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Gambit

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  1. Haha
    Gambit got a reaction from Nutlit in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  2. Like
    Gambit got a reaction from GamerbugUK in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  3. Like
    Gambit got a reaction from applechaser in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  4. Like
    Gambit got a reaction from Lindi in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  5. Haha
    Gambit got a reaction from Stanhope in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  6. Like
    Gambit got a reaction from itsmemario in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  7. Like
    Gambit got a reaction from poker in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  8. Like
    Gambit got a reaction from Kacper in Tactical's KOTH Highlights   
    In I&A you would have been dead on approach, you would have lost your main rotor at least twice, blown up about 6-8 times. Hitting the fence is wonky, sometimes works, sometimes doesn't. The very first landing you did, you tried to use the buiilding as cover, yet you still landed on the far side of the compund, exposing yourself.
    In KOTH these might work, but AI is far more efficient with lock on missiles and everything else.
     
    And just curious, because i dont really like compilation videos, how many landings didn't make into this video. How many ended up in flaming wrecks. Skill is one thing, but consistency is the key. If you blow up 10 times then make it once and record the one to show it off as skill, well, in I&A and ovarall anywhere, wont get you good pilot status. Doing one extraordinary stunt is not as impressive as doing the less extraordinary but still hard to do stuff all day every day.
     
    What about the 99% J-hook landings? There are far more landing types out there for every situation. Barrier landing, out of trim cutback, etc. Every situation requires to use the appropriate landings. Flying is so much more than just speed. Starts from picking the LZ while doing a map-recon. Fisinhing it with getting back to base intact. Reliability is key here, on a long OP like I&A or zeus ops, players prefer a pilot who gets them to the fight, every. single. time. And not in front of an enemy squad to get instantly moved down while the heli leaves riddled with bulletholes forcing the players to watch the respawn screen and hop on the same heli just to repeat this process fr about 5 times more until one day, finally they get to fire at least one bullet and take down an enemy with it.  
     
    Being overconfident, disregarding the environment factors (big difference between KOTH player accuracy and available weapon systems and I&A AI behaviour) makes you less of a reliable pilot, hence they will mock you, until you adapt to the environment and needs of others. In I&A infantry wants to be on the ground, in cover, not immediately under fire while landing. In KOHT, they want to get next to the other guy just to shoot him and tbag him. Big difference. A good pilot takes these into consideration, not just trying to do the best airshow. Entertaining yout passengers is one thing, but you have to know when you can do a barrelroll to entertain, and when you have to switch to serious mode and place your passengers' safety above everything else. And by safety i dont moean get them disembark and whatever happens to them afterwards is on them. No. You are resposible for that. That would be like, here, im gonna drop you in a pond filled with piranhas, if you die, its on you.
     
    If you accept an advice, slow the approach, pick safer LZs, and take the humble approach. Be consistent, They want to get there, they want to fight. Help them achieve their goal.
    Either they trust you to do safe landings, getting them close to their goals, being consistent, every single time, or they will find another pilot and mock you when you say you are the 3rd best pilot in the world. Because in their eyes, you are fulfilling your goals (flashy, dangereous, unnecessarily extreme landings just to flex your skills) and not helping them achieve their goal (get on the ground and fight, not hopping on a helicopter, taking part in an airshow then die on approach).
     
    Good luck
  9. Thanks
    Gambit reacted to Xwatt in ArmA 3 Screenies & Videos Thread   
    Some Malden Reprisal Week Three Moments.
  10. Thanks
    Gambit got a reaction from Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    All in all nice changes. But... 
    I disagree with the respawn point moving up with each completed objective, because that will make vortex obsolete. It is harder without a competent Vortex, but that will just make us appreciate, if we have one, more. The time that takes reinserts to arrive hightenes the pressure, maybe gives a stressful peak into teamleading for aspiring players who step up until their FTL gets back. I find this rewarding, and risk the assumption it would be more beneficial to even limit the reinserts when we have Vortex to waves. Every 10 minutes or so. But that is a longer discussion. 
  11. Like
    Gambit reacted to GhostDragon in EU2 TFAR Trial!   
    Ahoy all, 
     
    We have heard the requests made for TFAR to be permanently run on I&A3 on our EU2 server, as such, its here! 
     
    We are trialing running TFAR on EU2 all the time now. The test will run for a few weeks and if the feedback is good then it will stay for the long term!
     
    Hope you all enjoy this new variation of I&A 3 on our servers!
  12. Thanks
    Gambit reacted to LH5 in How to install TFAR and the teamspeak Addon   
    Step 1: First you will need to subscribe to Task Force Arrowhead Radio (BETA!!!) on the steam workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=894678801)
     
     
    You will also need to subscribe to the required mod CBA_A3 for TFAR to work. 
    Step 2: open the Arma 3 launcher and go to the MOD category
    Step 3: time to load the TS addon so TFAR works in game, to do this go over to the Task Force Arrowhead Radio (BETA!!!) under available mods and click on the drop-down arrow.
    Once you have clicked on the drop-down arrow it should look like this, now go to the Display more options button.
    Now open folder in Windows Explorer.

     
    Be sure to follow the warning.

     
    Once you have opened Windows Explorer locate the folder named @Task Force Arrowhead Radio (BETA!!!) and open it.
     
    Now that you are in the TFAR folder open the teamspeak folder.

    Now double left click on the task_force_radio TeamSpeak Add-On, once you have done this a window looking like this should open. Once open select install and follow the prompts. (version number will change over time)

     
    The final prompt should be add-on installed. Do you want to activate this Add-On? Select yes and restart your teamspeak
     
    Step 2.1: Now it’s time to check the Add-On is activated.
    On teamspeak go to tools and go down to options

     
    Once in options go to the Addons category and look for Task Force Arrowhead Radio, once located check for the box that will either say Enabled or Disabled. If disabled, click on the box that says disabled to enable it.

     
    Congratulations you have now installed TFAR and the TS addon.  (if you are referring to this guide on how to update to the latest version of the plug in all you need to do is reinstall the addon following the same steps)
     
    Looking for a basic guide on how to use the radio's, try this: 
     
  13. Like
    Gambit reacted to Xwatt in [EU2] Zeus Operations - TFAR   
    After conclusive testing, we have decided to use TFAR as the radio mod of choice for our [EU2] Zeus Operations. To keep it short, we decided to use TFAR over ACRE as TFAR natively supports vehicle intercom, whereas ACRE requires ACE to access this function.
     
    We will use TFAR in the upcoming operation this Sunday, and to make this transition easier, on the following days, we will be online on EU2 and TS to teach you how to set up and operate TFAR effectively;
     
    Thursday 22nd August  at 18:00 UTC (7PM BST) Friday 23rd August at 18:00 UTC (7PM BST)  
    TFAR Download Link: https://steamcommunity.com/sharedfiles/filedetails/?id=894678801&searchtext=task+force+arrowhead
     
    Based on community feedback, we hope that implementing TFAR will help aid communications and bring an overall smoother experience to the operations.
  14. Like
    Gambit got a reaction from Schubz in Guide - Transport Helicopter Guide   
    Reading is just the first step in the right direction. As with all things, practice makes perfect, but i wouldn't suggest to practice on a live server, where you can disappoint others while you try to get the hang of the controls and familiarize yourself with the airframe, the procedures all the while taking heavy fire. Editor is the easiest way to practice those things, takeoffs, hovering and landings, controls in general, in a safe environment without the risk of a tigris unexpectedly rolling over the crest and greeting you with bullets in your face. After all that, one can hop on any server and do all that again in live fire conditions, adding a new layer (incoming enemy fire) to the practice, but making sure the foundation is solid enough to not let the enemy fire shake up the pilot too much. Procedures and handling should be second nature at this point, so a pilot can focus on solving different situations instead of trying to figure out how to land a helicopter.
     
    Getting the theory down and knowing how to react to different scenarios alleviate the burden of figuring things out when the bullets starts to fly in my opinion is really helpful, so the pilot can concentrate on flying the airframe rather than losing control whilst trying to shout mayday in comms and throwing both hands in the air while watching the aircraft just fall out of the sky.
     
    If  one should be so inclined, i offered to talk one trough the procedures, potentially showing how its done, or just by sitting in the copilot seat instructing what should be focused on, how things should happen. If there is enough interest shown in that direction, i might consider submitting a gamenight out of that kind of flight school, but that is far away and less likely with the saddening state of public server piloting skill level and attitude i can see on an almost daily basis. One can only hope.
  15. Like
    Gambit got a reaction from Schubz in [EU2] Zeus Operations 11/08/19 @ 17:00 UTC   
    Nominating Alwin for PltCo. "okay listen up, the plan is... I have to go eat" 
  16. Haha
    Gambit got a reaction from Mark T in [EU2] Zeus Operations 11/08/19 @ 17:00 UTC   
    Nominating Alwin for PltCo. "okay listen up, the plan is... I have to go eat" 
  17. Like
    Gambit got a reaction from Kacper in [EU2] Zeus Operations 11/08/19 @ 17:00 UTC   
    Nominating Alwin for PltCo. "okay listen up, the plan is... I have to go eat" 
  18. Like
    Gambit got a reaction from Xwatt in [EU2] Zeus Operations 11/08/19 @ 17:00 UTC   
    Nominating Alwin for PltCo. "okay listen up, the plan is... I have to go eat" 
  19. Thanks
    Gambit got a reaction from Xwatt in EU2 Zeus Ops Feedback/Discussion Thread   
    Possible fix for comms:
    fireteams in separate groups, FTLs and SL on TS, SL can use command channel. In the current squad setup, it wouldnt really work, since even if the FTL and SL group separated into different "squads" (A1-A2) the SL still have to manage 3 different channels (since he is acting at the moment as an FTL also)
     
    For this to work, i think the best course would be to move SL+squad medics to one group, and 2 FT group under him (ASL+AFT1+AFT2 groups) FT1 is general assault team (FTL, AR, ammobearer rifleman, GL, RiflemanLAT), FT2 is special weapons (Heavy AT with ammobearer, HMG team, or sniper squad, or whatever, could be different for each squad or mixed like sniper+heavy at/aa, whatever the mission requirements and squad intended purpose is)
     
    This could work with the previously mentioned radio discipline, lift the heavy work from SLs since they would have to manage only 2 teams, not micromanage their own fireteam and get flooded with command channel while in a firefight (SLs would have to manage only the squad medics, send them where they needed, and wont lose 2 squad medics at the same time)
     
    Or we can use TFAR, not a terrible thing to start to teach ppl how to download and use mods. Installing TS and a mod aint the end of the world, and it is as close to vanilla as you can get and still amage the communication of 30+ ppl seamlessly. There is a reason TFAR and anno ACRE was made. Certain groups reached the limit of ingame voice communication layout, and we did it too, sort of.
     
    Try to solve it valnilla first, the smaller group channels should work, but if it isnt working, should consider TFAR. Less of a mess to make it work than implement a scripted version in a mission which would get mixed up like the command channel disappearing after death (i only assume the scripted one utilizes the ingame customizable channels, but its just a guess)
     
    All in all, had fun, and i just want to add, Alpha rules
  20. Like
    Gambit got a reaction from Xwatt in [EU2] Zeus Operations 21/07/19 @ 17:00 UTC   
    CSAT is not the bad guy here, turns out it's IDAP in CSAT disguise to start ww3, mislead NATO, they call their allies, the us military will have get involved, and then IDAP can storm area 51 quietly
  21. Like
    Gambit got a reaction from MidnightRunner in EU2 Zeus Ops Feedback/Discussion Thread   
    I'm just going to suggest a few ideas i mulled over on my lunchbreak
     
    Platoon structure:
     
    Communicating with, and managing more than 2-3 elements can be really taxing. I suggest a structure that looks like this
    PLTCo ->2-3 SLs + FAC
    SL-> 2-3 FTLs
    FTL->4-5 FT member. (members can be split into buddy teams)
    Like this, we would end up with (10+1SL) ppl per squad at least, hitting the 40 player mark with 3 squads , command and support elements at minimum and still no more than 6 ppl in one group of communication channel (example: FTL pov --(FTL+4 ppl in group) -//- 1SL+2FTLs+2Medics in TS )
     
    TL;DR
    think in twos, every commanding element has 2 subordinate elements, FTL has 2 buddy teams, SL has 2 fireteams, PLTCo has SLs and supports, and so on
     
     
     
    Communications:
     
    Handle group chat for level communication and TS for reaching higher ups, but have to alternate between the levels.
    Example:
     
    FTLS in group with 4-5 infantry and on TS with SLs    - (TS to reach higher ups)
    SLs in group with FAC+PLTCo maybe 1-1 squad medic to be dispatched to the fireteams as needed, - FAC is on TS with vortex and uav    - (group to reach higher ups)
    Vortex use group to talk about flight paths and hazards while can get info and recieve missions from FAC on TS   - (TS to reach higher ups)
    Armored units can fit in, just treat armored commander as SL or tie them into PLTCo on TS - just so we can alternate again and armored command can be on group
     
     
    Either side of the group and TS communication has 6 or less ppl in it, each should be clear enough to convey the necessary information. The localized level communication will be the most used,  the higher up only active when elements need to communicate between each other Aka FTLs have to inform another FTL or SL about threats and unfolding situation, and so on.
     
    This could clear up comms, lift the heavy load of SLs doing a lot of work while engaged in a firefight (Mad props to Mini).
     
     
    Briefings and conducting the missions:
     
    -Briefings were fine, mission live hint after the squad leads report back to command that they finished briefing their teams would have made the start a bit more flowing and more coordinated (instead of move when ready - alpha goes in first bravo still at arsenal), but otherwise i have nothing to add. (If PLTCo is added, the planning and breifing will be in a player's hand anyway, a ready signal can be given to Zeuses from PLTCo to start the mission)
  22. Like
    Gambit got a reaction from Kacper in EU2 Zeus Ops Feedback/Discussion Thread   
    I'm just going to suggest a few ideas i mulled over on my lunchbreak
     
    Platoon structure:
     
    Communicating with, and managing more than 2-3 elements can be really taxing. I suggest a structure that looks like this
    PLTCo ->2-3 SLs + FAC
    SL-> 2-3 FTLs
    FTL->4-5 FT member. (members can be split into buddy teams)
    Like this, we would end up with (10+1SL) ppl per squad at least, hitting the 40 player mark with 3 squads , command and support elements at minimum and still no more than 6 ppl in one group of communication channel (example: FTL pov --(FTL+4 ppl in group) -//- 1SL+2FTLs+2Medics in TS )
     
    TL;DR
    think in twos, every commanding element has 2 subordinate elements, FTL has 2 buddy teams, SL has 2 fireteams, PLTCo has SLs and supports, and so on
     
     
     
    Communications:
     
    Handle group chat for level communication and TS for reaching higher ups, but have to alternate between the levels.
    Example:
     
    FTLS in group with 4-5 infantry and on TS with SLs    - (TS to reach higher ups)
    SLs in group with FAC+PLTCo maybe 1-1 squad medic to be dispatched to the fireteams as needed, - FAC is on TS with vortex and uav    - (group to reach higher ups)
    Vortex use group to talk about flight paths and hazards while can get info and recieve missions from FAC on TS   - (TS to reach higher ups)
    Armored units can fit in, just treat armored commander as SL or tie them into PLTCo on TS - just so we can alternate again and armored command can be on group
     
     
    Either side of the group and TS communication has 6 or less ppl in it, each should be clear enough to convey the necessary information. The localized level communication will be the most used,  the higher up only active when elements need to communicate between each other Aka FTLs have to inform another FTL or SL about threats and unfolding situation, and so on.
     
    This could clear up comms, lift the heavy load of SLs doing a lot of work while engaged in a firefight (Mad props to Mini).
     
     
    Briefings and conducting the missions:
     
    -Briefings were fine, mission live hint after the squad leads report back to command that they finished briefing their teams would have made the start a bit more flowing and more coordinated (instead of move when ready - alpha goes in first bravo still at arsenal), but otherwise i have nothing to add. (If PLTCo is added, the planning and breifing will be in a player's hand anyway, a ready signal can be given to Zeuses from PLTCo to start the mission)
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