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SecroNiTE

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About SecroNiTE

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    Learning Beginner

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  1. SecroNiTE

    Damn, how hard can it be to generate a server key? I'm sure it must be more complex than that but it's still annoying.
  2. SecroNiTE

    Why are we using JSRS 2.2 instead of JSRS Dragonfyre?
  3. SecroNiTE

    Played this on the PS4, the only thing it has going for it is the graphical quality. I hate that there power ups that you find on the battlefield, having infinite ammo (especially grenades) is ridiculous, the map design is poor to say the least and don't get me started on how the vehicles could be improved.
  4. I'll still try to make it just so I can see how much I get rekt by all the high ranks.
  5. I'm pretty hit and miss with CSGO. Sometimes I'll have an absolute banger of a match and other times I'll tank hard. Might come along to the try outs as I'm pretty sick of some of the casual pub scrubs I get matched with.
  6. SecroNiTE

    Great to see you made an account, you're a solid team player. Welcome.
  7. SecroNiTE

    This solves the plethora of issues with CQC missions, ie. placing troops inside buildings at the correct altitude, bearing and location. Exciting times ahead for mission creators. The undo button has been a long time coming too. 2016 cannot come soon enough.
  8. SecroNiTE

    until

    I presume that all operations and events are using AEST? Correct?
  9. SecroNiTE

    Making it an in-game item that can be added to/removed from backpacks is more complicated than a script that simply spawns the sandbags on the player's location. Whilst your suggestion makes perfect sense and would be amazing I think the sandbag deployment script which is a scrollwheel option (like earplugs, player HUD and enable jump) would be much simpler to add to the server. I didn't get a change to look at the code but I imagine it just used a simple Boolean expression to check whether the player had deployed the sandbags already ie. if SB_deployed = True then it won't deploy anymore sandbags. If the deployment of sandbags is limited to just one role then that's maybe 3-5 players in the entire server who have the ability to deploy sandbag cover (no chance to build a decent fort with 3-5 guys).
  10. SecroNiTE

    That's genius! Of course it would only take a single well placed mortar round to clear the HQ out, but if it promotes teamwork and coordination between artillery gunners and troops on the ground then that's mission accomplished in my eyes.
  11. SecroNiTE

    I've played in some servers where infantry can deploy sandbags wherever they are to provide limited cover. If it's possible I'd recommend restricting the construction of field defenses to only one role, this will stop everyone from creating them and lagging out the server. The way I saw it implemented meant that a player could only deploy sandbags once and then had to pack them away before they could redeploy them somewhere else (to avoid duplicates and sandbag forts being built). If field defenses are limited to a single unit then hopefully it will promote communication and teamwork as machine gunners request sandbags in certain areas etc... This is the closest photo I could find to illustrate what I'm talking about. The ArmA 3 sandbag wall was only half the height of the one in the photo and didn't form such an igloo shape. This isn't an urgent request in any way, and to be honest I wouldn't at all be disappointed if it wasn't added to the I&A server. Just thought I'd bring it to everyone's attention.
  12. SecroNiTE

    They should either have transport helicopters or the ability to teleport. When CSAT forces teleport they shouldn't be able to teleport directly into the AO as they could suddenly appear behind a group of BluFor and get the drop on them before they have a chance to react. In the server I played in CSAT had to fly into the AO in helicopters and setup defensive positions around the objective but once BluFor eliminated them they had little to no change to regain the ground they lost. The player CSAT slots exist to simply provide a unpredictable and deadly boost to the AI, they aren't meant to be balanced like Battlefield or CSGO teams. Were the NATO jets dominating against player controlled CSAT jets? Because the AI jets are easy to take out once you have a jet in the air, whereas in PvP dogfights the Neophron's superior turning circle and maneuverability give it an advantage over the Wipeout/Buzzard. The role of any CAS jet should be to assist the ground forces, if a jet is dominating and leaving nothing for the troops on the ground to deal with then it's the pilot's fault for being too greedy. It's worth a trial but I can see things getting out of hand really fast.
  13. SecroNiTE

    I've played in an I&A server as CSAT before and I have to say things got 10x more intense for BluFor. If this goes ahead I'd recommend the following: A white-list for CSAT players, not necessarily admin only but definitely admin approval first.No more than CSAT 5 slots (as Aether suggested). No-one should be able to play CSAT until there are at least 20 BluFor playersNo teleportation (that's a bit too OP), give them some transport helis/ground vehicles instead or maybe teleport them to an area that's 1-2Km out of the AO. Otherwise you'll have a constant stream of CSAT teleporting into the AO, they will keep throwing themselves at NATO forces as it will only take them a couple of seconds to respawn, gear up and teleport straight back to the AO if they die.No jets or attack helis for CSAT as it's way too hard to take down player controlled attack aircraft in I&A. A player controlled Neophron is far superior to a Wipeout when it comes to dogfights and the buzzard won't stand a chance) Give them access to the same weapons in the arsenal that BluFor has access to. If some weapons are restricted for BluFor they should also be restricted for CSATMake sure that the CSAT base is not allowed to be camped as it takes NATO forces away from the main objective and turns I&A into a poorly functioning TDM server. CSAT also cannot spawn camp BluFor, they can only defend the current AO or side mission.That is an amalgamation of the rules from the I&A server I played on as well as suggestions which will improve upon those rules.
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