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Showing content with the highest reputation on 05/25/20 in all areas
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4 pointsRegular Player Name (Which you are most known for): Kmart ArmA 3 UID/Steam64ID: 76561198440063733 Why should you be unbanned before the seven days: I should be unbanned because this was my first offense that involved exploiting. I have had my ban of 1 month, and have had other punishments such as a player wipe. I have truly learnt my lesson and I will never dupe or exploit again. I had duped so I did not have to buy items so I could save money, this was wrong of me and I should have used my hard earnt cash to buy those items instead of duping them. I hope to have 1 more chance at the server and prove that I can be a good community member, follow the rules and respect my fellow gamers. Why should the community trust this apology, given that you were lying and/or being deceptive when being questioned (Only applicable if you were lying/being deceptive - I will tell you if this was the case): The community should trust this apology because I have been very open and honest about my situation. I have played on this server since 2018 and I have always followed the rules and respected other players until recently. I promise my actions will change and I honestly regret doing what I did. I am truly sorry for what I did, and I promise I will never be involved in such exploits ever again. I hope you can forgive me
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2 pointsI’ll repeat what I said before, bigger helicopter; Pro More Seats Faster Cons Flying target Hard to find a landing for it Autorotation is a joke if you’re below 100m Most people don’t jump into this unless there’s people going towards it or it’s the only heli at the pads Smaller Helicopter (Little bird and we’ll add the ghost hawk to this category) Pros More manuevarble Autorotation is possible under 100m not a flying target Cons Doesnt hold that many people Isnt that fast weaker frame People enjoy variety and if you can’t get to the evac on time well that’s bad luck or there’s too many pilots on and not enough infantry which can happen before peak times
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2 pointslearn to fly the big heli's then so you have "something" to do. you can supply the fob, do medevac, POW whilst your waiting. at the very least you wont be waiting more than 5+ minutes for infantry at base. Doesn't sound right that we should have a less variety of helicopters because you werent able to get to AO evac first.
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2 pointsFrom my memory the helicopter spawns are like this due to direct requests from long time players. Take Persona for example requesting the Taru, or SNAFU requesting the Hellcat.
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1 pointInvade & Annex Piloting Handbook As there has been much discussion about common topics and a general lack of core piloting concepts, here is a short handbook for newer and less experienced pilots to reference: Piloting 101: Primarily, the role of a pilot on the Straya-Gaming I&A server is to support the infantry in a number of ways including but not limited to: providing timely transportation of players and vehicles; logistical support including rearming, resupply, refuel, ammo drops, etc; and providing C.A.S by use of armed helicopters. To fulfil these roles successfully you must adhere to some rules of piloting first, which can be found on the map screen (under rules > aviation). The most important rule is all pilots must be on the SG Teamspeak server while flying. The Teamspeak IP is: ts.straya.life. Once on the server, you must join the appropriate channel: Invade & Annex > Transport/Air Defence/CAS > Altis or Tanoa (depending on which server). (Side note: you may be in the channel muted, but not deafened) The purpose of using Teamspeak is to enable clear and proper communication among pilots, appropriate to the game. Pilots have priority in this channel, and chatter in the channel must reflect this (We see far too often the chatter be off topic and piloting communication is handicapped). Communication: When piloting on the server, effective communication allows all pilots to have the best experience while playing. Effective communication includes notifications and warnings of: Pad usage, Probable collisions, Runway crossing, and Traffic. Pad Usage: There are 3 helipads for infantry transportation purposes. They are numbered as follows: 1-3, SW to NE (alternatively, when looking at the spawn point from the runways, 1-3 left to right). There is also a medical pad marked with a Cross – this is not to be used a helipad and only when transporting wounded, POWs, HVTs, etc. There is also a service pad to the south of the helipads. Pilots must communicate when landing, taking off, or moving to and from the helipads. To prevent collisions and create a uniform system, pilots must (when entering the base) ingress parallel to the runways and cross over the grass area where the crates are. If there are no helipads available, a pilot must land or hover above the grass until a pad is free. Collisions/Traffic: To prevent collisions, pilots must communicate when: They are passing another chopper at close proximity, there is a high chance of a collision Runways: There are 2 runways (effectively 4) and their naming convention is as follows: The bearing your nose is facing when on the runway, is the name of the runway – left and right is then derived from that. For example when exiting the plane service heading SW, those runways are called 22 left and right (pronounced two two, not twenty two). Helicopters are recommended to enter the base parallel to these and must communicate when crossing the runways. General Aviation: Helicopter pilots have the following aircraft available to them: x1 Hummingbird (aka little bird), x2 Ghost Hawks, x1 Mohawk, x1 Huron/Taru, x1 Vehicle Transport Blackfish, x1 Infantry Transport Blackfish/Xian. There is also one pad that has a rotation of a Ghost Hawk, Orca or Hellcat (aka Lynx); Pilots are expected to be able to fly the majority of these - if you do not know how to fly a certain aircraft, DO NOT attempt to (especially the Blackfish as these have a 15 minute respawn timer). After the completion of an AO, pilots are expected to extract the players from the area and move them to the next AO or back to base. As a courtesy to other pilots, if you are flying a high capacity aircraft let smaller aircraft extract first so as to not hog all the action. Again as a courtesy, if there are already an appropriate number of choppers at an extraction point, do not go there yourself. When transporting players to the AOs, you gain transport points: these can be viewed by pressing Home > Leaderboards > Transporters. These transport points serve as a score and the top 3 after every week (They reset at 00:00 AEST on Mondays) gain access to the whitelist pilot slot for the next week. At base, there is one heavy lift chopper available – this helicopter can be used to transport vehicles that can’t be transported by smaller choppers, or the crates that spawn on the grass. These crates have multiple purposes: They can be used to service vehicles in the field, or to be transported to the FOB for logistical support (click on the FOB to see what crates still need to be transported there).
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1 pointsome vehicles at base can use the scroll wheel to request a helicopter transport, pilots have it come up on map as a mission?
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1 pointTo gain awards, first you need is evidence that you completed the award through the means of a video or if it’s an hours or a kill award you’ll have to contact the server admins or manager; Fitz, Simon, yeet, big red or rogmantosh. Once you have evidence, put in a support request on the forums or discord and put in your evidence and the awards will be added.
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1 pointYou can teleport to the FOB when there are under 20 players on. From there a heli can take you, or you can drive the vehicles that spawn there.
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1 pointNot many people jump onto a Huron tbh, it’s a floating target and it’s impossible to not get shot down in that thing. The best all rounder is a Blackhawk which is the most popular heli but can carry like 13 people. Also the Huron is NATO so is the blackfish so if your complaint is about people running helis with a lot of space why did you ask to remove non-NATO helos.
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1 pointWasteland Update Patch 6.2 This update contains a few minor changes to the map layout to increase players FPS, Several bug fixes. See more in the full change log below. Modifications and Tweaks: Mission file reduction (19Mb to 10Mb) Small FPS fix changes Minor additions/removal of vehicle skins Token lvl 4 weapon Katiba Carbine changed to Katiba Rifle Token lvl 2 gear helmet switched to non DLC item Re-arm truck distance increased Tactical ping now pings on map as well as original line of sight Bug Fixes: Token weapon upgrades magazines now loaded on spawn Gun store attachments attach to weapon prompt fixed Rearm truck at Strogos Bay fixed Please share your feedback with us, Wasteland Staff are contactable via Forums, Teamspeak, or StrayaGaming Discord in the Wasteland Channel. Thank-you to the Wasteland Development Team for all the hard work put into creating this patch. - Wasteland Team
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1 pointStop spawning more than one enemy jet when the server has only 30 people and no one plays fighter pilot. Base air defence is a piece of shit.
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1 pointI would like to suggest the change of mortar gunner, so it is incorporated into ironside, and provide the use of a mobile artillery vehicle, as too many people are unsure of how to use mortar, and the fact it requires 2 bags (thus the dedicated use of a vehicle anyway). This would make it still specialized, and provide an easier use of friendly long range support
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1 pointSide Mission Dilemmas Typically when the Side Mission is completed if you don't call dibs or if you don't hustle your ass over to the reward someone else will take it. To create a new way of solving this problem you could implement a system much like the current transport point scheme where if you are within 2km's of the Side Mission when it completes you earn points. You could them implement a system like what Altis Life has when you buy vehicles from a terminal and have options to utilise those points gathered and a vehicle spawns on a selected location. Obviously, a Prowler AT could only be like 10 points for say but a Armed Blackfish might be 100 and, at the end of every side mission you could only get lets say 90 points based on the average completion rate of the Side Mission the points can vary. For instance, the Enemy Regenerator could only give 60 points as it is fairly easy but, the Rescue POW as it has a 22% completion rate could give 120 points. This would also give incentive for users to complete harder missions and join with other users to complete it. One problem that may be faced is that if 2 people complete the Side Mission cooperatively then effectively they will receive double the standard points and be able to spawn two rewards. To solve this issue you could add a point-transfer system which allows users to transfer a selected amount of points to another user to they can together get a reward to share. So less points per completion but can share points. Another way to solve this issue is to have a rate of change on the points received, compared to the amount of people completing the Side Mission compared to its difficulty. To show an example of how this system might work. Thanks for reading if you got this far....
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1 pointCould I possibly put in we need more classes and Teams if we have a chance and trying our classes out. Thats all the server is really nice and awesome guys to chat, admin are fair and easy going.
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0 points