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Murph

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  1. Like
    Murph got a reaction from possiblyEOD in AW end of the year awards 2021 RESULTS   
    *Happy Batman Noises*

    Thanks guys
  2. Like
    Murph got a reaction from Schubz in AW end of the year awards 2021 RESULTS   
    *Happy Batman Noises*

    Thanks guys
  3. Like
    Murph got a reaction from possiblyEOD in Cold War Ahoyworld Gamenight Monday 29/November/2021   
    Part Three: Panzer!
     

     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
    AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 1 Zeus
     
    Situation:
    November 24th 1983
    Panzergrenadierbataillon 606 has launched a counter offensive retaking Bahrdorf. B. Coy has pushed south and is engaging the main East German force, the remains of A. Coy has been tasked with a crossing the iron curtain and securing a foothold in the town of Gehrendorf.
     
    From there A. Coy is to push South East and secure the town of Lockstedt.  Recce detachment is to push north and eliminate the artillery batteries that have been shelling across the curtain, and secure A. Coy’s flank.
     
    Mission:
    Our opposition for this will be the 24th Mechanised Regiment.  It’s current strength consists of 2 mechanised infantry companies, reinforced by a conscript infantry company.
     
    Following a counter attack Recce detachment has regrouped with A. Coy at the town of Gehrendorf.  It is currently held by company HQ, a platoon of mechanised infantry and tank platoon.
     
    Recce is to push north and secure Bosdorf (Obj. Danube) locating and destroying any artillery batteries that have been shelling across the Iron curtain.  Obj Danube is expected to be held by a conscript infantry company.
     
    They are supported by an armoured company based out of the industrial complexes north at Point Siegfried.
     
    Because of this A. Coy armoured platoon will support the push onto Obj. Danube, then turn south to assist the assault on Lockstedt.  The remainder of the 24th Regiment (1 mechanised company) is expected to be garrisoned here
     
    Once Obj. Danube has been secured, and any counter attack from Point Siegfried blunted, Recce detachment will move SE to Obj. Rhine, and take and hold the town of Ratzlingen.
     
    East German SF units are still expected to be working in the area, neutralising their HQ will reduce their ability to co-ordinate.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
      
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Assets:
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
    2x SpPz 2A1 armoured recon vehicle
    2x Leopard 1A5
    2x Fuchs Recon
    1x Fuchs Pioneer
     
    Execution:
    Recce detachment is to utilise the foothold gained by Alpha and conduct operations securing the northern flank of the push destroying the artillery battery providing support against the push further south.
     
    Any other targets of opportunity are to be dealt with at operational commander’s discretion.
     
    Sustainment:
    Medical Iltis would serve as a respawn and medical vehicle.
     
    The Pioneer Fuchs can be used to repair, refuel and rearm vehicles.  It also serves as a mobile respawn point.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Additional notes:
    All vehicle crews are now advanced engineers so as to repair vehicles
  4. Like
    Murph got a reaction from RiverWolf in AW end of the year awards ideas 2021   
    Best AFK.

    JJ Cakes, goes for a smoke break and comes back some time later having baked cookies for orphaned kids with the missus
  5. Like
    Murph got a reaction from possiblyEOD in AW end of the year awards ideas 2021   
    Best AFK.

    JJ Cakes, goes for a smoke break and comes back some time later having baked cookies for orphaned kids with the missus
  6. Like
    Murph got a reaction from Schubz in AW end of the year awards ideas 2021   
    Best AFK.

    JJ Cakes, goes for a smoke break and comes back some time later having baked cookies for orphaned kids with the missus
  7. Like
    Murph reacted to MidnightRunner in AW end of the year awards ideas 2021   
    @Murph I think you are misunderstanding request for new categories with a request for nominations 😝
  8. Like
    Murph got a reaction from Xwatt in AW end of the year awards ideas 2021   
    Best AFK.

    JJ Cakes, goes for a smoke break and comes back some time later having baked cookies for orphaned kids with the missus
  9. Like
    Murph got a reaction from JJ Cakes in AW end of the year awards ideas 2021   
    Best AFK.

    JJ Cakes, goes for a smoke break and comes back some time later having baked cookies for orphaned kids with the missus
  10. Like
    Murph got a reaction from FrOzT in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Part One: Sitzkreig
     
     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
     AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 3 Zeus
     
    Situation:
    November 10th 1983
    As the conclusion of exercise Able Archer 83 West German units are returning to normal operations.   The Panzergrenadierbataillon 606, was assigned to Weferlingen for the exercise.
     
    During the exercise Recce Company has been tasked with monitoring ‘Soviet’ manoeuvres across the line and has been spread thin.
     
    Mission:
    In the event of Soviet invasion, the plan was for the A. Coy, Panzergrenadierbataillon 606, supported by a recce company detachment is to destroy key bridges leading into their AO.  These are objectives Tinker, Tailor, Soldier, and Spy.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
     
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
     
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Execution:
    A. Coy, with recce  detachment, is to demolish the designated bridges preventing Soviet Armour from pushing the bridges.
     
    Once the bridges were destroyed recce was to move to reinforce A Coy Obj Huntsman and screen any push towards A Coy HQ at Obj Wolf.
     
    B Coy would operate independently South of Querenhorst with its own Recce detachment.
     
    Sustainment:
    A. Coy Recce Detachment would have a supply point set up at the radio compound between Meinkot and Obj Soldier.
     
    Medical Iltis would serve as a respawn and medical vehicle.  Additional vehicles captured could also be used to treat wounded.
     
    Engineering vehicles could be used to repair, refuel and rearm vehicles.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Able Archer 83 Initial AAR:
    Forces would suffer high casualties, trying to hold initial Soviet push.  Their vehicles, and supplies could either be salvaged or destroyed depending on the situation.
     
    It is expected that any Soviet push would be led by Russian armour therefore it would be imperative for fast moving recce detachments to help destroy the bridges as quickly as possible.
  11. Like
    Murph reacted to Bomer in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Time for some G3 action!
  12. Like
    Murph got a reaction from JJ Cakes in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Part One: Sitzkreig
     
     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
     AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 3 Zeus
     
    Situation:
    November 10th 1983
    As the conclusion of exercise Able Archer 83 West German units are returning to normal operations.   The Panzergrenadierbataillon 606, was assigned to Weferlingen for the exercise.
     
    During the exercise Recce Company has been tasked with monitoring ‘Soviet’ manoeuvres across the line and has been spread thin.
     
    Mission:
    In the event of Soviet invasion, the plan was for the A. Coy, Panzergrenadierbataillon 606, supported by a recce company detachment is to destroy key bridges leading into their AO.  These are objectives Tinker, Tailor, Soldier, and Spy.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
     
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
     
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Execution:
    A. Coy, with recce  detachment, is to demolish the designated bridges preventing Soviet Armour from pushing the bridges.
     
    Once the bridges were destroyed recce was to move to reinforce A Coy Obj Huntsman and screen any push towards A Coy HQ at Obj Wolf.
     
    B Coy would operate independently South of Querenhorst with its own Recce detachment.
     
    Sustainment:
    A. Coy Recce Detachment would have a supply point set up at the radio compound between Meinkot and Obj Soldier.
     
    Medical Iltis would serve as a respawn and medical vehicle.  Additional vehicles captured could also be used to treat wounded.
     
    Engineering vehicles could be used to repair, refuel and rearm vehicles.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Able Archer 83 Initial AAR:
    Forces would suffer high casualties, trying to hold initial Soviet push.  Their vehicles, and supplies could either be salvaged or destroyed depending on the situation.
     
    It is expected that any Soviet push would be led by Russian armour therefore it would be imperative for fast moving recce detachments to help destroy the bridges as quickly as possible.
  13. Like
    Murph got a reaction from possiblyEOD in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Part One: Sitzkreig
     
     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
     AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 3 Zeus
     
    Situation:
    November 10th 1983
    As the conclusion of exercise Able Archer 83 West German units are returning to normal operations.   The Panzergrenadierbataillon 606, was assigned to Weferlingen for the exercise.
     
    During the exercise Recce Company has been tasked with monitoring ‘Soviet’ manoeuvres across the line and has been spread thin.
     
    Mission:
    In the event of Soviet invasion, the plan was for the A. Coy, Panzergrenadierbataillon 606, supported by a recce company detachment is to destroy key bridges leading into their AO.  These are objectives Tinker, Tailor, Soldier, and Spy.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
     
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
     
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Execution:
    A. Coy, with recce  detachment, is to demolish the designated bridges preventing Soviet Armour from pushing the bridges.
     
    Once the bridges were destroyed recce was to move to reinforce A Coy Obj Huntsman and screen any push towards A Coy HQ at Obj Wolf.
     
    B Coy would operate independently South of Querenhorst with its own Recce detachment.
     
    Sustainment:
    A. Coy Recce Detachment would have a supply point set up at the radio compound between Meinkot and Obj Soldier.
     
    Medical Iltis would serve as a respawn and medical vehicle.  Additional vehicles captured could also be used to treat wounded.
     
    Engineering vehicles could be used to repair, refuel and rearm vehicles.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Able Archer 83 Initial AAR:
    Forces would suffer high casualties, trying to hold initial Soviet push.  Their vehicles, and supplies could either be salvaged or destroyed depending on the situation.
     
    It is expected that any Soviet push would be led by Russian armour therefore it would be imperative for fast moving recce detachments to help destroy the bridges as quickly as possible.
  14. Like
    Murph got a reaction from Damo3D in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Part One: Sitzkreig
     
     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
     AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 3 Zeus
     
    Situation:
    November 10th 1983
    As the conclusion of exercise Able Archer 83 West German units are returning to normal operations.   The Panzergrenadierbataillon 606, was assigned to Weferlingen for the exercise.
     
    During the exercise Recce Company has been tasked with monitoring ‘Soviet’ manoeuvres across the line and has been spread thin.
     
    Mission:
    In the event of Soviet invasion, the plan was for the A. Coy, Panzergrenadierbataillon 606, supported by a recce company detachment is to destroy key bridges leading into their AO.  These are objectives Tinker, Tailor, Soldier, and Spy.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
     
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
     
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Execution:
    A. Coy, with recce  detachment, is to demolish the designated bridges preventing Soviet Armour from pushing the bridges.
     
    Once the bridges were destroyed recce was to move to reinforce A Coy Obj Huntsman and screen any push towards A Coy HQ at Obj Wolf.
     
    B Coy would operate independently South of Querenhorst with its own Recce detachment.
     
    Sustainment:
    A. Coy Recce Detachment would have a supply point set up at the radio compound between Meinkot and Obj Soldier.
     
    Medical Iltis would serve as a respawn and medical vehicle.  Additional vehicles captured could also be used to treat wounded.
     
    Engineering vehicles could be used to repair, refuel and rearm vehicles.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Able Archer 83 Initial AAR:
    Forces would suffer high casualties, trying to hold initial Soviet push.  Their vehicles, and supplies could either be salvaged or destroyed depending on the situation.
     
    It is expected that any Soviet push would be led by Russian armour therefore it would be imperative for fast moving recce detachments to help destroy the bridges as quickly as possible.
  15. Like
    Murph got a reaction from Bomer in Cold War Ahoyworld Gamenight Monday 15/November/2021   
    Part One: Sitzkreig
     
     
    Server Details:
    IP: 116.202.224.207
    Port: 2302
     
    Mod Preset:
     AWPzg.html
    Global Mobilisation DLC is Required
    Ace
    Ace Compat – GM
    Ahoyworld Mod
    CBA_A3
    Enhanced Movement
    Global Mobilization Extra – TFAR Compatibility
    Task Force Arrowhead (Beta!!!)
    Zeus Enhanced
    Zeus Enhanced – Ace Compatability
     
    Normal optional mods are whitelisted.
     
    Comms: 
    ts.ahoyworld.net
    Mission brief 19:00 UTC. 
     
    Expected Mission Length: 120+ minutes (including brief), (may go over or under expected mission length).
     
    Player Slots:
    16 + 3 Zeus
     
    Situation:
    November 10th 1983
    As the conclusion of exercise Able Archer 83 West German units are returning to normal operations.   The Panzergrenadierbataillon 606, was assigned to Weferlingen for the exercise.
     
    During the exercise Recce Company has been tasked with monitoring ‘Soviet’ manoeuvres across the line and has been spread thin.
     
    Mission:
    In the event of Soviet invasion, the plan was for the A. Coy, Panzergrenadierbataillon 606, supported by a recce company detachment is to destroy key bridges leading into their AO.  These are objectives Tinker, Tailor, Soldier, and Spy.
     
    Recce Detachment;
    Alpha:
    1x Rifle Squad (A. Panergrenadier)
    Squad leader
    Medic
    5x Rifleman
    1x Mg Gunner
    2x AT Rifleman
     
    2x Iltis LATGM.
    1x Iltis Medical.
    1x Iltis Unarmed (also medical vehicle).
     
    Hansel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Gretel:
    Armoured Recon Vehicle
    Commander
    Gunner
    Driver
     
    Execution:
    A. Coy, with recce  detachment, is to demolish the designated bridges preventing Soviet Armour from pushing the bridges.
     
    Once the bridges were destroyed recce was to move to reinforce A Coy Obj Huntsman and screen any push towards A Coy HQ at Obj Wolf.
     
    B Coy would operate independently South of Querenhorst with its own Recce detachment.
     
    Sustainment:
    A. Coy Recce Detachment would have a supply point set up at the radio compound between Meinkot and Obj Soldier.
     
    Medical Iltis would serve as a respawn and medical vehicle.  Additional vehicles captured could also be used to treat wounded.
     
    Engineering vehicles could be used to repair, refuel and rearm vehicles.
     
    Command and Control:
    Operational command will be with Squad Leader.
     
    Able Archer 83 Initial AAR:
    Forces would suffer high casualties, trying to hold initial Soviet push.  Their vehicles, and supplies could either be salvaged or destroyed depending on the situation.
     
    It is expected that any Soviet push would be led by Russian armour therefore it would be imperative for fast moving recce detachments to help destroy the bridges as quickly as possible.
  16. Like
    Murph reacted to MidnightRunner in [AWE] Cataclysm Campaign Week 1 @ 18:00 UTC 01/10/2021   
    Mission Name:
    Cataclysm Campaign Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset AW_Cataclysm.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:  33 
    Platoon // 3 man element
    Alpha - Echo // 6 man elements
     
     
     
    Situation
    Following an unknown cataclysm the world was plunged into chaos. Most electronics ceased to work and strange anomalies started to appear all over the world. As global governments scrambled to adapt to these events another problem came to light. 
    A virus emerged which was fatal to almost all those exposed. While a small amount were immune another group were transformed by the virus into violent inhuman creatures, who more resemble fictional zombies than real humans.
     
    In the decade since the event colloquially known as the Convergence the surviving remnants of humanity have banded together in small groups, surviving as best they can. Though not all of these groups are friendly. What little technology still survives is hoarded by the more powerful groups.
     
    After several tough years your group had created a good life for yourselves. Through farming and trading with other groups you have managed to ensure that your people are fed and are safe from this hostile world.
    That was until a group of raiders attacked during the night and overwhelmed your defenses while most of the fighters were out on a trading run.
    When they made it back, they found only a handful of survivors, some were killed and others were taken along with all of the food and supplies stored.
     
     
     
    Mission
    You must find a way to survive. You will need food, water and shelter to achieve this. There are several groups nearby that have been friendly in the past. You may choose to see what goodwill you can garner from these groups. 
     
     
    Execution
    Objectives:
    1. Find a way to survive
    2. Gather supplies to sustain your forces
    3. Secure a defendable position to recover
    4. Gather any information on the group that attacked your compound
     
     
     
    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.

  17. Like
    Murph reacted to SiegeSix in [AWE] The Boomerang Effect SUNDAY 08/08/2021 @ 18:00 UTC   
    The Boomerang Effect
    Mission Length
    90-120 minutes
     
    Modset
    TheBoomerangEffect.html
     
    Situation
    In 2018, a group known as the Молящиеся святые killed a french nationalist. A chain of political events kicked off from the killing, which led to the Italian ambassador in Greece to make a public statement on social media, that he condemns all actions this group has made. This message made him target number one. The group managed to hack his private computer revealing involvment in human trafficking, Italian diplomatic plans and secret military interventions in Greece. The group claims they only target high profiles to reveal their true nature. This has made the ambassador anxious to get off the island.
     
    Friendly Forces
    Private Security Contractors, Motorized Contractors
    - 4x4 Teams (TL, Medic & two operators)
    Local Police, Motorized Armed Police
    - 1x8 Bravo 2-1
    Ambassador, VIP
    - x1 Italian Ambassador (first come, first serve)
     
    Enemy Forces
    Молящиеся святые, ?
    - Unknown
     
    Indenpendent Forces
    Armed Civilians, ?
    - Unknown
     
    Mission
    The ambassador has been anxious, so he has hired us, a private security company to aid him in his escape off the island. Since aerial transportation is risky, we'll have to go by vehicle.
     
    Execution
    Load convoy Drive VIP to civilian airport NE of island  
    Command / Logistics
    Overall command falls on callsign Lonestar. Operational command falls on Spartan Team Leader.
     
     
  18. Like
    Murph got a reaction from JJ Cakes in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  19. Like
    Murph reacted to OcUK-Timo in Invade & Annex Aim Coefficient Poll   
    Thanks Murph you saved me having to do a load of typing, must agree with every word you put, not only your intro 😉
    I also think a staged reduction in the value would be good, then hopefully we can find some agreement on the best level as each new update gets released.
  20. Thanks
    Murph got a reaction from OcUK-Timo in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  21. Like
    Murph got a reaction from Xwatt in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  22. Like
    Murph got a reaction from Nibbs in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  23. Like
    Murph got a reaction from Schubz in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  24. Like
    Murph got a reaction from RiverWolf in Invade & Annex Aim Coefficient Poll   
    So disclaimer before we start… This is the opinion of an asshole, an opinion no more no less, it is one that is based on my experiences and perception which will differ from your own, difference of opinion is good.
     
    Most of my experience is in the role of Rifleman (AT) – R(AT).  As such I’ll keep my comments primarily within that area of experience.
     
    Indirect Nerf:
    Weapon sway is what I would call an indirect nerf, in that, yes, it is affecting everyone but some classes will be affected more than others by any changes to it.  This is mostly seen in classes where heavier loadouts are required, for example Rifleman AT – R(AT).
     
    I am also aware that this is stamina entwined so to be clear this isn’t about tweaking stamina rather mitigating the effect (weapon sway) of the stamina settings on the player.  Something which I believe we can do rather easily (open to correction) as opposed to changing how stamina works.
     
    Impact on R(AT):
    Typically I run a R(AT)/R(AA) loadout working out of a hunter… that being a base loadout with one of each launcher and missiles in the hunter that I can swap out as needed.  The tactic being set up on the downslope of a hill, blast the armour and aircraft, switching out launchers as needed then move in and clear as a standard rifleman with the hunter doing all the heavy lifting (carrying).
     
    The problem I have is in the distance (5-10m) it takes me to walk to the top of the hill with a launcher and 1 more missile I’m at 50ish% stamina.  The weapon sway kicks in and I’m sat there for anywhere up to 2 minutes (yes I’ve timed) waiting for the sight to settle so I can guide the missile to target.
     
    The reason you have to guide is the AI will use counter measures if you lock on so in order to be effective in that role you have to manually guide, which the AI won’t launch countermeasures on as it doesn’t receive a lock on warning.
     
    Previously Tried Solutions:
    I can confirm, having tested, that running a loadout of 5 FAK in the uniform, 6x 5.56 mags and an empty kitbag does not make any marginal difference in the weapon sway settling to my normal loadout.
     
    I’ve also tried running single missiles back and forth, if you jog or sprint to the hill it is a similar ‘weapon sway cooldown’ before you can actually guide the missile in.  Which means you have to walk, then you’re looking at 60-90 seconds of wait to reduce sway to hit an armoured target at 800(ish)m.
     
    For me personally, losing time on target running back and forth and waiting for sway to settle isn’t as efficient as just bringing two missiles up and firing.  Weapon sway seemingly is less between shots which means reduced wait on sway settle.
      
    The issue for R(AT) is not base loadout weight, as we have to take missiles to shoot which increases our weight as titans are heavy and immediately easts into stamina.
     
    This results in dead time for the role, and makes vehicles infinitely more suited to the role of AT work, nullifying that role somewhat (somewhere in the distance TheScar is laughing).
     
    Other Roles:
    I have less limited experience with SAW but can say that it is noticeable with the bigger boy rounds (SPMG), although the issue of compulsory ammunition (i.e. ammunition for the role specific weapon) is still there however the issue is mitigated by the ability to bipod or weapon rest, something not applicable to the launchers.
     
    To confirm I have tried it with the 5.56 Minimi (LMG I think is the name), Negev (Zafir) and the SPMG.  All had the same loadout (bipod, laser pointer and ACOG) and 600 rounds.
     
    As a rifleman I just don’t bother engaging beyond a certain range (300ish) unless I can bipod and even at close range I’ll drop to a walk weapon raised to minimise sway (yes I know part of that is the movement but walking reduces stamina consumption = less weapon sway).
     
    Conclusion:
    Hence above, my term indirect nerf, in that it disproportionately affects roles where compulsory ammunition is heavy.  I think it does need to be changed to reduce downtime between pew pew for AT, and from the sounds of it for standard infantry too during short bursts of speed from cover to cover.
     
    Solutions:
    I think the solution proposed by Gambit is the best, we release a new aiming coefficient let people try and see what happens until we get one the community agrees on (or hates the least).
     
    Personally some sway is good, but my preference is to the lower end of middle so it will only really affect the character if you are really exerting and pushing your stamina, in that stamina management is still a factor and the intent of the mechanic is kept in the game rather than removing it completely. 
  25. Like
    Murph reacted to MidnightRunner in Stargate ARMA Gamenight 06/07/2021 @18:00UTC SG-Ahoy   
    Hey all,
     
    For the mission tonight the mod creators have made a mistake by leaving a file in the mod that is not keyed.
     
    You will need to go to you arma directory which for me is in the following location
    SteamLibrary\steamapps\common\Arma 3\!Workshop\@Stargate ARMA Beta\Addons
     
    Another way to find this is through the launcher:
    Go to the mod tab Find the Stargate mod in the list Click the 3 dots in the bottom right  Click "Open folder in windows Explorer" Open the addons folder  Delete "catacomb_mod.pbo.SG_war_lord.bisign"
     
     
    If any issue let me know as I will be in TS to help

     
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