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Showing content with the highest reputation on 06/02/18 in all areas

  1. 5 points
    he went outside and couldnt handle it
  2. 4 points
    Start by not using capital letters on words that don't need them.
  3. 3 points
    I really didn't want to respond to this, but I'll be civil and do so. Firstly, thank-you for taking the time and effort to make a public apology. It is appreciated. Without going into detail, the whole sequence of events was a fantastic demonstration of selfishness, unprofessionalism and naivety. I hope that ALL parties learnt from the experience. Throwing others under the bus for your own personal gain is incredibly selfish and short sighted. Have a look at how the community reacts when you do something like that... Unfortunately my views on this incident or you for that matter will not be changing, as I have heard many promises from you before about changing your behaviour. Remember the time you threw all my group members under the bus over a spat you had with me, making them all lose hours and hours of hard grinding? Not cool. Luckily for you, most people here are oblivious to your previous incidents. Good luck with this new attitude and outlook, I hope you can maintain it.
  4. 2 points
    I Am making this topic to say that I SovietStitch Would like to attempt to repair my relationship with this community/Staff, I have Done Bad and good and for all the bad things I have done e.g: "throwing People Under the bus" and accusing people and being an all around jackass. I need to stop and I have finally learned my lesson and I will be stopping this nonsense I hope you all know I mean well. This is directed to a few people in particular whom I have harmed the most and pissed off. I know My mistakes but I never could learn from them I can now and I Apologise for all my actions and how they have hurt people. I am truly sorry to the people Below. @Joshua_ @lachlankm @_ewan.b @Pezza @Lotza @Nevetos Regard SovietStitch
  5. 2 points
    I mean, instead of adding more infantry to the ao, just have more in buildings. Similar to what it was pre-Apex edition.
  6. 2 points
    you can customize inventory at the sling load area if you want to set the server on fire then sure we could do this we've talked about this a bit. could be cool You have to remember that this is a public co op server so restricting things like this makes it more milsimmy. which some people want but other are here for some casual play. this would be difficult to do i would imagine
  7. 2 points
  8. 1 point
    Follow this thread to be notified of any updates to Invade & Annex. If you have any Suggestions feel free to post them here. To report a bug, post here. The server has been updated to Quiksilver's newly released Apex Framework. This is the same framework that the Tanoa server has been using. Currently the Altis server is set to run Classic AOs. Sector Control AOs, like those on Tanoa, will be trialled sometime this week. Note that to reduce the mission size, Area 51 is currently missing most of the usual textures. The previous skins along with some cool new ones will be readded when any major bugs/issues are fixed and all changes are fully implemented. There are many new features and improvements compared to the previous version. Things you are most likely to notice include: Improved performance New and improved AOs More than just HQ and Radiotower! Enemy mortar pits and helicopters actually attack players New and improved Side missions Improved AI Small popup missions such as Arrest HVT, Medevac, Prisoner evac Intense Kavala/Georgetown urban AOs New CAS/fighter pilot system If you join as a Fighter Pilot, you will have 3 aircraft per restart. You will be given better Aircraft depending on how high your Transport score is. This scales through the week. Players need at least 2 hours total playtime on the server (either Tanoa or Altis) to access a Pilot slot. Vehicle activation system New medical system Fast roping New Y32 skin for the unarmed regularly spawning one The official feature list is as follows: Should also be noted that a few familiar things may have been changed back to how they were a while ago or are missing altogether. These are mostly minor things, so they will be addressed later on.
  9. 1 point
    1. Update on the inventory of both sling loaded ammo crates and vehicles. Since there is the new released Tanks DLC, I just noticed that the inventory for both ammo crates and vehicles is still lacking of ammunition for MAAWS. Aside from that, in my opinion, you should remove the weapons and all sorts of attachments inside those. We usually only need ammo and first aid kits. 2. Put more hostile infantries inside structures (i.e. buildings/houses) and infantries roaming the streets, and some enemy vehicles; either stationed or patrolling the streets to simulate an urban warfare scenario. 3. Since the radio tower seems like it doesn’t hold much purpose in the game aside from being a target for blowing up, I suggest that It could be instead made into a GPS Jamming Tower and should have a wide range of area of effect like being able to cover the entire AO. 4. Variety of hostile and task(s) in a given AO: If an AO is either held by CSAT or AAF, it could have a the tasks of seizing HQ, Destroying Tower and since they are a standing army; they could have their tanks, MRAP’s, AAA’s, APC’s, IFV’s, CAS(heli/plane). If it is held by insurgents, it is not expected of them to have an HQ or a Tower like the CSAT/AAF and they must not have tanks, CAS and IFV’s; however, an APC in guerilla paint is okay. The insurgents’ vehicle are mostly technical like an offroad or a 4WD with armaments. 5. More specification of loadout for: · Engineer/Recon Demolition Specialist – are the only ones able to equip satchel charges and explosive charges. · Missile Specialist/Rifleman (AT) – are the only ones able to equip both guided and unguided AT’s and AA’s. · Autorifleman/Gunner – are the only one able to equip Light Machine Guns 6. A change in the class of some squad/team member (this one doesn’t hold much meaning). Main assault force: · Squad Leader · Rifleman · Marksman · Autorifleman/Gunner · Rifleman(AT)/Missile Specialist · Grenadier · Medic · Engineer Recon Team: · Recon Team Leader · Recon Marksman · Recon JTAC · Recon Scout(AT) · Recon Paramedic(just notice that the recon team don’t have this) · Recon Demo Specialist
  10. 1 point
    We are making our hacker ban list public for other communities who wish to keep these malicious accounts off their servers. This list will always be up to date with every hacker detected by our Altis Life anticheat as it adds new hackers as soon as they are detected. The ban list is a BattleMetrics ban list so if you use BattleMetrics as your RCON client you can simply accept the invite, configure the settings and be done with it. For other RCON clients you should be able to export the ban list (requires RCON subscription or trial to be active) but that won't keep the list up to date with new bans. https://www.battlemetrics.com/rcon/ban-lists/accept-invite?code=BJ522HHkQ
  11. 1 point
    Clearly you've never been on when @Tracuer, @Tungsten and myself are in the same tank! We are a force unstoppable to any man, vehicle or aircraft, even if they're hiding in a building!
  12. 1 point
    So, those are just options for the server; however, you guys still can choose whether to implement them or not. The first on the list which is about customizing sling load ammo crates and vehicle inventory, It's just not that convenient for everyone to edit the content of each for it will go back to it's server default content once it is either destroyed or due to server restart. I suggested the second one because usually we conduct operations in an urban area and besides, the structures are so empty like 2:15 got enemies inside. If it would be easy because of tanks, tanks can't be sling loaded nor be paradropped via Blackfish so going in an AO will take a lot of time for those (more time for the infantry to do action) and besides, how efficient are the tanks in the game in urban warfare? Since I have talked about the fourth suggestion, I just got a bit bored of the repetitiveness of the missions. About the fifth suggestion, yes, I could agree with you that it sounds too milsimmy; although, sometimes I see medics that instead of helping you get back to the fight, they just run towards the tower/GPS Jammer and end up stepping on a mine or getting killed by hostiles just to plant an ordnance. And besides, just like the snipers that cannot equip other weapons other than a sniper rifle, that is where I got the idea of exclusivity of loadout for the Engineer/Recon Demo Specialist, Rifleman (AT)/Missile Specialist, and Autorifleman/Gunner (could still equip SPAR-16S or the CSAT counter part). You may overlook this one if it is to bothersome for you guys. I forgot about the 5.56mm guns that don't do much efficiency on CSAT infantries because they wear too much armor. So my opinion on this is that: remove the tactical vest from CSAT soldiers in exchange for greater fire power like equipping them with 7.62 guns, AK's to be exact. So, that would be defensive capabilities in exchange for offence. To reiterate this, if these could help the server, there is nothing bad about trying. If non of these is good and would cause too much trouble, that would be fine as well.
  13. 1 point
    Glad to see you've recognised your mistakes and have had the guts to post it publicly, now you must put this to action. Goodluck!
  14. 1 point
    so why can you suddenly learn from your mistakes? whats changed?
  15. 1 point
  16. 1 point
  17. 1 point
    https://www.youtube.com/watch?v=IrvSjTiAdCw Well done to our winner of this Giveaway. @SoapTm
  18. 1 point
    Why'd you thing they removed the ATGMs? They can lock onto enemy vehicles at 4-5km out of AO, oneshot most vehicles in the game and the Kajman itself can stay in a safe area and if played effectively can wipe AO's. I can agree that the gunpod is stupid, I would rather have Skyfire pods. However, like the CAS jets with AGM removal, the use of lock on long range anti-vehicle is skill less, safe and contributes to CAS power creep. Even then, the 30mm is very effective against IFVs, Infantry and light vehicles within 2km and if given Skyfires or Mk82's it would be a beast at AOE damage.
  19. 1 point
    Kinda what it says in the title. Increasing the number of AI that are in the 'clear X' radius, especially in buildings and other places- such as churches and outlying sheds. this is coming from a side mission that myself and a group of others did that had -to me- a higher than normal count of AI stationed in the buildings, making the experience of clearing the town a lot more enjoyable and tense as we didn't know what to expect the experience went from normal building clearance techniques -kick door in, charge through rooms, take 1 AI down, the building is clear. to something more like: -Sneaky breeki, creep in the building, take 2 or more AI out in one room, move upstairs and there are 2 more AI to greet you then the building is clear. Not sure how difficult this would be to implement in the game, however it would make the experience of clearing the buildings a lot more tense than it currently is.
  20. 1 point
    How so? As far as I'm concerned, the day/night cycle is a feature that definitely adds to the gaming experience. Whether or not what it adds is necessarily a good thing for I&A, I'm not so sure, as although it can be awesome to fight in a new visual environment when everyone is paying attention, it can also be a pain as it is more difficult to discern friend from foe. I&A is a public server, and the simple fact is that for new players, daytime is an easier visual environment to learn and have fun in. Like many vets, I enjoy the night sky from time to time, it's just a harder sell for I&A.
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