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decibel_spl

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  1. decibel_spl

    Invade & Annex Piloting Handbook As there has been much discussion about common topics and a general lack of core piloting concepts, here is a short handbook for newer and less experienced pilots to reference: Piloting 101: Primarily, the role of a pilot on the Straya-Gaming I&A server is to support the infantry in a number of ways including but not limited to: providing timely transportation of players and vehicles; logistical support including rearming, resupply, refuel, ammo drops, etc; and providing C.A.S by use of armed helicopters. To fulfil these roles successfully you must adhere to some rules of piloting first, which can be found on the map screen (under rules > aviation). The most important rule is all pilots must be on the SG Teamspeak server while flying. The Teamspeak IP is: ts.straya.life. Once on the server, you must join the appropriate channel: Invade & Annex > Transport/Air Defence/CAS > Altis or Tanoa (depending on which server). (Side note: you may be in the channel muted, but not deafened) The purpose of using Teamspeak is to enable clear and proper communication among pilots, appropriate to the game. Pilots have priority in this channel, and chatter in the channel must reflect this (We see far too often the chatter be off topic and piloting communication is handicapped). Communication: When piloting on the server, effective communication allows all pilots to have the best experience while playing. Effective communication includes notifications and warnings of: Pad usage, Probable collisions, Runway crossing, and Traffic. Pad Usage: There are 3 helipads for infantry transportation purposes. They are numbered as follows: 1-3, SW to NE (alternatively, when looking at the spawn point from the runways, 1-3 left to right). There is also a medical pad marked with a Cross – this is not to be used a helipad and only when transporting wounded, POWs, HVTs, etc. There is also a service pad to the south of the helipads. Pilots must communicate when landing, taking off, or moving to and from the helipads. To prevent collisions and create a uniform system, pilots must (when entering the base) ingress parallel to the runways and cross over the grass area where the crates are. If there are no helipads available, a pilot must land or hover above the grass until a pad is free. Collisions/Traffic: To prevent collisions, pilots must communicate when: They are passing another chopper at close proximity, there is a high chance of a collision Runways: There are 2 runways (effectively 4) and their naming convention is as follows: The bearing your nose is facing when on the runway, is the name of the runway – left and right is then derived from that. For example when exiting the plane service heading SW, those runways are called 22 left and right (pronounced two two, not twenty two). Helicopters are recommended to enter the base parallel to these and must communicate when crossing the runways. General Aviation: Helicopter pilots have the following aircraft available to them: x1 Hummingbird (aka little bird), x2 Ghost Hawks, x1 Mohawk, x1 Huron/Taru, x1 Vehicle Transport Blackfish, x1 Infantry Transport Blackfish/Xian. There is also one pad that has a rotation of a Ghost Hawk, Orca or Hellcat (aka Lynx); Pilots are expected to be able to fly the majority of these - if you do not know how to fly a certain aircraft, DO NOT attempt to (especially the Blackfish as these have a 15 minute respawn timer). After the completion of an AO, pilots are expected to extract the players from the area and move them to the next AO or back to base. As a courtesy to other pilots, if you are flying a high capacity aircraft let smaller aircraft extract first so as to not hog all the action. Again as a courtesy, if there are already an appropriate number of choppers at an extraction point, do not go there yourself. When transporting players to the AOs, you gain transport points: these can be viewed by pressing Home > Leaderboards > Transporters. These transport points serve as a score and the top 3 after every week (They reset at 00:00 AEST on Mondays) gain access to the whitelist pilot slot for the next week. At base, there is one heavy lift chopper available – this helicopter can be used to transport vehicles that can’t be transported by smaller choppers, or the crates that spawn on the grass. These crates have multiple purposes: They can be used to service vehicles in the field, or to be transported to the FOB for logistical support (click on the FOB to see what crates still need to be transported there).
  2. decibel_spl

    "AREA 51"
  3. decibel_spl

    The problem I have with the separation of the UAV roles is that the operator should be fulfilling either one of the two roles they can - support or recon; there shouldn't be both at the same time. If we had a dedicated sentinal/greyhawk operator, we'd be getting CAS callouts more often due to the UAV being usually preoccupied on other things like quad/hexa copters, UGVs and the like. Some might argue that as a good thing but it comes back to the old story of #nerfCAS. As for other roles, I would personally like to see a few straight rifleman slots on the Altis I&A, plus an AA Rifleman or two (I think it would actually get people to bring AA to the AO). It also wouldn't be a bad idea to create some distinction for the grenadier role - with an open arsenal it has no context, it either should be replaced with a standard Rifleman or have some restrictions to give it definition - (example to get the idea) over the top but restricting 40mm HEs (not GLs with flare and smoke rounds) to grenadier and squad lead. Side note, do we really need 2 Recon AT slots?
  4. decibel_spl

    "Le Gendarmerie - Une force humaine" Syndikat forces have stolen weapons from the US Army and NATO pacific. The Gendarmerie have been called upon to resolve the issue and reclaim the weapons. Event Logistics: The event will take place this Wednesday (3rd April) on the I&A event server at 18:00 AEDT. The server will be opened 30min prior. Mission Specific Information: Equipment used in this mission is to be exclusively taken from the Arsenal at base - please do not use any pre-made loadouts. You will require the RHS:USAF mod to play this mission - JSRS and Blastcore are also available as optional mods. Do come along - Bonne chance et amusez-vous bien!
  5. decibel_spl

    Webbie, it was a pleasure playing with you on the server and everything you have done will live on. Thanks for putting up with all my antics. You're a great guy, best of luck in future.
  6. decibel_spl

    I propose that this fob be removed from the server, along with it any AOs within 4km of the base. Any time there's one that close, piloting almost seems useless as you enter landing procedure as soon as you take off. Not to mention, the amount of resources in a 4km radius puts a significant amount of pressure on the server and frames plummet; compare my dropping to 10 fps from a standard 20+. Any AOs that are undertaken as part of this FOB should be re-located to the appropriate FOB in the quadrant of the map. (E.g. Frini to Forlorn Hope)
  7. decibel_spl

    Fair enough choice, the problem of course is not the location of the FOB, but the AOs that spawn with it. I figured removing the FOB and reallocating the AOs accordingly, is the cleanest, most efficient way of solving the issue. Regardless, where would you propose moving the FOB to?
  8. decibel_spl

    You do realize that no competitive shooter that is played seriously is 3rd person. But lets not thread jack
  9. decibel_spl

    Operation Danger Close Game: Arma 3 Player Count: 3 Teams of 15 Players Description: Urban Based PVP event - 1v1v1. Quasi Milsim; Stamina enabled, 1st person Locked, No Arsenal (static loadouts), Round based death-match (no respawns) event in which the first to 2 or 3 points (depending on length of rounds) wins. Custom map supplied by myself (see screenshot for the general setting and map design). Start points located in the middle of each edge.
  10. decibel_spl

    Another idea I thought of: with the removal of this fob, make the FOBs in the quadrants last an AO or two longer. Doing this would allow the FOBs be more useful as everyone is in the one area of the map for longer.
  11. decibel_spl

    I can understand that perspective. My suggestion was only thought about because it's simply easier. To be honest, I would rather those AOs not spawn at all when there's over 20-25 people on. They ruin my experience playing due to the frame drop and waste of piloting.
  12. decibel_spl

    Rehashing an old thread, I believe the FOB should get an overhaul to be more alive and useful. Currently, there's a lot of pilots that set it up, get transport points for it and then nothing else happens with it. I propose the following changes be made so that it's a place that you want to spawn and go to the AO feasibly with: Add in some AIs roaming around and stationary to get a sense that it's actually occupied Place a CIWS (Praetorian) somewhere to act as a safe haven for choppers to fall back to and start from Adjust vehicle spawns: Add in some LAVs - Hunters, armed prowlers, maybe a Nyx Remove the useless quadbikes Add some medical vehicles and support vehicles (say ambo, medical HEMMT or repair technical) Adjust FOB to have more tickets when supplied with a crate or HEMMT Medical Add in a vehicle inventory edit area like at base - anyone who fills up an ambo or vehicle with gear hates it when they have to go back to base or respawn. Instead, could drive to the FOB and rearm that way Add transport points for landing at the FOB - this would promote pilots to land there more often and allow the infantry to use it as a staging area
  13. decibel_spl

    Tbh, it should be very obvious who's marshall is who's. It will just require communication and a bit of thought before shooting.
  14. decibel_spl

    I think this is a good idea, not because of people not getting out, but because of people being absolute idiots and trolls in your chopper while flying. When people spam music, troll, or abuse the pilot; I would love to be able to remove them from the chopper because that is a flight risk and extremely distracting. I agree though, it would have to be implemented carefully as that is very easy to abuse.
  15. decibel_spl

    Operation Terror Incarnate MISSION OBJECTIVE: Guerilla Operatives in their observation of the nearby town of Kavala have spotted an opportune moment to incur terrorism on the residents of Altis. Civilians have put a hand up in assisting NATO and IDAP in the resurrection of important buildings that were lost to conflict in the region. Operatives have spotted a construction site down the road from the hospital which is NATO supported - This infers there will be locals present and as such, provides an opportunity to inflict mass casualties and terror. A team will intercept an IDAP convoy, running supplies and aid to the site and take their place. From there they infiltrate the construction site and plant explosives in key locations to inflict maximum damage. MAP/LOCATION PREFERENCE: Altis, Kavala SQUAD SETUP: x1 Infiltration / Explosives Team x1 Distraction Team x1 Lookout Team WEAPONS\UNIFORM: Dependent on Team
  16. decibel_spl

    Operation Red Peril MISSION OBJECTIVE: Spies have infiltrated a major NATO airfield and reported that US and British special forces intend to use this airfield as a significant staging point in an upcoming operation in the region. General Han has requested this airbase be infiltrated and crippled to slow down preparations and gather further intel on their reported operation. Viper Strike Force Zuī hăo has been assigned with the meticulous task of assaulting the airbase under the cover of darkness. From there, they will destroy the major logistical assets including a VX-44/C-130 (depending on RHS). MAP/LOCATION PREFERENCE: Main Airfield on Tanoa SQUAD SETUP: x1 Assault Team x1 Distraction Team x1 Recon Team CAS\FSG STATUS: Extraction Xian can provide CAS if required. WEAPONS\UNIFORM: Viper equipment - Viper uniform, LBV Harness, Viper Backpack, Type-115
  17. decibel_spl

    I edited the proposed changes due to some feedback from players: No helos spawn there, use it as a temporary zone rather than a second base of operations. It doesn't take long to fly there from base, can instead use it as an LZ if there's more vehicles there that are useful Add some medical vehicles there such as an ambo. Also some other support vehicles such as a repair technical, vans or other useful things would be great Not have necessarily infinite respawn tickets but instead have the truck and crate give more tickets so you don't run out as easily when more people spawn there. Vehicle inventory edit area - allow the vehicles to have their loadout edited to make people's lives easier so they don't have to start from base, or drive back to base No spawn at FOB option and transport points - as pointed out, this ends up spreading out the players too much and robs the transport pilots of their jobs. Instead, have the FOB used as an LZ more I just think the FOB is a very useful tool that just doesn't get used enough. If you create some incentive to use it, it would make everyone's lives better
  18. decibel_spl

    #teamI&A Sign me up. My only question is will it be fair in that we all have to use the same weapons or equipment? Because if we are on different teams or factions, whoever is CSAT will have an immediate advantage due to better armour.
  19. decibel_spl

    Mission rewards despawning

    I know it's been mentioned before, but is it possible that this can get fixed? Lost numerous things like Kajmans, blackfoot and whatnnot because of it.
  20. decibel_spl

    Operation Sword & Hammer MISSION OBJECTIVE: Armoured Platoon Longsword on the process of returning to base after a mission, has been re-tasked: An advanced convoy of CSAT armoured assets has been spotted by long range UAV moving to our location. Longsword are to move and stop the convoy dead. Intel shows there may be units moving ahead of the convoy that pose a threat to friendly armour. SQUAD SETUP x1 Infantry team transporting in light vehicles ahead of Longsword x1 Armoured Team - consisting of 3 MBTs x3 Supporting Vehicles consisting of a Repair Technical, A Hunter HMG and an Ammo truck WEAPONS\UNIFORM: NATO uniform appropriate to role, weapons of choice for the infantry team.
  21. decibel_spl

    Operation Pseudo Echo MISSION OBJECTIVE: NATO have discovered a large CSAT relay station that has been transmitting locations and movements of friendly forces in the area. This has created a dire need to intervene in order to guarantee the safety of our forces. Due to the significance of this radio station and it's given location, it can prove as a valuable asset in the fight against CSAT - therefore it is to not be destroyed. Your orders are to infiltrate the station at night and plant a scrambler inside the transmitter, sending Endless loops of Funky Town false information. This is to take place under the cover of a distraction created by destroying the power station nearby. SQUAD SETUP x1 Distraction team consisting of a demolitions team and rifle squad x1 Engineer team supported by a special ops team. x1 Recon Team CAS\FSG STATUS: Nil WEAPONS\UNIFORM: NATO Stealth Fatigues, Suppressed Weapons
  22. decibel_spl

    Operation Jungle Thunder MISSION OBJECTIVE: Intel reports show that Syndikat forces are running shipments of weapons around the towns of Tanoa. NATO Pacfic has enlisted the help the Gendamarie to put a stop to the shipments. We have been tasked with the following: Intercept a shipment of weapons and determine it's point of origin With the intel acquired, breach and secure the facility in which the Syndikat is running weapons out of. Scouts have provided evidence that the Syndikat have stolen CSAT vehicles. SQUAD SETUP / ASSETS x1 Interceptor/recon team containing x1 markman x1 Support team x1 Rifle squad x1 Pilot/Gunner for Blackfoot CAS\FSG STATUS: An AH-99 Blackfoot has been made available for the assault on the Syndikat compound WEAPONS\UNIFORM: Gendamarie uniform and equipment, NATO Pacfic have provided a supply of light rifles and SMGs for this mission - SPAR-16, Vermin, Sting, etc. Also provided is one SPAR-17 for the intercepting team.
  23. decibel_spl

    Operation Rolling Thunder MISSION OBJECTIVE: NATO forces on Altis are to conduct a large cargo run to Kavala/Selakano in order to ship supplies to friendly forces operating in parts elsewhere. Unfortunately, a defector has informed CSAT of this operation and they will attempt to stop the supplies from reaching their destination. SQUAD SETUP / ASSETS x1 Forward recon/mine clearing team x2 Armoured vehicles defending the convoy x1 Infantry team to support convoy. The convoy consists of x3 HEMMTs which all require drivers. CAS\FSG STATUS: x1 Blackfoot available for support in limited areas. WEAPONS\UNIFORM: NATO Fatigues.
  24. decibel_spl

    Operation Dawn's Break MISSION OBJECTIVE: CSAT have inadvertently created a window of opening for attack on their airfield based in Selakano. Intel reports show a large exchange of internal assets will be taking place, with a significant number of forces departing the airfield, exposing it for a brief period of time. NATO peacekeeping authorities have also reported inhumane treatment of the locals in the area and have stipulated the town be liberated and aid sent to the people. NATO forces are required to assault and clear out the town, allowing a small aid convoy to be brought in. From there, they must move in and capture the airfield. SQUAD SETUP: x2 Infantry Squad - Callsigns Dagger and Broadsword x1 Recon Team - Callsign Echo CAS\FSG STATUS: NATO have strongly stipulated no form of artillery or air support is to be used within the area of the town. They are however accepting of one air-strike within the airfield itself provided no civilians can be harmed. WEAPONS\UNIFORM: Standard NATO fatigues, Weaponry of choice, No grenades or grenade launchers within the town whatsoever, all AT assets to be used with extreme caution. IMPORTANT NOTE: The civilian population of Selakano is very fragile at this time and any unrest could cause an uproar among the people. There are to be NO civilian casualties during the course of this mission.
  25. decibel_spl

    Operation Longsword MISSION OBJECTIVE: Intel has shown weaknesses in the CSAT stronghold which data shows, is the one of the key complexes which houses their Lt. General - Li Jun. These weaknesses provide a valuable chance to create a serious disruption in CSAT operation in the Altis area. NATO is tasked with the following: Breach the stronghold, cripple the facility, and gather any intelligence on the whereabouts of Li Clear out and liberate the town adjacent to the stronghold SQUAD SETUP: x1 Forward Infantry Team - Callsign Spartan x1 Special Weapons Team - Callsign Legion x1 Mechanized Armour Unit - Callsign Reaper CAS\FSG STATUS: Limited artillery has been made available for the mission. WEAPONS\UNIFORM: Standard NATO combat fatigues, Weaponry of choice to suit team.
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