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Everything posted by decibel_spl
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@Noskire I'd give it a crack if Guardian didn't want to do it
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Okay, so here's my points from the recon team: Our initial plan was to go sneak up to the biggest hill in the area with a castle on top of it that's less than a kilometer from the suspected crash site with no intelligence whatsoever - it was no wonder we got wiped out at the start. The second time we inserted, we were observing the so called observation point for quite some time. We couldn't go quickly as we were only an effective 3 man, lightly equipped team (UAV was holding back) and one surprise encounter could take us all out. By the time we were actually in position to provide over-watch and reconnaissance of the AO, everyone else was already in contact and well into the mission. It's very hard to try and provide any sort of recon when we're essentially inserting when everyone else is or when we only have 10 mins to recon the whole area. As for Fitz' remark to no intel of the squad that Angel had behind them, we couldn't even see Angel's LZ let alone anywhere SW-W of the town itself from our position. What I propose needs to happen, (granted already said in the TS debrief) is for the intel team to go in at least 30 mins, almost an hr before everyone else. Doing this, they can insert safely, move to overwatch safely and wrap around the AO to gather full intelligence before any other boots are on the ground. As pointed out by BigRed, actual recon teams sometimes get in the field days before the main force enter. I also found fault in the plan for a 3 man, lightly equipped recon team to infiltrate the castle and gather intel / kill the commander. Were we a recon team or a specialized strike force? My intentions was for my team to not fire a bullet unless we were under direct contact or fire. I feel the intelligence/recon team need to have a specific set of goals defined in the pre-brief for them to be most effective. It matters nought, but it does have to be said that the only objective completed in the mission was by us with 4 people.
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Operation Ghost Rider MISSION OBJECTIVE: Intel reports of a large breakthrough at the CSAT weapons facility have created a dire need to intercept and disrupt the implementation of the assets. The nature of the breakthrough is unknown, but the facility has been known to house advanced Anti-Air and Anti-Tank assets. NATO has been tasked with infiltrating the facility and destroying the hangar housing the advanced weapons. SQUAD SETUP: x1 Spec Ops Team inserting by HALO jump, consisting of a small demolitions team. x1 Recon Team CAS\FSG STATUS: Nil WEAPONS\UNIFORM: NATO Stealth fatigues, covert weaponry.
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100% agree but it's not gonna change because too many people will cry about it and complain that it's milsim. Sadly...
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Proposed idea: Have the timescale set as a constant rather than fast at night, slower at dawn/dusk, and normal at day. The idea behind this would be you get a better day/night cycle and one whole cycle might take say, 1 whole restart; 6hrs irl time corresponding to 24hrs in game time. There's less people that complain about night and it's really fun for all aspects.
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Another alternative to my suggestion is have constant time scale through dawn to dusk and have a slightly faster timescale through night - this still achieves more night missions but each night being slightly shorter. One night cycle should last at least an hour in my opinion. Perhaps a timescale through day could be something like x4 - this would equate to 6hrs of dawn through dusk with then 1-1.5 hrs of night play; Would end up being 1 night cycle every 2 restarts.
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I think you'll find this would nowhere near as often get a response as often as you'd think. Besides, it's not really circumventing the rule because the problem is when the pilot directly asks to engage something - the latter is an advisory and doesn't actually ask to engage a target. The key word is "Your request", not "Requesting to" This is my biggest gripe. The whole "Lasing tank" or "Requesting cas on my lase" without in any way specifying what said target is. It gets to the point where if I'm in the jet, I'll just ignore isolated map markers, and respond to any ambiguous request with "What is the target". If they don't give me an answer, I don't strike it. Within reason, I don't think it's the pilot's job to make sure no friendlies get hit in their air support run. Outside of checking if they're requesting a strike on a group of friendlies, a friendly vehicle, or directly on a friendly; it's the person's requesting fault for not updating there is friendlies nearby (or calling a danger close), or in the case someone wandered into a strike zone, it's their fault for being oblivious to it. Otherwise, I very much like your checklist and it should be something all air support pilots should follow.
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What needs to happen from my experience on the communication front is as follows: Dedicated squad radio channel delegated through the group function as normal. One dedicated command channel to allow squad leaders to talk to each other One mass group channel that everyone is assigned to for briefing and mission purposes, and only used by infantry for highly critical communications This radio structure ends up being the exact same as what is on arma default with command, side and group radio. They need to be used as they would normally be used. As for the missions, today's one was fine as far as a mission goes, but I feel as though it needs some sort of dynamic which separates it from I&A. Such as, something that would have made it interesting would be sending in a forward recon team far off in the distance to assess what the situation is. In the case of this mission, here's a structure that would have made it good: Recon team discovers a strong overwatch of the open lands to the North of the base, with an attack helicopter patrolling. In response, we left the convoy far back and went most of the way on foot, staying out of sight of the overwatch and the attack helo. Some foot patrols along the scattered buildings and small town, maybe a light technical driving around as well. Simply it just needs something that makes it feel like we're fighting the enemy rather than a bunch of ais cooped up in their base in their safety circle which is basically what the AOs tend to be. I appreciate all the work that the zuesers are doing, I'm glad it's starting back after it finishing quite a while ago.
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Can we get some more light at the base? It's annoying for people like me, who like to not have NV on while at base to see landing lights and other general things better at base, and barely be able to see a chopper on the pad. My screen has been calibrated as best as I can get it and I set in game gamma to the recommended settings (with the calibration tool in game) and brightness at 1. With NV on, you can see everything but every light source is a massive flare - add in 5 choppers, any cars + player's lasers and whatnot and it's a cluster****. Also, any coherency of landing lights are just lost and become a blur. Without the already faint collision lights and from another angle, you literally would not be able to see the ghost hawk on pad 2 - I've experienced it. Forget seeing anything else either. I know, this is mostly me being overly picky about things like normal, but it doesn't have that big of an effect having it bright enough to not even require NV at base.
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Persona, you are correct in theory like most often you are, however: Your idea is completely thrown out of the window when factoring in the human element. Fixed wing CAS are a relatively low risk high reward asset due to its high speed and ease of maintaining high altitude - a good pilot can engage target and bug out minimizing exposure to AA missles and almost negating any automatic gun fire. Rotor wing CAS does not have this luxury, cannot sit high in the air, and CANNOT disengage and relocate as quickly if found in a hairy situation. So yes, rotor are more effective CAS as per your table and flow chart, but for that to be put into practice, it requires more skills from the pilot and more support from ground forces as AA threats are significantly stronger when under a 500m altitude which should be the maximum operating altitude of any rotary CAS. So in summary, in the long run unless our pilots develop the skills to be more effective rotary CAS pilots, in no way will fixed wing be less effective than rotary - supporting the idea for helicopters to replace planes as CAS
- 13 replies
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- get rid of jets!
- great idea
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(and 2 more)
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Well I suppose the engineer could, it was just mainly to stop the idiot medics with a backpack full of RPGs rather than FAKs. The autorifleman part was because they already need bag space for their belts, so it's not practical. The other roles are flexible enough to be switched around to include an RPG in the loadout, while still being practical. I could probably add to that list - the JTAC and Marksman, because well... they shouldn't need an rpg. Also if snipers can, that's just stupid for obvious reasons.
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That's an easy one, here's a few off the top of my head: Restricting anything over 7.62mm caliber rifles (Or to be more specific, any DMR - Mar10, Cyrus, etc) to marksman only NO WOOKIE SUITS for anyone not a sniper or in recon Probably very unpopular but restrict viper gear in general?? Restricting RPGs from roles that shouldn't be using them. - i.e. Medics, engineers, autorifleman.
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Yes, I know I made a thread about CAS the other day, but I have to make a suggestion about this and put the idea somewhere formal. I've heard it said before and I'm slowly more and more started to agree with it. I believe that jets should be removed from I&A period. They serve no purpose but to make transport a pain in the ass, and cause issues a plenty with CAS power creep. What needs to happen, is completely replacing the jets with helicopters as CAS and removing the enemy jets. In replacement of enemy jets creating hazards for pilots, there needs to be more anti-air assets from the enemy - more AA batteries or more tigs/cheetahs in the AO. As quoted from SNAFU: "They don't belong in the game" I highly doubt you will lose much removing the jets, maybe just a few salty players complaining there's no jets. I'm not asking to remove CAS, mearly just switch to helicopters instead of jets. This will promote FAR more infantry work, and coordination with ground forces which is what the server is about no? My $0.02.
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Yeet, I have to agree with you completely - out of the whole time I've been on the server this is the best I've seen jets. I'm gonna admit, this thread was a little rushed and posted out of spite due to some negative scenarios in the game and I agree now, removing jets completely is not the way to go and it's a bit too extreme. I do however firmly believe it does need changes such as having AA and CAS separate like it was and the addition of more helicopters as CAS as they are nowhere near as OP and add a very exciting side to supporting friendlies.
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All those who are disagreeing with jets being removed, please consider if you don't want them to be removed because you like the jets, or because you genuinely find they help this infantry based I&A server.
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Note the addition to the poll, another suggestion is to remove the CAS capability from jets and make them AA only.
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I would support that Nova
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I am writing this forum post to express my woes of a number of concerns regarding some aircraft on I&A. I had left the server for a period of at least 6 months and recently joined back in the past 3 or 4 weeks, and now I have been enough to be considered a regular again I have this to say: 1. My number one request regarding aircraft in this server is to reconsider the state of friendly and enemy jets. I propose the following: Rework the loadout of the current jets to be strictly Anti Air or CAS only with no mixture and allow it so you can choose to have anti air or CAS. Either do the above, or bring back two jets - one anti air and one CAS, this way you don't have the problem of having no anti air capability while running CAS and vice versa Currently there is a serious lack in either anti air or CAS capability when in a jet, in the case of the wipeout it's no anti air, and in the case of the shikra/gryphon it's next to no CAS (2 bombs and that's it) When there are enemy jets, it is next to impossible to have any form of good CAS because you will be shot down while trying to strike targets. If you shoot the jet down, another one spawns in 5 minutes - this is ridiculous. 2. This has been suggested before so my apologies for reposting an older thread, but rework attack helos to both be more available and more useful. I was over the moon to finally see a blackfoot as a reward after having not seen one in forever. It brought me much sadness to find all it had as armament were HE DARs and 20mm. This is just ridiculous, it makes the helos completly useless + they use up a pilot slot. They either need to be reworked so they actually have some use and not as fragile as paper mache, or be removed entirely. 3. My third and final concern in regards to aircraft is helicopters that spawn at base for pilots. I propose the following changes to helicopter spawns: Move the mohawk into the rotation of the taru transport and add a huron into this rotation as well - this will be classed as the mass troop transport helicopter rotation In replacement of the permanent mohawk spawn, will go the ghost hawk/orca/hellcat rotation - there needs to be another smaller troop transport available as it is far more agile and accessible than the mohawk / taru. Leave the 2 permanent GHs and little bird, this is ideal as is In adding the huron to the mass troop transport category, make the taru on the heavy lift pad permanent dedicated to heavy lift. When there is a huron that spawns in place of the taru, it only ever gets used as transport + the taru is a superior heavy lift helicopter. Obviously you can leave both the blackfish / xian as they are fine as well. I very much like this server, so my apparent harshness in criticism is out of love - people when they like something criticise it because they want it to be better, not just to criticise it. I appreciate all the work the staff team do and want you to continue making this server great.
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A modification to my suggestion of changing helicopters: Rather than having the hellcat and orca along with a ghost hawk, have 3 permanent ghost hawks Make the mohawk on the rotation with the orca and drop the suggested huron, leave the taru transport Make the little bird on rotation with a hellcat (they have the same capacity) Leave huron/taru rotation for heavy lift In summary it would be as follows for spawn pads: Ghost Hawk Ghost Hawk Ghost Hawk Taru / Huron Little bird / Hellcat Orca, Mohawk, Taru (transport)
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Webbie, I appreciate your response and I do agree with majority of what you have to say. I certainly agree that the jets are probably in a good state as it is and it was just more annoying than anything. As far as the choppers go, having them a bit stronger certainly won't alter the balance (without any lock on or fire-and-forget munitions) as they require a good pilot to be worthwhile and most certainly require support from other assets to be useful with how many threats you must confront. Switching the focus onto attack helos from jets as a primary form of CAS, as if you basically swapped the two around, would certainly change the balance towards the infantry side of things. A suggestion for this would be to remove the wipeout/neophron from the jet rotation and make them mission rewards, and alter all the jets loadouts to include no bombs with a strictly AA loadout. Then the alternative would be have a blackfoot or a pawnee available once per AO like the old CAS system (due to how fragile they are) leaving the kajmans as mission rewards. Ultimately, I am certainly more than happy to switch the focus off jets and make them more a supporting asset for countering enemy aircraft. Hell, if you really wanted to nerf cas in general, you could add a third Tig/Cheetah to the AOs. As a transport pilot mainly, I know that adding that would for one, prevent CAS from doing anything while there is a heavy AA threat, and force pilots to land further out requiring the infantry to do more work. I have noticed recently a trend for pilots to land in pretty damn hot areas without much difficulty and I must say I'm not the biggest fan of that. only thing I just have to ask you webbie was what is your thoughts on my 3rd topic? You never responded to that
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Gday everyone, Just a suggestion here to change how night works in I&A: So currently as is with how fast time is at night you only get 30mins of night on the server to what 10-12 hours (irl hours) of day? I understand that people complain about night but surely it's not thaaaat bad to only have a 1:20 ratio of night to day on the server. Therefore I propose that either of these systems be implemented: The timescale of night be slowed to have at least an hour and a half of night The timescale of day be increased to allow more of both night and day to a 1:4 ratio of night/day (doing it this way will make the night day cycle allowing for more of all times) A simple system in which players vote it to be night allowing everyone to enjoy night or day when they want and the majority of the server gets what they want. I personally love night and all aspects of and I'm sure there's many people that share my enjoyment of it, it's a shame that a large portion of the game is taken away.
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When I say not possible I meant not feasible to do haha
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Ahh I see. Alas I don't think that's possible :/
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The question is, what exactly are you wanting to change? Because the way I&A is set up will make it impossible to allow for changing from NATO to another faction (if that's what you meant), or changing the goals of the mission(s). The only thing I can think of that would satisfy would be having zues missions with all the vics, equipment and weapons integrated in the context of a more CSAT based mission
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I think the point of the thread was missed... Everyone hears the word milsim and freaks out lol. I remember having this convo with you cheese and the purpose of it was not to go milisim but to have a server event for a day on ANZAC Day / Remembrance Day where everything gets changed to commemorate the occasion.