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Pickle

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Posts posted by Pickle

  1. I would like to suggest adding MK-I EMR and SPAR-17 (without marksman scopes) to non-marksman slots (except heavy load carrying slots). Even though Arma 3 categorized 7.62x51 rifles as marksman rifles, there are many armies in NATO that are using 7.62x51 as assault rifles. Starting from US, they use SCAR-H, Germany were using HK G3, Turks still using HK G3 and in addition they just designed a new rifle couple years ago which is also 7.62 NATO. And Im not even talking about how many NATO members have used/using FN FAL as assault rifles.

     

    But as we all know, all that rifles I counted does not exist in game. So maybe we could use MK-I EMR and SPAR-17 as assault rifles since they look like the mentioned rifles, rather than marksman rifles.

  2. Hello, I would like to suggest advancing missions. After a while, all missions slowly becoming monotone and boring, maybe having new variations would add some excitement until I&A4 release (or you may decide to use this for I&A4). Also, I must say, I don't have a lot of decent scenario types in my mind, but I'm hoping community will share their own ideas down there.

     

    So far, I only have one idea which is related to minefields and civillians. When the side mission starts, enemy units and a group of civillians spawn in a city. Enemy units will be casting civillians out of town, and civillians will be moving towards a minefield (deployed by NATO, AAF or FIA whichever sounds more probable). Players' objective will be saving the civillians first and then wiping out enemy forces. In order to save civillians, players must either interact with each civillian and make them stop or deactivate mines before civillians arrive.

     

     

  3. New idea! What if admins or zeus spawn a ghosthawk that has no armament but only laser. They will do it to only trusted members. You can create a post on forum that has list of trusted members. Or even put the list on map's briefing tab to make it easier for admins. 

    7 hours ago, Stanhope said:

    But that'd allow you to park your darter literally above the target, taking away any kind of imprecisions.  Which would be rather OP. 

    By the way, isn't the precision whole point of UAVs? And CAS must be OP that is why it is being called. If we're agoing to keep it not over powered, what's the point of limiting it with rules.

    Also how much ever it is OP, people literally hate CAS, no one calls in and when they rarely do it, it's really annoying to miss the target. But yeah complete invisibility would be unfair. 

  4. 6 minutes ago, Stanhope said:

    I&A is infantry focused, so yes, support assets like the UAV, but also the regular jets, have lasers removed.  And yes, a guy with an AT launcher can clear an entire AO of armour in minutes.  But that's by design.  I could just as easily limit the amount of missiles you're able to carry in a car as it is to take away a laser from UAVs and jets.  But we're not doing that because I&A is infantry focused. 

    Additionally, you haven't even brought up that darters can be used to completely get around not having lasers on greyhawks and the ucav.  And that this basically just means you only have to deal with a bit more annoyance (in the form of a darter) and wait just a bit longer to do your uncalled cas (because you know, darters are slow). 

    But it works.  Since implementing that the amount of people doing uncalled cas as a UAV operator has gone down.  And the amount of times that the UAV operator was called in hasn't gone down at the same rate, not even significantly.  So I guess it works. 

    So unless you can suggest something that would stop UAV operators from doing uncalled cas while simultaneously giving the laser designators back this is a solid no for me.

     

    ^Just my 2 

    I actually have bad news for darter too. Yes darters take some time to set up that is a problem however that is not the main problem with them. You have to keep them at 50m altitude if you dont want enemy to shoot it down. And because of a bug in locking into targets, darters are lasing 1 meter above the target. In order to fix it, you have to keep the darter at higher altitudes but as I said, enemy will shoot the darter if you do that. 

     

    I would like to suggest an idea that could be a script for preventing uncalled CAS. When someone needs cas, they type a command (lets say it is "!CAS"). And this action starts a 1 or 2 minutes countdown. UAV operator can only drop bombs in this countdown. When the UAV operator tries to drop bomb without someone triggering countdown, bombs won't drop. 

     

    As a different variation of this idea, all UAVs are unarmed and when someone types the command in chat, one of the UAVs will get rearmed with only 1 GBU. If UAV operator don't use it, bomb will get removed in 1 or 2 minutes.

     

    If those suggestions are not satisfying, I would also like to suggest making darters invisible for AI. It is really annoying to see tigrises using AA missiles to shoot darters. Sometimes tigris even trying to snipe darters from 1.5 km away. 

  5. Hello, I focused on UAV operating lately and one thing that I noticed, it is too much nerfed with strict rules and scripts. For the people who dont much play as UAV operator in AW, I would like to portrayal problems of it.

     

    When I start playing, firstly I set up my UAVs on AO and announce that UAV CAS is ready. And thats pretty much it, no one will call for CAS in AW. Even though someone needs my help, I will have problem with aiming because UAV's laser is removed with script and I need ground units to lase target which means it will be super hard to lase moving targets especially if there are obstacles blocking the sight. 

     

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

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

    Meanwhile some Vorona AT guy can take a hunter > fill it up with 24 AT missiles > head to a hill > and start blasting everything in 2km radius. (let's say AO is far away from base so it will take approx 7 minutes) 

     

    As you can see in this comparison, while an UAV operator could only destroy 6 armors in 10 minutes, an AT guy can destroy atleast 15 armors (if his aiming is terrible) in 10 minutes. I made this comparison just to show you UAV is not that over powered as people here thinking. And I am not against uncalled CAS rule. My only problem is UAVs with no laser. 

     

    Also, you may say that the script is there in order to prevent uncalled CAS. But it does not prevent it, script can only slow uncalled CAS (same goes for called CAS) or makes shots inaccurate (and again, same goes for called CAS). 

  6. Sure,

     

    Military Cap (Gendarmerie)

    H_MilCap_gen_F

     

    Beret(Gendarmerie)

    H_Beret_gen_F

     

    Gendarmerie Uniform

    U_B_GEN_Soldier_F

     

    Gendarmerie Commander Uniform

    U_B_GEN_Commander_F

     

    Gendarmerie Vest

    V_TacVest_gen_F

  7. Hello, I would like to suggest some additional equipments for arsenal.

     

    I think having gendarmeire equipments in arsenal would be awesome. Gendarmeire is already a part of BLUFOR team and their equipments does not provide any advantageous stats to players. I want to see it in arsenal because it is a different look from, fully armed soldier look and rebellious - terrorist civillian look (such as deserter equipments).

     

    Inorder to defend this argument from predicable counter-arguments;

    Firstly, You may think gendarmerie is a civillian-ish class and it doesn't belong to arsenal. However, we already have deserter equipments which are civillian and also not a part of the BLUFOR team.!

     

    Secondly, I think first one was the only one, so there is no reason to add that in arsenal! YAY!!

  8. Hi, I can consider myself as a newbie in ARMA, and still I think you are totally wrong.

     

    Firstly, you don't want to nerf tanks, you want to nerf TheScar. and I don't know if you ever spent time with that guy, he is not just hopping in tanks and blowing up targets, that guy has millions of strategies for millions of cases and situations. That score is not there just because he has a tank, its because of his experiences and skills.

     

    Also he got that score because he starts playing early in the mornings until afternoons, sometimes even I get a better score than scar if I spend the same amount of time, and without a tank.

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