Jump to content

Jenkins

Donator
  • Content Count

    41
  • Donations

    615.00 GBP 
  • Joined

  • Last visited

ArmA 3

  • ArmA 3 Player Name
    Jenkins

Recent Profile Visitors

1,215 profile views
  1. Steam collection updated for anyone having issues with the .html file or for those without a forum account. https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2072866482 List of optional clientside mods available can be found here:
  2. I kinda get the point you are trying to make @Sho_Iwaizumi but here is my understanding; If three players join the mission and none of them slot into a leadership role then decide among themselves to go out and do objectives or logistics, then it is generally advisable that at least one of they three players should nominate themselves as an acting commander (generally by re-slotting to the appropriate role) to avoid the situation you described. This should be done regardless if player count is below 5. If none of they players decide to re-slot into a SL/TL role and a player then joins the server and assumes leadership, then you must respect the chain of command (Rule #1) and follow their orders from that point on. Now I get that not everyone might be comfortable leading other players but this is something that you must consider when going out and doing objectives, if no one decides to pick up that leadership role then it is free-game for anyone else to take and they may assume command. However I do believe that common courtesy should be observed by the new commander for those players that are already out doing objectives. Players that are already out in the field should at least be allowed to finish what they are doing before the new commander gives them instructions. (Common courtesy is not enforced by rules however.)
  3. Appreciate the work you're putting into Liberation @Stanhope, been playing the hell out of it during the lock down to pass time. I see most of the issues I've come across have already been reported but here is some additional feedback; [Issues] - I've only ever done this twice but on both occasions the civilian informant doesn't seem to do anything after being brought back to base. The civilian will disappear upon being brought back to an FOB but no intel points or additional objectives seem to pop-up. Not sure if I'm doing it wrong or if this is in fact a bug. - The AN/MPQ-105 mobile radar seems to be turned off by default, even after enabling it through the UAV terminal the active radar will switch back off after disconnecting it from the terminal. This also renders the MIM-145 Defender SAM launchers inoperative as they have no active radar capability. (However, I'm guessing this is done to stop enemy aircraft from targeting the base? Let me know.) [Requests] - Add the M992 IR illumination rounds for grenade launchers to assist with night operations. ( ACE_40mm_Flare_ir ) - Replace the MIM-145 Defender with the Praetorian 1C or MK49 Spartan. The defender SAM launchers are great however when paired with the AN-MPQ-105 radar they have an incredible effective range, if placed in the correct area these assets can be really overpowered. As the intended purpose of the defender was to act as base defence, it would be more suitable to add the shorter-range AA systems I mentioned above. Praetorian 1C ( B_AAA_System_01_F ) MK49 Spartan ( B_SAM_System_01_F )
  4. Jenkins

    UAV lasers

    This is unfortunately one of the gripes of playing on a public server, the Invade and Annex mission is designed in a way that gives players freedom to do their own thing, whether it be lone-wolfing a side objective, storming buildings at the AO with a friend or working as part of a larger team during a Zeus created mission. This is what I believe gives I&A it's charm... Teamwork is only encouraged, NOT enforced. The only suggestion I can make is to ensure you continue to announce your presence over side channel or jump onto the Teamspeak server during the busier hours for a more likely chance of some team-play. This issue has been discussed soo many times in the past and I personally believe that the current system for UAV operators works just fine. I've witnessed first hand how often this system can be abused when no one is around to moderate it and I'm really not a fan of it. Lasers on the Greyhawk were removed to limit their abuse but it was eventually decided to add Darter mini-UAVs to allow operators to do their thing manually at the expense of time/speed (the time it takes to deploy the system and get into position.) Which so far, has worked out just as effective as the old system. I'm aware of the "bug" that positions the laser off-center above the target, but as for the rest of your statement... I'd say that is down to user-error. Example:- Here is a quick work-around for the issue you described. - Position UAVs in a way that they are unable to become targets and get shot at. (Like hard-cover, defilade or at a distance outside effective range of the enemy) - Wait until enemy anti-air assets are neutralized before setting up - If all else fails, only expose the UAVs to enemy contact for a short time to reduce the likelihood of being shot-down. (Target lase from a distance, move into range, drop bombs, exfil.) Personally, as long as I have followed any one of the three above examples I have rarely experienced any issue of losing drones apart from the occasional patrolling enemy jet and I'm sure many other regulars could join me in agreement. Hope this helps provide some clarity and context. Additionally, once the new version of I&A4 is released this will no longer be an issue as the UAV operator role is removed entirely and replaced by a new system. But for the time being, I find the current system satisfactory.
  5. Welcome to the community John! We have a quite a few regular members and staff that play on the #EU1 server, so if you ever have any questions or wish to team-up, just ask! (There is also a teamspeak and discord server available to the public, should you wish join) AhoyWorld occasionally hosts public (lightly-modded) operations on the #EU2 server on the weekends, so be sure to keep an eye on the "events" sub-forum if you would like to check that out. Additionally, we also have a team of lads that run "Multi-Session Operations" (MSO), which has a more "Serious Fun" approach to gameplay and utilizes a larger collection of mods. All the information regarding the different servers can be found on this forum: List of Official Servers
  6. AW’s MVP 2019: @Ryko AW’s Most Friendly Admin/Moderator/Spartan 2019: @Norris AW’s Most Helpful Admin/Moderator/Spartan 2019: @MidnightRunner AW’s most Active Staff Member 2019: @LH5 AW’s Most Helpful User *Non-Staff* 2019: @ansin11 AW’s Most Friendliest User *Non-Staff* 2019: @Walk'N AW’s Strictest Admin/Moderator 2019: @Admiralbumfluff AW’s Most Tacti-Cool ARMA player 2019: @WinterMute AW’s Best Teamplayer 2019: @Murph AW’s Most Underrated User 2019: @Stanhope AW’s Most Incoherent ARMA Player 2019: @itsmemario (His singing makes my speakers bleed) AW’s Best ARMA pilot 2019: @Whigital AW’s Worst ARMA pilot 2019: @Wookz () AW’s Funniest Person On Teamspeak 2019: @Kacper AW’s Best Voice 2019: @BruceLee AW’s Best Drunk Member 2019: @Lindi AW’s Worst Joke 2019: @Jenkins AW’s Best Moment 2019 (can be in any game or on teamspeak/forum): @GhostDragon AW’s Best Forum Post 2019: (please put url in): AW’s Best Driver 2019: @applechaser AW’s Worst Driver 2019: @Xwatt (You knew this award was coming as soon as ''The Incident'' happened) AW’s Best Fail 2019: @Toast (For blowing up the entire platoon that one op on Malden) AW’s Best Banned Member 2019: @Gambit AW’s best TeamSpeak Channel of 2019: Zeus Ops Channel
  7. Jenkins

    Wipeout

    A flight of two A-164s providing Close Air Support above the town of La Trinité during the prelude to Operation Stepping Stone. Island of Malden The Gibraltar Straits, 2035.
  8. Jenkins

    Containment Breach

    ..... Unknown Research Base Somewhere in the Mediterranean, 2038.
  9. *@Norris watches on as valiant NATO forces are slaughtered on first approach* P.S Welcome to the forums @Koohk
  10. I've tested this numerous times since the jets DLC overhauled the way radar guidance works. I've found that DAGRs can only lock onto vehicles that are "hot" (emitting thermal radiation) or picked up by an ACTIVE radar. (Hellcat only has passive radar) As @ansin11 said, the DAGRs have no LOAL ability and cannot be guided by a laser designation unlike the Scalpel/Macer missiles or GBUs, they must have direct line-of-sight onto the target and that target must have a hot thermal signature. My suggestion would be to provide Vortex with two separate variants; 1 x WY-55 Hellcat w/ 20mm Autocannon and Scalpel (x4) missile pod. 1 x WY-55 Hellcat w/ 2 x DAR pods. However, that is down to @Xwatt to decide.
  11. Did somebody say C O L L A T E R A L D A M A G E Liking the new layout chief @MidnightRunner
  12. When it comes to incomplete squads, as long as each fire team has a Team Leader, this shouldn't really be an issue as the FTL can be asked to carry a LR radio temporarily until a Squad Leader is present. (Not sure how well this will work though as we no longer have an arsenal to get radios from.) I personally much prefer the British rifle section layout that we use currently due to it's simplicity and smaller size, but like I said before; for the sake of introducing more people into leadership roles, the new structure MAY perhaps be useful in that regard. I do think this will require a trial period though, so that we can determine if it's actually beneficial in the long-run.
  13. I believe the squad structure we use currently is the same as Arma 3's vanilla setup, which is very similiar to how the British Army operates infantry sections. (Strange considering NATO is mostly American in A3.) Which you can see in the following picture; Obviously subsiding the Section Commander for SL and 2iC for FTL. I do agree that squad leading can be quite taxing, however in my opinion I believe that squad lead is a role that just requires practice and some basic radio discipline within the squad. Whether this is done pre-mission or established hastily in the field shouldn't make much of a difference in terms of workload. For the sake of easing people into leadership roles and making the scenarios less mentally taxing, it could be worth while adopting the American rifle squad structure. (Identical to the setup you mentioned.) As seen here; +Adding a CLS to accompany the squad leader. As you said, it would allow the SL to focus more on Platoon orders/communication between fireteams, rather than have to worry about the rogue rifleman disappearing mid-op to eat noodles (@Wookz). This would also allow the FTL to practice their leadership ability. However, this is down to the staff to decide.
  14. I'd say @Minipily gave a pretty solid answer to your question. Unfortunately, a lot of different Arma 3 communities are experiencing similiar dry spell situations, it isn't purely reserved to Ahoyworld. The main contributing factor is that Arma 3 is becoming dated, and naturally, players will move on to other games. Ahoyworld is recovering though, thanks to the re-introduction of EU2 and the MSO missions ran by the Enhanced team. Hopefully once I&A4 is pushed out, full focus can be put into the release of AWE which I'm sure a lot of the oldies and newcomers will enjoy. You can check out highlights from MSO missions on @Johnson's channel: Multiple Sesson Operations Along with the EU2 gamenights on the Ahoyworld channel (and @Xwatt's Twitch highlights): EU2 Weekend Gamenights AhoyWorld Twitch
×
×
  • Create New...