Corporal Kerry
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Everything posted by Corporal Kerry
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These guys ruined my day, I thought they were shooting zombies, then they turn on me... But seeing the zombies fly apart is great.
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I would be OK with playing on Tanoa if more people played. Altis is just boring. I wish BI would make another map for Arma 3 vanilla, or contract someone to make a proper large map with a lot of varied areas. Tanoa has AI shooting through brush, but I assume that they are shooting at where they last glimpsed you. I do that too. Maybe when Warlords comes out soon, we could try that even. It is great.
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LOL. That is a KAB-250 LGB. The CSAT pilot really hates you. He landed it right in your lap. That is one hell of a team effort between the enemy JTAC and the pilot to loose a bomb with that accuracy. http://www.ausairpower.net/APA-Rus-GBU.html#mozTocId493717
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https://image.ibb.co/b9cGdp/Arma3-x64-2018-10-13-11-12-39-540.jpg Metal Slug tank reporting Sir!
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Another version.
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Post the oldest Invade and Annex screenshot you have, mine is so ancient I barely remember it.
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Some players do not mind forced stamina. 77 JSOC server has stamina forced on, and it has 50 players on. So they can adapt. But plenty players use bergens.
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Use a Bergen under a Ghillie suit, that can carry a LOT of stuff. Or just bring a vehicle, empty everything out and put in what you need. Customize inventory and then add a lot of rockets and medkits.
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The VLS system has the Arty computer, and is accessible by UAV op, so only the UAV role can access the MK45 120mm gun and the VLS system. So if we added the VLS turret, then UAV operator would become FSG as well. I am not sure how this would work. The new s400 launchers could be added as an alternative to the Tigris, but they need a LOT of room around themselves to turn the launchers. The bounding box is very large. I have not tested them but the rockets should be harder to avoid than standard AA. The ship itself cannot be driven but can be landed on with a heli, then you could walk inside and get ammo, if there was a arsenal crate inside. maybe spawn it sometimes as alternative to FOB as a offshore assist. But the weapons are UAV Operator only, so we need to consider that. But a nice free addition. mk45 120mm gun does not have arty comp and is direct fire only. If the base AA spawned on the ship, in the harbor, this would free up space in the base. Just a suggestion.
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https://ibb.co/iyzwKy https://ibb.co/cXNu6d https://ibb.co/cKFssJ https://ibb.co/cWpJXJ Check this out. A new destroyer for jets DLC in dev build. You can walk all the way from the rear pad to the bridge. And there is a new Vertical launch system and a 120mm gun to mount on it. When this comes out could we create a HEMMT 120mm mobile gun system? I am not sure if the server could use this at all. We have not gone with the carrier, but maybe the components could be used with attachto. And we are also getting s400 long-range SAM systems and radar for OPFOR and BLUFOR. https://ibb.co/nGBXsJ As well as a boat-rack, and briefing desk + screen. The big square thing is the vertical launch system for guided rockets. No navy uniforms yet tho.
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I have thrown up a small server running APEX ed and RHS. If you wanted to try this out with RHS weapons, this should work out well. I am not sure about posting the IP though, I am not sure if we can advertise a server on this forum. Would peeps be interested in trying out APEX ed with RHS weapons? I can post server info if I am allowed to. It is running Sector Control on Altis.
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Server name: Tactical Gaming Insurgency Address: 112.141.10.228:2302 It needs RHS vehicles in the carpark, and a working RHS arsenal whitelist, but it should work ok. Give it a try and see if there are any issues.
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What do you think? New Tanks DLC stuff. April 11 Guys.
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Another thing. T-14 Armata has a audio warning of incoming missile. Would be very good if you have a commander that can deploy smoke fast enough.
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Where can we fit all of them?
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New unguided launchers are 9K115 Metis. And M3E1 MAAWS unguided launcher. https://en.wikipedia.org/wiki/Carl_Gustaf_recoilless_rifle#/media/File:M3E1.jpg Multi-role Anti-armor Anti-tank Weapon System. Also a offroad with a SPG-9 unguided HEAT and HE launcher with 20 rounds each. And a AAF AA light IFV. The Rhino with the 120mm gun can be para-dropped from a Blackfish transport. As well as the AAF light IFV.
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Armata gun is so OP in terms of range compared to a Slammer.
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Close up.
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All new objects. Repair depot, tools, spare tracks. Boresighter for a tank, mlrs magazine. Fortifications. Torque wrench. This is really cool. ACE3 mod is gonna love adding this stuff. Even a spare T-14 armata tank engine.
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And finally. Grey NATO camo for the Armata.
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And this truck.
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I love this thing. Commander s gun on Armata is a 30mm cannon. Quite OP I think.
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More screenshots. T-14 Armata! and MAWWS unguided launcher. You press to to range and then fire to take out a vehicle. https://imgur.com/a/1dit6
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More info: https://arma3.com/news/arma-3-tanks-dlc-rolls-out-on-april-11
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The GBU bombs in the Tanks DLC release will be lock on after launch. This means that they will acquire a lock on after drop in the general direction of the lase. But they could conceivably get confused and hit a lase by [3MK_Vixer#Raze instead and hit friendlies. How are we going to manage this in terms of restrictions? Should be just keep the existing familiar behavior or will we just reeducate the players on the new system. At least the top-down attack on the Titan launcher that is coming will be useful in an urban environment. But having the bombs seek out their own lase might be a problem. What do you think?