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Schubz

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  1. Like
    Schubz 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.

  2. Like
    Schubz reacted to MidnightRunner in [AWE] Cataclysm Campaign   
    Hi All,
     
    For the next 4/5 Fridays we will be running a post apocalyptic style campaign. I'm attaching the modset here so you guys can download any mods you don't have.
    I'd say the only large mod you may not have is the map Esseker.
     
    Arma 3 Preset AW_Cataclysm.html
     
    Overview:  
     
    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.
     
     
    Situation:
     
    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.
     
    That is where we begin, can you survive in this world? Will you be able to find those that attacked you and get your people back?
    Mission briefing will follow in the events section, keep an eye out for it. 
  3. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 12 (Finale) @ 18:00 UTC 24/09/2021   
    Mission Name:
    PMC Ops Revenge Week 12
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team 
     
     
    Situation
    Following several hours of open fighting between Russian and Chernorussian forces a tense ceasefire was called.
    The Russians still believe that the CDF openly attacked and killed their personnel. The CDF on the other hand believe the Russians opened fire on their QRF who had arrived to aid the Russians.
     
    The Russians, have threatened to withdraw all support for the Chernorussian government as a result. To avoid this and a wider diplomatic incident, leaders from both Russian and CDF forces have arranged a meeting to resolve the issues between them.
    The meeting is being held in secret to avoid any further issue.
     
    Any disruption to this meeting would spell disaster for any treaty between the Russians and the Chernorussians. 
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    We must discover the location of the secret meeting between the Russians and Chernorussians. If we can disrupt this meeting the two factions will likely never return to the negotiation table and the Russian aid will cease. This will likely lead to the eventual fall of the Chernorussian governement.  
     
     
    Execution
    Objectives:
    1. Investigate and find the location of the secret meeting
    2. Disrupt the meeting by any means
     
     
     
    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.

  4. Like
    Schubz reacted to Switch in Hello! (Again)   
    Ahoy fellow members!
     
    It's been some time since I've been able to play AhoyWorld, and recently popped back on to the server, so thought I'd hop back onto the forums and introduce myself...again!
     
    The name's Dusty, 24 years old and from the UK! My career doesn't always allow me a lot of time for gaming nowadays, but when I can, I'm on AhoyWorld again!🤟
     
    I've been playing AhoyWorld since 2015 (or 2016, can't 100% remember) and still to this day really enjoy my time on this server and within this community! You'll usually find me running around (or walking due to Arma 3 Stamina) with some AT Missiles, taking out those pesky Tigris/Gorgons! If I'm not though, I'm usually in a more marksmanship type role!
     
    I look forward to meeting some new members on the servers, and maybe even run into some old names and faces!
     
    God Speed, and Good Hunting!
     
    Dusty😎
  5. Like
    Schubz got a reaction from Mikael in Whats your setup like?   
  6. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 11 @ 18:00 UTC 17/09/2021   
    Mission Name:
    PMC Ops Revenge Week 11
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team 
     
     
    Situation
    After our successful raid on the CDF data hub and upload to the Russian defense net, tensions between the nations have been high.
    The Chernorussians are obviously denying any responsibility but naturally the evidence shows otherwise.
    We have learned the the Russians believe a splinter group within the CDF was responsible and as such have remained sceptical.
     
    In an effort to drive this wedge even further a Russian officer is to be killed by what appears to be CDF troops. 
     
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    Ambush CDF forces on the way to the Russian compound and steal their equipment.
    While posing as these CDF soldiers we will move to the airfield under VDV control and kill the officer in charge of all Russian forces in the area and disable any assets at the location.
     
    The troops to be ambushed are enroute to the airfield and as such our arrival as them should not raise any suspicions. Maintaining cover while the operation continues will be paramount.
     
     
    Execution
    Objectives:
    1. Ambush the CDF convoy
    2. Steal their uniforms and equipment
    3. Infiltrate the airfield in disguise and find the officer
    4. Eliminate the officer and disable any VDV equipment you can
    5. Maintain the cover supplied by the humanitarian mission  
     
     
    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.

     
  7. Like
    Schubz reacted to LH5 in [AWE] Frontlines Wednesday - 08/09/2021 @17:30 UTC   
    We're rallying for another mid-week bout of Frontlines!
     
    Mission Length
    ~2 hours, with a chance to carry on open-ended
     
    Mod set/how to join
    https://forums.ahoyworld.net/topic/18347-how-to-join-awe-frontlines/
     
    Situation
     
     
    Mission
    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Execution
    At CMD’s discretion.
     
    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.
    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.
     
    Admin / Logistics
    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.
    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.
     
    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.
     
    Command / Signal
    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
     
    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.
     
    Squad leaders are responsible for the operational effectiveness of their teams.
  8. Haha
    Schubz reacted to Bomer in PMC Ops REVENGE Week 10 @ 18:00 UTC 27/08/2021   
    Infiltration: "Hi, you called an IT guy for computer issues? Let me just upload this file to your pc so we can do a scan of the system and figure out what's wrong."
  9. Like
    Schubz reacted to DomT in Frontlines Factions and Maps   
    Evening all,
     
    Frontlines has been a collaborative project, using ideas from other game modes and community members, mashing them together and building on it to create a tailored gamemode desired by the AW community. As part of the work on Frontlines, I spent a considerable amount of time setting up the configs (which design Blufor, Opfor, Guer and Civilian) and maps to make them as easy as possible to create and edit. This was done in part to make it open for all to contribute. Therefore I would like to share what we have created and invite those interested to make their own factions and maps (within the modset). This google doc shows the progress on various factions and maps. If you would like to contribute, this zip folder has all of those listed on the doc as complete/played in as examples as well as a guide taking you through the process of making them. Once you have decided to make one, if you can suggest onto the google doc to allow us to track and avoid cross-pollination.
    Map and Factions.zip
    Additionally, the FOBs, Supply Depots and IED Factories used in the secondary missions are all created by community members, so if you would like to create more of those for us to add in for further variety, please drop a message here and I can go through the process with you. Again it is relatively straightforward.
     
    Any other questions, feel free to drop them here. 
     
  10. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 10 @ 18:00 UTC 27/08/2021   
    Mission Name:
    PMC Ops Revenge Week 10
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team 
     
     
    Situation
    Following by our example the rebels have targeted several of the government AA nets, making the skies safe again. This is fortunate as we will need air transport for the current mission.
     
    The information we received from the un encrypted laptop recovered we have a plan to drive a wedge between the Russians and the local government. We will infiltrate one of their communications hubs and use that location to access and disrupt the Russian operations by uploading a malicious file. If done correctly the Russians will believe that it was orchestrated by someone inside the Chernorussian government, thus placing a wedge between the two groups. 
     
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    Infiltrate one of two communications hubs and attempt to gain access to the secure network. Use the government network to access the Russian systems and disrupt them. We will be infiltrating the site at night while the guard is at a minimum.
     
     
     
     
     
    Execution
    Objectives:
    1. Infiltrate the Chernorussian communications hub
    2. Access the computer to upload the files
    3. Maintain the cover supplied by the humanitarian mission  
     
     
    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.

  11. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 9 @ 18:00 UTC 20/08/2021   
    Mission Name:
    PMC Ops Revenge Week 9
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
     Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team (Grounded for this mission)
     
     
    Situation
    The rebels have managed to capture and hold Electozavodsk. In doing so they acquired several attack helicopters which were at the location. In using these assets against the government forces the rebels have caused a large reaction from the government. All airspace in the region has been closed to all no government aircraft, including humanitarian aircraft. They have erected several AA nets to enforce this policy. The rebels have essentially made their new attack aircraft unusable by overplaying their hand.
     
    Another effect of this recent escalation is that a group of civilian medics are now trapped in the combat area with no way of being airlifted out and fighting intensifying around them.
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    Our task is to move into the area and evacuate the civilian medical personal. Additionally any damage we can do to the AA net over that area would free up rebel activities.
     
     
     
     
     
    Execution
    Objectives:
    1. Find and make contact with the trapped medical personal 
    2. Evac them to the hospital in Vybor
    3. Where possible disable elements of AA net 
    4. Maintain the cover supplied by the humanitarian mission
     
    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.

  12. Thanks
    Schubz reacted to Stanhope in Task Force Aegis - Operation Ajax: Heisenberg 17-08-2021   
    So for a bit of feedback after sleeping it over.  Also, before I begin, I won't name any names, just roles.  Nothing of what I say here is an attack against any one particular person/ group of people.  I'm fairly certain that if I or other people occupied the roles I'm talking about here the resulting gamenight wouldn't have been drastically different.  Everything said here is also how I perceived them.  I could certainly be wrong in how or why things happened but nevertheless this is how I experienced them.  
     
    First off I want to say that I have in the past enjoyed gamenights in which I've done nothing for 2 hours.  However, in those gamenights I knew that I wasn't going to be doing a whole lot or even anything when I took the slot.  Yesterday I took a rifleman slot in bravo, so my expectation was to get to shoot a few csat, assault a place etc etc.
     
    Now for  a rundown of events and how I think they could be improved:  (for those unaware I was a rifleman in bravo and this is how I experienced the gamenight)
     
    We started with a 10 minute briefing which seems like a reasonable length to me, nothing here that needs improving.  Then it took us 23 minutes before wheels up of the blackfish.  This could probably be reduced to 15 or even 10 minutes.  Often hard to determine what exactly takes so long though.  From what I've seen if the briefing from acting command ends with something along the lines of "mount up in that vehicle once you're read to go" it tends to go a bit quicker.  And than lastly before we get boots on the ground was the flight over, this took 10 minutes.  This could easily be cut in half by spawning the carrier closer to the action.  
     
    Then we paradrop out and regroup, combined this takes 2.5 minutes, not bad at all.  After this bravo is send to their first overwatch to scout out the first objective (to my understanding).  We go here together with command.  Going to and sitting at OP 1 combined takes 8 minutes.  After which we're send to our 2nd overwatch, where alpha is located, to commence a combined assault on the first objective (again, to my understanding).  Hiking to OP 2 takes 3 minutes.  
    From the information I had and what I could perceive bravo didn't have to go to OP 1 and would've been better of going to the same OP as alpha from the start.  But I understand that this wasn't clear before moving out so I don't mind this.  What could be done in the future though is instead of having both pilots fly us in in the blackfish have one of them fly the blackwasp ahead to scout out everything.  They could still get in to the armed blackfish together after the paradrop had been completed.  But again, having to move between OPs is something that can always happen and I don't mind that it did happen yesterday.
     
    Now once we got to OP 2 the plan to move in with alpha changed to alpha moves in and bravo "covers".  I put covers between quotes because we were 500 meters away from the nearest hostile, had a pretty poor line of sight because of trees and it was a foggy night.  So of the 4 of us the only person that could be considered to be within engagement range was the machine gunner in my opinion.  I personally consider the furthest a rifleman with an acog can effectively engage about 400 meters.  In very clear conditions when shooting down from a hill into a valley 500 could be doable, but not at night, through trees, when PID is already difficult.  Again, my opinion.  
    After alpha had captured and blown up this first objective though bravo was just told to sit where it was.  In total we sat 41 minutes at this OP.  This is something I cannot understand.  How can a squad sit in one spot for 40 minutes?  Most of which was doing absolutely nothing.  In this time I finished 3 levels of mini metro, I scrolled through reddit a bit and I went AFK for a while.  We once were told to move up but before we walked 200 meters we were told to turn back.  During this entire ordeal I had also absolutely no idea what was going on.  Because no information flowed to me the only assumption I could come to was that we were basically forgotten or simply thought to be not needed.
     
    After these 40 minutes we were told to move up to a roadblock a bit up ahead and clear it out, this was the first real contact we had, at this point in time it's been 1 hour and 43 minutes since the briefing started.  I typically operate a rule of thumb that if 1 hour after briefing started I haven't got to fire my rifle yet (which I hadn't up to this point) I leave and go play something else (assuming I'm playing a regular infantry role).  Yesterday I didn't as I had already played the games I typically go play so I'd have left to play mini metro/motorways which I can do while in arma so I might as well stick around.  
    Moving up and clearing this roadblock took about 5 minutes, after this we sat at this roadblock for an additional 7 minutes.  In this time I spotted a tractor, walked over to it to play with it to have something to do, only to discover that it was out of fuel and that I didn't even bring incendiary grandes to blow it up.  
     
    Next we were told to move to an overwatch position for the final objective hiking over there and setting there took a combined 14 minutes before we got to our 2nd (and final) engagement: we could move up and engage some enemies.  We did this for about 7 minutes, in which time we had reached the outer wall of the compound without taking a single casualty.  I believe we killed about a squad worth of enemies and nobody of us even got hit as far as I could tell.  This engagement ended with our SL saying on our radio that, and I quote: "Okay guys, we've had enough fun according to command so we're gonna pull back".  This assault started 2 hours after briefing began and was only our 2nd engagement.  Now from what I gather "diplomatic avenues" were being used.  If it's known that a team hasn't done basically anything for the entire gamenight and an opportunity presents itself to give said team something to do, why not take it?  Again, this is the conclusion I came to with the information I had at the time.  
     
    After this it took another 20 minutes of us doing basically nothing before the op was finally over for a total of 2.5 hours of OP, in which we had about 13 minutes of action.  
     
     
    So for things that I think can improve:
     
    Have more information flow to the regular infantry who are not on LR.  Not doing anything is only made worse by not knowing what's going on.  It's easier to not do anything because another team is waiting on a resupply than it is to not do anything while you have no idea what's going on.  
     
    If a team was told to act as a blocking force send some stuff at them to block.  I understand from debrief that this was attempted but didn't happen for multiple reasons.  The only thing I want to add to that is that if there's too many teams to manage for the zeuses present it might be an idea to reduce the amount of teams (by increasing the size of individual teams) to make it more manageable.  While I certainly don't deny that a lot of fun can be had in small teams, if it's too much work to manage them as a zeus, are they worth it?
     
    Reduce idle time as much as possible.  As already mention, try to get people in the heli after brief as soon as possible, have infantry spawn close to the fight so insert times aren't too long, cut down on roleplay as much as possible if an OP has been going on for a long time already, etc
     
    This is already a long enough wall of text.  One last thing: I won't be responding here or in any discord channel about what I said in this post.  I've said what I wanted to say, arguing about it won't be beneficial in my opinion.  Obviously anyone is free to respond to what I said here.
  13. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 8 @ 18:00 UTC 13/08/2021   
    Mission Name:
    PMC Ops Revenge Week 8
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team
     
     
    Situation
    The rebels, thanks to our hep and supplies, now have the strength were they believe they can assault one of the main towns in the province. They intend to launch an assault on Electozavodsk at dawn. They have requested that we cover their flank and provide a QRF force where needed.
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    Support the assault on Electozavodsk by covering the rebels Eastern flank and by providing QRF if needed.
     
     
     
     
     
    Execution
    Objectives:
    1. Protect the Rebels Eastern flank
    2. Provide QRF if needed 
    3. Maintain the cover supplied by the humanitarian mission
     
    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.

  14. Like
    Schubz reacted to RiverWolf in CAS change   
    Ah yes and also the big capital letter side chat warning to stay clear of the tower when you've rigged it to blow, you look up and instantly see a full squad charging the tower.
  15. Like
    Schubz reacted to Noah_Hero in CAS change   
    Tell that to the ones who kept running into minefields around RTs 😉😀
     
    But I like the general idea as well. 🙂
  16. Sad
    Schubz reacted to Mikael in [AWE] The Boomerang Effect SUNDAY 08/08/2021 @ 18:00 UTC   
    Oh my god, this looks so cool 😲
    Don't think i can make it though 😭
  17. Like
    Schubz reacted to Art3misZA in [AWE] The Boomerang Effect SUNDAY 08/08/2021 @ 18:00 UTC   
    I can attend this! Hell yeah!
  18. Like
    Schubz got a reaction from MidnightRunner in PMC Ops REVENGE Week 7 @ 18:00 UTC 06/08/2021   
    [spoiler]finally, fuck yeah![/spoiler]
  19. Like
    Schubz reacted to MidnightRunner in PMC Ops REVENGE Week 7 @ 18:00 UTC 06/08/2021   
    Mission Name:
    PMC Ops Revenge Week 7
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset CHADS Revenge.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:  43 
    Platoon // 3 man element
    Alpha - Delta // 9 man elements
    Nomad // 2 man recon element
    Vortex // 2 man pilot team
     
     
    Situation
    The local criminal groups have made several bold attacks against humanitarian efforts in the area, This makes our efforts, while only a cover, look ineffective.  We obviously cannot allow this slight against our reputation. Along with this we have been contracted by the rebels to destroy 3 fuel silos near Berezino being used by government forces in order to reduce the ability of their forces to move around.
     
    Assets:
    1 x UH-60M
    1 x MH-6M
    Various ground support vehicles
     
    Friendly Forces:
    UN Observation force
    Chernarussian rebels  
     
    Enemy Forces:
    Local criminal factions
     
    Neutral Forces:
    Chernarus Defense forces
    Russian Military observers/advisors
     
    Civilians:
    Civilian presence to be expected, concentrated in built up areas.
     
    Mission
    We have obtained cover to move aid to the hospital in Berezino. This will lead us near both objectives. Move into the area get payback on the criminal factions and complete the contract for the rebels.
     
     
     
     
     
    Execution
    Objectives:
    1. Destroy the criminal compound to send a strong message
    2. Demolish the target fuel silos
    3. Maintain the cover supplied by the humanitarian mission
     
    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.

  20. Like
    Schubz 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.
  21. Like
    Schubz 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.
     
     
  22. Haha
    Schubz reacted to SiegeSix in Invade & Annex Aim Coefficient Poll   
    I voted yes, because I like to aim
  23. Like
    Schubz reacted to Murph 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
    Schubz reacted to Art3misZA in Invade & Annex Aim Coefficient Poll   
    I was just simply stating my thoughts. This comes from hours and hours running around with a Cyrus, a heavy weapon with terrible sway. I cut my teeth on EU1 and like I said in the meeting I learnt with the sway and am used to it and compensate accordingly. 
     
    River your comments are quite combative and rude. People are welcome to their opinions on this but ultimately whatever choice Core Staff makes is fine as I trust they have community interests at heart.

    I think this is a case of “my opinion is the right opinion”. 
     
    At the end of the day it is a game on a server run by volunteers. Remember that when issues like this are raised. I have been guilty of this myself and it does help to just take a step back and regain perspective.
  25. Thanks
    Schubz reacted to MidnightRunner in Introduction of Regular Community Meetings   
    Following the decision at the community meeting we have the below poll to determine if we wish to edit the aim coefficient on Invade and Annex.
     
     
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