Jump to content

Leaderboard


Popular Content

Showing content with the highest reputation on 06/13/19 in all areas

  1. 7 points
    With men's mental health week upon us, I thought I would reach out and let everyone in the community know that it's not cool to bottle things up. We all have problems and sometimes the best way to deal with them is to talk to someone. Sadly men have the highest rates of suicide, and most of the time a simple chat could have prevented it. So to everyone in StrayaGaming community if you feel sad, alone or just not yourself, talk to someone about it, anyone. I'm always up for a chat ? Discord - AceWinchester #4637 Teamspeak - AceWinchester Lifeline Australia - 13 11 14 (24 Hours)
  2. 3 points
    How do lads, and ladies, I am Nugs aka Mick, aka #ohhhthat****wit aka #who? and after a while lurking I thought I should say howdoo to the I&A old timers, nooguise (like me) and the mods, for courtesy and a little brevity perhaps as well. Please be warned, I have +- 0.001% filter, and can be terribly un-pc (which is what the mods are for I guess...) but I am not a racist, bigot, or generally nasty guy, I just tend to say it how I see it. Anyhoo I will just leave this here; TL;DR? Why play a milsim if you don't want to work as a team, either effective communication, and effective small unit tactics? It goes without saying that this is indeed my first contribution to the SG I&A forum, and although I hope it is well received tbh I have exactly zero copulations to give if it is booked into the archival pits of this forum. Be advised, you need beer, or a nice hot cup of bonox to deal with my somewhat saga-ish way of posting. Short is sweet, but a tale is never told in less than 150 characters. Now that is said let me begin. After an extremely long hiatus away from the BI franchise I have returned to the world of immersion (OP Flashpoint/RH/Resistance with no ArmA in between), and I am pleasantly surprised by the way this particular sandbox has evolved. Having said that, I have noted that BI has devolved in some ways by following the typical pay for DLC while stealing mods and addons ideas from the community. The latter is a discussion for another time, but I can say that the community across the board has remained the same by delivering 1st class mission building, addons, mods, and generally non toxic camaraderie when online. When I first checked the public server list I do admit I had a little moistness in my nethers as decent low ping online co-op and MP was scarce in the early days. After a week of trawling through the good, ok, and woeful, I found this particular server hosting both large maps, and to say the least, I was as keen as Jimmy Saville/Robert Hughes etc at a under 12s charity talent show to jump on and have a good bloody go at it. Reflection: Good crowd, no toxicity, no mods, some semblance of order with good comms chatter and 2 people directing the way to victory, and a relatively low pop server which means I can just jump in a helo and do what I want (Doh no gunships!). Whoops, advanced flight mode, didn't even clear the base, ok well uh let's do some spotting and figure out the controls again. Fast forward a few hours and all semblance of order disappears with a general whimper as the designated TL's log off, and the overall experience degenerates into a free for all with a bit more comms carry on and double the number of players. Over the past two months I have begun to develop some idea of who likes to play in the competitive kill kill pew pew leaderboards style, and who likes to slow it down and utilise all the facets of both A3 and this particular co-op concept. The difference in play between Altis and Tanoa is literally chalk and cheese, or should I say Skateboards and Jason recliners (Yeah it is an older crowd on Tanoa, luff you guise). Me, I like to play the long game, with a bit of recon which leads into the assault phase after some good old fashioned blowing the shit out of anything that has the capacity to turn your game into a sharpie, namely mounted heavy weapons, static emplacements, and air support. But this sort of play isn't everyone's cup of tea, and 50% of the time it all goes to shit, which can be fun but extremely frustrating as well, especially for those who are on limited play time or have low tolerance for such things... So, I ask, is the "relaxed/casual" component of I&A something that those who play the long game tend to tolerate, due to the great concept and community, or is it something that those players endure because of everything above? This answer to that question genuinely interests me as the proportion of long time SG players that I have come across tend to receive the idea of an ordered approach to each AO better than the ****it lets just drive in and kill mentality. Do you sacrifice relaxed play with no screaming orders, regimented comms discipline, proper squad movements for the ability to just do whatever the **** you want? Or do you retain the casual vibe and have a little order so as to push through each AO while minimising the amount of respawning and general frustration at the lack of medics, armour support, and CAS? Get at me, here or in game, let me know what you think, of me and what I have pondered here. Constructive feedback is welcome, and if you feel the need to ever tell me to stfu or pull up then do so, I don't have the tendency to snitch or complain to the mods, unless you are impacting everyone's gameplay. And remember, communication is my thing, if I send traffic to you by name, more than 3 times, and you ignore me, I will *ask* you why you are ignoring me, a little bit of courtesy in acknowledging someone talking to you goes a long way. And if I am in your slot, or you want a go in a role that is limited that I am playing in, just ask, and I will play another role. I will finish with the virtual dick suck here, the server devs and mods do a great job with I and A, and there are a good group of blokes on both servers who make this game time fun. Thanks to the retirees on Tanoa, Marz/Risky et al you guys are cool dudes who probably don't even know what a forum is but anyway... The Altis crew of Aiden, Josh, DEAD, Killroy, Myron, Simon et al too many of ya to list but when the shit is on I know you blokes get it done and will come and rez me for being such a bullet sponge. Obligatory ham sandwich for Fitz and a Tuna casserole for Noskire because I heard that is his favourite. #ineedanap
  3. 1 point
    Invade & 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).
  4. 1 point
    Declaration of Application: - By placing this Application you are not guaranteed placement in the Academy. Your Application for Academy Officer in the APD may be Denied if your answers do not meet the minimum word limit, you lie in your answers, have an unsatisfactory history of Server Rule Breaches/ Protocol Breaches or fail to agree and acknowledge all statements and declarations in this Application. You Application may also be Denied after an Interview with a member of the Academy Command. If you application is Denied a time frame will be placed after which you may reapply. Acknowledgement of Declaration: (Yes) Basics: - Name on Database:UNDI Callsign:[K14W] Rank:Senior Constable Age:21 Questionnaire: - Why do you want to join the Altis Police Department Academy (100 words min)?: I want to join academy because i love teaching people and i find it fun to see people progress and get better at the game. I also find it interesting learning the different skill and things i need to train people. I feel like my training and skills would very much help make the academy better. I feel like i make it easier to learn. I also have absolute wicked banter so ill make it 10x better fam. I have been recommended by many people to join so i want to show them how well i can do and progress. What can you bring to the Academy? (50 words min)?:I want can bring my good training and skill to make it better i feel like i make learning fun and how to properly train people so they know how to do their job better. I also bring my good sense of humor as well as i can spend most nights training people. Do you wish to work primarily in Enlistment or Training? Why? (50 words min)?:I feel my training skills are above par and i can fit into the training roll a lot better because of my humor and easy going personality and good training skills. I further think that i can make the training aspect fun and enjoyable for everyone who i need to train How much time can you dedicate to the Altis Police Department Academy?:Most nights after work as well as weekends Have you ever been the subject of Disciplinary Action within the APD? If so when and why?No Conclusion: - Have you read the Altis Police Department Protocols?: (Yes) By placing this application you acknowledge that any work you do for the APD can be edited by the Command Team and other Academy Officers without your consent. Any work you do for the APD remains the property of the APD. Any "Code Black" or confidential information you are given is to remain unreleased into the Community.
  5. 1 point
    Forward Operating Bases ( FOBs ) Logistics Side Base and Objectives Air Defense System ( ADS )
  6. 1 point
    This guide is here for all the newbies playing on the Strayagaming Invade and Annex Server/s. This is the 2nd part in a multi-part Guide on the Strayagaming Invade and Annex Servers - The Infantry. The Infantry is the basic Unit that the majority of the players on the Invade and Annex Server (Will be shortened to IA for the rest of this guide) will be playing. Being an infantry is not so basic as just clicking a role and playing. Each role has some kind of responsibility on the Battlefield. This guild will go through each Role and how they play on the IA Servers. Some weapons are also restricted to specific roles. The Squad Leader This Class has an ability that is shared with the JTAC (Joint Terminal Attack Controller). This ability involves the marking up of High Value Targets for all members of NATO to see. This ability is used by equipping some kind of Binocular device. Whether it be Binoculars, Laser Designators or Rangefinders. From here, target a vehicle and you will see a "Report Target" option appear. Use that option and keep targetting the vehicle until the progress bar is complete. Once it is complete, the vehicle will become mark on the map as a target. This target counts as a call out for CAS (Close Air Support) and Artillery, so they can engage at will. You do not have to lead people as the Squad Leader Role, but it is a good role to pick, should you feel the need to boss around the lower ranking Plebians. The Auto-riflemen (AR) The Autoriflemen is a class that has the ability to use some of the largest and more powerful weapons available as an infantry. These weapons are primarily LMG's or MMG's (Light Machine Gun or Medium Machine Gun). The primary duty of this role is to act as a support and suppressing unit for your allies. Your larger Boxes of ammunition are perfect for keeping the enemies pinned, or shredding them if they move. This role has access to some of the restricted LMG/MMG's like the SPMG and the Navid. The Engineer/Demolition Specialist The Engineer has varying abilities across the battlefield. The first involves being able to use a tool kit to repair friendly vehicles across the battlefield. Your role is the only one who can do this without the external assistance of a Repair Vehicle or Repair Crate. The second involves the defusal of Mines or IED's that players may encounter across the battlefield. Your toolkit is once again useful in this event, but a secondary tool you will need is the Mine Detector. The Mine Detector can be used by using the Right Panel buttons to cycle through until you find the Mine Detector. Unidentified mines will show up as red filled in Circles. Looking at these and pressing T (Default) will "spot" the mines and identify them. They would be UXO's (Un-exploded Ordnance), simple tripmines, anti-vehicle mines or even IED's (Improved Explosive Device) To disarm/defuse these mines you need to go prone and move slowly towards the mine. Once your close enough you will get a scroll menu option to disarm the mine. Make sure to have a toolkit otherwise this will not work. It is also advised you wear one of the EOD or Explosive Resistant vests, as well as an explosive resistant helmet, in the event the mine does go off. The third involves the placing and detonating of explosive devices. While this can be done by anyone with an explosive charge, it primarily falls to the Engineer/Demo Specialist to destroy objects with explosives. Your primary duty will be destroying Radiotowers in the AO (Area of Operations). The Radiotower can be used to call enemy reinforcements, so it's imperative that it is taken out. These towers often have minefields around them. The Combat Life Saver (CLS/Paramedic)/Medic The CLS has one of the more basic roles of the battlefield, but by far one of the most important. Your job as a CLS is to find injured/incapacitated players and revive them. To achieve this you must have both a Medkit and a First Aid Kit (FAK). You need only carry 1 Medkit, but carry as many FAK's as your storage space permits. As every time you heal/revive a player you will consume 1 FAK. To revive a player, first look either on your map or your ingame screen for orange markers. On the map the players marker will appear orange rather then Blue if they are incapacitated (Image 1 Showing a Dead Player and a vehicle with a dead player inside, Image 2 showing an alive player). On your HUD you will see a flashing symbol with their name . Once you have identified a downed friendly, make your way to their position. It's recommended to use smoke to cover your approach. Once you have reached the player, simply scroll menu and hit revive. NOTE: If you are prone when you revive someone, it will take double the time. Your job is to also Heal any players you may find on the battlefield. The CLS is the only role that can heal a player up to 100/100 health. A standard player using a FAK will only heal up to 75% Health. Signs of an injured player can include limping (if severely injured) or blood on clothing. Simple walk up to the player and press Treat "Rolename" from the Scroll Menu. E.g. Treat Squad Leader. The Anti-Tank Missile Specialist/Anti-Tank Gunner/Anti-Air Specialist The AT Gunner has a very simple role. Use whatever ordnance you can muster to eliminate any enemy vehicle presence in the AO. This role gets access to the larger and more powerful Anti-Tank and Anti-Air missile launchers. This includes the Verona and the Titan Compact/Titan MPRL. This role is not specifically designated to just vehicles either. Clearing of buildings/Walls/Objects and large groups of Infantry can also be undertaken by this role. The AT Gunner Roles also have Access to the Anti-Air (AA) Launcher available - the Titan MPRL. This launcher has, funnily enough the capability to fire rounds at enemy aircraft in an attempt to destroy them. It is recommended that AT/AA Gunners make use of the Carryall (Non-DLC) or Bergen (Apex DLC) Backpack's as they carry the most space. The Grenadier The Grenadier has no specific abilities as per say. However, the role comes with responsibility that you are going to use a Grenade Launcher to inflict pain and devastation upon the enemy. Alternatively, you can be a great support player and use either Smoke Rounds to provide cover, or Flare Rounds to illuminate the night. There are 2 primary variants of Grenade Launchers. Single Role Launchers (Found on various weapons like the Spar or AK's), or the 3GL Variant found exclusively on the MX 3GL Assault Rifle. The only difference is that one of these fires a single round before reloading, and the other can fire 3 before having to Reload. It's important to note that most Grenade Launchers become more difficult to zero for range at about 400-450m distance. The Marksman/Designated Marksman The Marksman/Designated Marksman has no specific Abilities as per say However the role is more designed for a player who wants to be engaging targets at 500+ Metres with DMR's (Designated Marksman Rifles). These rifles often carry relatively powerful ammunition that can kill some targets in as little as one hit. The Role is also used as a Recon Role. Your job can be one where you sit on a hill engaging targets, but also calling those targets out for Friendly Units to engage, or informing those Units of enemy Positions that you may lack the firepower to destroy. The Sniper This role has access to the single most power infantry-infantry weapons that are accessible to a player. This being the .50 Cal Sniper Rifles, the M320 and the GM6 Lynx. Whether your prefer a more accurate weapon with a higher round speed and longer engagement range of the M320, or the Stopping Power of Anti Material APDS Rounds that can be equipped on the GM6 Lynx. Your Role is Twofold. Your first role to act as Long Range Support for your infantry on the ground. Spotting and taking out enemy units that may be flanking or engaging Friendly Units. Your second role is to act as a recon unit. Spotting and calling out Infantry Groups, Objectives or Vehicles for your friendly Units to be wary of and/or take out. Your expected to be sitting on a hill provide support, and provide counter-sniper fire on the enemy snipers. The JTAC The JTAC role has the same ability as the Squad Leader role. Being able to target enemy vehicles for CAS/Artillery Strikes. The whole purpose of this role is to be a communicator between your support units (which will be outlined in another guide) and your ground infantry forces.
×