Jump to content

XSV Sam

Lifetime Donator
  • Content count

    17
  • Joined

  • Last visited

Profile Song

Community Reputation

7 Unknown

See reputation activity

1 Follower

About XSV Sam

  • Rank
    Beginner
  • Birthday 07/17/1996

Steam ID

  • Steam Profile
    76561198138138288

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Enable
  1. XSV Sam

    It was a suggestion to move the Arty to the fob and provide a mission or a system to rearm the arty every so often without having to complete an AO.
  2. XSV Sam

    https://youtu.be/poCjKpfz6iE video of a hot take of firing some AA missile 1 no track missiles 2 and 3 although shit in terms of distance wasen't expecting anything and the forth had no tracking what so ever
  3. XSV Sam

    I will tomorrow sure thing, but yeah its easy to explain without a vid but I can do anyways, yeah the jets always flare once a missile is fired but going from private tests to the server have showed that in private all missiles are tracking when fired but as intended some are flared off some aren't. As for the server in a cheetah every second missile fired tracks the jet and they always flare per missile fired.
  4. XSV Sam

    The only thing that would make sense would be player to AI desync on fast moving targets as I stated above helicopters are not an issue, but yes Radar locked, diamond full, fired and no tracking from the missile to the target regardless of being in a jet, tank or launcher, it is from an estimate 50% chance of a tracking missile actually doing its job. I thought I'd throw the issue here just to make sure someone is aware if it as dealing with jets are an issue of of late.
  5. XSV Sam

    Aa missiles not tracking.

    I have had this issue since I came back which was 2 weeks ago, this issue is apparent as having a viable AAA defence is very much required for Pilots to have a breeze while flying. This issue has been repeatable from AA launchers, jets mid and short range missles, Cheetah and Nyx AAA assets. This is based from what I've encountered Helicopters I have no issues with AAA tracking (so far), jets from Gryphon upwards have a high chance of missiles not tracking and only tracking either 1 out of 4 shots or 1 every 6 fired. The buzzard is repeatable from 1 out of 2 would track, this is based on using a Nyx and Cheetah. Onto the Mid and short range jet missiles these are so stupid its put me off using CAS as it shits me sideways, I have used CAS on 2 occasions one being a Buzzard and 1 having access to a Blackwasp twice, the buzzard short range throughout this session had issues with 1 of the 2 missiles not tracking and due to having to deal with a Gryphon I found that the only missile tracking would always be flared off, thus I logged out of frustration being shot down from not being able to fight back. Lastly the blackwasp session was very similar I had encounters with a Buzzard AAA and multiple Gryphons, I had a basic load-out of GBU's, 4 mid and 2 short, all of the mid didn't track at all and I watched them on the map as they flew towards nothing, the short however same issue 1 tracked (flared off) and the other didn't track at all. This from what I've seen is repeatable for me but from other CAS pilots have seen or heard no issues which doesn't make sense.
  6. XSV Sam

    I initially was gonna put that in the suggestion but saw the draw backs of Dev time to get something like that going but yes If its possible I would 100% be on Arty duty as having a consistent supply of AMMO rather than waiting for an AO to finish.
  7. XSV Sam

    Just a few things that may need a little face lift as it seems untouched after so long, not only that but it almost seems pointless unless someone experienced is providing accurate observation of an AO and someone willing to drive out and setup and mortar (which may or may not even get to fire a shell.) This suggestion applies to the base Arty as in my opinion its almost useless in its 'Howitzer' form I would like to see the Arty moved to the nearest active FOB, this makes activating the FOB a 'Mission' so to say. With this in mind having (might be a waste of precious Dev time) but having to restock the fob when it runs out is another past time for the Pilots and do Gooders. having the arty moved then would require it to have a 'WIDE' array of munitions the sandstorm excluded, but having some cluster shells not many but at least some variety, some laser useless shells yes, some HE shells cause big booms and finally my favourite of all smoke rounds because ya knows whats good to have in both mortars and Arty SMOKE to cover a push onto an objective. Basically moving the Arty to the FOB to mix up the almost useless arty (I can see the negatives yes but if trust is an issue then at least take the ammo into consideration,) FOB based mission defend the FOB from an enemy Counter Arty?? And a revamp of Munitions as having only laser guided seems pointless, smoke for cover, Cluster for INF, HE for decimating and etc.
  8. XSV Sam

    I Like these points, especially the whole Role-play thing. But I'm sure that your aware of a certain already existing role-play server in which the players are either wandering through the nearest most accessible forums to find somewhere to shit post, whether or not it's about them, or about the server they are currently playing on and investing time on. Basically your asking untrustworthy individuals to abide to a code or fair roleplay when we even have a server which consists of roleplay, but due to the lack of common sense and intelligence at that we cant be sure that every player is gonna follow the simplest of Role-Play rules. I know its a shitty Rant but its true, and most people who have played on such servers know its Horrors. I'd love to try Exile Role-play seems interesting.
  9. XSV Sam

    Something I've forgotten to say is Exile hasn't been updated since December 2017, but if anything Epoch has received regular updates, this is also another mod not as popular but is still going even after Exile's apparent death.
  10. XSV Sam

    From Personal experience regarding modding an exile server and managing it it takes a lot of effort, compared to a certain server, running an exile takes a great deal of time. firstly i don't mind putting my name down to admin the server, modding and managing the server files is a little much but keeping things in check seems fun. Firstly a few questions to ask.. 1. What type of Exile server are you gonna make, there are many some being better than others but some much more fun and engaging. Zombie Survival, softcore survival, hardcore survival, PVP based, PVE based, a Hybrid or even just a simple build'em up relaxed mission server for the light hearted. there are many that I've seen but only a few actually draw crowds in. 2. How many mods or Scripts do you find acceptable, most Exile servers that are Vanilla are dead, just up front highly modded servers are popular and fun but can be annoying for those that have no clue about pressing download and enabling the mod through the workshop/launcher. A few big mods are tough to manage as they require script additions and item class names as such, this is for vehicles as well. smaller mods with capable authors add such class names to the files as readables or licenses. on that note about mods this is also about what type of server, if you have too many vehicles that are considered OP to the minority that get angry quickly,these could be a problem as well, something to keep a note of. 3. This server if it goes ahead needs a somewhat capable team; someone with a good background on mission files, bug fixing and mod managing. Admins that are trusted to keep things fair fun and engaging, meaning if by chance you can get Zeus working with Exile that'd be good to see events hosted on the server. most if this is obvious so it shouldn't pose a problem. 4.Compared to invade and Annex the player base is somewhat mixed, from day one on Exile's release back in 2017 i think, the player base went nuts, ( almost reminded me of a certain server which shall not be named,) but thankfully as time passed hardcore servers popped up and the weaklings buggered off. What i'm saying is there's gonna be a lot of f**king D**kheads when this server goes live, It'll be a mess. (Isn't a Question more of a statement) that is all I wouldn't mind a nice mid core survival server honestly.
  11. XSV Sam

    This is gold, god bless Arma for moments like this......... whether it's good or bad
  12. XSV Sam

    Pumpkin Eater
  13. XSV Sam

    To go into Specifics, I hate that there are decoy's, I dislike the fact that they are in an open field as if nothing is gonna go wrong, I severely hate the fact that striders and ifrits take HE rounds and or 50.cal rounds with little damage (this also includes close 120mm HE rounds.) It might be just me but i have bad luck trying to do this mission, but normally when firing close proximity HE rounds I'd expect results to disable wheeled targets, unless it just so happens that the objective vehicle is experimental and has bullet proof wheels (Nudge Nudge ?.) But honestly i just don't like this mission, the vehicle one is fine but this one just ain't fun. But a few things that could improve the mission..... 1. The target is located in a remote town (As an example Nifi,) the town is blocked off by 2 road block's to divert civilian's and to stop oncoming threats, roadblocks consist of a Rifle squad sandbags or Barriers and a MRAP (75% Skill,) 3 patrols roaming the town one on the hill side one further south and one between the roadblocks these are MAX skill guard squads or AT teams. 2. The Target has sent a representative to the town to inspect the town and visit the town leader for "cooperation" (AT GUNPOINT,) the representative has intel (On the body and or Laptop) on the whereabouts on the mastermind/Commander. This can be guarded by Guard squads MAX skills etc. 3. Once the Intel has been found, it suggests that the Commander is nearby to wait for results, guarded by Vipers inside a Bunker 1-2km out (AKA the swamp nearby,) can be fortified as hell Tanks, AA, troops, MRAPS, anything goes here. The objective is capture the commander, 2 options, have the commander do his usual run away, or 2 have the compound fortified as heck and make it much more difficult and you must capture him but he won't runaway, and deliver him to HQ/Main base for Questioning. This is my opinion so whatever goes I don't care either way but i would like some more complex missions.
  14. XSV Sam

    I'd like some new side missions, but in opinion i'd also like the current ones to be re-addressed, in particular 'Secure Officer' this one should be scrapped completely, escort truck is a good mission difficult but maybe a little too difficult. To fix that maybe making the journey a little less frustrating, vehicles ie. enemy offroads to intercept every so often, NO IED's this is bad having IED's spawn in front of you is somewhat annoying, this also links to the every so spawning AI that spawn with RPG's drawn, again annoying. after a bit of digging and mission editing, removing IED's/ limiting them will improve the journey, but as a second step to the mission maybe having a 10min 'Secure the Area' / 'Hold the Area' step when the enemy move in on the truck at the target location, 'while the supplies are being unloaded' so to say. This can be either difficult or easy going depending on the location, multiple chopper drops from CSAT Special forces/no gunships this is a supply recovery for CSAT as well, Guerillas with technicals bearing down on the location to steal the supplies for themselves, etc. atleast make the mission doable instead of, well, what it is now currently one of few stupidly, annoyingly, difficult side objectives.
×