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Showing content with the highest reputation on 01/23/19 in Posts
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16 pointsStrayaGaming Community Team Rainbow Six Siege Giveaway Hey guys, today we're giving away one copy of Tom Clancy's RAINBOW SIX SIEGE To Enter Like ? this post and reply with: Remember, efficiency is just clever laziness The Draw The Giveaway will be drawn on the 29th of January at 8PM AEDT. Please note that you will require a Uplay Account to redeem this giveaway.
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6 pointsOperation Resolute Justice Briefing: One of our GhostHawks moving from a NATO airbase has been engaged by a concealed anti-air battery. The craft was carrying Major General Jason Atwood, NATO Chief-Of-Staff for NATO Mediterranean Command. The aircraft was forced down in the vicinity of the town of Oreokastro. We have lost all communications with the crew, and the other two helicopters were not able to mount a successful rescue at the time. NATO, with the assistance of Task Force Straya, will be deployed to the area in order to secure the extraction of the Major-General stranded on the ground. Mission: Task Force Straya is to secure the crash site on Sun 27 Jan 2019 and execute the safe extraction of Major-General Atwood. The mission will be executed as follows: Intent: Three squads will be deployed, with assorted assets, under the command of @Guardian, callsign Hades. Callsign Phantom will establish an observation post over the town of Oreokastro and provide the Operation Commander with detailed reconnaissance of CSAT forces in the area. They may be required to engage HVTs as required. Callsign Demon will establish a cordon on the two roads leading into the town, as these are the assessed enemy approach routes with light armour and infantry. They will prevent any CSAT forces from interfering with Callsign Angel. Callsign Angel will move into the AO, secure the crash site and survivors and establish an LZ with which to extract the survivor(s). Admin/Logistics: Dress/Equipment: As this is a Nato-sponsored mission, all participants will be required to wear the standard-issue Nato beret. Weapons: Each squad, other than Phantom, should include 1 x Missile Specialist AT and 1 x Machine Gunner. Ammunition: Individual preference Transport: Callsign Demon will travel by vehicle (Hunter MRAP, Marshall) Callsign Angel will travel by helicopter (Ghost Hawk) Callsign Phantom will travel by light helicopter and move in on foot Medical: As per I&A Standard practise. Treat survivors at the site and return all personnel to NATO on mission completion. Command/Signals Overall Commander is: Guardian The Commander's callsign will be Hades. Phantom Commander is: Decibel_SPL Angel Commander is: Swordster Demon Commander is: Zombine45 Once you’re assigned your squad, tune to the appropriate channel on Altis server. All Commanders should be in the Teamspeak I&A Infantry channel. No-one else is to use this channel.
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3 pointsSo Altis as of late is getting very rinse and repeat. Land on the biggest hill, take out everything in sight, then move into the AO. I propose limiting high power scopes to marksman and Sniper roles. Infantry should be limited to the smaller scopes. Scenes like this is all too common
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3 pointsThere are some locations across the island of Altis that is not being used. Just Northeast from the base, there is an abandoned hotel and resort. I believe that it would be nice if we can conduct a special event mission in that area. Missions that could be done: Multiple-hostage rescue mission HVT assassination - most suitable for snipers; the assassin must get through patrols without being detected (idealistically)
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2 pointsName: Tuna Steam 64 ID (If Blacklisted): 76561198077735349 Date of Disciplinary Action: Around August - June 2018 What Disciplinary Action was placed against you: Blacklist Who were you Disciplined by: Augnov/Mitch Reason for Disciplinary Action against you: I was found exploiting on civilian a few months back Why the appeal should be accepted: I feel that the appeal should be accepted because It was quite some time ago and I have taken weeks off to have a break from the server and learn my lesson. I also made my apology appeal on the duping testimony post. I haven't duped since the ban and I wont ever again. I'd like to get back on to cop and work towards my old rank and either help on gd or hopefully get into some kind of operations. Back when I was a cop, I feel that I was doing my job pretty good and did well even if it went unnoticed. Any other information: N/A
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2 pointsAs for me, I although I don't have to do it, I still did ground myself to at least 90% mil-sim mentality in this server. The only reason that I bought this game (ArmA 3) is because of it's realistic mil-sim aspect that is not so common with other games such as Call of Duty, Counter Strike, Battlefield, and many more. So, what I did is that: adjust my weapon sway to vanilla (1.1) in the server's option menu limit my ammo capacity to 6 mags only for rifles, 3 mags at most for support weapons (e.i. machine guns) 2 grenades regularly and 2 smoke grenades 5 first aid kits if I'm playing as an Rifleman AT, I'm limited to 2 rockets; one is already loaded to the launcher if I'm a medic, I bring 5 extra first aid kits ans 2 more smoke grenades if I'm a sapper, I bring a mine detector, 4 explosives/1 stachel charge, and a toolkit (for disarming explosives/fixing military assets) if I'm a sniper, I'm limited to 3 extra mags of M320/GM6 I don't wear that over protective armor with kevlar arm protection because it's too heavy I don't usu long range scopes if I'm not a marksman or a sniper.
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2 pointsI just feel that we need to remove the long range ability of infantry. make us push into towns to engage enemy. Then roles such as sniper and marksman will make more sense. Look at your average grunt in the military, and what would be available to them. i think the Bergen backpack should be removed, so you don’t have people hoarding missiles. Again this would assist CAS a bit because there would be less offensive missiles on the ground. So infantry would have to call in support. silencers should be restricted to Recon operators. Just my two cents
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2 pointsThe only reason nothing gets done is because no one chases it up. If you want something done, post it, check interest and poll it. Alternatively speak to Fitz about it. To get shit done you actually have to put effort in, which is something people seem to be lacking nower days.
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1 pointI don't think we should support players in their narcissistic ways! I do think Dslyecxi's video on 1st vs 3rd has always been a good brief explanation to why 1st person is the superior way of life ? Personally I'd like to see hardcore happen at least once a week purely for the reason that everyone would be playing in 1st person.
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1 pointNot sure you can restrict the view settings on specific vehicles. Now that I think of it, you can turn out on tanks, so you wouldn’t really need third person. and Webbie, not going to lie, I like looking at my character, or vehicles, although the ghost hawk doesn’t really do it for me like the RHS Blackhawk
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1 point
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1 pointMultiple hostage rescue scenario sounds good. Have a small team hit the beach on a zodiac, while the main forces hit from the other sides
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1 pointA lot of people wear the Ghillie because of the Bergan backpack, which I personally think should go too. But I will save that for another day lol
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1 pointBest advice is to multi-crew a tank. And find a few people to either crew a second tank, or a bobcat. There’s safety in numbers, and the multi-crew aspect allows more successful dodging of missiles and RPG’s. And work with other Ironside members not in your group. Also try and sit on hills like...1.5-2km + away for guaranteed safety from AI in the AO. In some AO’s you can get closer due to natural cover, but each AO is unique. I’m not sure if there is something Fitz can do with the AI to prevent the top down, or at least lower the damage of it, but for the moment ya gotta deal with it. Remember in terms of damaging tanks - the rear is the weakest generally. If you can get a few good rounds into the turret and disable it, that’s a second option for where to target. Note: please forgive any grammatical errors, this was written by a very tired Pk.
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1 pointTank damage models changed a fair bit when the tanks DLC came in, they're much more resilient from the front. But if you feel you're dying too much, try playing more defensively with the tank, park it so that only the turret is visible, the turret has a lot more armour than the hull and you're much more likely to survive a hit. It also decreases the chance that the enemy actually see you.
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1 point//Pending// Your appeal is currently being reviewed by Cabinet. We will contact you if we need any information.
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1 pointAh right. That work's in a different manner then i thought it did. Thanks for the Explanation Fitz ?
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1 pointTo go into Specifics, I hate that there are decoy's, I dislike the fact that they are in an open field as if nothing is gonna go wrong, I severely hate the fact that striders and ifrits take HE rounds and or 50.cal rounds with little damage (this also includes close 120mm HE rounds.) It might be just me but i have bad luck trying to do this mission, but normally when firing close proximity HE rounds I'd expect results to disable wheeled targets, unless it just so happens that the objective vehicle is experimental and has bullet proof wheels (Nudge Nudge ?.) But honestly i just don't like this mission, the vehicle one is fine but this one just ain't fun. But a few things that could improve the mission..... 1. The target is located in a remote town (As an example Nifi,) the town is blocked off by 2 road block's to divert civilian's and to stop oncoming threats, roadblocks consist of a Rifle squad sandbags or Barriers and a MRAP (75% Skill,) 3 patrols roaming the town one on the hill side one further south and one between the roadblocks these are MAX skill guard squads or AT teams. 2. The Target has sent a representative to the town to inspect the town and visit the town leader for "cooperation" (AT GUNPOINT,) the representative has intel (On the body and or Laptop) on the whereabouts on the mastermind/Commander. This can be guarded by Guard squads MAX skills etc. 3. Once the Intel has been found, it suggests that the Commander is nearby to wait for results, guarded by Vipers inside a Bunker 1-2km out (AKA the swamp nearby,) can be fortified as hell Tanks, AA, troops, MRAPS, anything goes here. The objective is capture the commander, 2 options, have the commander do his usual run away, or 2 have the compound fortified as heck and make it much more difficult and you must capture him but he won't runaway, and deliver him to HQ/Main base for Questioning. This is my opinion so whatever goes I don't care either way but i would like some more complex missions.