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Gauntlet Version History


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russian forces are laking a light infantry transport cars/trucks wich can be air lifted can you add the UAZ 3151 normal/ open and mabye some gaz 66s. also the clean up scriped is buged so the mortar for the last ao is not deleted (mission version unkown wil add wen i figure it out)

 

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  • 4 weeks later...

MAT TROUBLE (Mk153 SMAW currently only available medium-anti-tank weapon for NATO/BLUFOR faction so heres how to use it)

So when using the SMAW its been noticed that the standard SMAW scope zeroing does not correspond correctly to the input digits and actually has no impact/alteration of the weapon's trajectory at all but instead moves the circular optic up and down the users screen. This means nothing. Zeroing the SMAW will not change the weapon's performance in any way, to efficiently 'range' the SMAW you must use the optic's milldots themselves.

 

Each milldot on the standard SMAW scope is equivalent to 100m (assuming the vertical angle is 0). This means that on flat ground the Mk153 SMAW's effective range is 600m as there are six 100m milldots on the optic. However the user's height/vertical bearing should be taken into account at ranges around 200m and above. This vertical mesurment can be found by using the binocular type 'Vectors' by aiming at the target, double tap R, hold on second tap and release.

 

(Example of Mk153's use) MAT Lead has spotted a BTR with his vectors at distance of 450m and a vertical height of 50m. He then relayed this information to the MAT gunner and the gunner adjusted their aim accordingly. The gunner will use the 5th milldot as the target is 450m infront of him and 50m above him, so these measurements will be added together.

 

On a final note I couldn't stress more the usefulness of the SMAW's 9mm spotting rifle along side of the main tube. When these 9mm rounds are loaded into the SMAW and fired they have extremely similar velocity properties as the main 83mm rocket and even glows bright red when fired. This makes these rounds ideal for medium to long range engagements with the SMAW as the spotting rounds can be used to perfect the user's aim on the target before using the much larger main asset, so please use the 9mm.

 

Hope this was helpful if anyone has had trouble with the SMAW or wants to know how it works :)

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  • 2 weeks later...

Hi folks,

 

Just a quick update, we have three maps on the server now with the current code for Gauntlet (0.49C):

 

- Altis

- Fallujah

- N'Ziwasogo

 

To answer your question, yes we will be upgrading to ACE 3.7, perhaps in about a week or so to ensure there aren't any hidden bugs.

 

- R

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I played a little bit last night, the only problems I had were the arsenal removing my radio everytime I entered it, a problem I know you are aware of, and the plain an/pv-27 night scope is an addon for other scopes and does not have crosshairs, I have no idea how to add it on to another scope :) just thought of another one, none of the rangefinders available work with night vision.

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Far as I know Aunty, the radio being removed is a necessary evil when using TFAR. Having to pick a new one every time is the only way to ensure that duplicate radios doesn't mangle the system.

 

As for the AN/PVS-27, it's not possible to have two scopes on a firearm in ArmA, so it can never be implemented as-is. It has to be adapted, hence why it's not 100% accurate in its implementation.

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  • 1 month later...

Takistan version of Gauntlet doesn't have AT4 for fireteams. I assume it's to give MAT a bigger and more defined role. Even though I agree that this kind of change was needed to make MAT more useful, I still think that a Fireteam should have at least 1 AT4, in case MAT is not able to respond to the threat.

 

I propose renaming Rifleman into Rifleman AT and allowing them to pick up AT4 from arsenal so each fireteam has an option to get at least has 1 AT4.

 

EDIT: Forgot to mention that fireteam members can still get light AT in form of m72 LAW, but it's noticeably less powerful than AT4.

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Yeah, sorry I didn't communicate this change to folks.  It's intentional, and follows up on some intense discussion between staff concerning the role of the HAT/MAT teams.

 

TL:DR, this change is intended to allow MAT and HAT to play their roles.

 

The intention is that the Rifleman should have sole access to the AT4, and have access to it at the Arsenal and in their default loadout.  In future versions, Assistant roles (AR Assistant, MMG/MAT/HAT assistant) have access to the M72A2 and the Stinger (I believe in 50D, everyone has access to the M72A2).  Also, the MAT and HAT specialists have access to the AT-4.

 

As a matter of principal what I don't want to see is the Rifleman issuing AT-4s to the rest of their team or filling up a LAT-mobile full of AT-4s; the vehicles, ammo boxes and launcher crate have been altered to carry M72A2s.  In the absence of a MAT team I could see command authorizing this, but as a matter of course, if there is a HAT or MAT team, they should be the ones engaging armor.  If fire teams are getting into situations where they can't defend themselves against armor, I attribute this to poor communication between infantry and HAT/MAT/CAS/Hammer/Torch.

 

Another change in 50D and further versions is that the Autorifleman has access to MMG weapons.  This is to parallel the fact that OPFOR factions don't have a light machinegun choice (if we had the RPK, this wouldn't be an issue, but we don't, so it is).  Consider very carefully whether an MMG is a better choice than a LMG: the ammo is heavier, and less plentiful.  Your TL and SL should be the ultimate authority on whether you are authorized to take an MMG over a LMG.

 

Finally, another change in 50D is that the vehicle radar has been removed.  Most vehicles don't have radar, so this removes an "easy mode" feature from the game that puts it more toward the style of gameplay we're aiming for.

 

- R

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  • 2 weeks later...

Just finished playing on Lingor, holy crap the mortars, I'm not sure if you added that nerf to the mortars you were talking about yet but they were crazy, tracking us every way we went, it wouldn't stop, absolutely ruthless, even fired 6 mortar shells in one spot in about a 10 seconds instead of the usual 1 or 2. Then it started shelling the base and that was a good 5km away, spawned in, chatted with my teammate then we got wiped in spawn by two mortar shells and then it continued to target the UAV down the runway.

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Updated mortars weren't added to Lingor, I believe, as that's F code and last codebase for Lingor was B.  Even so that's a distressing report ;)

 

I believe the mortars pre-fix are especially brutal, especially if they have line of sight on you.  The code is intended for when you are being spotted by other enemies.  If they mortars can see you, default Arma FSMs take over meaning they will fire as fast as possible and with the same accuracy as if they were firing small arms (ie., pretty accurate).  I disabled their autotargeting FSM in the latest code base so they aren't quite so brutal.

 

TL:DR Stick to 51F maps for the latest code.

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