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Tracuer last won the day on August 16 2021
Tracuer had the most liked content!
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About Tracuer
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Hey guys, Something I've noticed as late, is there are a lot of pilots that enjoy flying CAS but not interested in doing transport, while there's a number of pilots (myself included) that enjoy flying transport but don't do it just to acquire transport points for CAS jets, its just a happy side effect. Because of this, I feel its a bit strange that Transporting people is the ONLY way to acquire points for better jets. I'm wondering if it would be possible to add a method of CAS points acquirement that relates to a pilots performance as a CAS pilot. I know we already have it registering that they killed something with the jet, is there some way we could pool that into a points system similar to how the transport points work, more points gives better jets. This will provide an alternative to the requirement to fly transport just to get a better jet. Cheers, Tracuer.
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I know from time to time, the 00:00 restart was what I'd use as my point to go to bed and I would imagine a number of people do the same thing. Arma is a game that you can sink hours into without realising, so having the restart as it stands, it is at least a decent time to get to bed. Secondly, we would simply run into the same problem if we moved the restart time, people will just go to bed after the restart, the only difference would be that people jump off later rather than earlier.
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I'll third this motion. If it's doable in the code, it would make peoples lives easier
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Very old, but still very popular due to it's volume of playability. Getting numbers like this in a vanilla server has me looking forward to the next Arma. The fact that dropping in and shooting baddies is more popular than playing political cops and robbers, is a nice thing to see.
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Have we got any footage of the events, I thought there was a few people who recorded some of them. It'd be cool to have that to be able to watch as well.
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Wednesday Night 27th was the first (of hopefully many) Zeus mission using the Mod RHS US forces mod (RHSUSAF). Here is a quick debrief from one of the squad leads: The mission started after a few minutes of messing around with Zeus spawned vehicles, with our briefing given as follows: Chemical weapons held by Syndicate, vehicles may be available after a walk to the designated drop zone. After grouping up at the Vehicle drop zone, the squads mounted in HUMVEE's and assaulted the target compound. The initial engagement went as planned, the enemy scouts and forward positions were cleared quickly and efficiently. Moving on from there, the squads engaged the compound, facing heavy resistance and being forced to retreat and regroup. With a few minutes to re-organise the squads, the team attacked a second time, this attack being successful. The compound was now under US control and the last of the enemies were being cleared out. However, one of the enemy commanders escaped the compound. The escaping commander called in reinforcements in the form of paratroopers and ground assault, attacking the compound with force. US forces fighting hard to push the syndicate back allowed the enemy forces to regroup at another location with the escaped commander. After the dust settled, the US forces became aware of the escaped commanders location and set out to capture him. Splitting their forces, the US teams attacked the compound where the commander was hiding. Alpha was assaulting the compound while Bravo was moving south to act as a blocking force for any escapees and reinforcements. After a hard fight, with a few squads and vehicles halted and killed, the US forces successfully captured the enemy commander. Mission was a success. Debrief: Positives: Mission ran smoothly, US teams had plenty of enemies to engage that were not too overwhelming. There was a few breaks to re-arm and re-group, allowing the overall flow to feel good. Objectives were clearly set, but gave the teams enough freedom to come up with their own plan of action. Using the USAF mod gave a number of extra weapons, uniforms and vehicles. All in the US army 1990-2005 fashion. Teamwork was above the normal within the teams, with communication on group chat and direct, also with squad leaders communicating on the command channel. For an unorganised event, it ran smoothly, had a good turnout, was well rounded as a casual zeus mission. Negatives: Comms, even though separated between the squads, was still very noisy and overbearing. Lots of chatting over each other on the "group" channel and the unnecessary "side" channel use - suggested fix was to mute "side" channel, with possible future fix of using TFR mod (if allowed). View distance was a bit low, usable as infantry but for pilots or other vehicles it would be limiting. - Suggested fix is add something to adjust the view ingame (server code etc). Crag_r: "I was promised civies to shoot, there were non." BigRed: "Thanks so much for coming to the mission and starting this ball rolling." Our goal currently is to have a mission on Wed in a very casual feel, low limitations feel kinda like the I&A server, just with Zeus run objectives. While the Sunday missions be more organised and planned ops with a more formal approach. Please post any extra info, or feedback so we can fine tune the server ops to where we want it as a community.
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As nice as this is Persona, is there a possibility of putting up actual guides on HOW to fly? Things like what to lookout for while on-route; Things to avoid doing (flying into enemy AA controlled airspace); How to use things like terrain to hide yourself; How to pick LZs that don't put yourself or your "packs" at risk. I'd make one myself, but I'm a little out of date with I&A. I just wanted to raise the point that it isn't existent and would be useful for people who want to start flying but want to avoid the reticule of every person on the server (I know what you're all like). good job with all the guides to everyone who has made them @Persona-non-Grata @pkisbest @Jake-_-Stones910
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Sounds about right for our pilot crews. just a shame I wasn't there flying with them :(
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speaking of! We need to get on and tank again, been too long. Plus the new DLC! Why did I have to be away so long... @Zombine45
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My oldest pic, this was a LONG time ago. Back when we had seats we could sit on! Below are some nice shots of the oddest landing I've ever seen.
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As Nova said above, the tanks were very powerful and almost unstoppable with an AI crew along side the player gunner/commander, it's a good idea that works just a little too effectively. Probably not, as this is definitely going to cause problems with FF, either the bombs will scatter enough to hit them, or the "Unexploded Ordinance" system will mean inf will be constantly searching for them as they go, or finding them the hard way....
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Oooh, so now the zues won't have to do all the work of the AO, that might free up some time to make more missions :D
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Could I maybe make a suggestion? I know there are a few people who will agree with me that the main problem here isn't who calls CAS in. The root problem is when CAS isn't needing to be called in, it destroys everything; and when it needs to be called in, it is either doing nothing or destroying everything. My suggestion, and I know of a few voices who will back me up, is to remove the fixed-wing CAS all together. Now I'm not saying we should remove fixed wing AA, we can have two of them instead of one and allow more enemy aircraft to appear more often. To compensate for the lost fixed-wing CAS, I believe it will be more effective to replace it with a Littlebird/Hellcat/Orca light CAS. This then removes the trouble of CAS destroying everything before tanks can get there, it allows the AAA in missions to be a threat that pilots have to be weary of, adding a little more challenge; and gives the tanks a proper position in the server, to destroy the other tanks. I'll leave it up to the admins if they want to remove the rules for calling it in or not, but I believe having the light CAS be given free reign to engage (so long as it's not friendlies) will allow it to support the infantry effectively and swiftly. However, this will need to be watched, and players that TK too often in the CAS helos will probably have to be temporarily blacklisted from that role (or just a general TK ban, whatever is easier). I'm interested to hear your thoughts on this.
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Even having the 2 available, I only use one at any point in time, I'll leave the second one flying around either the base or the AO, but not doing anything really. Maybe having just the one available might lower the stess and allow for more support roles like you say M9. As far as I'm aware, the different side UAV terminals can only operate that sides vehicles. Would it be an idea to have a forward operator with AAF darters and allow the main one at base to handle the larger ones on NATO's side. Although, I don't know how to manage a UGV like that, as AAF ones would fire at NATO soldiers. Another option is just giving them 2 UAV ops that can communicate and work together, however only allowing 1 UCAV while the other is to use the UGV's and Darters/Falcon. Just throwing ideas out there.
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king of the FOB, who ever is left standing in the FOB gets claim to it