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Kalthramis

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Everything posted by Kalthramis

  1. Kalthramis

    Nah. First come first serve.
  2. Kalthramis

    You can create an FOB and submit it to @Qeus. To submit, upload the mission.sqm to dropbox.com, and post the link here. Please only post in this thread if you are submitting an HQ. HQ build schematics: Must have 3+ entrances Must not be impenetrable, or indefensible No large military cargo towers or Arma 2 assets Do not use destroyed buildings (cleanup script removes them) Include an HQ Building(?) Include some blindspots Cover to hide from tanks Room for large trucks, ex Ammo Hemmet, to enter and move around the FOB Roughly 1.5 by 1.5 medium squares in VR world (see screenshots Avoid using raised objects; generator has some problems placing objects on top of others. Must be able to engage enemies from all directions Don't place ammo, items, vehicles, or AI Not required, but including some lighting is nice Not required, but helipads able to land Ghost Hawks are nice HQ Examples: Problems: Missing lighting Best example Good example. However, regular buildings sometimes do not settle well on terrain. Problems: Not enough blind spots, footprint is a bit too big, not enough tank cover
  3. Kalthramis

    We'll eventually be able to use steam workshop to force addon use, but prior to that, will this become mandatory?
  4. Kalthramis

    Worth noting that the guy called it on himself, knowing he had a wife and a child on the way back home.
  5. Kalthramis

    We need a dislike button.
  6. Kalthramis

    Could we get Marshalls to be rarer, but liftable? They lack any real AT capabilities and are fragile without Infantry support, but are excellent for supporting said infantry. Addtionally, since they can be a reward from side missions and we have 3 parked in base, it could be reduced to one or two spawn at base to balance being liftable to AOs. Currently, driving them to AOs is rarely worth the time, particularly if its far away, since they can't beat tanks and are killable with one or two RPG shots.
  7. Kalthramis

    Particularly with the new whitelist slot, being a pilot gets extremely boring during peak hours, as transports are more than covered by 4 pilots (5th being in a jet). However, a pawnee or a Hellcat (which doesn't have lock ons) would be a fun addition. Both have the ability to assist troops, and the Hellcat even has 6 passenger slots. However, neither have locks ons, and both can still be killed with one AA rocket or infantry fire, so they cannot dominate and ruin it for the infantry. Both have identical ammo, the difference being Pawnees are super easy to kill and has no transport room. Would also be really useful during American hours when there's 10~ people on, but that isn't a huge concern.
  8. Kalthramis

    Nope. One person can made the squad.xml, then add all the other members to it. They will need their playerID, and preferably whatever other info can be filled out. Each player then copies the long-ass squad url and pastes it into their Arma 3 profile. Voila!
  9. Kalthramis

    Hey guys. I'm in the process of creating an FOB constructor role. Barring no issues with it, Quick MIGHT implement it to the server. Before I explain how it will work, think about how you would want an FOB constructor to work. What would you want them to be capable of? Should the role be whitelisted? Would you even want this role to exist? Would it be better to leave the server slot for another class? Take a moment to type up your answer before reading on. Got it? Alright. Presently, my system works like this: The FOB operator has a restricted Zeus interface. They can place defensive objects around a HEMETT truck, such as cargo buildings, H barriers, sandbags, lamps, and unmanned static defenses such as a raised HMG. Their zeus points do not recharge, meaning they are limited by what they can place. To add more requires deleting others. They also cannot place objects within 50 meters of allies. Both to prevent trolling, and to limit them from adjusting the base once it is manned. Attempting to fly away as Zeus, ex to recon ao, exits the Zeus interface. What are your thoughts? Concerns, ideas, comments? Add these to your initial write up and hit reply.
  10. Kalthramis

    Seems to be working pretty well so far. Only problem is people not knowing how to do tabs; could add that to the channel's description with a [check description] text. Had one newbie get pretty pissed about being forced out of his fresh slot for skipping in front of people in line, but that's the only issue I've seen so far. Otherwise it's smooth as butter.
  11. Kalthramis

    To elaborate on this, I got sniped in a Hellcat tonight at 300m and 200m/s. Without lock on, as well, they aren't game changers, but can still lift and transport troops. Good misc support role.
  12. Kalthramis

    Apparently cargo lifting has a movement speed limit
  13. Kalthramis

    As of Feb 22nd, these are the skins currently available to donators. There are also a number of squad emblems I will show later. I will attempt to keep this up to date as I gain access to skins/as they're updated. Link To Album
  14. Kalthramis

    Sounds good to me. Have the waiting for pilot channel be muted. You can be in multiple teamspeak channels at once, so you can still talk in one and wait in the line.
  15. Kalthramis

    I demand dogs be a playable race! But honestly no. Sounds like a hassle for something unneeded. What about size of HQs?
  16. Kalthramis

    Yeah it can. I'll give it some testing to see how finicky arma is with it when I'm home in a few days. I'd also tweak some of the trash and whatnot. Don't want anyone to get trapped, or waste any space. People are also incredible at getting stuck in stupid spots. Should we have a subform for hq submissions? The one I submitted could probably use some tweaks and feedback. It's too long, ex, I think.
  17. Kalthramis

    A nice fella did some fall damage testing. Looks like people start flinching from damage at 4m, and dying at 12m. Useful stuff for pilots.
  18. Kalthramis

    Forewarning about custom hq's: DO NOT use lots of small objects, and don't place a lot in the middle. Bear in mind hunters and bobcats and arsenal crates are usually put in the HQ. Remember the hq is CSAT owned. The AI is BETTER at landing in combat, but still has issues doing so. As for this patch, the Greyhawks no longer shake when lasing with the turret. So UAV operators can lase with one, bomb with the other. A few other minor UAV issues were also tweaked. Virtually all the stance issues have been fixed, particularly with binoculars and pistols. You can fall from farther heights without dying, making helo hover dropoffs easier. Parallaxing has been overhauled. Meaning distant enemies wont sink into the ground doors have greater priority, meaning you should al ost always be able to just press spacebar to open/close doors. Also note worthy! Arsenal GUI has been tweaked to show the ballistic and explosive damage resistances for armor. CSAT clothing has been made heavier to compensate for its armor (finally), and the range for guns in arsenal is based off the proper value. Bullets going beyond this range lose lethality very quickly. I think Quick covered the rest of the major fixes.
  19. Kalthramis

    How would it be abused? I'm doing my best to prevent any potential abuse, so I'm open to any ideas. Worst case, it could be a whitelisted slot that only registered straya members can use. With autorefund after each ao and limited zeus vision, as well as not being able to place anything near players or far from the FOB truck, I think I've got it on lockdown. Hades is excellent. I have considered a vehicle popping into a premade FOB, but that honestly sounds like a bigger headache to me, and less fun.
  20. Kalthramis

    Welcome aboard! So are you a yank, Irish, or a irish yank? Yankish irelander? Regardless, I am also a yank. There's a few of us floating around here. Pretty snazzy servers, eh? Which do you play on the most? And you are a member! You are now, at least. Straya isn't a clan you apply for; it's more of a community you join. So welcome aboard!
  21. Kalthramis

    Can't seem to edit my post, but I also wanted to suggest that landing players during a defend or in HQ offer a few more points as well.
  22. Kalthramis

    Are there going to be any points for doing medivacs, or transporting around inside of an AO? I've recently taken to using the hummingbird as taxi support in AOs when transport is more than covered. Ex, scooping up stragglers when defends start, picking up incapacitated infantry when no medics are nearby and flying them to medics. Another new consideration is picking up prisoners for the jail.
  23. Kalthramis

    I'd absolutely love the Sweet Marker System to make it to the allowed client mods. http://steamcommunity.com/sharedfiles/filedetails/?id=324952672 Helps an unbelievable amount for those of us who mark stuff.
  24. Kalthramis

    Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 This is a server mod, meaning clients don't need it installed to use it. IE, something we can use. What do you guys think? The creator said he'll probably add in hotkeys, and the ability to not be able to lift heavy vehicles, so it could have some use for us. Lotta possibilities with it, particularly with Zeus missions, though it most certainly has its drawbacks. Though I do like the idea of a Huron being able to lift a damaged hummingbird; it'd be a nice mechanic system, assuming you didn't flip the thing.
  25. Kalthramis

    Quick thought on brinigng some use to the ammobearer, and giving them access to a "super backpack." Essentially, a backpack 3x the size of a carryall, that can be loaded with ammo. As there is no fatigue system, this might encourage a LMG player to roll with an ammobearer, or AT/AA (since the backpack could fit either launcher in it) in a squad. I know I constantly run out of ammo as at/aa/LMG, and thought this would be useful.
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