Stanhope Posted April 16, 2018 Share Posted April 16, 2018 Just now, GamerbugUK said: Wondering if Marksmen are restricted to the marksman versions of weapons? I mean picking an MX when you can have MXM or any of the 7.62's seems silly. Currently yes, and snipers are restricted to the only 2 sniper rifles available. And pilots only have access to SMGs. GamerbugUK 1 Link to comment Share on other sites More sharing options...
GamerbugUK Posted April 16, 2018 Share Posted April 16, 2018 10 minutes ago, Stanhope said: Currently yes, and snipers are restricted to the only 2 sniper rifles available. And pilots only have access to SMGs. Well that's super Link to comment Share on other sites More sharing options...
ansin11 Posted April 16, 2018 Share Posted April 16, 2018 It also makes sense for these specialised (support) units to spawn with the MXC with BIS' default loadouts, because these are quite heavy and/or because these units are not expected to participate in combat with their personal firearm. The Engineer template provided by BIS carries enough mines to defend a town as far as I can recall, that's not exactly feasible for I & A. EU#1 however is not subject to these expectations as usually all infantry slots see combat action. Furthermore, stamina and the weight system are enabled on the server, so you'll have to compromise anyways. Two examples: My I & A LAT loadout, designed to primarily engage infantry but also to allow me to engage vehicles if they happen to pop up in front of me: SPAR-16 with ERCO and 6 + 1 magazines P07 with 1 + 1 magazines MAAWS Mk4 Mod 1 with 1 + 1 HEAT rockets My I & A AA loadout, designed to sit back and keep the sky clear: SPAR-16 with Mk17 Holosight and 4 + 1 magazines Titan MPRL with 2 + 1 Titan AA Missiles As you can clearly see, example (1) is a reasonable normal AT Rifleman whos supposed to work at the frontline while example (2) is a support role. I can't really participate in firefights with (2), it doesn't even have a vest, but the SPAR-16 is the better option for me compared to the MXC because the ammunition is lighter. Similarly, I won't go tank hunting with (1). As you can also see, no bipods. It would be extra weight, conflicts with my immersion and if I need a bipod to engage it (even with the ERCO) then it's probably a target more suitable for the marksmen. I & A Alpha, Bravo, Charlie and Delta squads are all regular frontline personnel, all soldiers assigned to these slots are primarily riflemen. Most of these except for probably the marksmen and grenadiers (to enforce their roles) should have access to basic assault rifles, carbines and submachine guns. What not all of them should have access to are bipods and certain scopes. What I don't understand is why you limit the Sniper slots to just the M320 and the GM6, the MAR-10 is just as capable of doing sniper things too and the ASP-1 should probably be available to this slot as well. Just a part of my opinion on this Link to comment Share on other sites More sharing options...
Xwatt Posted April 16, 2018 Share Posted April 16, 2018 20 minutes ago, ansin11 said: What I don't understand is why you limit the Sniper slots to just the M320 and the GM6, the MAR-10 is just as capable of doing sniper things too and the ASP-1 should probably be available to this slot as well. because if you wanted to use them, why would you not just switch to the marksmen role and leave the slot for someone who does want to use the lynx and then m320? Link to comment Share on other sites More sharing options...
ansin11 Posted April 16, 2018 Share Posted April 16, 2018 Ghilie suits and the sniper's .cfg concealment factor for AI for example. But that's beside the point, as MAR-10 is, like I said, not really outside the boundaries of the sniper role. With what I'm proposing the marksman slot should probably also not really have access to 12x scopes I guess. Link to comment Share on other sites More sharing options...
Stanhope Posted April 16, 2018 Share Posted April 16, 2018 2 hours ago, ansin11 said: I & A Alpha, Bravo, Charlie and Delta squads are all regular frontline personnel, all soldiers assigned to these slots are primarily riflemen. [...] should have access to [...] and submachine guns. Please point me to any army unit in the world who, on a normal patrol/combat mission in an area like altis, take out SMGs. Even (heavily) armed police prefer carbines over SMGs because of their increased stopping power. To get more to the point: Currently the following units do not have access to some type of rifle, like the spar-16: pilots, snipers, ARs. So euh, what exactly is the problem? 2 hours ago, ansin11 said: What I don't understand is why you limit the Sniper slots to just the M320 and the GM6, the MAR-10 is just as capable of doing sniper things too and the ASP-1 should probably be available to this slot as well. The ASP-1 is in no way shape or form a sniper rifle. It'd be a rifle given to 1 specific guy in a special forces team. And no, that would not be the sniper. At any range above 300 meters the ASP-1 has more resemblance to indirect fire support than to a rifle. Only 2 guys on the entire server have access to the M320 & GM6, so use it. If you don't want to be detected by AI as a marksman with a mar-10 put a suppressor on it. Go sit next to a sniper at a range of 500 meters. The supressed mar-10 has less chance of being detected than the M320 & GM6. And ghillie suits have, on multiple occasions, been proven useless against AI in arma. Amentes 1 Link to comment Share on other sites More sharing options...
ansin11 Posted April 16, 2018 Share Posted April 16, 2018 Since SMGs are the weaker option it doesn't really matter if you make them available or not for the reasons you listed, it's just nice for the players who want to use them. Feel free to unlock the ASP-1 for all recon slots then What is the issue with leaving the choice between the 12.7 anti-material rifle, the bolt-action sniper rifle with excellent long range accuracy and the fairly high powered .338 with a little less range and possibly even the Cyrus or CMR-76 up to the player? Link to comment Share on other sites More sharing options...
Stanhope Posted April 16, 2018 Share Posted April 16, 2018 2 minutes ago, ansin11 said: if you make them available I can't. 2 minutes ago, ansin11 said: What is the issue with leaving the choice between the 12.7 anti-material rifle, the bolt-action sniper rifle with excellent long range accuracy and the fairly high powered .338 with a little less range and possibly even the Cyrus or CMR-76 up to the player? Take a marksman slot and you've got them. Sniper slots get sniper rifles, not marksman rifles. Link to comment Share on other sites More sharing options...
Amentes Posted April 16, 2018 Share Posted April 16, 2018 In fairness, I've always argued that the MAR-10 and the Cyrus are, in fact, Sniper Rifles. That said, there's a lot of Marksman slots and few Sniper slots, and it sucks if someone in a Sniper slot isn't using the tools specific to the class. Link to comment Share on other sites More sharing options...
Noah_Hero Posted April 16, 2018 Share Posted April 16, 2018 Lets just whitelist everything for everyone because when you have tons of gear the gameplay gets much better! Or was it "maybe" the opposite? Amentes 1 Link to comment Share on other sites More sharing options...
GamerbugUK Posted April 16, 2018 Share Posted April 16, 2018 19 hours ago, ansin11 said: My I & A LAT loadout, designed to primarily engage infantry but also to allow me to engage vehicles if they happen to pop up in front of me: SPAR-16 with ERCO and 6 + 1 magazines P07 with 1 + 1 magazines MAAWS Mk4 Mod 1 with 1 + 1 HEAT rocket Gotta ask why the pistol and mag? You can carry 3 extra mags for your SPAR-16 in a weight trade off. Link to comment Share on other sites More sharing options...
ansin11 Posted April 17, 2018 Share Posted April 17, 2018 I like my pistol mags @GamerbugUK Like @Amentes said. The MAR-10 is defenitely capable of engaging >1000m, it's not going to stop people from playing their role. Link to comment Share on other sites More sharing options...
Geb Posted April 22, 2018 Share Posted April 22, 2018 Side mission Smuggler: HQ won't open. Link to comment Share on other sites More sharing options...
DarkBaal Posted May 26, 2018 Share Posted May 26, 2018 How can I download the mission? Link to comment Share on other sites More sharing options...
Stanhope Posted May 26, 2018 Share Posted May 26, 2018 Join the server check the MPmissionsCache folder which will be around here: C:\Users\yourUser\AppData\Local\Arma 3\MPMissionsCache DarkBaal 1 Link to comment Share on other sites More sharing options...
DarkBaal Posted May 27, 2018 Share Posted May 27, 2018 23 hours ago, Stanhope said: Join the server check the MPmissionsCache folder which will be around here: C:\Users\yourUser\AppData\Local\Arma 3\MPMissionsCache I've done this now thank you Wasn't online for a long time so I only remember, that there was always a download-Link for the mission files... Now I uploaded the mission to my server but the "Arsenal" isn't working and I don't know why... I get no action menu at the Quartermaster - you know why? And I can shoot at my base without getting punished... Link to comment Share on other sites More sharing options...
Stanhope Posted May 27, 2018 Share Posted May 27, 2018 When you booted the mission it gave an error about line 1 in a readme. It's explained in here how to fix this: DarkBaal 1 Link to comment Share on other sites More sharing options...
DarkBaal Posted May 27, 2018 Share Posted May 27, 2018 15 minutes ago, Stanhope said: When you booted the mission it gave an error about line 1 in a readme. It's explained in here how to fix this: Oh lol, thanks a lot Link to comment Share on other sites More sharing options...
Walk'N Posted June 20, 2018 Share Posted June 20, 2018 Hello there I was wondering two things: 1) Why the F tigris are so much overkill: they can disable a cheetah (same class vec) and the opposite isn't possible... Can't we adjust damage from tigris? 2) Isn't it possible to run a script for people speaking on forbiden chat such as: If player speaking on forbiden for more than 2s (every one make mistakes) Then display Fullscreen message on client side screen End if Have a good day Link to comment Share on other sites More sharing options...
Geb Posted June 25, 2018 Share Posted June 25, 2018 Would it be possible that CLS squad leader can see where soldiers are down, but can not revive them? That would be usefull as a driver for the CLS team and onload them on the right spot. Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted July 31, 2018 Author Share Posted July 31, 2018 I&A 3.3.8 is now live on our public servers. Please report any bugs/feedback in this thread. The changelog is as follows; - Streamlined the Arsenal and gear restriction system. [Tweaked] All launchers are AT only. The only exception are heavy launchers (Titan AA / AT and Vorona) which are also available to the FSG Team Leader and Gunner. Medkit and Toolkit as well as UAV and Static Weapon / Mortar Backpacks are available for everybody. The Type 115, the ASP-1 Kir and the Nightstalker optic are now available to the Recon team. The Nightstalker, TWS and TWS MG are now available to Snipers. The Ghillie suit is now available to Marksmen. The satchel charge has been removed from the general population and is now restricted to EOD Engineer and Explosive Specialists. - Changes to the naming of two slots [Tweaked] Recon Paramedic is now known as Recon Medic Recon Demolition is now known as Recon Explosive Specialist - Changes to the FSG Squad and AT [Tweaked] Only FSG Team members can enter the Mk6 Mortar (the Artillery Computer is still limited to the FSG Gunner). Others get kicked out with a message. Only AT and FSG Team Leader / FSG Gunner can enter Static Titan Launchers (AA / AT). Others get kicked out with a message. Only AT and FSG Team Leader / FSG Gunner can use vehicle mounted Titans / Voronas (Prowler AT / Qilin AT). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk. Only AT can use vehicle mounted SPG9s (Offroad AT for example). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk. - Added two notifications to aid new players [Added] If you have equipment in your inventory that you cannot use, you get a message telling you that. If you are carrying too much you get a message telling you about that. Should help the new players making their first loadout. - Changes to the Co-Pilot seat in helicopters [Tweaked] All players can now enter the copilot seat of any aircraft. If the player is a pilot he can take control. If the player is not a pilot he cannot take control and recieves a message informing him about that. Noah_Hero, Stanhope and Zeexe 3 Link to comment Share on other sites More sharing options...
TheScar Posted July 31, 2018 Share Posted July 31, 2018 20 minutes ago, AhoyWorld Outreach said: - Streamlined the Arsenal and gear restriction system. [Tweaked] All launchers are AT only. The only exception are heavy launchers (Titan AA / AT and Vorona) which are also available to the FSG Team Leader and Gunner. i dont see why the Fire Support guys should be allowed to use any of the statics at all,their job is Mortar and the use of drones. Statics should be limited to engineers (not repair specs) only. 23 minutes ago, AhoyWorld Outreach said: Medkit and Toolkit as well as UAV and Static Weapon / Mortar Backpacks are available for everybody. i approve the accessabilty of medkits to all units for enhancing the coop spirit as all units can (should be able to) revive downed players,altho it should only give back 70% of health if applied by a non-medic. I dont see the point for giving the ability to everybody to "carry" mortar/UAV backpacks to all units,but i welcome that its limited to "carry" and not "use" of such. 32 minutes ago, AhoyWorld Outreach said: - Streamlined the Arsenal and gear restriction system. [Tweaked] The satchel charge has been removed from the general population and is now restricted to EOD Engineer and Explosive Specialists. makes sense reading,but 2 explosive charges equal to 1 satchel charge,so,its kind of math > sense on this one 35 minutes ago, AhoyWorld Outreach said: - Changes to the FSG Squad and AT [Tweaked] Only AT and FSG Team Leader / FSG Gunner can enter Static Titan Launchers (AA / AT). Others get kicked out with a message. Only AT and FSG Team Leader / FSG Gunner can use vehicle mounted Titans / Voronas (Prowler AT / Qilin AT). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk. Only AT can use vehicle mounted SPG9s (Offroad AT for example). Others can get into the gunner seat without being able to fire, similar to locked doorguns on the Ghost Hawk. dislike all versions of this,like i mentioned before,statics should be accessable to Engineers only and once deployed should be usable for any unit,similar like MG statics or comon MG nest´s - it doesnt require alot of schooling to pick up the concept irl And why would a Offroad AT have its main support element cut to cater to limits that are obviously useless. They r getting used barely anyway currently. Kacper 1 Link to comment Share on other sites More sharing options...
Kacper Posted July 31, 2018 Share Posted July 31, 2018 Ehm... no "Save Gear" option near the arsenal (actions menu). Stanhope 1 Link to comment Share on other sites More sharing options...
AhoyWorld Outreach Posted August 2, 2018 Author Share Posted August 2, 2018 I&A 3.3.8.1 (Hotfix) is now live on our Public Servers. Please report any feedback/bugs in this thread. The changelog is as follows; - [Tweaked] Gear is now automatically saved upon closing the Arsenal and reloaded upon respawn. - [Tweaked] Admins no longer get kicked for being in a pilot seat without being pilot. - [Tweaked] Under the hood changes to the XML coding. - [Added] Toggling Sling Weapon action and Ghost Hawk doors action can now be done from the map/diary settings entry. - [Added] The old vehicle passengers information HUD has been added to the map/diary settings entry. It is off by default, but can be toggled from there. Mark T, Stanhope and Kacper 2 1 Link to comment Share on other sites More sharing options...
TheScar Posted August 3, 2018 Share Posted August 3, 2018 any ETA on the hotfix that ll fix "the no AT if not AT" thing i first assumed you limited ATweapons like guided ones - but i really dont see a point in restricting launchers like the RPG42(and/or the MAWS) to most classes. I do see the point for Autofrifleman/Medics/Snipers/Marksman but why would a regular engineer or foot soldier be denied access to a certain basic of AT defense tools. Dont expect us ATguys to comon kill MRAPs and low shit any boomstick can and should deal with. #rechange pls Kacper 1 Link to comment Share on other sites More sharing options...
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