Jump to content

XSV Sam

Lifetime Donator
  • Content count

    18
  • Joined

  • Last visited

Posts posted by XSV Sam


  1. I'd like some AI, the Tanoa server had it and quite liked it. But to point out the reason for sitting 2km away from AOs is because the AT from the not building seeing AI have that exact shooting range. Ive been tanking a fair bit so yes its tedious to drive 8km-die- sit 2km get bombed from enemy or friendly CAS rinse and repeat. Also ive seen tank crews quite often but sadly i hate random crews especially those that no joke drive into open fields, not holding specific points of interest major roads etc, a lack of patience and most of all the inability to assist ground troops with pushing objectives. AT from AI denies all of this even with the trophy protection system. I loved Bohammers triple crew the other day held an entire defence on their own with intel from myself as JTAC was really cool to coordinate.

    • Like 3

  2. 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.


  3. 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.


  4. 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.

    • Like 1
    • Clap 1

  5. 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.

    • Clap 1

  6. 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. 

     

    • Like 2

  7. 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.  

×