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MidnightRunner

AW Core Staff
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About MidnightRunner

  • Birthday 06/07/1988

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    Midnight Runner
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    Male
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    Ireland

ArmA 3

  • ArmA 3 Player Name
    Midnight Runner

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    Midnight Runner

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  1. Please keep comments civil and respectful. All members are entitled to their opinion and to express them.
  2. Following the decision at the community meeting we have the below poll to determine if we wish to edit the aim coefficient on Invade and Annex.
  3. Following discussion at the community meeting we have a poll on whether or not to reduce the aim coefficient. Please Feel free to discuss below your opinion in relation to adjustment of the aim coefficient for I&A3.
  4. Mission Name: PMC Ops Revenge Week 6 Server Details: IP: 116.202.224.207 Port: 2302 Mods Required: Arma 3 Preset CHADS Revenge.html (Plus usual optional mods) TS address: ts.ahoyworld.net TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 43 Platoon // 3 man element Alpha - Delta // 9 man elements Nomad // 2 man recon element Vortex // 2 man pilot team Situation In recent weeks the CDF have executed a number of successful raids against rebel positions and have arrested numerous "Criminals". These rebels have been held at various installations around the province. They have planned to move all the "Criminals" to a central location to be tried for their crimes. We have been able to acquire intel on the location of this central holding area and have identified a prime location for an ambush. Assets: 1 x UH-60M 1 x MH-6M Various ground support vehicles Friendly Forces: UN Observation force Chernarussian rebels Enemy Forces: Local criminal factions Neutral Forces: Chernarus Defense forces Russian Military observers/advisors Civilians: Civilian presence to be expected, concentrated in built up areas. Mission We are to setup to ambush the prisoner convoy to free the captured rebels. We have arranged for the rebels to conduct a diversionary raid to draw away any potential QRF forces. Execution Objectives: 1. Setup an ambush for the prisoner transport 2. Release and transport the prisoners to safety 3. Maintain the cover supplied by the humanitarian mission Movement Plan: At Commanders discretion Rules of Engagement: Enemies may be engaged on sight based on current squad orders Civilians are present in the area so collateral damage is to be kept to a minimum. Admin & Logistics Equipment & Resupply: At the commander’s control, assets are available at base to facilitate this. Reinforcements: Unlimited At commanders discretion, transport assets are available. Command & Control Command: Overall command lays with codename "Overlord" who will set objectives and ROE. Operational control on the ground lies with the Platoon Commander. Communication: Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
  5. Frontlines Version 0.4.11 update for 27/07/21 [Tweaked] Arty computer enabled for vehicle based artillery [Tweaked] IEDs/Intel can no longer spawn on top of each other
  6. Sorry for no response on this, I have added this to the list for upcoming Mod list review, will update here when that process is complete
  7. Added to the list for upcoming Mod list review, will update here when that process is complete
  8. Not sure of the scope for this, having access to an AAR would be pretty cool. Not sure if it would be applicable to a 24/7 server but for gamenights it could be awesome. I will look at the requirements of this over the weekend and determine if it is even feasible for us to include. If that is a yes then it will be included in upcoming modlist review for AWE. I will update here when I have more info
  9. Added to the list for upcoming Mod list review, will update here when that process is complete
  10. Will test this weekend and update here
  11. Added to the list for upcoming Mod list review, will update here when that process is complete
  12. Good idea, Let me ask our forums guru Ghostdragon and see what we can do.
  13. Slides from today's meeting: AW220721.pdf Thanks to all that showed up. Items for further discussion and polls will be posted soon VOD available on : https://www.twitch.tv/ahoyworld Minutes to follow
  14. @TheScar a lot to unpack here so let me know if I miss something ATGMs on UAVs: Something to add a little variety to the role, if it turns out to be unbalanced or negative to other players experience we can revert. AO Hint: For the most part it helps pilots not get caught with an AO underneath them. A few seconds warning is not enough for anyone to get an unfair advantage on the next AO but could allow pilot to dive and run. Again if this turns out to be the opposite we can always revert. Command HQ & new sub obj feedback: Thanks, will discuss how to better balance these objectives. Feedback was generally good for these but can understand they may be too aggressive. Will also discuss % of drops by attack craft. Ammo trucks: Has been an issue from the start. Ammo trucks have a legitimate use and when used correctly are quite a positive thing but when used incorrectly are just game breaking. We have looked at several potential fixes but most options need a large rework of certain items which adds bloat to the mission. The admin team don't generally look well on this activity as it does fall under rule 4.2.1.Exploiting bugs, glitches, loopholes, exploits, … for personal gain will not be tolerated, but I do understand the mission has no automatic way of dealing with this when there is no admin present Optimisation: When did you start noticing this? (Rough idea of when can indicate a version number when it started etc) AO numbers: Reducing the overall number of AOs required to win, would require a change to the code but may not be difficult (honestly no idea what is required). I will discuss with the dev team.
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