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Schubz

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  1. Like
    Schubz reacted to Norris in Contacting Staff   
    Hello Ahoyworld member,
     
      There is a way to contact the Ahoyworld Staff by typing in any chat "!admin" following this you should include the players name and reason for your ping. Examples of pinging the Staff are the following: !admin/Norris/AFK pilot or !admin/Xwatt/team killing or !admin/script kiddie on EU1. This function should not be abused, if abused it could result in a kick or a ban. On our Team speak server  ts.ahoyworld.net  (this goes in the address box) and Discord server there is a channel named "Need Assistance?" which you can enter and a member of Staff will be with you when we can. 
     
      Most of the time there is a member of Staff on EU1, Team speak and Discord servers, but in the event that there is no Staff members around there is a player report tool that you can use which is found here: Player Report Tool. In this player report tool you should include a DETAILED description of the event and TIME it took place, there is a place where you can insert a link for VIDEO EVIDENCE which will help us out tremendously in the investigation and help determine the outcome. 
     
    Thank you,
     
    Members of Staff
  2. Like
    Schubz reacted to GhostDragon in Ahoyworld server upgrades   
    Heya everyone, 
     
    I would like to let you know where we are currently at with the server upgrades and progressing through with the upgrade plan. 
     
    Flagship has been running on the new box for just over a month now and it is running well. The server is more stable than before and we have noticed an uptick in performance in the day to day server running. 
     
    Valiant, our second server that we host Modded operations on is now with us and i am progressing through the server setting it up to ensure it is suitably setup for the players to enjoy the full potential of our modded server. With this has been some back end code changes that will allow for us to host modded gamenights more efficiently with less man hours required to ensure they are setup correctly. As such this server should be ready for the gamenights next week. 
     
    All of us at the AhoyWorld Staff team look forward to having these new, more powerful boxes to fuel us into the release of our current projects, I&A4 and Liberation. 
  3. Like
    Schubz reacted to LH5 in AW Liberation Intro 11/05/2020 @ 17:30 UTC   
    Mission Name:
    KP Liberation Altis edited by AW
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
    TS address: ts.ahoyworld.net 
    Mission brief will be done on TS.
    (The server will unlock 30 minutes before start time to allow mod trouble shooting and such)
     
    Mods Required:
    Steam collection: https://steamcommunity.com/sharedfiles/filedetails/?id=1897781261
    Optional client side mods: https://forums.ahoyworld.net/topic/15082-modded-gamenight-clientside-mods/
    HTML: AW liberation UPDATED.html
     
    Guides:
    TFAR install guide: https://forums.ahoyworld.net/topic/12153-how-to-install-tfar-and-the-teamspeak-addon/
    ACE basic hand book: https://forums.ahoyworld.net/topic/14303-ace-basic-handbook/
     
     
    Mission length: 2-3 hours (If sufficient progress is made in this time the mission will be left up 24 hours a day 5 days a week (Monday to Thursday and Saturday, Taken down on a Friday and Sunday for game nights) 
     
     
    Player Slots: 46 (2 man command team, 3 Squads of 11, Angel: 4 man MedEvac, Logi: 3 man logistics squad, 2 man Reaper CAS squad, 1 man UAV squad and 2 man Vortex squad)
     
     
    Mission
    Liberate Altis of Serbian Armed Forces
     
     
     
    Starting Assets:
    3x MH-6M Little Bird
    1x CH-47 Chinook (functions as a mobile respawn and arsenal)
    4x Assault Boat
     
    Friendly Forces:
    US Armed Forces
     
    Enemy Forces:
    Serbian Armed Forces
     
    Civilians and guerrillas:
    Civilians and Guerrilla forces start neutral
     
    Situation
     
    We are a detachment of the US Armed Forces tasked with liberating Altis from Serbian Forces. Our foot hold is weak, Secure our FOB on Altis and capture Serbian held key objectives. Once initial attacks and set up is done the mission will remain up persistently
    (more details to be given in the brief on the day)
    Execution
     
     
    Objectives:
    Secure our FOB on Altis.
    Capture key targets to provide us with a starting supply line.
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed Serbian Forces may be engaged on sight.
    Civilians and their property are to be preserved at all costs.
    Guerrilla Forces are only to be fired upon if fired upon by them.
     
    Command and Communication
     
     
    Command: 
    For the first day overall Command will be Handled by Platoon Leader (Commander) and Platoon Sergeant. After this command will be handled by whoever is in the highest level slot.
     
    Communication:
    Pre Set channels are in the mission and marked on the top left of the map. 
    Infantry channels may be changed at Commands discretion, Leadership and support roles must remain on the preset channels.
     
     
     
  4. Like
    Schubz reacted to GhostDragon in ACE Medical setting change - The Stitching   
    As stated above, 
     
    The staff team agrees that the intention we had with the vehicles can have unintended limitations and we feel that having the current setting changed so that medics can stitch in field, but the kit is consumed is a good move for the mission. 
     
    We will not be adding roles to slow the gameplay down as the gamenights we currently run are between 2-3 hours long and we feel this is long enough for them to run with a good balance of action and planning. 
     
    The PAK can be used in medical facilities and they are usually only available in the main base.
     
    We value all input and will continue to monitor the situation with the ace settings
     
  5. Like
    Schubz reacted to Minipily in ACE Medical setting change - The Stitching   
    I think stitching in the field could be fine so long as it is limited to one use stiching kits so that to not make any medical teams that are added useless and speed up medical gameplay too much.
     
    It could even be worth having specialised Field Surgeon roles with more specialised abilities like stiching in the field as well as having access to more medical supplies, like a Platoon Medic for example.
     
    If that was done, you could make each Squad Medic act more akin to a Combat Medic or Combat Life Saver. These would essentially be the roles to stabilise units and have limited full heal options where the Field Surgeons would be the ones to travel between units and ensure full heals where available. These Surgeons could even fold into a specialised medical team that act on the ground and/or perhaps have MEDEVAC Choppers. Twisting the gameplay to that scene effectively keeps a sense of difficulty and slower paced, thinking gameplay where leaders will also need to take into account using WP's, OP's and Operational Phaselines as points of reference to gather not only a supply check from their men but also a medical check. On the vast majority of Gamenight's I've attended, a lot of the leaders tend to have a sense of urgency even when they've got Flat Stan and his 1000ml blood brothers walking faint like "s-sir please could we take a knee for just 1 minute and get a medical check." Perhaps that'd slow down leaders in areas where needed and give the medical roles that extra time to get things squared away. Combat Medics could use that time to gather a quick triage of their men and consider whether they can keep them stable or if they need a Field Surgeon to quickly drive/fly over and get their patient fully squared away - IF the Combat Medic has already used up all of his LIMITED Field Surgical Care supplies.
     
    TL;DR - Consider implementing Field Surgeons in perhaps a Medical Team that will be the brunt of Field Surgical Care, leaving Combat Medics with limited Field Surgical Care supplies so that gameplay can still advance at a quicker rate as players desire, but also restrain and withhold dangerous manuevers from taking place too many times as Field Surgeons would be needed to fold between squads either on ground or in the air to full heal players between Operational Waypoints such as WP's, OP's and Phaselines.
     
    Additionally: I agree with Kman that a review of the Medical Situation is greatly needed. ACE's Update has made things much more difficult, I personally believe that a dedicated Medical Team is needed now more than ever. I think they could fill a great gap and would be a welcome addition: carrying extra medical equipment, having access to dedicated medical vehicles that can get them across the battlefield quickly and SHOULD be relatively protected through the Geneva Convention (I'm looking at you Zues). Personally I'd fill it as such:
    Paramedic Team Leader / Pararescue Pilot
    Paramedic / Pararescuemen
    Paramedic / Pararescuemen
     
    *In case you wanted a purely air based role on occasion.
     
    That's my personal 2 cents. Personally think it would be a fun and engaging way of doing things whilst also filling that speeded up gameplay that people desire, done correctly there is no reason why this would be slower than the current state of things. Just takes clear communication - that is key.
  6. Like
    Schubz reacted to kman in ACE Medical setting change - The Stitching   
    No just no.
    People on AWE never take or not take risks based on consideration whether they will later be stitched or not. This will just not enter into equation.
     
    If you want people to consider risk of being shot at, you have to either:
    1) limit number of respawns, making it clear that dead people will not be able to continue mission at all
    2) server-force specialised mods like Laxeman's suppression.
     
    Again you are wastly exagerating. Wounded people need to be: bandaged, stitched and their fluids largely replenished before returning to optimal effectivenes.
    What you describe woud be vanila first-aid kiting people.
  7. Like
    Schubz reacted to GhostDragon in ACE Medical setting change - The Stitching   
    A field medic can and will use a stich kit to stabilise a patient and in our gamenights and AWE play we aim to have as many boots on the ground at a time as possible. As such we will never remove the option to stich from the medics. We have limited the PAK to medical facilities that provides enough reason to send someon back to base in the situation that they are badly wounded enough that the medic cant deal with them in field. 
     
     
    After discussion with the staff we are going to test out stitching in field but leave them single use to ensure that they are still balanced and the logistics still have implications if a medic is using them a lot 
  8. Like
    Schubz reacted to MidnightRunner in PMC Ops Kunduz Week 2 08/05/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Kunduz Week 2 
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC OPs.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 30 (4 Teams of 6, command, Phoenix Medivac and vortex )
     
     
    Situation
    Following a meeting with local tribal elders an American unit was ambushed in open ground on the way back to base. They struck an IED which was followed up by RPG and MG fire. The survivors are currently pinned down and under fire. However, due to an ongoing operation elsewhere the US have limited response elements to deploy and have asked that we, as the closest allied forces,  provide assistance. US command is scrambling a QRF force but they are at least an hour out. We need to insert create a perimeter and push back the insurgent forces until the American QRF force arrives from the South. 
     
     
    Assets:
    1 x MH-6M Littlebird
    1 x AH-6M Little Bird
    1 x UH-60M
    Various ground transport and support vehicles
     
    Friendly Forces:
    US Army 
    Afghan National Army and Police forces
     
    Enemy Forces:
    Insurgents and non allied tribal fighters 
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Provide support to an embattled US force and ensure their survival until US forces can mobilise.
     
     
    Execution
    Objectives:
    Secure the immediate area around the US forces
    Defuse the insurgents assault 
    Ensure their survival until the American relief force arrives.
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel may be engaged on sight.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
    Optional Tasks:
    Provide any necessary support to civilians in the area.
     
    Admin & Logistics
     
    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 Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
     

  9. Like
    Schubz reacted to MidnightRunner in PMC Ops Kunduz Week 2 08/05/2020 @ 17:30 UTC   
    Note:
    The playable slots have changed since the last mission. There are now 4 squads of 6, 2 of which have a medic, 2 of which have an LMG team.
    The command team now has a dedicated FAC/JTAC, who will be responsible for all air traffic and will have authority to grant CAS within the ROE set by the ground commander.
    These two changes will help ease the burden of command and reduce the chatter on the command channel.
     
    The last major change is the addition of a "Phoenix" team which comprises of 2 combat life savers and their own dedicated pilot. Their job is combat medivac and treatment and they will be coordinated by the FAC. 
  10. Like
    Schubz reacted to Lindi in Be able to fly Heli any role when your the only one on the server   
    Playing alone on the server requires special tactics. There are a few things that work for that, but usually they take some preparation and careful execution. I'd advice to take a role that can be mostly self sufficient i,e, needs to be able to handle armour and infantry targets alike, as well as selecting a vehicle that you load up with equipment needed. 

    However I&A3 is designed to be a co-op mission and thus works best when played as suchs. The more the merrier as they say.
  11. Like
    Schubz reacted to fir_nev in Be able to fly Heli any role when your the only one on the server   
    Hello there. As much as we find it frustrating, I would not recommend it because there will be loopholes in the scripting allowing players to fly a helicopter. All the veterans I know drive regardless the distance of AO.
  12. Like
    Schubz reacted to Mouldy in [EU3] Operation Red Hammer - Modded Zeus Gamenight 10/05/2020 @ 16:30 UTC   
    Event Date: 10/05/2020
     
    Event Start Time : 16:30 UTC
     
    Server will open 30 minutes before kickoff to allow people to slot in early and troubleshoot mods or set up gear.
     
    Briefing: The war on terrorism is and has always been a plague trying to isolate and eliminate. This time the middle-eastern insurgents has sought to capture and hold the attractive vacation spot, Malden. The Consulate of Malden has made it clear not to turn Malden into a warzone, however this proves to be easier said than done. The lack of a local military force has put a lot of pressure on the local police force. The Consulate of Malden has asked the British Armed Forces for aid in eliminating this plague that has swept the island. For queen and country. The Royal Marines shall return victorious.
     
    Mission: You must clear out the insurgent presence in and around Hotel Sierra and Hotel Weasal. If there's hostages, they need to be rescued and evacuated along with any intelligence you are able to recover from the objectives. 
     
    Player Slots:
    PLATCO / 3-man command element
    Alpha, Bravo, Charlie / 8-man infantry squads
    Vortex / 2-man transport heli pilot team
    Longbow / 2-man attack heli pilot team
     
    Player Assets:
    - x3 Merlins (x2 gunship variants & x1 transport helicopter)
    - x2 Lynx (8-man transport variants)
    - x2 Apache Longbows
    - Ground vehicles may be provided by local authorities
     
    Expected Mission Length: 120 minutes (give/take a couple of minutes)
     
    Mods required*: https://steamcommunity.com/sharedfiles/filedetails/?id=2066221081
    *If you've played in the "War for Altis" campaign you will only need to download and enable 3CB FACTIONS along with the rest of that modset.
     
    Other Notes:
    This is a Gamenight that was created and will be Zeused by SiegeSix.  If you have a mission that you would like to run for our community, please use our Gamenight request form found here: 
     
  13. Haha
    Schubz reacted to WinterMute in Modded Gamenight Clientside Mods   
    God, imagine that mod in Vietnam.
     

  14. Like
    Schubz reacted to chicken_no6 in Hello From Germany   
    Hello there some may or may not know me from playing on Eu1 .Iam 41 and mostly playing Arma 3 Wow some DayZ .
    #chickenlifematters
  15. Like
    Schubz reacted to Norris in Guide - Leadership and Radio Communications   
    Here is the link for anyone interested in Squad leading:
    https://docs.google.com/document/d/1KuAMtXLJKKI9PJk7t7-ATGNW6VK9VHvIbc0Obonv3O0/edit?usp=sharing
     
    This is a guide for new Squad leaders or for those who would like a refresher on the topic. A effective leader and radio communication helps the Operation move smoothly and more efficient. 
     
  16. Like
    Schubz reacted to Toasted_Bread_Slice in PMC Ops Kunduz Week 1 24/04/2020 @ 17:30 UTC   
    I think it's more the context in which they are saying it.
     
     
  17. Like
    Schubz reacted to Norris in Screenies and Videos Thread   
  18. Like
    Schubz reacted to SkullCollector in [Guide] ACE Advanced Medical (2020 Rework)   
    Hello and welcome to the revised ACE Medical Guide: 2020 Edition.
     
    This guide aims to be a comprehensive resource for the dedicated medic; to steel yourself with knowledge first so that you can hone it in combat. It will send you on a journey to become the best medic you can be.
    It does not offer panacea. That's just called a packing bandage. It does offer the basis you need to understand the inner and outer workings of ACE Medical with an attempt to dispel some common myths.
     
    You can find two proven sample loadouts at the very end of the document, as well as a spreadsheet with all the data there is about bandages.
     
    For an easier read, here it is on Google Docs.
    Link: ACE Advanced Medical Guide v2.3 (2020 Rework)
     
    The GDoc is always going to be the most up-to-date version, but if you prefer PDF, here you are:
    The PDF is now very much outdated. I will update it with the 2.4 revision, which will include a flowchart and procedure.
     
    ACE Advanced Medical Guide v2.1 (2020 Rework) - 23-04-20.pdf
     
    To-do
     
  19. Like
    Schubz reacted to MidnightRunner in PMC Ops Kunduz Week 1 24/04/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Kunduz Week 1 
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC OPs.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 30 (6 Teams of 4,  command, and vortex )
     
     
    Situation
    Newly arrived in the area we have established our main base of operations known as "the Warehouse". We are primarily contracted by the US DOD to operate in the region. They will provide tasking for the company when needed, we may also avail of any open contract on insurgent leaders as we see fit. While finalising our readiness in theatre we get word that a trail has been found for a local mid level insurgent leader, "Ahmad Zubair Kuhestani". Intelligence has placed members of his immediate family in the area, it is therefore likely that Ahmad is nearby. You are tasked to search the area and find where Ahmad is hiding. HE is then to be captured alive and brought in to be handed over to US forces.
     
     
    Assets:
    1 x MH-6M Littlebird
    1 x AH-6M Little Bird
    1 x UH-60M
    Various ground transport and support vehicles
     
    Friendly Forces:
    US Army 
    Afghan National Army and Police forces
     
    Enemy Forces:
    Insurgents and non allied tribal fighters 
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Using the intelligence gather search known locations of Ahmad Zubair Kuhestani's family and find any trace of his location. Use this information to track down and capture Kuhestani.
     
     
    Execution
    Objectives:
    Finalise mission readiness
    Search identified area for signs of Ahmad Zubair Kuhestani
    Find and capture him alive
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel may be engaged on sight.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
    Optional Tasks:
    Provide any necessary support to civilians in the area.
     
    Admin & Logistics
     
    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 Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
     
     
     

  20. Thanks
    Schubz reacted to Johnson in [Guide] (RHS: AFRF) The RPG-7V2 and its ammunition   
    updated: 22/04/20

    Introduction:
     
    About the RPG-7V2's ammunition:
     
    How to use the RPG-7V2's ammunition:
     
  21. Sad
  22. Like
    Schubz got a reaction from MidnightRunner in [EU3] Operation Hit and Run - Modded Zeus Gamenight 17/4/2020 @ 17:30 UTC   
    That thing was a great mission. We all had good fun I guess. Thanks Benjamin! Made our Friday evening a good end of the week. Nobody actually noticed how much time we spent on this mission... 

     

  23. Like
    Schubz reacted to Stanhope in Items that could perhaps be added to I&A3   
    They were removed from the arsenal because they are CSAT equipment and we're fighting CSAT.  I'm well aware that there's several other pieces of CSAT equipment in the arsenal, I'm not particularly happy about that.  Now I'm not saying I won't add them but it needs some more convincing, just having different zoom levels doesn't justify it for me. 
     
    As I said, not particularly happy about those CSAT weapons.  But while working on Liberation I've messed with their arsenal restrictions a bit and think I can make the arsenal whitelist work so you can't take them out of the arsenal but can take them off of the ground.  I make no promises though.
     
    The EOD vests are already in the arsenal for explosive specialists and maybe the engineer as well, can't remember.
     
    Again, enemy equipment, I'm not saying I won't add them but them just looking nice isn't justifying it for me.
     
    These will be in the next update:
     
  24. Like
    Schubz reacted to Xwatt in [EU3] Operation Hit and Run - Modded Zeus Gamenight 17/4/2020 @ 17:30 UTC   
    Hit_and_Run.html
     
    HTML for the mods for tonight, for those who prefer that method.
  25. Like
    Schubz reacted to Xwatt in AWE media distribution   
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