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OcUK-Timo reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread
'Tis done ....
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OcUK-Timo reacted to Rickard in AW end of the year awards 2022
AW MVP 2022: @OcUK-Timo
AW Most Friendly Admin/Moderator/Spartan 2022: @chicken_no6
AW Most Helpful Admin/Moderator/Spartan 2022: @LH5
AW Most Active Staff Member 2022: @chicken_no6
AW Best Team Player 2022: @RiverWolf yes
AW Most Helpful Member *Non Staff* 2022: @Brad_Colbert
AW Most Friendly Member 2022: @Sho_Iwaizumi for shooting a certain boye while you were naked
AW Tacti-cool member 2022: @TacticalError yes
AW Underrated Member 2022: @JJ Cakes boye be taking the nightshifts on AW
AW Most Incoherent Member 2022: @Walk'N
AW Best Alpha Squad Leader 2022: @Rickard
AW DAAASSS BOOOOT 2021 - The drunkest member of 2022: @RiverWolf
AW Best/Worst Pilot 2022: @Toast
AW Logistics Man 2022: @Stanic
AW Best Voice 2022: @Murph
AW Best Peel 2022:
AW Funniest Person on Team Speak 2022: @SiegeSix
AW Worst Joke 2022: @LH5 same procedure as every year
AW Most Active Developer 2022: @Ryko
AW Best Moment 2022 (can be in-game, on Teamspeak or Forum): orgasmic @MidnightRunner
AW Best Forum Profile 2022: @Bomer
AW Best Scapegoat 2022: @Stanhope
AW Best Campaign 2022: CHADS, but need more zombies
AW Best Shitposter 2022: @Jenkins
AW Dankest Meme Post In Discord 2022: @Jenkins
AW Most Loved 2022: @Mikael
AW Best Driver 2022: @TacticalError
AW Worst Driver 2022: @TacticalError
AW Best Chef 2022: @Rickard
AW Best Fail 2022: @Kittenly
AW Best Ban of 2022: @Kittenly
AW TeamSpeak Channel 2022: @AFK channel
AW Best Hungarian 2022: @Gambit
AW Candidate for the Hague 2022: @Sho_Iwaizumi gotta be on shared place with the boye
AW Role Model 2022: @chicken_no6
AW Best Shot/Worst 2022: @the monkes using LAMBS
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OcUK-Timo reacted to Damo3D in AW end of the year awards 2022
AW MVP 2022: @Whigital I&A updates AW Most Friendly Admin/Moderator/Spartan 2022: @JJ Cakes AW Most Helpful Admin/Moderator/Spartan 2022: @JJ Cakes AW Most Active Staff Member 2022: @chicken_no6 AW Strictest Staff Member 2022: @MidnightRunner (Just check the Ban page) AW Best Team Player 2022: not in game but @LH5 for getting DCS server running AW Most Helpful Member *Non Staff* 2022: @SiegeSix AW Most Friendly Member 2022: @possiblyEOD just is in general AW Tacti-cool member 2022: @Stanic AW Underrated Member 2022: @Stanhope quick and on point replies to any I&A topic/post/thought 😏 AW Most Incoherent Member 2022: @Schubz not even sure what he types sometimes!! AW DAAASSS BOOOOT 2021 - The drunkest member of 2022: not @RiverWolf AW Best/Worst Pilot 2022: @Gambit / @Toasted_Bread_Slice AW Best Voice 2022: @OcUK-Timo (Sir David Attenborough of EU1) AW Funniest Person on Team Speak 2022: @Richard (direct chat legend) AW Worst Joke 2022: @Murph AW Best Moment 2022 (can be in-game, on Teamspeak or Forum): Lots of good ones. AW Best Forum Post 2022 (please put URL in): AW Dankest Meme Post In Discord 2022: AW Best Driver 2022: AW Worst Driver 2022: AW Best Fail 2022: @Brad_Colbert where did you go? AW Best Ban of 2022: AW TeamSpeak Channel 2022: LIDO DECK AW Best Screenshot 2022: @Stanic (so much DCS) AW Best/Worst Call-out 2022: AW Candidate for the Hague 2022: @Sho_Iwaizumi AW Role Model 2022: @Mouldy (squad lead on AWE ops) AW Best Shot/Worst 2022: the person who dropped a guy on the docks with last round in one of Bomer's op, if you know who you are nice shot!
There are many close 2nd for the above so maybe you will get my vote next year and at leat some of you featured in Viper1Zero Top Mods several times 🙃
@Tiffany thanks for for all the revives!! -
OcUK-Timo reacted to Rickard in I&A 3 - Another batch of gear
⚠️TRADE OFFER⚠️
we receive:
vodka heists "H_Cap_police", "H_WirelessEarpiece_F", "G_WirelessEarpiece_F", "U_C_FormalSuit_01_tshirt_gray_F", "U_C_FormalSuit_01_tshirt_black_F", "V_TacVest_gen_F","V_TacVest_blk_POLICE"
uniforms for bootleg western sahara altis experience "U_BG_Guerilla2_1", "U_BG_Guerilla2_2", "U_BG_Guerilla2_3", "U_I_G_Story_Protagonist_F", "H_Cap_blk_ION"
special honor to the "H_Hat_Tinfoil_F" gang
you receive:
at least one gas station spared my last 0.43 AW coin -
OcUK-Timo reacted to chicken_no6 in Parachute script
always wanted to not lose ur current backpack for a parachute?
this woud be a cool addition to I&A i think.
super leet script
_backpackcontents = []; _backpack = backpack player; if ( _backpack != "" && _backpack != "B_Parachute" ) then { hint "removing backpack"; sleep 1; _backpackcontents = backpackItems player; removeBackpack player; sleep 0.1; }; player addBackpack "B_Parachute"; hint "Parachute added"; sleep 1; waitUntil {sleep 5;!alive player || isTouchingGround player }; sleep 1; hint "restoring backpack"; player addBackpack _backpack; sleep 1; clearAllItemsFromBackpack player; hint "restoring backpack items"; { player addItemToBackpack _x } foreach _backpackcontents; hint "Done!!!!"; neds some rework XD
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OcUK-Timo reacted to MidnightRunner in Invade & Annex 3 Version History And Feedback Thread
Changelog for 3.4.17
- [Added] Zeus vehicle customization hotkey (LShift+C)
- [Added] Anyone can now pick up enemy assault rifles in the field
- [Added] LAT/AT can now pick up enemy launchers in the field
- [Added] Any backpack can now be pickup in the field
- [Added] Extra MX rifles to vehicle inventories
- [Fixed] Side Mission Free IDAP task clean up
- [Fixed] Supply box spawning and clean up
- [Fixed] Side Mission Secure asset reward unlocking
- [Fixed] GhostHawk turret unlock/lock
- [Fixed] Derp Revive divide-by-zero condition
- [Tweaked] Side Mission Lost Convoy
- [Tweaked] Default loadouts
- [Tweaked] Prio SAM disable UAV hacking
- [Tweaked] HC xfer function
- [Tweaked] Curator placed unit/object handlers
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OcUK-Timo reacted to madinos_ in Invade & Annex 3 Version History And Feedback Thread
Side Mission: Lost convoy
A nice change of pace especially since it involves going back to a base of choice for the completion.
Upon completion it is a bit of an abrupt ending ;)
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OcUK-Timo got a reaction from Damo3D in Invade & Annex 3 Version History And Feedback Thread
Thanks Whigi
So if we want variation could we have the HQ sub back in the mix but using the FARP building with the internal walls to make it harder to complete? Edit, I just remembered that Chicken has an impressive variation on the radio tower, could this be considered as a possible replacement for the existing old one?
As another possible sub if it could be done, how about one similar to the vehicle depot that spawns personnel carriers such as mora and gorgons etc that will drop off squads around the area? (I just realised that would be a prio not a sub)
Edit2, maybe a training facility sub, a building that spawns squads from it, kill the officer or officers before destroying the facility.
On a different matter, I was just running as recon with a 115 but had left the rifle in my bus, someone destroyed the bus so had no rifle, I borrowed a hunter drove into the AO and drove to a viper squad we had just killed to take a 115 from them but it wouldn't allow it, I got the message play a different role. I believe it was because the 115 (hex) is blocked, could this be tweaked please? I died shortly after from radiation because my shemag and goggles were also in the bus that got rocketed!
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OcUK-Timo reacted to Whigital in Invade & Annex 3 Version History And Feedback Thread
Ok, a lot to unpack here.
The rationale behind the current sub objectives is that they pose a threat. They either reinforce the AO with some kind of assets (Paratroopers, CAS Helis, CAS/CAP Jets, Tank Section etc.), or actively engage any nearby friendly units.
The HQ sub got removed since it does the same thing as the Radiotower, and the Explosives Cache didn't really pose any threat/danger, so it got scrapped too.
As @Stanhope says, most of the destroy objectives can be blown up without the holdaction, and i think the only exception is the Depot Prio, which wouldn't clean up the ruins nicely after it got destroyed. We'll look into getting around this, should be possible with some eventhandler magic to ditch the holdaction.
As for mines, we'll investigate if there are any ways of making them a little less "bombproof", so you actually have to de-mine the area before entering. Would be nice if we had a selection of 10 or more subs so it doesn't get too repetitive.
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OcUK-Timo reacted to Stanhope in Invade & Annex 3 Version History And Feedback Thread
Most (if not all) objectives where there's 'destroy' in the objective name can be completed by destroying the objective, the scripted action available is present for people's convenience (and to allow you to set charges without getting TK messages if people run up to the objective after ample warning). I know for sure that this is the case for the weapon shipment mission, you can just destroy the crate, no need to use the action.
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OcUK-Timo got a reaction from Damo3D in Invade & Annex 3 Version History And Feedback Thread
Ok we've been talking more about this tonight and I've realised that maybe removing scripts for building destruction is the wrong direction to take. Take the current radio tower as an example, at the moment it is very easy to destroy without entering the Hesco area simply by planting explosives at the entrances. Would scripting like that applied to some other objectives enable the tower to only be destroyed from triggering a point directly under the tower?
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OcUK-Timo got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread
Some nice ideas there EOD, maybe a side which is rescue civis from a minefield. Just thinking a little more on that one, how about a side which is a mined town with civilians wandering around. The players need to demine the town before X number of civilians are killed. So kind of like the protection missions people will need to rush there to do the mission before it fails. Ok it may take a little testing and tweaking to get it so that people have a reasonable chance of completing it but I think that would be a fun one.
I've not noticed mines at the tower recently maybe because people have a tendency to just rain fire down on it until the mines are destroyed. This can also happen with other places like the old HQ I mentioned.
I don't know much about the different mine types available but is there any way of having AP mines that can't be destroyed by other detonations, so that they will remain either as marked mines by a detector or until removed by an engineer or triggered by a player? I guess probably not but worth asking anyway.
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OcUK-Timo reacted to possiblyEOD in Invade & Annex 3 Version History And Feedback Thread
mines are definitely still around the radio tower. I like the idea of more mines, maybe even a sub objective of a minefield could be interesting, and could give another role to engineers/the bobcat if there's one around, or a prio objective of an explosives depot, that has mines occasionally be placed around the main as it survives, or minefields spawn on roads? (that's probably a bit less feasible though) (on that thought, occasional roadblocks on major roads could be an interesting idea)
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OcUK-Timo got a reaction from possiblyEOD in Invade & Annex 3 Version History And Feedback Thread
A couple of things that have come up in recent discussions on TS that I thought I'd mention/request here,
1) The use of explosives and scripts to complete various objectives, could we harmonise the way things are done so that anything which needs destroying is done by explosive, this would mean changing the vehicle depot, destroy weapons shipment and maybe one or two others that aren't coming to mind right now so that they are no longer scripted. This leaves the scripted ones as just being for the retrieval of intel etc.
2) The return of some mined sub objectives (are the mines still present at the radio tower?) mainly the HQ building which used to cause absolute carnage and often much hilarity as people went flying through the air. I think this one was removed because it was seen as to easy to complete by sending a rocket through a window. So I would like to suggest the same original compound with the HQ building as used in the CSAT FARP.
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OcUK-Timo reacted to madinos_ in SideMission reward spawn
Thanks for the fast response, Stanhope.
I understand people wanting the reward to spawn at the side mission itself.
So you can use it right away and it eliminates the possibility of having argue with people camping spawn.
I remember that being a somewhat frequent occurance.
My request/question was about this specific mission, since it has a much higher chance of breaking the reward.
I believe the Destroyer side mission directly spawns elsewhere.
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OcUK-Timo reacted to MidnightRunner in [AWE] Cataclysm Campaign Week 2 @ 18:00 UTC 08/10/2021
Mission Name:
Cataclysm Campaign Week 2
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
Thanks to you successfully helping the Fuel Hogs with their stolen tanker they have given you a decent amount of supplies, more even than you had asked for. However, this increase in supplies comes at a cost. Apparently, since you proved to be willing and able muscle they have another task for you. In return they promise to provide some information on the "military" raiders that attacked your compound.
The Fuel Hogs have provided the location of a group who produce drinkable water. As part of negotiations they have cut off water supplies to the fuel depot. You are to convince them to turn this back on.
Mission
Using the supplies provided convince the settlement to resume water supplies to the Fuel Hogs. Then follow any leads available to find the "Military" force that attacked you.
Execution
Objectives:
1. Find a way to restore water supply to the Fuel Hogs
2. Follow the intel received relating to the "Military" unit that attacked you
3. 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.
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OcUK-Timo 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.
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OcUK-Timo got a reaction from Damo3D in Member 100 meters Front
Hey there Damo, welcome to the forum. Spent a bit of time running with you on the map and hope to see you in there again soon.
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OcUK-Timo reacted to Damo3D in Member 100 meters Front
Hello Ahoy,
I'm Damo3D been here about 6 weeks and this is my first venture into online multiplayer, well where people talk and help. Mostly play games on a casual basis and I have really enjoyed the learning curve here. Work and life keep me fairly tied up, so I jump on when I can in the evening/night. Got some great pointers from you guys since joining, so thanks. Looking forward to spending some time here getting to know the community and maybe inprove my aim too. 😉
Glaine ár gcroí ...
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OcUK-Timo got a reaction from RiverWolf in Enhanced Map
Another vote for this, would be good to see it on EU1, I've always thought the standard map is rather plain.
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OcUK-Timo got a reaction from Schubz 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.
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OcUK-Timo got a reaction from Murph 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.
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OcUK-Timo got a reaction from RiverWolf 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.
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OcUK-Timo reacted to SiegeSix in Invade & Annex Aim Coefficient Poll
I voted yes, because I like to aim
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OcUK-Timo 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.