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Everything posted by Zombine45
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Ah, i didn't realise, sorry. Someone said there was four at some point and i just took it as fact. As for what happened with the general, Demon was asked to come in and sweep the town and secure the general, i personally never saw the general and by the time i actually got to the crash site (Got caught up deactivating some mines), his objective had failed (I'm assuming he was killed).
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(This part isn't directed at you, sword, just using that as the headline) From what i noticed, enemy forces were placed and selected specifically to counter our expected strategy, which seems completely ridiculous. I have to say i was not impressed when i learnt that our one zeus had turned into four. The enemy force needs to have specific and measurable resources, when we destroy all the enemies, we win. Not a random LAV coming out of the woodwork behind us the moment we look away, and certainly not 40x paratroops dropping on top of us. When the enemies just keep appearing out of nowhere for no reason it just gets annoying and no one (Besides zeus) has fun. Where did those reinforcements come from? I know obviously on the I&A server you can't have them take off from half the map away, but i'd suggest in future you prepare a list of enemy assets beforehand, and stick to it, ticking off assets as they're sent into the AO, and when you run out, well you've run out, no more reinforcements. Walking away from this op it seemed like zeus was specifically trying to stop us from achieving our objectives providing perfect counters to our efforts, and not promote a fun mission. A mission can be both fun and challenging without viper teams. Both zeus's and our objective should be for us to win, right? The lack of armour was partly my fault and partly because of a miscommunication to the men. We got the order to hold off our advance after arriving near the AO, i thought it would be a great idea to park all three vehicles next to eachother right next to the petrol bowser, i told the men to disembark, as enemy AI do not attack empty vehicles, so i assumed they were safe. One of the men did not get this message and a missile hit one of the vehicles, detonating all three. I did think we'd cleared the area and there wasn't any further infantry though, but there just conveniently happened to be an enemy AT squad right ahead of us outside of my vision cone. I don't suppose the other squads encountered any AT squads because they didn't have armour. We did manage to capture a Qilin, which we sent your way when you needed assistance though. I'm not sure how my squad ended up with so many people in it, i was actually expecting to have the least people in, but ended up with 12 people. And i'll say this, for everyone, gearing up and driving to the AO in light armoured vehicles takes 20 minutes, telling us to hurry doesn't make it go faster. Just because you're ready to jump in your chopper and leave for the AO, does not mean we are, it takes time to load the vehicles with ammo, work out who wants to do what vehicle role and then get everyone else split into teams.
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I completely agree, but atleast he isn't also a medic wearing a ghillie suit.
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I'm down to be Demon commander.
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Tank 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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I think this is a good idea, but not on a Friday, maybe a Wednesday or something. If there's only a small group of players that want this then i don't think it should be on a prime time day. The Tanoa server barely gets any players as it is.
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After i regained my composure i had a lot of fun, although the main base seemed a bit cluttered with a lot of fences and stuff around. It was nice to play Malden on something other than wasteland. Also i'm glad my little quip didn't go unnoticed, i thought everyone missed it since i didn't get a reaction at the time.
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A scorcher/MLRS will spawn near the crate area but only the FSG gunner can use it and you cant move them, they also have very limited ammo. They don't spawn like other vehicles because people misuse them.
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@Noskire Now i don't want to start an argument here, but make some clarifications. Basic coordination is not mil-sim, I don't care what uniform you've got on or what gun youre using. But when you set out knowing there's going to be lots of enemy armour and not a single person is an AT specialist, you're going to have a bad time. People on I&A seem to have this belief that anything other than complete independent chaos is milsim, that basic coordination is some monster that's going to steal all your fun. If you don't have fun when working as a team with other players, having varied roles in the group to deal with changing situations, then i'm sorry but arma isn't the game for you. It seems to me that everyone treated this like just an I&A side mission than an actual operation. Yes i know this isn't what I&A is about and yes i know KOTH exists. But to have a "Coordinated" operation and abandon teamwork is silly to me. This hasn't put me off at all, i intend to come back for more ops in the future. Like most people said, it was still fun. I also now see that you were more responding to War Machine's post than mine but my points still stand.
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A few points that i felt were lacking: Communication, planning, mission. Communication: The second squad, for the most part of the op had no idea what was going on or what our purpose was, we were calling out targets (Tanks that were flanking us) and were flat out ignored, marking things on the map and then having people yell "WHERE?", having the command structure on the front lines wasn't a very good idea. Planning: Now i understand that the op was put together on short notice and i'm taking that into consideration. There wasn't much of a plan of attack other than "Roll up on them with a convoy" which failed miserably immediately. Having everyone in separate vehicles, with minimum crew for them leads to everyone ditching their vehicles as soon as infantry need to dismount, we could have fit the entire infantry contingent in one HEMMT. Splitting into squads should have been more uniform and even, people needed to swap roles. It was a bad idea to bring the tank destroyer instead of an actual tank. Mission: The convoy immediately engaged enemy MBT's from long range, losing the Marshall spectacularly. (Which was respawned by zeus, don't do that) Putting everyone onto the same comm channel just made things a cluster**** when 6 people talk at once and i couldn't hear anything. There was so many enemy T-140's that i lost count after 10, a tank factory doesn't have combat ready tanks. The para troops dropping directly on top of our infantry was a bit ridiculous. At the end of the mission everyone was so focused on clearing the compound that they didn"t know they were being surrounded by two enemy MBT's (Linking back to us calling things and being ignored). The things i've described are not mil-sim, if you think this level of coordination is mil-sim then you really need to sit down and rethink your life. Overall it was still a lot of fun, but i think it could have been a lot more fun.
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Wait i'm confused is it 1500 or 1300? @Noskire @OrionSync
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I used the Zamak properly that one time, you all saw. It was a veteran only thing wasn't it? If people weren't using it appropriately then just revoke their veteran status.
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I'd like to see that as well, but i don't think it's as easy as just ticking a box and then it's in. Arsenal is a base game feature, and as my understanding is, the vehicle inventory system was custom made. @Fitz Am i correct in this?
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Fitz is a busy man, give him a couple days/weeks before you start posting asking where it is.
- 3 replies
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- quicksilver
- mann
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(and 2 more)
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I'd like to propose a set of changes and additions to the current FOB system in order to make it a bit more player friendly and usable. I'd like to get as much feedback and input on this as i can. Under the current system, spawning at an FOB has too few advantages. To make it more interesting and spawning at the FOB a viable option i would propose these changes: Have spawning at the FOB enabled by default Add an arsenal crate and a Huron Medical crate to the FOB Change vehicle spawns to: 1x HEMTT medical, 2x Hunter and 1x Offroad There are also several changes to the way FOBs are activated and supplied that will keep the hastle of using the FOB to a minimum To fully set up the FOB, it will only take two trucks, with one additional truck for adding more spawn tickets The first truck will enable player spawning(+25 spawn tickets), vehicle spawns and player ammo and medical services. (This truck would be the already present HEMTT Box) The second will enable vehicle ammo, repair and fuel services. (This truck would be any of the vehicle service trucks (Fuel, Ammo, Repair) or the Bobcat CRV if it's on hand) The third truck will deliver a number of spawn tickets(25 probably) to the FOB each time it is delivered (This truck will be a HEMTT Transport or Medical) Also, to go with these changes i think the addition of an FOB leaderboard would go a long way, with players getting points on it for activating and supplying the FOB. I would greatly appreciate any and all input you have aswell as further suggestion. @Fitz@InfamousNova@Tracuer
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Pumpkin Eater
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Do you believe you are free?
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The turrets are autonomous, it isn't really the role of the UAV operator to use them, they work by themselves. I think the autorifleman can use the auto HMG, not sure about the GMG though.
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is that meant to be surprising?
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That isn't what the game's meant to look like. It's like looking through sun glasses.
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Damn @AidenJ you gotta turn your colour saturation down.
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@Slep. I think introducing stamina is a great idea, bring that in and get rid of the ridiculous weapon sway we have at the moment.
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I'd really appreciate it if people could take the gamemode a bit more seriously. I'm not talking milsim or any bullshit like that. But listening to the commander and your squad leader, not teamkilling eachother because you want your teammates gun (Or because you think it would be funny), not using one of our 9 RPG-7's as a marksman (We have 60+ disposable ones and they do the job just fine). Things like this, i'd really appreciate it if you can contain yourself. If you want to go yolo with an LMG and an RPG then go to I&A. From now on if i see people ****ing around with valuable gear/vehicles/objectives i'm just going to shoot you, i'm sick of you guys ****ing around and screwing up objectives. Example, tonight a BTR rolled up and someone whiffed 6 RPG-7 rockets on it (This person was a marksman) while destroying two of our vehicles, leaving us stranded and blowing up all the gear we'd collected in the past hour. And they thought it was funny so they laughed over the radio. The BTR was eventually killed by one shot from a disposable launcher.
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Sometimes by losing a battle you find a new way to win the war
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I'm not sure what happened after we changed to RHS, everything kind of went to shit. I said we should change since the save was corrupted, but then the save was suddenly fixed? What happened there? We also shouldn't have done a fresh reset when our commander couldn't join (taiga didn't have RHS) I don't think people understand that this gamemode is different to I&A, you can't just storm a town, kill everything that moves and it's yours. You need to do civilian missions first before you can take a town. I also think we need to slow right down with zeus interference, down to about 0, the gamemode has counter attacks and such built in.