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Jenkins

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Posts posted by Jenkins

  1. Hi @Flint,

     

     

    The UAVs we have on the Invade & Annex server spawn with randomized loadouts.

     

    The main reason we don't use a vehicle arsenal is because it would be very easy for a player to load a drone up with ATGMs and then proceed to destroy all enemy vehicles at the objectives within a short amount of time. Before, drones only ever used to spawn with laser guided bombs but, due to frequent requests, it was decided to introduce randomized loadouts.

     

    Drones are support assets and should be treated as such.

     

     

    TLDR: No vehicle arsenal for balancing purposes.

  2. Hey @OcUK-Timo,

     

    Glad to see an old regular like yourself finally join us on the forums. Should you be interested in some modded Arma action, AhoyWorld runs weekly gamenights which can be found under the "Events" subforum.

     

    Now to answer your question:

     

    Spoiler
    1 hour ago, OcUK-Timo said:

    What I am interested to know if someone can tell me is what is the score with the black screen which I got after an accidental TK later on, I've not seen that before and was surprised to see it after just 2 TKs

     

     

    This would be the automatic teamkill script we use on the public server to help with trolling, one teamkill results in a warning message, two results in the offender having their simulation disabled, third time the offender is kicked from the server for a set period of time. Unfortunately the script can't distinguish between genuine accidents and intentional teamkilling, as every teamkill is treated equally. (The only exception being pilots)

     

    I would recommend joining the Discord server as well, as you are more likely to get a response a lot sooner for any questions you might have.

  3. 34 minutes ago, Schubz said:

    Just took a look at the modset for Borealis GN, seems like Blastcore, Enhanced Soundscape is included, does that mean these mods are mandatory for this OP?

     

    Those mods are optional, it's likely that the mission maker had them loaded when they exported the HTML modset.

  4. Spoiler
    58 minutes ago, SZEJEN said:

    could you please update MODS list or make a separate topic for updated downloadable content 
    as currently its not allowing CBA main mod


     

    Hi @SZEJEN

     

    The full list of optional mods available for the Invade and Annex server can be found in this thread:

     

     

    This list was lasted updated on March 18th, please try repairing the CBA mod through the Arma 3 Launcher and try joining the server again.

  5. Spoiler

    When I start playing, firstly I set up my UAVs on AO and announce that UAV CAS is ready. And thats pretty much it, no one will call for CAS in AW

    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.

     

    Spoiler

    Now you will reply "it is nerfed in order to prevent UAV operator killing everything and leaving nothing to shoot for rest".

    Let's say there are no nerfing rules or scripts. It would take me minimum 5 minutes to set up all UAVs above AO, in the end I have 6 shots only, after that I need another 5 minutes to land > resupply > take off, for each UAV.

    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.

     

    Spoiler

    You have to keep them at 50m altitude if you dont want enemy to shoot it down. And because of a bug in locking into targets, darters are lasing 1 meter above the target.
    In order to fix it, you have to keep the darter at higher altitudes but as I said, enemy will shoot the darter if you do that.

    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.

  6. 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

  7. 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

    Spoiler

     

     

    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

  8. 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.

  9. Spoiler
    On 9/18/2019 at 5:06 PM, applechaser said:

     

    Yes i think the american squad structure might be better to make leading roles less intmidating altough this does make a problem:

    The squads will be even bigger and there will be 3 leading roles to take up instead of 2 meaning that we need more players to fill up the squads and since the squads weren't filled up before we might be having more instances of having 2 incomplete squads or 1 full squad and 1 not combat effective squad.

     

     

    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.

  10. On 9/1/2019 at 11:00 AM, Gambit said:
    Spoiler

     

    I have another suggestion regarding the squad structure, since with the current role setup is a tad bit unfair to SLs, because our SL has to be TL at the same time, which after i experienced that in a friday mission, i can say a really mentally taxing task to handle. My suggested squad role layout is as follows:

     

    SL+rifleman(most likely an aspiring member who wants to learn about being an SL)+squad medic

     

    2 (or even 3 if we ever reach the peak playercount that can fill 2 squads up) FireTeam under the SL with their respective FTLs  - i figured i should mention the Fireteam consists of FTL + 4 (AT or demo -- grenadier -- rifleman -- AutoRifleman) so at the end of the day a squad would have 3 (SL team) + 5(FT1)+5(FT2) = 13 players - if the SL rifleman is empty, not a problem

     

    This way, SL can give objectives to each teams, and trust their FTLs can handle the micro planning, while the SL can focus on command comms and the overall big picture, plan ahead and dispatch the squad medic where he is needed. This would lift the load from the SL, and would open up a new FTL role, and give a chance to an aspiring player (SLs rifleman) to learn about squad leading. Heck, SL can entrust his rifleman to handle a portion of the comms, making the learning process a bit more interesting. I know this would remove the SL team from the immediate firefights a bit, but i feel like this is needed in order to ensure the planning and execution plus the comms dont suffer in the long run.

     

    My problem with the current squad role setup is that the SL led team will always struggle behind a bit, because the SL has a lot to deal with first, and just after all that can focus on his fireteam. Plus jugling the comms is a challenge in itself, a lot of information will be lost if the SL has to focus on actual firefights and directing 4+ more men in his team to engage effectively.

     

     

     

    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;

    de13b0270393b827e7215bc01a074580.thumb.png.956652b9c835a12034656b492cd10cfa.png

    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;

    94072d0bd8f3813e1f49489dfcc277f9.png.6223eb17ab1faebfcef34a0d705fe542.png

    +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.

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