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Everything posted by 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
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my one problem with that is having a constant Black wasp as the ONLY jet means we can't do things like what is at the bottom of your own post, also the people who don't have the jets DLC can't fly the black wasp. On your talk about realising the importance of air superiority, I feel the CAS jets give that feeling when they are unable to see the enemy jets as effectively without the active air-air radar, which puts them at a disadvantage compared to the air superiority dedicated fighters like the new ones. I don't know about the use of the ATGMs still, I feel you can be just as effective if not more so with bombs and a friendly lasing targets. Yes I know that's not always happening, but at least that limits the temptation to just 'accidentally fire a missile.' And as you said yourself, the wipeout has a good accurate cannon that can be used just as effectively (with practice) as the ATGMs. Overall I feel a good balance is what we have at current, although @Fitz it might be an idea to have the 2 dedicated CAS jets do the actual CAS with the newer jets cycling through the AA. just my opinion.
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on top of what sweet said, another option is ask the CAS pilot to join your group, make a new one and just be you and them, call them in and talk as much as you need to get them on target through the in game group chat
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not unless one of the other admins @Fitz @InfamousNova @Rogmantosh *hint* *hint* runs the mission in my place, I've got commitments that are taking my time from when I would have usually run it
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Hey guys, I'm thinking of starting a weekly server zues series that will be a little more role-play style than just general wander in and shoot things. For those who remember the base that we did a while a go that we had to get all set up and such, I would like to get that actually going as a constant thing. The idea so far is to have the decisions made by the group of players, whoever is elected the leader and such will make the choice of how they go about the missions before them. I'll be guiding you as little as I can, acting more like a DM than an external 'leader.' The general story idea so far: You guys will be a part of Charlie PLT from 3rd Battalion, 2nd Parachute Brigade. Your initial role in Altis will be to support the NATO forces annex of the Island nation by seeking and destroying resistance groups and insurgencies on the Island, as well as performing a multitude of high risk missions against CSAT positions and convoys. Every Mission you will receive pieces of intel, that will be added to a log, from which your leader will decide what your next action should be. Further Intel on your mission will be given on the day of initial attack (the first night of which ever day is voted on). For those interested, please vote on the poll which days are best for you and we'll get it on the best day (one most are available for). Also add your name below and what equipment you'd like (within reason) so we can get most of the main roles sorted (medic, AT, autorifle, grenadier, marksmen, ect.). If there are any pilots interested in joining as well, you will be our go to call for infill and extract, but the rules do state you can't be our solo pilot.
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I'm against it for the reason Nova stated before. But also, because if EVERY pilot is talking like this, the channel very quickly gets very noisy and very cluttered with comms that we really just don't need. IF we where running radios or a radio mod on a more serious server, yeah I'd say sounds great, but for I&A, we really don't need it. Just a simple "Ghosthawk movin to Pad 1" is enough really, adding much else and you start getting to the stage where your taking up the net with unnecessary info that could be stopping someone else giving a heads up about AAA danger or awareness of their loc in reference to another chopper at an LZ (which is more important than callsigns and "overs," "outs," "I'm moving on this baring for so long before moving to such and such LZ" over the pilot net). Don't get me wrong, I like the idea of having some kind of order: The pad numbers (service, 1, 2, 3, 4) giving a heads up of which pad they go to, runway they take off or land on, helps keep a little order in the sky as pilots can hear and adjust their flightpath accordingly. Giving calls for spacial awearness, letting a fellow pilot know you're on their 7 O'clock while your flying with them, telling a pilot your flying past their 6 O'clock while they are landed. I LIKE that sort of thing, because that's effective communication, it's pilots letting each other know whats happening as they are the ones in control of their aircraft and know their capabilities. but going over the top with call signs and proper ratel in an evironment that doesn't have radios, it's not going to work I'm afraid.
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was this after all the zues stuff the other night? @=S.N.A.F.U.= looks like he's the one getting the shot in that pic, He may have it
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I really should start recording my own runs I've got a few close calls unfortunately nothing on video BUT some ok screenies: a landing I hadn't realised was as tight as it was, till I touched down and switched to 3rd person and this masterpiece of a landing, done by someone else who I don't know and would like to find who:
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next one will be Friday after the 6pm restart. If you want in, jump on a little earlier so we can get ourselves sorted and then kick it right off after restart
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yeah, I do have to say, I've used the ones you're referring to and they are wonderful to use! Although a bit pricey, they are comfortable and smooth. The Saiteks would probably be the next one on the market to my knowledge. Again, comfortable and easy to use with with the griped rests. only downside is that they don't have the little lip that a lot of peddles do have at the bottom allowing your feet to rest on them.
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you got that right @InfamousNova I'm using 'Saitek Pro Flight Combat Rudder Peddles' and I reccon they work very well and as you'll hear me say, I can't fly without them now most of my flying in Arma 3 is in fixed wing now, but otherwise I'm using AFM with the choppers and rudder peddles area a must for that (or highly recommended at least). Why I'm using them, they are strong pretty sturdy peddles, all made of steel and feel natural. Also, they came with my joystick and HOTAS system, so why not. May I ask why? you looking at getting a pair yourself?