5mm stanag alone doesnt do it.
    When we get theese crates fixed, pilots could easily bring out ammo.
    And pack it with RPG 7 launchers too. They are light and good in selfdefence. Its the closest we get to an fire and throw away AT weapon. In my time in the army, everybody carried an "onetime" launcher.

     

    Couldnt the standard loadout in vehicles also be made as mentioned above?

     

  3. On 20/8/2017 at 5:26 PM, JulianWilliams said:

    Self-explanatory.
    If you don't want it in the server because it's super slow and will take a very long time to reach the AO, we can ask a Ghost Hawk or a Huron pilot to lift it all the way to AO.

    1 Approx. same speed as Cheetah and Bobcat, but much faster in acceleration. I think it will win race against thoose two.

    2. No reason to lift it. The time it takes to get a pilot, fly it and get to destination, will it certanly do faster on most AO's.

  4. 3 hours ago, GamerbugUK said:

    Not sure that being a trained gunner is important, your real life scenarios make perfect sense without needing to back them up.

     

    Regars the limitations; take a vehicle, take a friend or pick a lighter setup. You can carry a ridiculous amount of 6.5 100rnd mags for the MX-SW, I think I was easily toting about around 1500 rounds of ammo, which is pretty impressive for a solo person and allows you to lay down some impressive suppression (not that suppression really does anything in Arma).

     

    In real life an AT soldier would also have support carrying rockets etc, or a vehicle to supply them, but in arma you can carry exactly 3 a weapon and some gear. I have a choice, take 3 titan missiles, ask a buddy or grab a vehicle - I tend to do the latter.

     

    It's a pick up and play server so the supply chain doesn't work as there is little coherency, though you may find others willing to help in that regard.

     

    Counterpoint to what I have said of course is, its a pick up and play server, so why restrict weight, and not allow people to carry more rockets ammo boxes etc? and the answer is we used to allow that and AOs went down faster than they came up with one man armies laying waste to them (anyone remember the VR suit abuse?)

     

     

    This game tries to get as real as possible, thats why I mentioned my RL training.

    I think you are living in a dreamworld. The reality is: Take a vehicle to AO and even if you try to hide it. You can be pretty sure it is stolen when you need it. I have tried it so many times. It doesnt work. Get locks on the cars and it will be fine. 

     

    Its all about the supply chain. Other servers the pilots take suplies in at the ending of battle in AO or when they go in for evac. They dont on Ahoy. Why dont the Huron sling a pallet when going the route anyway? I dont get it.

     

    Get the supply chain fixed and all will be more funny. We can have low weight and run, we dont have to drive long distances with ammo to the group. AT can get their rockets. Dont have to spent time on RTB and back and a long walk or just to get shot down again.

  5. On 22/8/2017 at 3:05 PM, GamerbugUK said:

    Please do not do this, you should need to consider your loadout rather than increasing the amount you can carry.

    Thats excactly what I do, but try to be an Autorifleman and carry your own ammo. Either you have so much you cant run or so little you dont have much ammo for firefight, especialy if you need to do supression fire, it costs a lot of ammo.
    In real life you would have an assistent to carry ammo too and even some others in the group also. Depending on assignment and group size. If a group vehicle is involved, it would be full of ammo too. In that case you wouldn't have to go far for rearming. 

     

    BTW. I am a trained MG gunner. Trained on 7,62mm and 12,7mm and Quad 12.7.

    Back to game:
    If the supplychain worked perfect in the game, it would be no problem, but it doesnt. Thats the reason why I suggested change in the stamina system. 

     

     

    But I think we have to live with the "walking war".

     

     

    Gert/Shuenix

  6. On 17/8/2017 at 4:20 PM, Stanhope said:

     

    That's a question you'll have to ask bohemia interactive.  We currently have the choice between the current system or infinite stamina.

     

     

     

    Just my 2 cents.

    Yesterday I was told, that it is possible to lower the weight on the weapons. If thats correct, it could be a solution.


    Gert/Shuenix

  7. Any chance to "doublespeed" the time from sunset to sunrise?

     

    Nightfighting can be fun, but not for long time. So if the duration of darkness only was 4 hours, I think a lot people would be happy. 

     

     

    Gert/Shuenix

  8. 58 minutes ago, Amentes said:

    So the UGV normally has a very short life expectancy, and now you wanna put the Operator in it? :P

     

    Relying on the Blackfish to transport the UGV is a slippery slope at best. Most pilots, by far, simply aren't able to operate the aircraft safely.

    Why transport them by air? They got wheels and can drive themselves. Odd how this discussion got derailed. 
    The idea is that they are indepentent and they are autonomos. Click with the mouse and they drive there autonomosly.

    I did some testing.
    4 Stompers:
    All 4 without any incidents at all. They behave very fine.

    From Main Base to Pyrgos harbour 13 min. Remember it had to go through the narrow streets of Pyrgos.

    From Main Base to Terminal 24 min

    From Main Base to Cap Makrinos 43 min. Its all the way to the lighthouse south on the other side of the water.
    From Main Base to Cap Strigla (North of Molos) 36 min.

    The beauty is when they are on the road, you can do other stuff. They behave very fine.
    With 4 unarmed stompers you can have any AO supplied with ammo.

    Wouldn't it be fun, just to try? 

     

     

    Gert/Shuenix

  9. 4 hours ago, ansin11 said:

    Now the gunner AI is OP, but I'm not so sure about the driver AI... As far as I remember it's trash. Trash as in it won't arrive anywhere near where you want it because it's gonna run into something. It'd probably also run players over if they happen to stand in its way.

    In singleplayer it works OK. Once in a while you have to help it.
    I will try to make some long runs with them in singleplayer and see how it goes. I will report back here.

  10. 10 minutes ago, GamerbugUK said:

    But they are taxiing to AOs, the same place the supplies are needed.

     

    If they dont have time to sling load supplies/vehicles, then dont have time to sling load a stomper, making it have to go on the ground; if you are taking a stomper on the ground then you can take any vehicle on the ground.

     

    Just seems like adding additional stuff for the sake of it.

    The idea is: The UAV operator load the stomper with "the usual" ammo. Its for all, not only one person. If he/she has 3 stompers, he/she should be able to have a stomper on station all the time.

    A never ending chain of supply.

    Maybe it doesnt work, but if we dont try, we will never find out. An unarmed stomper cant ruin the gameplay and should be easy to implement.

     

  11. Hi

     

    I cant figure out how the spotting works or should work.

    When I am AT with Titans, I usually find a hilltop away from AO. I take out the Vehicles, when this is done, I spot for the guys with the laser designator. Sometimes infantry shows up on the map, sometimes not.

    Can anybody clarify for me how it works?

     

     

    Gert/Shuenix

  12. On 19/8/2017 at 3:11 PM, Xwatt said:

    that's an odd place to place Praetorians :P 

     

     

    Yeah.
    AA should be placed in the outskirts of the base and if possible an overlap in their operation area.

     

    P.S.

    I see they have been moved now. Good

  13. On 19/8/2017 at 8:19 PM, McKillen said:

    When zeusing on a server with 60 people, AND telling them to try marking buildings they clear, people do not do it. In some AOs, there is a barracks with AI in them. It took the players 2 hours to do it, asking and "telling" me it was bugged when I was looking at a building with 14 guys in it, and all because it was one building, on the edge of the AO that nobody could be bothered to check. In a perfect world, or in EU3 sure, but with EU1, people dont always think first, they do.

    Yeah, I have seen it myself. I do also write at sidemap, that houses should be marked. I feel that if we get the regulars to mark them, the newbies will learn it too. It will maybe take a little time, but I am sure it will help.
    I dont care if the AO takes a little longer. This game is not CS GO.

    To the mines: I guess the new DLC, brings in some new stuff about mines and AI. So maybe we just should wait and see.

  14. Yesterday a Zeus came online, he helped the AI a little. Some parachuters and normal reinforcements.

    It was done in a very fine way. Zeus must have seen that the AO would be overrun at in time, because of the many players.

    In that way the attack slowed down a bit and all players got a chance to get a little combat.

    We could use a little more of this, especially when NATO forces are overpowered.
    Good work Zeus.


    Gert/Shuenix

     

     

    P.S.

    Maybe wrong forum, sry


     

  15. 5 hours ago, Ryko said:

    My general problem with AI garrisons is as follows: at least when they are patrolling, there is a chance that you can encounter them.  If the objective requires you to clear the AO of all enemy presence, you'll have to do a complete house-to-house search. If there are a lot of buildings, it can take a lot of time. And if you think you've cleared a house but there are enemies still in it, then you will ultimately never clear the objective, and moderators will start getting complaints that the mission is bugged.

    Thats right.

    But when people learn to do it and mark the houses, it shouldn't take that long. The way its done now is hopeless and anoying. 
    Anyway, just for a change and if doesn't work, we can change back again.

    If we dont keep the server evolving, we will loose the regulars in a higher rate than necessary.

     

  16. 6 hours ago, Stanhope said:

    I believe i wasn't clear enough.  On malden and tanoa the boats are placed in a decent location.  And seeing how malden is a tiny island you can get to any beach with a boat in less than 5 minutes.  And yet they don't get used 99,99% of the time.  I'm not saying that it's a bad idea to add more boats it's just that we have to consider whether or not it's worth putting more in, which would be using server performance just sitting there doing nothing.  
    I know that those few boats won't affect server performance that bad but it's all those little things combined.
    The ideal solution would be to have a way of spawning boats in.  To avoid abuse the spawning would have to be restricted in time and/or total amount of boats alive.  If anyone can give me such a script i'd be more than happy to implement it.

     

    About the minefields:  we'll discuss internally and see whether or not we add them back and how we put them in.

    I have to admit, I dont have a clue about what can be done and what not. I fell that ideas should be laid on the table anyway.

    I dont understand the problem about the abuse of boat spawning. Cant it just work like the vehicle spawn?
    I get the concerns about server performance and necessity to have an eye on the details. So kill the carrier and gain a little server performance there.

     

    If its a huge job to implement minefields I do understand your concerns. But if its done fast, it could be tested for a week or so and then evaluate. 

  17. 3 hours ago, Amentes said:

    If you don't indicate the presence of mines, they will be virtually invisible. Getting killed in a minefield is not quality gameplay if there's no way you could have known it was there.

    Yes indicate a minefield is OK with me, but not the single mines. For that we need a mine detector.

  18. 3 hours ago, ansin11 said:

    It does take expertise to rig a block of C4 in the right place for something to be effectively destroyed though.

     

    But yes, I would go with this. Why make them obvious though? Gotta watch your step, soldier.

    1. Yes. I was trained in basic explosives in the army and if you dont do it right, you wont have the result you wanted. Worst case, you blow yourself up. It is not as seen in the movies, there is calculations and estimation involved.

    2. With you again. Why make it all so easy, so the pace in the game comes into CS GO or Battlefield "gear". Real military stuff takes time, very long time. We had a saying in the army: "Life in the army is 90% boredom and 10% action". I am not saying that we should simulated boredom :-). But if we slow down the pace, just a little, it would be fine for me. 

  19. 1 hour ago, Stanhope said:

     

     

    Boats in general are hardly ever used.  On both malden and tanoa the boats are in way better locations than on altis and yet they hardly ever get used.  If you currently want to use a boat i suggest asking the huron pilot to sling you from the docks to somewhere you want to be.

     

    I wonder why!!!!!   ;-)

    Maybe because they are placed as far away as possible.

    Thats why I suggest a couple more.


    Shuenix

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