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Fincuan
04-21-10, 10:43 AM
If you want something of decent caliber, you're stuck with ironsights

S V D :yeah:

The best dmr-rifle in Arma1 and 2.
edit: Also the third most accurate after any rifle(1. M24/M40 2. M110 3. SVD)

Arclight
04-21-10, 10:43 AM
Started a game and got the side-mission where you have to take out a light factory near Paraiso. So I hop in the T90 and complete the objective but get a track blown off. I return to base to find it in ruins; a M60 and 2 Strykers are camping the spawn. Couldn't get to any AT gear and got shot... well, blown up. :lol:

Kept getting shot again before I could even select a respawn. These Americans play dirty. :doh:

* ah yes, restarted the map, obviously. :D
S V D :yeah:

The best dmr-rifle in Arma1 and 2.
Yeah, but you can't expect everyone to pick an SVD. :roll:

It's too noisy for my taste anyway. ;)

Dowly
04-21-10, 11:15 AM
That's because you suck beeing a Russki :O:

HunterICX

Bah, nonsense. The silenced AK's have huge dispersion. Abit before Arc's 150m shooting, I was shooting yanks rushing at me ~50m or so away. Semi or full auto, most bullets missed. :nope: Not to mention how ineffective they are, not unheard of to shoot someone in the head and they just keep going. :shifty:

EDIT: Ow and the bullet drops too much IMHO, at 100m with an silenced AK you have to aim pretty high to hit where you aim (and see the enemy just brush it off and shoot you :O:).

HunterICX
04-21-10, 11:27 AM
Bah, nonsense. The silenced AK's have huge dispersion. Abit before Arc's 150m shooting, I was shooting yanks rushing at me ~50m or so away. Semi or full auto, most bullets missed. :nope: Not to mention how ineffective they are, not unheard of to shoot someone in the head and they just keep going. :shifty:

Why would you use a silenced AK anyway...

and shooting someone in the head and they keep going is not unheard of, lately I noticed that I shoot people in the head (bloodspat confirms nicely I hit him) and they keep on going...Right!:shifty:

had that happen with various weapons from the west crate...

either the AI can take more, or the hit detection is somewhat wonky now and then.

HunterICX

Arclight
04-21-10, 11:33 AM
Can't say I have that problem, though I've switched to 7.62 from 5.56 a while ago. And I have the homefield advantage of no ping. :DL

Dowly
04-21-10, 12:27 PM
Why would you use a silenced AK anyway...

Personal preference? Not attracting everyone on me?

HunterICX
04-21-10, 12:31 PM
Personal preference? Not attracting everyone on me?

With Maniacs like me near you blasting the hell out of everything with a tank...

that won't draw any attention in your general dirrection :O:

HunterICX

Arclight
04-21-10, 03:00 PM
Doesn't have to, just being close to you is deadly in itself. :roll:

Oberon
04-21-10, 03:02 PM
I can see myself using that Ka-50 a lot in coming games, it's got some very nice features. :yeah:

http://img686.imageshack.us/img686/575/sovietconvoy.jpg

Arclight
04-21-10, 03:05 PM
Indeed, handles like a sportscar and can be effectively manned alone. Fast, too. :yep:

Aaand I ended up using Dragunov exclusively, of course. :roll:

Safe-Keeper
04-21-10, 04:01 PM
With Maniacs like me near you blasting the hell out of everything with a tank...Give the ferret a tank with a silenced cannon!

Dowly
04-21-10, 04:15 PM
Nah, I'm more of an infantry guy. :hmmm::yep:

Arclight
04-21-10, 07:14 PM
Aye, can pound the whole city to dust, but still need some comrades sweeping the city for that last imperial dog cowering amongst the rubble. :arrgh!:

Still don't like the rifles and AT weapons are equivalent to throwing rocks; it just pisses them off... but yeah, coming to terms with playing ruskies. Using smokegrenades a lot more. :hmmm:

Without all the gadgetry, having to consider the range before you engage and being pretty much helpless against tanks, it actually feels more like OFP. Remember that in the stock campaign I rarely had anything more advanced than a M16 with ironsights and a LAW launcher, and quite happy. :)

Dowly
04-21-10, 07:22 PM
Hehe, Corazol delivered once again. :DL Almost shat my pants when was riding in the back of your bike and we went thru the gate to the docks, M60 came from the opposing gate. :haha:

I find the RPG-29 pretty good. Good optics, the + is where you aim for close targets and below it you see the grid with numbers on the side 2,4, etc. those are AFAIK marks for hundreds of meters.

Still can't find any good rifle to use tho. :-?

Arclight
04-21-10, 07:30 PM
And then getting off the bike right in front of some imperial grunt. :lol:

Some nice fighting in the streets again as well. :yep:


Optic is excellent, but you need to toss 4 or so rockets at an M60A3 before it croaks... maybe focus on blowing of a thread or something. :hmmm:

Just nothing that compares to a javelin; firing multiple rockets is rather risky, giving your position away after the first and all. Could really use a KA50 on station more often, or BMP standing by.

HunterICX
04-22-10, 03:41 AM
I mainly aim for the tracks, when they are damaged it causes the crew to bail out.

but the best way to take out a tank is with a other tank :)

HunterICX

Dowly
04-22-10, 06:35 AM
:nope:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/ArmAFuu.jpg

HunterICX
04-22-10, 06:44 AM
Pounded by own artillery?

HunterICX

Dowly
04-22-10, 06:49 AM
GL Stryker or something like that.

HunterICX
04-22-10, 06:50 AM
ah that thing, just as annoying as the UAZ with the GL....hate those things.

no the tact they are grenades that beeing shot at me, but the fact these things are way to bloody accurate!

HunterICX

Dowly
04-22-10, 06:53 AM
Yeh, and they got armor. :stare:

Raptor1
04-22-10, 07:07 AM
I hate how the AI can hit you with those GLs from a range of 400 meters on the first shot as well...

Dowly
04-22-10, 07:19 AM
Yo, Arc! Wake up! You downloading/uploading something? :hmmm: Or then my ISP has found another way to **** with me, internets works just fine, but getting yellow/red chain every 5min or so. :-? Also, getting into the game takes forever, yet the server browser works fast.

EDIT: Other servers work fine. :hmmm:

Arclight
04-22-10, 08:50 AM
Yeah, had something sucking up bandwith, gone now. Forgot to shut it down this morning, and only just got back. :-?

Schroeder
04-22-10, 11:14 AM
Nah, I'm more of an infantry guy. :hmmm::yep:
I thought you like Stugs???:o

Could really use a KA50 on station more often, or BMP standing by.
BMP is standing for: Blow Me (to) Pieces!

Anything that could be considered to have remotely the ability to fight armor can take out a BMP.... usually with the first shot.

(at least it was like that in OFP....:oops:)

Raptor1
04-22-10, 11:30 AM
Nah, the BMP is awesome; it has the firepower to support infantry, the mobility to avoid situations it can't survive and it's airmobile (In Domi), so you can easily carry it to wherever you need it while a T-90 would take half an hour to arrive at the scene.

Oberon
04-22-10, 11:40 AM
Pity we can't make the T-72 air-mobile... :hmmm: But then we'd need a Antonov to boot them out the back of.

HunterICX
04-22-10, 12:46 PM
Why bother having them airdropped.....just fill a Antonov full with them and carpet bomb the town with T-72's!

HunterICX

Schroeder
04-22-10, 01:46 PM
Nah, the BMP is awesome; it has the firepower to support infantry, the mobility to avoid situations it can't survive and it's airmobile (In Domi), so you can easily carry it to wherever you need it while a T-90 would take half an hour to arrive at the scene.
And gets knocked out by any chicken sh*t AT soldier.;)

Dowly
04-22-10, 02:10 PM
I thought you like Stugs???:o

1. ACE doesn't have them.
2. ArmA tanks are arcade, so meh. :hmmm:

Oberon
04-22-10, 03:09 PM
Since it looks like we're not flying tonight, I'll be back in within half an hour or so. In the meantime, here's some shots:

http://img694.imageshack.us/img694/575/sovietconvoy.jpg
Dowly, Capt. Slow and Arclight head out

http://img689.imageshack.us/img689/3402/ufb.jpg
Dowly demonstrates the VTOL bicycle

http://img718.imageshack.us/img718/5395/teamee.jpg
Fin, Capt. Slow and Arclight celebrate after clearing a town

http://img293.imageshack.us/img293/4500/finplaying.jpg
Fin playing football with a UAZ

http://img72.imageshack.us/img72/2181/finstopthat.jpg
Fin attempting a breeding program for BMPs

http://img217.imageshack.us/img217/7597/arcattack.jpg
Arclight bombs the enemy town

http://img535.imageshack.us/img535/8955/massacreq.jpg
The last thing they heard was the sound of clowns...laughing...

krashkart
04-22-10, 03:42 PM
Arma sure has some nice terrain in it. :hmmm:

A quick question: would I feasibly be able to run Arma on a 1.5 Ghz? :06:

Dowly
04-22-10, 05:22 PM
Minimum is 2Ghz. :-?

And given how heavy ArmA can be at times, I'd recommend to get close to the recommended system before buying the game.

Fincuan, you wouldn't mind sharing a link to the AK RK replacement you have?

Arclight
04-22-10, 05:32 PM
Same for online? Maybe the AI running serverside takes some load off. :hmmm:


Ferrets prefer high places, from which they can survey their territory
and launch Javelins at unsuspecting T72s.
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-04-2100-11-37-91.jpg

1 KA50 pass and artillery bombardment later...
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-04-2221-05-32-31.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-04-2221-05-43-34.jpg

Russian army doctrine; leveling a town equals capturing it.
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-04-2220-23-52-91.jpg

SSC tries their hand at deliveries to make some cash on the side. Not everyone is adapting well to the new strategy.
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-04-2223-51-53-39.jpg

rsslcs
04-22-10, 05:41 PM
hmm.. This game looks cool! Are buildings destructible? If so, I'm buying! :yeah:

Dowly
04-22-10, 05:43 PM
hmm.. This game looks cool! Are buildings destructible? If so, I'm buying! :yeah:

Yes, they are destructible. Tho, dont except holes or anything, once they reach the set damage level they collapse with big plume of dust.

Oberon
04-22-10, 06:00 PM
http://img191.imageshack.us/img191/7641/littlebastard.jpg
SSC Maths: GAU beats AK, Strela beats GAU

http://img404.imageshack.us/img404/7344/matingseason.jpg
Mating season for Artillery

http://img219.imageshack.us/img219/9479/lolya.jpg
Erm...yeah...nuff said...

Arclight
04-22-10, 06:04 PM
Yes, they are destructible. Tho, dont expect holes or anything, once they reach the set damage level they collapse with big plume of dust.
(Cue Fin praising ArmA2 procedural damage to buildings. :DL)

Arclight
04-22-10, 07:59 PM
Making a change in our airpower; had some time to figure out the differences between the planes and ordnance, and differences in ordnance:

Su-27

4x R-73 short range AA missile
2x R-27 medium-long range AA missile
6x S-13 rocket pod; total of 30 general purpose (presumed HE) 122mm rockets

Su-34

4x Kh-29L semi-active laser guided ATG missile
2x S-8T rocket pod; total of 40 tandem-warhead HEAT 80mm rockets

Su-30MK

4x R-73
2x R-27
6x KAB500KR TV-guided general purpose bomb


There's also a Su-30KM that substitutes the guided bombs for Kh-29T missiles; same weapon as what the Su-34 carries, but with active TV guidance instead of semi-active laser. Imho leave it out since we have Ka-50 with 12 Vikhrs, and those neat self-homing bombs on the other Su-30MK. :hmmm:

There's also a variation of Su-27 that has 4x R-73, 4x R-27 and 4x S-8 rocket pods, for total of 80 general purpose 80mm rockets. Imho that would shift the Su-27 too far into CAS role. :hmm2:

All of them feature helmet mounted sights for targeting: look around, get your target in the center and hold RMB to lock. Should work for any guided weapon (alternative to locking it with TAB. Very nice in the twin seat aircraft.)

krashkart
04-22-10, 08:11 PM
Minimum is 2Ghz. :-?

And given how heavy ArmA can be at times, I'd recommend to get close to the recommended system before buying the game.

Fincuan, you wouldn't mind sharing a link to the AK RK replacement you have?

Copy. Looks like it will be awhile then. Thanks for the info. :up:

Fincuan
04-23-10, 04:32 AM
Fincuan, you wouldn't mind sharing a link to the AK RK replacement you have?

Here (http://cid-1240af4b4e5a5c3a.skydrive.live.com/self.aspx/.Public/Arma/mods/fin^_replacement^_ace^_rhaks.7z) you go. Not suprisingly it requires RH's AK pack in addition to those two files :D

Dowly
04-23-10, 10:37 AM
Rgr, thanks. :up:

Fincuan
04-23-10, 02:52 PM
There be games tonight?

edit: And Dowly ffs get a new sig... That's very disturbing when drunk :)

Arclight
04-23-10, 03:00 PM
Always on, think I'll try my hand as a Russian for a bit more.

If it's in creation stage, just select "ACE Sara" map and find the SSC Domi missions at the bottom of the list (have SSC prefix, can't miss 'em). :)

I'll start it up, but gonna make some dinner as well. Dowly is out (I think), and Hunter has a birthday, so probably quiet night.

Arclight
04-23-10, 10:03 PM
:damn:

Alright, so I got a little peeved trying to take a certain town; 10 points for who can guess which one. :shifty:

In response, I added another option for the call for support. Had JDAM and arty already, now added heavy arty. Don't think I explained yet, so:


Available to arty/rescue operators with radio. Separate from ACE arty.

JDAM: single bomb, hits as near to clicked postion as possible. Support will be available again after 30+min.

Artillery: targets 300x300m grid square and commences harassing fire. Support will be available again after 60+min.

Bombardment: targets 400x400m grid square and commences intense bombarment. Support will be available again after 120+min.


When you zoom in fully in the map view (actual map or the one in the dialog), you'll see the smaller grid appaer. Distance between divisions is 100m, so the arty covers 9 of those with the target marker in the center, heavy arty 12.

If you need to vent a little frustration, call it on the tit that keeps shooting you and watch him get turned to dust over the next 5 or so minutes. Pretty satisfying. :roll:

Oberon
04-24-10, 07:59 AM
Request one further option:

Direct Tactical Nuclear Strike

:yeah:

Arclight
04-24-10, 01:23 PM
:haha:

I would if I could. :D

Think I could get the weapon config right, maybe the model but no idea on the effects. :hmmm:

Arclight
04-24-10, 03:50 PM
Alright, why is this RebelYell logged in as admin? :-?

Fincuan
04-24-10, 04:06 PM
Probably voted himself in. One guy on the server votes himself == 100% votes. This percentage can be controlled via server.cfg, but not much you can do without completely disabling it.

Raptor1
04-24-10, 04:09 PM
Can't you switch that voting thing off?

Arclight
04-24-10, 05:11 PM
Will do that, yes.

*if possible.

Dowly
04-25-10, 01:31 PM
Is so satisfying when things go as planned (for once). Spent 20 minutes or so crawling towards Mabaste's radio tower and blew it up before they knew what hit them. :smug:

Arclight
04-25-10, 01:49 PM
Always get shot 10m from the tower. :shifty:

Raptor1
04-25-10, 01:51 PM
Always get shot 10m from the tower. :shifty:

Same. Last time I tried going in without armour support got me blasted by the last surviving guy all the way over the other side of the field too...

Dowly
04-25-10, 06:15 PM
:damn:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/chopperfuuu.jpg

Arclight
04-25-10, 06:57 PM
:haha:

"Let's go and get shot."

*BOOOOOM*

We really brought the house down. :lol:

Oberon
04-26-10, 05:54 AM
:har::har::har::har: Very nice

Got smacked several times by a spawn camping T72 at the MHQ, so switched to an A10 and flattened the T72, the other T72 which was sunbathing on the beach nearby and half the town. Met a house in a low strafing pass and respawned back at the MHQ, headed back into town, then realised that I'd left the artillery radio kit behind and turned around to get it.
Was just walking back when two ATGM BRDMs, one SAM BRDM and a T72 showed up. Shot out the tyres on the two ATGM BRDMs and was then killed by the T72.
At this point ferret based reinforcements arrived, Javelined the T72 and we proceeded into the town which I then levelled with artillery barrages before proceeding in by bicycle and being hit by a anti-bicycle Soviet heavy machine gun and finished off by a random passer by. :damn:

Dowly
04-26-10, 07:54 AM
Fin, could you give me a list of recommended mods for A2? Going to re-install it tonight (if my CD key still works). Don't need all the fancy micro-mods you propably have (like the FCS), just the bigger ones.

Fincuan
04-26-10, 08:33 AM
Fin, could you give me a list of recommended mods for A2? Going to re-install it tonight (if my CD key still works). Don't need all the fancy micro-mods you propably have (like the FCS), just the bigger ones.

:D There's already a decent FCS in ACE. Not as advanced as the one I had for Arma1, but pretty functional.

I'd start with these:

ACE
ACEX
ACEX_PLA(Chinese stuff, optional but recommended)
ACEX Soundmod(optional)


then some small but useful stuff. You'll find these at Armaholic

InstantViewDistance 2.1, allows you to change viewdistance and grass detail anytime anywhere
Shacktac Fireteam HUD
FNC Scopes 1.3 (http://cid-1240af4b4e5a5c3a.skydrive.live.com/self.aspx/.Public/Arma2/mods/FNC^_Scopes^_v1.30^_RC1.7z), better looking, more realistic and more functional optics.


finally some islands if you feel like it:

Isla Duala
Podagorsk
Celle
Thirsk


I'd recomment following TG's instructions on getting ACE and the islands:
http://www.tacticalgamer.com/wiki/index.php/Arma2_getting_started

Essentially after you've patched Arma2 to 1.05, or the latest beta-patch if you wish as the two are compatible when played online, start with that guide. It uses Yoma tools to fetch all the big mods, which requires very few clicks if everything works out ok.

Dowly
04-26-10, 08:42 AM
Right, thanks. Hopefully the 1.05's performance fixes work, towns are exactly where I've had my performance woes. :hmmm:

EDIT: Well this looks promising, for some reason I can't double-click insert anything in the editor. :doh:

EDIT: Is the 1.03 language patch the latest?

Arclight
04-26-10, 11:52 AM
Any luck? Planning on sticking with A2 for a while or just messing around? :06:

Dowly
04-26-10, 12:02 PM
Any luck? Planning on sticking with A2 for a while or just messing around? :06:

Performance seems to be quite a bit better. Can't give any FPS figures as didn't have FRAPS on. Still need to stick to normal settings pretty much. Not great, but playable.

ACE 2 setup was a tad annoying with the userconfig stuff and having the german version of the game all the unit names and most of the action menu & weapon names are in german. (where's the official localization patch BIS? :-?) On the plus side, they gots useable sunglasses now. :)

Also, something wrong with my mouse setup in the editor, have to double-click both mouse buttons a few times to get the window to pop-up. :hmmm: Annoying as hell.

Haven't really given it that much try yet, just checking out few things. And no, don't think I'm going to stick with A2, not until I get me a 100% english one. :hmmm:

Arclight
04-26-10, 12:12 PM
Same. Still was a little disappointed with performance a month ago or so. Tried the first campaign mission and just wasn't smooth. Need an English patch real bad as well. :doh:

Should note I haven't tried any performance improving mods yet. :hmmm:

Dowly
04-26-10, 12:28 PM
The PI mods did more harm than good for me. Atleast the ones that automatically change your settings at the same time you play. Good idea, but you get a small pause everytime the settings are changed and that can happen quite often. :O:

Need to try the others tho. :hmmm:

Arclight
04-26-10, 12:55 PM
Remember some mod for Morrowind that automatically adjusted view distance to performance. Was a pita as well. :nope:

Fincuan
04-26-10, 02:46 PM
Most performance gain for me came from the mods that adjust vegetation. GDTMod Plants(less performance gain but ok looks) is the one I use currently, and then there's also Proper Vegetation(the best performance gain). IIRC both are somewhat modular so you can mix them to your liking.

edit: In the latest beta patch they changed something with texture loading etc, something the CEO called "Significant changes under the hood". At the moment the reactions are mixed, but generally positive. For me it feels like overall FPS went down a bit but stutter is almost completely gone, resulting in overall smoother performance. You might want to try it out and see if it improves things for you. The beta patches are here (http://www.arma2.com/beta-patch.php), and as usual don't overwrite anything but each other so uninstallation means simply deleting the Arma2\beta-folder.

Dowly
04-26-10, 03:00 PM
K, will try the plant mods. Got the latest beta, but only tried the FDF winter map, so can't say how it affected the heavier maps.

Dowly
04-26-10, 06:49 PM
Arc is Stinger :up:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Arc.jpg

Kamov is dead :yeah:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Arc2-1.jpg

Arc is Kamov :o
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Arc3.jpg

Arclight
04-26-10, 06:55 PM
Some gum and a piece of string and she was good as new. :yeah:

If I had had a paperclip, she'd still be flying. :88)

Dowly
04-26-10, 06:57 PM
:haha:
http://floridawriters.files.wordpress.com/2009/11/macgyver.jpg

Arclight
04-26-10, 07:01 PM
Nah, would've needed the ball-point for nuclear tipped Vikhrs. Thought we could manage without. :hmmm:


Distraction turned out nice, right? Should use that more often; keep the buggers away from the tower while someone goes in to blow it. :DL

Dowly
04-26-10, 07:08 PM
Distraction turned out nice, right? Should use that more often; keep the buggers away from the tower while someone goes in to blow it. :DL

Ah yes, perfect timing. Was squeezing the trigger already, 2-3 seconds and they would've been over the little hill and straight in my lap. :doh:

Dowly
04-27-10, 04:42 AM
Arc, here's some FPS figures from A2, stock 1.05 + latest beta patch. Everything on normal, except for anistrophic & AA at low and post process on very high. 3d quality at 100% (this propably what gives you the blurriness, anything under 100% gets blurry).

Utes

Forest - 32-36
Open - 50-60

Chernarus

Big forest - 21-23
Big town - 25-30
Open - 25-40

Everon

Big-ish town - 30-35
Forest - ~30
Open - 40-75

These are all without other AI of course. :hmmm:

Dowly
04-27-10, 05:52 AM
Sneak in I said, it'll be easy I said. Need to stop listening to myself. :shifty:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/surrounded.jpg

Fincuan
04-27-10, 10:18 AM
Bah, just don't get spotted and you'll be ok :yeah:

Oh, and here (http://cid-1240af4b4e5a5c3a.skydrive.live.com/self.aspx/.Public/Arma2/mods/FNC^_Scopes^_v1.30^_RC1.7z) be the Arma2 scopes-pack I talked about.

Dowly
04-27-10, 10:28 AM
Bah, just don't get spotted and you'll be ok :yeah:

Well, I crawled all the way from the MHQ there, but from there all approaches to the tower were blocked. :-? So, I started blasting and holed up into that building. Expended all my mags with the mp5 and 3 or so with AK I stole. Killed 13-15 guys, before one tit shot a lucky nade into the building and hit me. :nope:

EDIT: Ow right, got the mouse click to work in the A2 editor too... well.. I didn't do anythint else than wait the PC to reboot after A2 BSOD' on my arse. :haha:

Arclight
04-27-10, 12:26 PM
Arc, here's some FPS figures from A2, stock 1.05 + latest beta patch. Everything on normal, except for anistrophic & AA at low and post process on very high. 3d quality at 100% (this propably what gives you the blurriness, anything under 100% gets blurry).

Utes

Forest - 32-36
Open - 50-60

Chernarus

Big forest - 21-23
Big town - 25-30
Open - 25-40

Everon

Big-ish town - 30-35
Forest - ~30
Open - 40-75

These are all without other AI of course. :hmmm:
Looks about right; it's those dips to and below 24 that ruin it for me, can't accept that.

Gonna search that key and reinstall, try some vegetation fixes, see how it runs again. :hmmm:

Dowly
04-27-10, 12:28 PM
I tried the PROPER Vegetation Low mod, does seem to give boost to FPS especially in forests. There's also a PROPER Vegetation VeryLow mod. 1st person view still takes few FPS' out, can't get the no motion blur mods to work for some reason. :-?

Both can be found from Armaholic.com. :yep:

Arclight
04-27-10, 12:31 PM
Language patch? :06:

Dowly
04-27-10, 01:12 PM
Language patch? :06:

http://www.armaholic.com/page.php?id=6011

Arclight
04-27-10, 01:33 PM
Thanks, found a few others... didn't really trust 'em. :lol:

Taking forever to patch, don't want to mess up the install. Yeah, use modfolders, I know, but still. :doh:

Dowly
04-27-10, 01:46 PM
Just installed the SLX mod, haven't tried it yet, but from the feature list it looks pretty cool. No new weapons/vehicles tho, but lots of cool AI/gameplay stuff. :hmmm: More on it when I test it. :yep:

Linky with feature list:
http://www.armaholic.com/page.php?id=7045

EDIT: Lol, I'm sold. :haha:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/ouch.jpg

Arclight
04-27-10, 01:59 PM
Oh god *cough* it's so horrible. :rotfl2:

Even when standing still, the framerate shoots up and down between 24 and 30, just ridiculous, never stabilizes. I'll try a reboot and run without Fraps, ArmA may not like Fraps. :hmmm:

Dowly
04-27-10, 02:01 PM
Oh god *cough* it's so horrible. :rotfl2:

Even when standing still, the framerate shoots up and down between 24 and 30, just ridiculous, never stabilizes. I'll try a reboot and run without Fraps, ArmA may not like Fraps. :hmmm:

Got the beta patches?

Arclight
04-27-10, 02:18 PM
1.05, reboot fixed the instability. ;)

Tried dropping a soldier in the editor in the town it starts centered on; 30FPS in all directions, all normal/shadows high/PP off, 100% 3D.

Gonna try vegetation fix.

Fincuan
04-27-10, 02:33 PM
FRAPS is not reliable at all what comes to Arma2. I learned it the hard way when trying to measure the effects of certain scripts on the FPS(made a fool of myself at BIS forums). :D

The engine features a few scripting commands that give you a reliable FPS output, and there should be an addon at Armaholic that provides some sort of interface for that.

edit: Here's the FPS thingy: http://forums.bistudio.com/showthread.php?t=77957

Dowly
04-27-10, 02:34 PM
Ya, but the beta patch. Check front page of Armaholic.com. Like Fin says, it evens out the FPS so no more jumping, also the new beta has some fix to some crashes.

Arclight
04-27-10, 03:07 PM
Yeah, that's... kinda playable. Not exactly smooth, but playable, seems to drop a little to low in some scenes in a town (24-25ish). 30ish or higher otherwise. :hmmm:

That'll probably change when there's actually stuff going on though. :-?

Oberon
04-27-10, 07:29 PM
http://img402.imageshack.us/img402/9946/ferretrun.jpg
Dowly uses Arclights smokescreen to plant his satchel charge and leg it.

http://img30.imageshack.us/img30/248/ahcrap.jpg
Oberon gets hit on his way out of base by a Shilka and has to ditch and swim to shore

http://img199.imageshack.us/img199/2651/regonnamakeit.jpg
Arclight comes to the rescue, but gets hit by the same Shilka and suffers tail rotor and fuel tank damage. Low on fuel and with little control, a desperate dash is made back to base, we arrive on fumes and then clip the hangar on landing and crash. :damn:

http://img17.imageshack.us/img17/3504/gliderh.jpg
The magical gliding kneeling invisible man

http://img220.imageshack.us/img220/5224/t72v.jpg
Arclight: FUUUU
Arclight: T72 still active
Capt. Slow: Where?
Arclight: E of town
*Oberon turns to head for the east side of town and collides with the T72 as it comes out of a bush in front of him.*

http://img249.imageshack.us/img249/9900/hotelromeo.jpg
With the town cleared, the intrepid duo return to base for a game of Hide and Tank

Arclight
04-27-10, 07:37 PM
I can tell you who usually wins that game. :roll:


Might have a lod issue on some buildings in ArmA 2. :hmmm:
http://i268.photobucket.com/albums/jj2/EZatHome/arma22010-04-2721-47-15-29.jpg
With the PROPER buildings stuff.

Arclight
04-27-10, 09:04 PM
Incorporated heavy arty for West. Up and running.


Remove MBT from base, make light armor liftable as trade-off (at least the default ones we put there)? Heavy armor would still be in bonus list. :06:

Fincuan
04-28-10, 02:05 AM
That looks likea Proper-issue. Some of the lods are a bit too low, luckily only missing trivial elements such as doors and windows :haha:

Dowly
04-28-10, 03:05 AM
HEEEEEEELP!! :rotfl2:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Help.jpg

HunterICX
04-28-10, 03:22 AM
SUPWISE BUTTSECHS!

HunterICX

Arclight
04-28-10, 04:01 AM
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Help.jpg
In Soviet Russia, army enlists you! :O:

Honestly, they have to take what they can get. :lol:

Fincuan
04-28-10, 04:20 AM
Honestly, they have to take what they can get

Surely not US Marines still in uniform? :D

Raptor1
04-28-10, 04:38 AM
Surely not US Marines still in uniform? :D

It seems that the food issued to Soviet troops is worse than we though...

Dowly
04-28-10, 09:17 AM
Poor bastid was still alive, eventho I shot him in the back of the head and shattered his lower jaw. :doh:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Bastid.jpg
Then I shot him again, naturally. :O:

EDIT: Ahaha, I love SLX so much. Anyone who's seen Schindler's List might remember the scene where Goeth tries to shoot one of the workers but the pistol jams, then he tries the officer's pistol which then jams too.

Anywho, had something similar happen to me. Me & my sniper (was sniper team) ambushed a squad of insurgents. After a pretty tense fight we had eliminated them and I went in to take care of the wounded tits. I had shot all but one of them, I walked to him, kneeled and put the barrel against his head and pressed the button. Nothing happened, hmm, maybe I ran out of ammo, I reload and try again; nothing. I ran to the nearest corpse and picked up AK and tried if it works, it did. So, I ran back to the wounded guy, kneeled, put barrel against his head and clicked; nothing. :damn:

No idea why the gun didn't fire, it did work if I took few steps away from the guy and shot at sky, but as soon as I went back to shoot him, it stopped working. :doh:

Dowly
04-28-10, 11:08 AM
@Arc

How about adding some bicycles or motorbikes near the base spawn? So, you can move around the base a bit faster. It should be as simple as placing the units in the editor and typing the following into their init fields:

handle = [this, 120] execVM "x_scripts\x_vehirespawn.sqf"

That should make them respawn after they have been moved & abandoned.

Safe-Keeper
04-28-10, 03:40 PM
I'm seriously pondering getting ArmA2 just to play with you guys.

Raptor1
04-28-10, 03:41 PM
I'm seriously pondering getting ArmA2 just to play with you guys.

We play ArmA the first, not ArmA2 though.

Arclight
04-29-10, 12:33 AM
@Arc

How about adding some bicycles or motorbikes near the base spawn? So, you can move around the base a bit faster. It should be as simple as placing the units in the editor and typing the following into their init fields:

handle = [this, 120] execVM "x_scripts\x_vehirespawn.sqf"

That should make them respawn after they have been moved & abandoned.
That's what the HMMWVs are for. :roll:

But yeah, i'll toss some more random transportation stuff in there.


That ArmA2 shot looks... absolutely gruesome. :o

That's stock, or from some mod? Never noticed such brutal stuff like a missing jaw, but I didn't play it for that long.

Dowly
04-29-10, 02:29 AM
Do the Humvees spawn if they are left somewhere? :hmmm:

The screenshots are from SLX.

Arclight
04-29-10, 02:33 AM
All the vehicles in base added for SSC have that line of code you posted. I'm not entirely sure since I only glanced at the script, but they should respawn within 2 min if destroyed.

Not sure if they are replaced if abandoned, but I seem to recall it happening after 30 min. :hmmm:

*actually, it calls "x_scripts\x_vehirespawn2.sqf"

Dowly
04-29-10, 03:01 AM
Yes, the other script I posted respawns the vehicle once it's moved from the spawn point and not used in x amount of seconds. :yep:

Arclight
04-29-10, 03:50 AM
Right, thought the second had just replaced the first, but I see the difference now. :doh:

:hmmm:

How about the first one for vehicles that are for transportation only, ie. no weapons, and the other for combat vehicles? :06:

Dowly
04-29-10, 03:55 AM
How about the first one for vehicles that are for transportation only, ie. no weapons, and the other for combat vehicles? :06:

Aye, suits for me. Just leave the helo's as they are, so we don't have to go back to base to fly BH to lift the MHQ after clearing a target. :hmmm:

Arclight
04-29-10, 06:29 AM
Alrighty, sprinkled a few (6) vehicles around, hopefully in handy positions. Simple army 4x4, you'll know it when you see it. Only those have that script that puts them back in their old spot if abandoned.

Server going down, back at 12:00 GMT.

Dowly
05-04-10, 12:07 PM
What say you peeps if we add the A1 SLX to our mod list? Just noticed it is available for ArmA aswell and from my experience with SLX2, that might spice things up. That is, if the AI is similar to SLX2's. :hmmm:

The final version should be ACE compatible (atleast that's what the maker says) and size is around 50megs or so.

Anyways, you can find the D/L link & feature list here:
http://www.armaholic.com/page.php?id=3121

EDIT: Nvm, scratch that. :)

Arclight
05-04-10, 12:38 PM
He lives! :lol:


Ehr, scratch what? The whole idea or a bit you edited? :06:

Looks good, though the video seems to show mostly human players, rather than AI behaviour. :hmmm:

Dowly
05-04-10, 01:15 PM
Scratch the idea. It didn't really seem to work that well. Actually, I didn't see much difference in the AI's behaviour at all. :hmmm: For example, I set up a 3 US squads vs. 1 insurgent squad 'match' and instead of retreating or anything like that, the insurgents went thru the old routine of hitting the dirt and getting killed.

Arclight
05-04-10, 01:54 PM
Don't think it really does much for AI;

AIs should crouch and go prone more often in combat mode. They will try to stay low to avoid getting shot.

That's about it for behavior.

Most of the stuff seems to be addressed by ACE to start with. :hmmm:

Dowly
05-04-10, 02:05 PM
If you just would've scrolled juuust a few centimeters towards the bottom of the page. :O:

FindCover:
Functions for AIs to find cover, move to a position and remember what they were doing before, and return to their previous task.

Group Link:
Scans through all groups and detects when they are in combat, then calculates what they should do based on the strength of their forces. Groups share information about enemies and about each other to get a better idea of the size of the friendly and enemy forces.

Suppressive fire:
The AIs will try to suppress the enemy by shooting at the last position the enemy was seen at. When people get shot at they can be suppressed depending on accuracy, damage potential, and rate of fire.

Maneuvers:
The AIs will decide what manuvers to use based on the general situation. They can decide whether to use bounding overwatch to attack, or to take cover and defend, or to fall back. If the AIs decide that their forces are not strong enough then they will try to call for reinforcements.

And of course, the most important: When AIs are drowning in shallow water they will stand up. :har:

And it's not just the AI stuff, there's plenty I like in it (well, in SLX2 atleast).

Ow well, we make due with ACE. :hmmm:

Arclight
05-04-10, 02:19 PM
Well, maybe set up a skirmish that's more evenly matched, and see how it progresses. As the sides start the engagement and start taking casualties, their tactics should change.

Have a squad patrol a city while another attacks, moving up through good cover/concealment aproach.

Dowly
05-04-10, 02:41 PM
The city fight works better, hell, I even saw two baddies enter a building :haha:(tho, I think it was an accident as the other one was spinning around like an idiot. :O:).

Also, the dragging wounded to cover & surrendering seemed to work. :hmmm:

Arclight
05-04-10, 02:52 PM
Maybe an accident, but I think the "cover AI" considers buildings as well. Quite regularly find enemies in buildings and the paras at base in Domi often hide in the medtents. :lol:

Ever tried placing a waypoint for inf on a building (attached to it)? You can select positions from a dropdown list, telling the unit where in the building to take position, so there must be some kind of logic in place that AI could use. :hmmm:

Dowly
05-04-10, 03:00 PM
Aye, noticed the building pos. thingy. But I think (don't QTF this) the stock AI doesn't use it on purpose unless told so by a mission editor. There are scripts that help on this, but the whole 'AI in building' stuff is pretty un****able. You get shot thru the walls, AI walks clips thru the walls, use grenades inside etc.

Arclight
05-04-10, 03:06 PM
Better to keep them outside, yes. I remember an AI trying to fire an AT rocket through a window... don't need to tell you how that ended. :D

Perhaps that's why ArmA has so little enter-able buildings. :hmmm:

Dowly
05-04-10, 03:13 PM
Better to keep them outside, yes. I remember an AI trying to fire an AT rocket through a window... don't need to tell you how that ended. :D

:har::har:

Perhaps that's why ArmA has so little enter-able buildings. :hmmm:

Aye, prolly true. :hmmm:

Dowly
05-05-10, 05:06 AM
Laughing at death is when you set up your sniper's nest under a perfectly operational enemy tank. :haha:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/snipernest.jpg
(No, he never found me :har:)

Dowly
05-06-10, 08:26 AM
Arc, you're going to LOVE it when you go to the server. BH's left all around the island, all but Apache missing, jets parked all around the base. :nope:

Oberon
05-06-10, 08:28 AM
Not guilty!

I haven't logged on in ages, must get back at some point. :yep:

Arclight
05-06-10, 08:46 AM
Just give it a restart if it's too much of a mess. Tracking down the BHs is easy, but the other gear you'll never find. :hmmm:

Dowly
05-06-10, 08:52 AM
Aye, well I got all the BH's back, there's one Cobra in base, but that might be a bonus vehicle.

Dowly
05-06-10, 03:09 PM
M40A3 sucks monkey balls period

Arclight
05-06-10, 03:22 PM
Don't try to run. You'll only die tired!
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-0620-06-54-54.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-0620-07-16-51.jpg

And for the silly business:
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-0621-21-29-29.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-0621-46-13-80.jpg

Dowly
05-06-10, 03:37 PM
I think that ATV would've stayed like that forever, but then it went down when I started to type. :haha:

Ow and thanks for keeping me company during the sniping. :salute:

Arclight
05-06-10, 03:47 PM
My pleasure. Much better if someone covers your ass a bit as well. Can't see an awful lot staring down a scope. ;)

Dowly
05-06-10, 03:50 PM
Aye, true that. Need to start carrying few claymores with me from now on. :hmmm:

Arclight
05-06-10, 07:47 PM
That kid has no sense of humour. He's the one that tripped the claymore... well... maybe, maybe we were partly responsible, but still. :hmm2:

Dowly
05-07-10, 01:12 AM
:haha::haha:

http://i230.photobucket.com/albums/ee274/Finnish_Ferret/claymore1.jpg

Try #1 :damn:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/claymore2.jpg
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/claymore3.jpg


Try #2 Great Success :yeah:
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/claymore4.jpg

Dowly
05-07-10, 11:06 AM
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Arc1-1.jpg

http://i230.photobucket.com/albums/ee274/Finnish_Ferret/Arc2-2.jpg
http://i230.photobucket.com/albums/ee274/Finnish_Ferret/arc3-1.jpg

And now for the war movie moment of the day.

We got the awesome idea of dropping the MHQ right at the tower by going high with the chopper. Of course the enemy struck back but we got them under control. After Arc & me took out the armor and inf at the MHQ, Arc lead the way westwards, I followed. Suddenly enemy GL opened up and killed us both. :shifty: Arc spawned before me and took out the GL, I spawned in and took immediately few grenades near me, I looked around and saw Arc on top of a small hill to my left some 20m away, I looked at him and Arc looked at me and BOOOOOOM he vanished into the smoke of an explosion. Another GL. :doh: Was awesome, hope I could've recorded that. :damn:

Dowly
05-07-10, 01:52 PM
Right. Who is still playing/planning to play in VERY near future on the ArmA1 SSC server?

Lately, it has been just me and Arc there + few outsiders, but usually it's just me and Arc.

Arc is keeping the server up 24/7 so we can play there, I think it'd be more than fair to let us know if you aren't going to play there anymore, so we can plan the next action.

Thank you.

Fincuan
05-07-10, 01:56 PM
I've been hopping in from time to time, but apparently haven't managed to be there at the same time with anyone else. It'd be of great help if the server was visible here (http://stats.swec.se/server/list). That way one could easily check when there's people around and jump into the melee. By default all servers visible in the Gamespy serverbrowser should also be visible there, so I have no idea why Arc's isn't.

Dowly
05-07-10, 02:01 PM
Yes, that is the same thing that was wrong with Hunter's server. You got steam or MSN? That might help keep track when everyone is playing. Or just simply post to the thread that you're going in. :O:

Arclight
05-07-10, 02:03 PM
Think my router blocks the pings from sites like that. Or it needs another port opened that isn't necessary for the game's normal functioning. :hmmm:

Either way, you can see if anyone is playing in the game's server-browser no problem.

Dowly
05-07-10, 02:14 PM
Either way, you can see if anyone is playing in the game's server-browser no problem.

Yup, it takes you 5min (or less) from your day.

Fincuan
05-07-10, 03:39 PM
It's just a lot faster to use a site like that for me. I use Ubuntu 9.10 for everything else except for certain games, so checking the server's status ingame would require a reboot to W7- > "Oh none on the server" -> Boot back to Ubuntu. Slightly more than five minutes :D

The default ports needed for Arma and Arma2 are 2302(the game itself), 2303(Gamespy browser) and 2305(VOIP), all UDP. TCP isn't needed. My router also blocks everything except for those, including pings, and yet my server shows up in the listings.

Oberon
05-07-10, 04:20 PM
We should probably organise some times again when we shut the server off to the public and have our own evening of chaos.

I've not really been in the mood for ARMA at the moment, but these things happen in cycles and I'm sure it'll drop back around into ARMA soon. I'm playing TF2 at the moment mainly and I'd dropped that for a few months until recently.

Arclight
05-07-10, 05:03 PM
Went on exploration through router land, and lo and behold, the damn thing had assigned the ports to a different device. Get a lot of PCs and laptops going through here, and the thing had become a tad confused. Should be fixed, if it still doesn't show up in the server list, I don't know what else to do.

Might take a bit for the list to refresh, but it should show up. :hmmm:

HunterICX
05-07-10, 05:57 PM
I'm currently with too many games, too little time :doh:

We should probably organise some times again when we shut the server off to the public and have our own evening of chaos.

also we need to organise ourself, no offence but I hate jumping in a server and having a Sandbox fest (doing the heck we want)

at times I asked what's the goal/whats going on and I get no reply from the ones that currently play...at that point I'm near the point to hit the exit button already. if I want to spent my time senseless shooting I just go get myself a game of TF2.

its just, I can't stand it...If no one takes the role as a leader and I'm not in the mood to do it myself or take the initative I just get bored and after a evening just doing well whateve it was I just don't feel like repeat that the next evening and move on to something else.

HunterICX

Arclight
05-07-10, 06:26 PM
Rrright... for the record, there's always some level of coordination between SSC; at the very least we know what the other(s) is/are up to. If no one tells you what to do, it's because the target is clear: blow the tower, clear the town. So seems like locking the server is key here; some non-SSC people are team-players, but a lot just aren't. They will be booted without mercy, in fact, we did this before. As far as I'm concerned, anyone from SSC has admin privileges and is free to kick, ban, restart and select missions as they see fit.

As far as regular playtimes go, I wasn't aware there was ever a change in those, apart from the Waffles muscling in on the Thursday and no one showing up anymore. :hmmm:


Let's just "officialy" reinstate the Tuesdays then, regular time. Any desires or wishes can be discussed in-game, such as a request to go on Teamspeak, boot disruptive players or a restart/change of mission.

If you have any issues or grievances, for example about organization or playtimes, communicate it. Simply stopping to play doesn't solve it. ;)

The server is there for you; the fact it runs 24/7 shouldn't affect that.

HunterICX
05-07-10, 06:41 PM
Rrright... for the record, there's always some level of coordination between SSC; at the very least we know what the other(s) is/are up to. If no one tells you what to do, it's because the target is clear: blow the tower, clear the town.

Ofcourse I know the object.:03:

thats not my problem...I see one flying a chopper, I see one sniping and coordinating Arty and one going grunt.

I jump in, okay...whos the leader?
seems noone is coordinating the bunch I might as well take the A-10 blow stuff up till midnight and leave.

We're with few and we all do different things, that bores me...especially since no one leads.

I would like to see a obvious leader, communication and updates from all players and no screwing around...if I take the A-10 without the need for it I want to hear ''wtf your doing, get out of that thing we don't need it now''

I would like us going together at the target...with one arty observer doing the spotting and drops arty on the target and takes a few troops out he can lock in his scope.

if we're going in as a group we be carefull, coordinate and make sure we stay alive if someone drops dead we hold position till the guy respawns and manages to get back to us before we continue unless the leader has a request for Close air support and he may respawn and take a Harrier/A-10 untill we don't need it anymore.

on tactical gamers things where quite strict, it wasn't 100% proffesional but there was obvious leaders and order given out...and thats where ArmA becomes enjoyable.

Not the same person needs to be the leader on every night, would be nice to swap the roles but please co-operate with the leader.

HunterICX

Arclight
05-07-10, 06:59 PM
There the problem is you jump into a running game with very few players. Someone flying the A-10 is much needed, someone tossing arty is always welcome and someone will always need to do the grunt work. Hell, a TL for ammodrops and engineer to patch up captured or brought up vehicles would be great too, but we don't have enough regular players to really get to that level of organization at that point.

Just communicate; once we get the guys in-game ask for a restart or regroup, call for a specific leader to coordinate it further in, can do anything at that point.

I think it's just that people's perception of the games have changed, maybe not realizing it's their server and not a generic public one where they have no input. Feel free to make some demands and indicate what needs to be done to make it an enjoyable evening. :yep:

HunterICX
05-07-10, 07:17 PM
I think that'll work

when we have enough players we regroup get sorted and go back in as a team.

HunterICX

HunterICX
05-08-10, 04:23 AM
Just saw a video article about the Dutch army using VBS2

seeying its content and features, I would call ArmA a public version rip off :O:

HunterICX

Lionclaw
05-08-10, 05:17 AM
I'm downloading the needed stuff, I'll install ArmA shortly, and fool around in the editor testing the ACE mod.

I haven't played these kind of games online for ages so nervousness is expected. :O:

Is voice comms required?
I don't have any headphones with microphone, and there's also the risk of hearing damage in the long run with headphones. I want my hearing to be good for music. :03:

Edit: It doesn't say anything about voice comms in the original post, I guess it's optional then.

HunterICX
05-08-10, 05:24 AM
Voice comm is not a requirement to play with us, it would come in handy thought and the alternative for headphones is just a microphone to put in front of your desk :03:

HunterICX

Lionclaw
05-08-10, 05:29 AM
Hehe, but I've heard some might find it annoying with hearing the sounds from the speakers. :)

I'd have to buy a microphone then though. :hmmm::)

Dowly
05-08-10, 05:33 AM
@Lionclaw

Voice comms are optional. During the public times we don't use other than typed messages.

@Arc

Nope, server still shows ? ping and not on the list. :-?

HunterICX
05-08-10, 05:47 AM
Hehe, but I've heard some might find it annoying with hearing the sounds from the speakers. :)

I'd have to buy a microphone then though. :hmmm::)

Don't put them near your speakers, and in ArmA you can ''Push to Talk''
so the mic is only open when you push the Talk button :)

a bit of background doesn't hurt....just don't try to talk when your blazing around with the machine gun :O:

HunterICX

Dowly
05-08-10, 05:56 AM
I like the background sounds, makes it sound cool. :DL

Oberon
05-08-10, 06:01 AM
I've often found us working together quite well, multi-role is often the only way to clear towns without it taking all night. After all there's not enough Javelin and Dragon missiles in the average ammo box to clear the armour of an entire town. So a quick A-10 CAS sweep first to clear the heavy armour, then a rain of death from the arty operator nearby (usually Arc), then either we advance in or I grab a tank from base (depending on how far away the objective is) and support the infantry advance.
Rinse and repeat.
I wouldn't mind going Russkie again sometime, the Ka-50 is a fun bird to fly and doesn't require a joystick. :up:

Dowly
05-08-10, 06:12 AM
Bah, excuses. If you run out of Javs & drags, you got the AT-4's and I AM THE LAW's. In an average sized town there's 1-2 T72's, the total of 6 or so javs & drags should be more than enough to take them out, anything else is one hit kill for AT-4 & I AM THE LAW.

HunterICX
05-08-10, 07:21 AM
@Oberon, it does work but we are all over the place.

ArmA is fun when you work as a squad
thing is with warfare that its quite too big for few players but we haven't got a alternative.

unless Dowly still feels like reviving the SSC Campaign:D

The Vehicles we have and the fact they respawn quikly makes us careless (me included) we jump in anything as its for granted and just rumble to the location.

Also the vehicles take away the players needed to do a proper SF strike into the target

I say we either have the vehicles respawn time to be like 1 - 1 1/2 hours or don't have them respawn them at all so when we use it we are more carefull and only use them when we really get our butts handed to them.

as for enemy:

-A city or town doesn't have more then 1 (maybe 2) T-72's
-Take away the UAZ's with the GL that thing is a Cheap AI annoyance.(replace them with the MG UAZ's)

HunterICX

Oberon
05-08-10, 07:27 AM
Eh, fair dos. If that's how it's preferred :yeah:

Lionclaw
05-08-10, 07:27 AM
ArmA is now installed, ACE mods are installed.

HunterICX
05-08-10, 07:29 AM
Eh, fair dos. If that's how it's preferred :yeah:

if you ask me I prefer a SAS/SWAT/SF style of play :)

or like british Paratroopers from WW2 like the ones in my sig :D

*aproaches a town*
SMOKE SMOKE!

HunterICX

Dowly
05-08-10, 07:39 AM
Hmm, I dont think we need to make any changes to either the respawn times of own tanks nor the enemy composition in towns.

For our tanks, we can just agree to not use them that much.

While the UAZ GL's are a bitch, they do make you move around more carefully. And both the static GL & UAZ ones have pretty ****ty 'sensors', you can expose your body enough around a corner to take a shot at them. We just need to start using more smoke. :hmmm:

Re: SSC campaign, I've been planning something the last few weeks, just haven't gotten to the editor part yet. :haha:

Arclight
05-08-10, 08:34 AM
Well, I did kinda tweak enemy numbers a little, so there would be less MBT and GL-UAZ... I just never told anyone. :DL
:lurk:

Lionclaw; server name is "SSC ACE-Domination 1.09 #3". It's empty fairly often, so if you feel like just practicing a bit there that's possible too. ;)

Lionclaw
05-08-10, 08:55 AM
Yeah, I found it when I checked the list of servers ingame. :)


What kind of game is Domination? I don't think I've ever played it.

I've never played ArmA online, I used to play Operation Flashpoint online ages ago though, quite fun. :DL

Capture The Island was fun, they tend to get very long though, players leave as time goes. Used to take a Cessna and look for the location of the enemy base.
The reception was usually quite hostile. :03:

Arclight
05-08-10, 09:19 AM
Domi randomly populates a town with enemies, a radio-tower and a secondary objective (kill the governor, blow something up, etc). If you are detected close to the town, reinforcements will arrive every now and again until the radio-tower is blown, so that's essentially priority #1. You also get random side mission available, apart from that main objective. Usually kinda similar to the secondary objectives at main.

You start at an airbase, where there are ammo-boxes to pick your gear from, and we added a bunch of vehicles that can be used that will re-spawn.

Sometimes a helo flies over that base and drops paras, so there's a little base defense involved as well.

There are mobile HQs; just a special M113 that can be airlifted by the Blackhawks. You can use those as a movable spawn point. Good idea to drive or lift one close to your objective so you can spawn close by.

There's a number of service-stations at the base: ammo-point, jet-service, helo-service, vehicle-service and wreck-repair. You can load ammo-boxes at the ammo-point on MHQs and Blackhawks, so you can drop ammo at the spawn. Just drive/land your vehicle at the service-points and it will be reloaded, repaired and refueled. Wreck-repair is to repair destroyed bonus vehicles (you get those from completing objectives); you'll need to pick up the wreck with the Chinook and drop it at the repair point.

Engineers can service a vehicle in the field, but only once. After that they need to return to base for a "recharge". Also need to have the engineer's backpack. They can turn over flipped vehicles as well, and use some vehicles to transport static guns.

MG gunners can set up MG-nests.

Medics can heal others far more effectively, and even units that did first aid on them selfs really need a medic to get back to full health. They can set up a MASH too, allowing units to heal there, though you need to take a MASH down before you can place another.

Team Leaders for Alpha and Charlie team can call in airdrop, dropping an ammo-crate, M119 or HMMWV. Need to have a radio with you.

Arty/rescue operators can call in artillery and support (JDAM or artillery that covers large area with harassing fire or heavy bombardment) if they have a radio. They are also the only ones that can get hostages to follow them, but I think there's only 1 rescue side-mission, so is very rare.

Lionclaw
05-08-10, 09:36 AM
Ah, ok. Thanks for the information. Some features to learn then. :)

Fincuan
05-08-10, 10:59 AM
Something that made Domi pretty enjoyable at TG was removing armor altogether. Infantry only at towns and infantry only for players, with a limited amount of air support and "soft" vehicles. Let's face it, the OFP/Arma-series originally started as an infantry sim and still works the best that way, even if the present armor/penetration modelling in ACE2 is damn good.

edit: Oh, and I'll hop on the server right now.

Arclight
05-08-10, 11:33 AM
I like that, I'll slap a version together where there's a bigger focus on infantry combat. :yep:

The reason we need heavier vehicles is simply because of the presence of MBTs. Take those out of the equation and the focus/play-style shifts quite a bit, for the good imho. :)

Very good. :salute:

Lionclaw
05-09-10, 04:25 AM
Found an old headset with microphone. Planning to just use the microphone. :)

Had some issues problem getting it to work, but it seemed to resolve it by itself. :-?

Arclight
05-09-10, 03:04 PM
Feel free to ask if you have questions, or if you need anything in-game. Domi can be a bit much to take in at first, at least it was for me. :doh:

Heck, just finding a weapon that suits you can be tricky in ACE if you're not familiar with the models.

Lionclaw
05-09-10, 03:29 PM
Seems to be many features in it, perhaps I'll get more aquainted with some in the future. :)


I usually pick weapons with grenade launchers. ( M203, GP-25? )

I've practiced in the editor, it takes time to learn how to aim in order to get the grenade where you want it.

I miss sometimes, but it's usually not far off. At least 1 round is needed to see where it will impact, adjust from there.
But at long range it's impossible to hit anything with a grenade launcher, the first round is usually way off. You have to aim so high that whatever you tried to shoot at is no longer there when the grenade gets there.

Don't think I managed to hit anything from that mountain/hill, except the ground.

Arclight
05-09-10, 03:41 PM
You can use shift+V to get a range read-out; a indicator pops up telling you how far away the round will impact. Handy if you happen to know the range.

Only works with GL selected. It works for weapons with adjustable scopes too, but then you get a dialog that lets you set the range, so you don't have to aim above the target so much.

Basically what Dowly did for that sniper-shot. I tell him the range given by laser range-finder, he inputs it, aims and squeezes the trigger. Much better than guessing how far above your target you have to aim for an estimated range.


Infantry-domi is available; heavier vehicles have been removed. It's still possible to get heavier gear as bonus-vehicles, but I could always take those out too if needed.


SSC Inf-Domi A.C.E. [3.70]
SSC Inf-Domi A.C.E. East [3.70]

Arclight
05-09-10, 04:14 PM
For SSC personel:

To log in as admin, open chat and type: #login subsimadmin

You should be able to kick disruptive players from the "players" screen (press "P") once logged in.

Here's a list with commands: http://community.bistudio.com/wiki/Armed_Assault:_Multiplayer_Server_Commands

Arclight
05-09-10, 08:30 PM
Guess we need some guidelines on what's disruptive, so here's what I was thinking:


- people who barge in on the main target triggering reinforcements while everybody else hasn't even gotten there yet. For example, players have been working together setting up MHQ and cleared main, new main is assigned, new player joins and takes a BH, ditches it and triggers reinforcements, gets killed.

In other words, people who just aren't team-players at all.

- people who bail out every time and leave engines running. Maybe it's just me, but it's annoying.

- people who TK excessively. imho 3 strikes (close enough together) and you're out.

- people who destroy service-buildings at base. Everything else respawns, but those don't, so that's a no-no.

- people who lose vehicles and make no effort to correct it, such as marking them on map, at least communicating the fact or trying to get back there to blow the vehicle so it can respawn. Not that big a problem with BH and MHQ, since those are always marked, but tracking down some of the equipment at base by default is next to impossible.

- people who don't communicate, but it's more something that's annoying in combination with the other topics. A non-English speaker who tries to play along despite being unable to communicate is alright, but people who are being a pain and don't communicate, especially when asked about their actions, should just leave.


In true SubSim spirit, try to talk it out first. It seems a lot of them don't understand the channel system in ArmA, so maybe make an effort to make sure they're at least trying to communicate in a channel others can see (global, preferably). After making an effort to explain how to communicate and they refuse to respond when asked why exactly they're being an arse, even if it's just a "no hablo ingles", that's enough reason to kick as far as I'm concerned.

Just some thoughts, if you don't agree or have something to add, please say so. If you don't feel like taking up an admin role, then don't. No one is requiring it from you. ;)

HunterICX
05-10-10, 03:34 AM
Seems fair to me :)

What you guys say we have a game on tuesday 21:00 GMT and have a crackshot at the Inf Domi?

HunterICX

Arclight
05-10-10, 03:58 AM
Sounds good. Started a game of it already to see if it needs tweaking/fixing.

Dowly
05-10-10, 06:12 AM
Rules sound good. Last night was quite a bitch with every BH ditched somewhere. Especially that Maec was quite a tit, you asked for a pick up, he takes the last BH and flies to the next main and ditches the BH there. :shifty:

Also, something to keep an eye out is those who take MHQ's from main target and drive them somewhere without asking about it. Last night, that box guy took our MHQ from a safe spot and drove it straight into the town forcing us to fly in another MHQ and we all know what happened afterwards. :-?

Arclight
05-10-10, 06:43 AM
Ah yes, moving MHQ and leaving ammobox and/or getting blown to pieces. Communicate, interrogate, exterminate. :arrgh!:

How about the 2nd MHQ? Keep it at base so people can teleport to take out VDV/get chopper, or is it handy to have both in the field? :06:

Oberon
05-10-10, 06:50 AM
Ugh, box...yeah... :damn: At least we got it back after we cleared the town.
Oh, and Hydra-pilot or whoever he was blew himself up by firing point blank into a fuel truck :har:

Arclight
05-10-10, 06:57 AM
He blew me up for no aparent reason. :-?

Well, I kinda drove my quad up the ramp and into the Chinook, after which it started to trip out, thereby wrecking both the Chinook and my quad... but I was gonna blow it, no one was going to fly it anyway since we procured one of the ditched BHs, so it needed to be blown... damn near kicked him for that, I just don't like him. :shifty:

Oberon
05-10-10, 07:07 AM
Random :nope: Some players you can tell are going to be ok, others it's not so apparent until they start screwing around. In which case, the ban-hammer should be in play.

Arclight
05-10-10, 07:13 AM
Always keep one in my deck. :yep:
http://i268.photobucket.com/albums/jj2/EZatHome/banhammer1.jpg

Dowly
05-10-10, 08:22 AM
I think the hydra guy is young one, atleast that's the impression I get from him. Isn't an excuse to act like an ass tho.

Arc, you did anything else to the server than just removing heavy armor? The enemy seems a lot more aggressive. 5min from touch down we already had inf swarming the MHQ, ten minutes further and UAZ came to wreck our chopper. :hmmm:

Ow and Hind didnt get us killed so he rammed the building we were in. :haha:

Lionclaw
05-10-10, 08:34 AM
:haha:

Yeah, it was unexpected. He fired at me with cannon but missed, then BOOOM. :har:
It circled above Corazol most of the time, after we arrived.

Failed taking it out with stingers, took RPG launcher from dead soldier and tried shooting it down wasting 2 rpg rockets.

I think we may have landed a bit too close to the outskirts of the city.


Does the mission still run if there's nobody on the server?

I wonder if the MHQ is safe where it is, in case some heavier weapon power finds it. :hmmm:

Dowly
05-10-10, 08:37 AM
Yes, the mission keeps running and yes the MHQ is safe. Enemy doesnt attack it unless there's someone driving it. :yep: But there might be few hundred Russians waiting there for someone to spawn. :haha:

Lionclaw
05-10-10, 08:41 AM
Might be a tough couple of minutes then if that's the case.

Respa...RATATATATA. Player is killed

Dowly
05-10-10, 08:45 AM
A bit of SAW here and there should fix that. :O:

Oberon
05-10-10, 08:47 AM
That's pretty much what it was like last night after Box parked it on its side in the middle of the town.

Respawn, spot Russkie missile launcher, spot Russkie soldier, die.

Lionclaw
05-10-10, 08:51 AM
It's worth it to look at the dead soldiers gear, they usually carry bandages. Good also if you're in need of an rocket launcher. Found a radio on one guy.

Had a flashback to Operation Flashpoint: Resistance where you had to scavenge weapons and ammo in the campaign. :)

Oberon
05-10-10, 02:23 PM
Haha, yeah that takes me back.

Anyway, good work on the looting from that town Lionclaw, quite a nice haul, two AA BRDMs and a standard BRDM. :up:

Lionclaw
05-10-10, 05:02 PM
Yeah, always nice with free equipment. :yeah:

Arclight
05-10-10, 09:43 PM
I think the hydra guy is young one, atleast that's the impression I get from him. Isn't an excuse to act like an ass tho.

Arc, you did anything else to the server than just removing heavy armor? The enemy seems a lot more aggressive. 5min from touch down we already had inf swarming the MHQ, ten minutes further and UAZ came to wreck our chopper. :hmmm:
I might have tweaked infantry numbers a bit, to compensate for less vehicles, but shouldn't affect their behaviour. :hmm2:

Arclight
05-11-10, 01:23 PM
Kids these days...
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1118-12-09-20.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1114-58-13-15.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1114-59-50-94.jpg


Don't even get me started on Soviet drivers.
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1114-10-42-19.jpg

Dowly
05-11-10, 01:27 PM
Was good game. :yep: Had fun trying to think of pranks to pull while you were away. :D

As a side note, welcome Lionclaw to our merry band of clowns. :salute:

Arclight
05-11-10, 01:31 PM
Was good game. :yep: Had fun trying to think of pranks to pull while you were away. :D

As a side note, welcome Lionclaw to our merry band of clowns. :salute:
I left while sitting in a blackhawk. When I came back, I was in a M113, floating in the sea and wounded. :doh:

Oh and before that, I came back to find myself sitting in an otherwise empty Blackhawk, precariously balanced on top of a small comms tower. :o


Welcome indeed, Lion. :salute:

Lionclaw
05-11-10, 01:55 PM
Thanks. :)

Figuring out how to make a custom face at the moment. So it doesn't look weird, needs shading and stuff. :hmmm:

Found a face template.

Oberon
05-11-10, 03:10 PM
Seems fair to me :)

What you guys say we have a game on tuesday 21:00 GMT and have a crackshot at the Inf Domi?

HunterICX

Hello? :hmmm:

Oberon
05-11-10, 05:47 PM
http://img413.imageshack.us/img413/4218/clownbh.jpg
Arc, Obie and Dowly celebrate the successful removal of a broadcast tower

http://img443.imageshack.us/img443/1153/saddamsalute.jpg
A failed infantry approach and a colossal artillery bombardment later, the town is cleared. Seriously 'Bombardment' option...ROCKS!

Dowly
05-11-10, 05:51 PM
*Planning*
.
.
.
*Fly to AO*
.
.
.
*Sneaking in*
.
.
.
"Anyone got satchels?"
"FUUUUUUUUUUUUUU-"

Arclight
05-11-10, 05:58 PM
At least no helicopters dropped on us... or the HQ. :doh:


Artillery: rocking your world since the first century. :arrgh!:

Oberon
05-11-10, 05:58 PM
:har::har::har:

That was a classic moment.

"Dowly, you got any satchels?"
"No."
"Lion?"
"Erm...no..."
"Arc?"
"...no..."
"...."

Oberon
05-11-10, 06:03 PM
http://pix.motivatedphotos.com/2009/12/3/633954143633705265-FamousLastWordswellatleastthiscantgetanyworse.jpg

HunterICX
05-12-10, 03:25 AM
the ''not having brought satchels'' was a facepalm moment...:haha:

I think for planning we need to take the BF2 Kit aproach

Anti-Tank:

-Small arms (SMG/Rifle)*
-AT launcher

*more for personal defence then to attack, his main job is to take out vehicles with the AT launcher, so its better to spare weight and ammo on the SMG/Rifle he brings.

Assault:

-Assault Rifle with or without GL
-packs a lot of grenades and smokes

Engineer:

-Small Arms (SMG/Assault Rifle)
-services vehicles

Medic:

-Small arms (SMG/Assault Rifle)
-Medic backpack

Special-Ops

-Small arms (SMG/Assault Rifle)
-Explosives (Satchels)

Support:

-Heavy MG
-backpack filld with extra ammo (perhaps some extra rounds for the AT guy)

Sniper:

-Sniper Rifle
-Arty Observer/Laser marker

what do you guys think?

Ow, was thinking...is there any uniform/clothing mod out there that turns us into merc-like troops like Dutch's units in ''The Predator''? :D

HunterICX

Lionclaw
05-12-10, 04:28 AM
Sorry about yesterday, when I went completely wrong direction in the ATV.

Brainfade moment. :oops:


It was getting late in the evening.

I also get nervous/anxious (not the good kind of anxious) around new people, and situations I'm not used to.

- - - -

What custom faces do you guys have? I know Dowly's.

Just so that I haven't made anything that's too similar to the others.

HunterICX
05-12-10, 05:01 AM
Don't worry Lionclaw :03:
whenever something/someone screws up we just have a laugh about it.

welcome to the Clown squad btw :yeah:

as for the face I use, V's mask
http://img171.imageshack.us/img171/5326/imagenesvvendettag.jpg

HunterICX

Lionclaw
05-12-10, 05:31 AM
Thank you Hunter. :)


Never got a good look on Arclights custom face. But I think it resembled Sting's. May be wrong though :hmmm:

http://wrestlingmania.blogs.sapo.pt/arquivo/sting.jpg

http://4.bp.blogspot.com/_833r8w3dH6g/ReoYw2q0xHI/AAAAAAAAABg/zub9Q0dOej4/s400/200px-Sting_newlook.jpg

Would be nice to be able to laugh at mistakes made, I usually just dwell on them for a long time, depends on the mistake though.

That's what kept me away from online gaming for many years. The fear of making a mistake in front of people.

I've made progress on that part that I'm interacting with people at least.

Raptor1
05-12-10, 05:33 AM
Mistakes often lead to the funnest situations in multiplayer games...

I fixed the problem that prevented me from playing yesterday, though unfortunately those responsible are still alive :cry:

Dowly
05-12-10, 06:03 AM
I dont like the 'organised' games. They blow. Long time to plan out, 2 minutes to f* it up.

HunterICX
05-12-10, 07:03 AM
I dont like the 'organised' games. They blow. Long time to plan out, 2 minutes to f* it up.

Thats because we need to practice.

HunterICX

Dowly
05-12-10, 07:48 AM
OK, here's my thoughs what might need a wee bit improvement.

Planning

If we want an organised game, there has to be more planning than just handing out roles and marking LZ. What the roles do? What we do once we get to the target? Fire at will or only when absolutely needed? What we do when we get spotted? Who goes to the tower and when he goes? What we do if someone gets killed?

Impatience

I dont know if it's the time constraint or just lack of patience, but movement in and around the target has to be improved. Running is like parking an M1A1 Abrams to the middle of the town for AI sensors. Crawl and use the walk button when close to target, it allows to get a much better picture of what is going on and makes you much harder to spot. Also, the armor column we faced might've been just going thru the town, but we attacked it anyway. Which begs the question if we are there to just kill stuff or trying to take the town in a "professional" fashion?

Roles

IMHO, bad idea. It takes the flexibility out from the attack. What we going to do if the guy with the satchel gets killed? There's 15 seconds to rush to his body and grab the satchel or wait for him to come back. I dont think we need any other limit to weapons than that of either suppressed or unsuppressed, rest of kit free to choose.

Comms

Leader should give more info on what he's planning when moving into the town. Last night, we were following you in a leash with no idea what you had in mind. Having a clear goal e.g. "Let's move to those trees over there and see if it's clear to move to that nearest building" gives the rest of the team better understanding on where to seek cover and where to point the gun at.

Oberon
05-12-10, 09:10 AM
It did seem to fall apart quickly. I think also that we need to use Teamspeak as opposed to the on-board server comms because it was rather fractured. At least TS is on a different server and there's less load on it, particularly when I drop a hundred tonnes of munitions on the target.
We also got lucky last night in having Rebelyell, who I think might be on Subsim somewhere, I could have sworn I saw a RebelYell over in the Dangerous Waters area but I don't know if it's the same guy, but he was a quite good teamplayer as they go, but we don't know if we'll be that lucky every time.
We should agree at a time to start these organised missions and stick to them otherwise we find ourselves in the position we were in at the start of yesterday when Hunter joined while we were in the middle of clearing a town and couldn't return to base for a briefing.
A two pronged attack might also be effective, I could kick up a fuss on one side of town while you guys are infiltrating from the other, or cover you in with a smoke barrage.
I was happy with my position as sniper and arty spotter, gave me a free hand to operate in the hillsides, it works well for me and I survived the whole op :yeah:
Oh, and perhaps we need to bring the MHQ a liiittle bit closer...not much, but just enough to cut down on the time it takes to get back to the target after we get killed.

Dowly
05-12-10, 09:29 AM
We could try working in pairs. The pairs would be acting independently during the assault to the town with one goal given by the leader during the briefing.

+ Makes things less chaotic
+ Multiple teams entering from slightly different spots into the town, forcing the enemy to spread their fire.
+ No need to wait if someone gets killed from one team, the other team continues until objective is met or they take casualties, in which case the remaining member finds a place to hold out.

- Possibility of blue on blue, but I think we can all recognise friendlies. Tho, when using NVG's it becomes slightly harder as was proven when I mistakenly opened up on Oberon during the later part of the mission.
- Less concentrated firepower, but then again, the enemy has to fire on separate targets, so we should be ok.
- Comms might get chaotic. One way around is to have pairs pick the same team when connecting so group chat can be used.

Oberon
05-12-10, 10:26 AM
Sounds like a good idea. Don't worry about the blue on blue too much, it happens. Heck, at the same time you sprayed me, I very nearly opened up on Arclight as he came out from that barn. :O:

Oh, and Dowly...I love your current sig. :har::yeah:

HunterICX
05-12-10, 10:28 AM
Let's try out tonight (I'll cancel tonights IL2 flight for once)
as I can't wait till nex tuesday to try this (the motivation to get this going will probally be low if we stall this too long)

If we want an organised game, there has to be more planning than just handing out roles and marking LZ. What the roles do? What we do once we get to the target? Fire at will or only when absolutely needed? What we do when we get spotted? Who goes to the tower and when he goes? What we do if someone gets killed?

Agreed, we ran a bit late yesterday so things where a bit rushed.

-the Roles

Obviously a medic does the healing, the AT takes out the enemy armor/fighting vehicles, the sniper spots/picks his target and takes them out/and support the rest with arty and the support guy hails bullets on the enemy with his HMG.

while the sniper is a lone wolf and get himself to a comfy place with a nice view the AT/Assault/Spec-Ops/Support/Medic form up team(s)
while the Assault/Spec/Medic head out on front and the support/AT guy follows closely.

-what we do when reaching target

we all get in position first, have the sniper wake up the enemy with a artillery barrage and we move in using the cover we can get (buildings & trees) since the primary target is the radio tower we first pick the best route towards the radio tower and blow it up...on the way its fire at will at enemy hostiles. best aproach is Move/Hold/Clear and repeat.
when someone dies on the way, we can either hold the position and wait unless we are close to the tower we blow it up and then regroup.

-Impatience and enemy targets

Dowly is right, we need to be less triggerhappy...if there's a armored patrol that happens to come by we mustn't go beserk and try to take them down. If it hasn't spotted us yet and its on the move to a different location we best stay low and cover.
if we're unlucky and it has spotted us we'll have to find a way to disable the targets but with care.
as said above, in normal situation we move/hold/clear if we spot a hostile that hasn't seen us yet we report, if its a single unit you can take him out on your if there're multiple you better have the rest get in position.

Comms:

Yes Dowly I'll have to work on that:oops:

HunterICX

Raptor1
05-12-10, 10:33 AM
Sounds alright, hope I won't have any more internet sabotage problem. Are we going to run East or West this time?

Oh, Arc, did you up the mag count for M109 in the Inf Domi?

Oberon
05-12-10, 11:03 AM
Sounds like a plan Hunter, I had a good look over at the guys last night, it was handy it being night time, made cover and moving around a lot easier.
The primary problem was all the damn trees between me and the target which meant I could not see all of the town, next time if I go ahead I will scope out the area and find a better spot to observe and snipe from. I can also spot when the enemy is getting excited which is usually just a few seconds before they open fire on you.

Dowly
05-12-10, 11:10 AM
Oh, Arc, did you up the mag count for M109 in the Inf Domi?

Nope. What do you need it for? You got the M107.

Ow and prolly wont be in time tonight. Hockey game.

Raptor1
05-12-10, 11:11 AM
The M107 can't take out BMPs effectively, also lacks the explosive punch of the M109...

Schroeder
05-12-10, 11:21 AM
Oh god, you almost made me reinstall that thing again....:dead:
Is it still a gambling whether one can connect to the server and have the awful lags vanished?

Oberon
05-12-10, 11:26 AM
I've been doing pretty well, probably because I'm not that far from Holland. I think the only lag really comes when I level the town. :hmmm:

Dowly
05-12-10, 11:26 AM
Is it still a gambling whether one can connect to the server and have the awful lags vanished?

If you have everything installed correctly, no, it's not a gamble. We are on 24/7 dedicated server run by Arclight atm.

Arclight
05-12-10, 12:10 PM
I think the ammo counts are more balanced this way, there shouldn't be more than 1 bmp at a target anyway, and no T72s. Armour columns tend to have heavier gear, but you might want to avoid engaging them unless you have to.

As far as initial aproach to target goes, I'd keep some distance. Get a fireteam into position, AT on the flanks, sniper(s) on overwatch and start picking them off; let them come to us (lot of enemies for max 8 friendlies).


Lion, you'll know me by the red nose. :D
http://www.subsim.com/radioroom/showpost.php?p=1374502&postcount=1318


* Ah, and like said before, we can restart and switch mission if desired. Wasn't really clear it was Hunter barking at us at first, not to me at least... damn near kicked you off mate. :lol:

Lionclaw
05-12-10, 12:20 PM
Ok, I'm still unsure about my custom face. What I've made may not be used all time, may make some changes or do a new one.

The nose in the face template is difficult to get any pattern on so it looks ok ingame. :damn:

HunterICX
05-12-10, 12:34 PM
* Ah, and like said before, we can restart and switch mission if desired. Wasn't really clear it was Hunter barking at us at first, not to me at least... damn near kicked you off mate. :lol:

You mean the Gunnery Sergeant Hartman act I pulled?:haha:

HunterICX

Schroeder
05-12-10, 01:22 PM
Did anything change since I've been with you last time?

Raptor1
05-12-10, 01:23 PM
Did anything change since I've been with you last time?

Mods? No.

Oberon
05-12-10, 01:49 PM
You can't miss me, I may not have a clown face, but I do have Britishness. A nice handlebar mustache with a monocle.
I also have a Japanese headband under the helmet for whenever I spot a lighthouse. :yep:
I knew it was Hunter when he started screaming at us to get back to base. But there was a Hokum pinning us down and besides, we were clearing it quite well in my opinion :yep: And without the use of airstrikes or armour.

Oh...and you sure there's no T72s at target, Arc? Because I'm sure I've run into at least two in the towns during our recent inf dominations (presuming that was what we were playing last night) :hmmm:

Raptor1
05-12-10, 02:56 PM
Are we meeting on TS or right on the server?

HunterICX
05-12-10, 03:03 PM
I have my TS up if needed (jim's seems to be down at the moment can't connect)

HunterICX

Raptor1
05-12-10, 03:07 PM
Right, be there soon

HunterICX
05-12-10, 04:19 PM
That's ArmA for me untill I either had a upgrade with Win7

the ArmA system lock caused that windows didn't want to boot for a while and in my books no game is worth the risk of damaging my system.

sorry lads :(

HunterICX

Raptor1
05-12-10, 04:51 PM
Hmm, couldn't reconnect just now, couldn't see the role list. Ah, well, cya next time.

Oberon
05-12-10, 05:15 PM
http://img215.imageshack.us/img215/5192/spya.jpg
Raptor Clones

Raptor1
05-13-10, 01:31 PM
The armoured column that ran south of the town. You can see the guy that got misfortunate enough the be run over by the BMD in the center-left.

http://img218.imageshack.us/img218/7058/ouche.jpg

Dowly
05-13-10, 02:55 PM
That didnt go that bad last night... well for B it went, but the bridge team got it right on the first try. Arc & me kept shooting guys from the buildings while Fin crawled over the bridge and blew the tower.

After that we hit Hunapu, usually a PITA, but again, Fin sneaked in from the beach while Arc and me kept the enemy busy. :up:

Oberon
05-13-10, 03:01 PM
Nicely done. It all went Pete Tong for me. I had a nice line up but too many vehicles near by, and then I stuck my nose out of the foliage for a second too long and the local BMP spotted me. :damn:
After respawning it was a case of turbo Quad bike up to the ruined church so I could direct a lag strike on the town to clear the way for you guys.

Arclight
05-18-10, 01:28 PM
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1300-57-13-98.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1300-56-06-92.jpg

One of those "oh crap" moments.
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1815-56-35-90.jpg

"Bicycle Bull****" compilation
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-18-50-76.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-20-49-77.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-22-24-83.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-30-19-71.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-30-19-16.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-25-46-40.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-25-49-66.jpg
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1816-25-50-91.jpg

Beg for mercy! :arrgh!:
http://i268.photobucket.com/albums/jj2/EZatHome/arma2010-05-1819-59-44-44.jpg

Dowly
05-18-10, 01:47 PM
That chopper + bike was fun, like a merry-go-round. :O:

Looks like G&C is registered here too. :up:

EDIT: Ow and someone PM me the first SSC campaign mission if you got it.

Lionclaw
05-19-10, 06:06 AM
http://img22.imageshack.us/img22/2881/arma001e.jpg (http://img22.imageshack.us/i/arma001e.jpg/)

http://img442.imageshack.us/img442/1042/arma002.jpg (http://img442.imageshack.us/i/arma002.jpg/)

Happy Times
05-19-10, 12:55 PM
How many players in your team?

How many hostiles are you usually facing?

Why dont you use some voice procedure on your comms?

Pre planning, common tactics and procedures might be in place?

I wouldnt personally divide a small team in most situations.
Practice makes perfect and its always more fun to win than to loose.

Im not familiar with Arma but i would think a trained team of 6-10 with air and ground support would usually win most engagements.

I might be interested at some point if you still have room.:salute:

Dowly
05-19-10, 01:03 PM
How many players in your team?4-5 who play semi-actively.

How many hostiles are you usually facing?Server is running Domination, which is basically capturing enemy cities until we have taken x amount. 3-4 squads in town and some armor, once alerted paras are dropped every now and then until the radio tower is destroyed.

Why dont you use some voice procedure on your comms?You mean that 'over' and 'out' stuff? We're not THAT serious and with such a small band of players I dont think it's necessary.

Pre planning, common tactics and procedures might be in place?Most of our games are improvised, but we have learned to play together without no one saying a word, just comes naturally.

I wouldnt personally divide a small team in most situations.
Practice makes perfect and its always more fun to win than to loose.

True, but from what we've played, planned stuff usually ends up failing at first and second time it's like we play regularely i.e. improvise.

Im not familiar with Arma but i would think a trained team of 6-10 with air and ground support would usually win most engagements.Problem with ArmA is that human controlled armor/air can take out huge enemy forces on their own. The AI doesnt know how to actively hunt the threat.

I might be interested at some point if you still have room.:salute:Everyone from subsim are welcome! It's more of an "Hey look at me! I'm from Subsim!" thing than a squad. :salute:

Oberon
05-19-10, 01:06 PM
3-6 it varies
Several inf squads, Spetsnaz drops, a couple of T-72s, some BMPs and BRDMs, and occasionally a Mi-17, Hind or Hokum.
Not all of us use voice comms but the message gets across anyway, we play for fun not for procedure
Most times that we use preplanning and procedure, the pre-planning and procedure goes out of the window during the first two minutes of the attack. We have a loose sense of directive but we know what the others are doing.

Most of all though, is the importance of playing for fun instead of following a strict chain of command. Obviously common sense and courtesy applies, don't drop artillery on a town that your squad mates are in, for example, or move the MHQ when its sited in a nice position, but at the same time you don't have to stay all together in a squad (and die all together) and if one of you wants to bring over a tank, then that's fair game too. Without the infantry to help you clear the town then some sneaky sod with a TOW will ruin your day quite effectively.

EDIT: Yeah, and what Dowly said...

Fast ferret :D

Dowly
05-19-10, 01:12 PM
Fast ferret :D

That's what she said. :D Wait what?! :doh:

Happy Times
05-19-10, 01:18 PM
Server is running Domination, which is basically capturing enemy cities until we have taken x amount. 3-4 squads in town and some armor, once alerted paras are dropped every now and then until the radio tower is destroyed.

So the enemy is AI, human or both?

You mean that 'over' and 'out' stuff? We're not THAT serious and with such a small band of players I dont think it's necessary.

Its not actually hard and it really could help even a small team.



True, but from what we've played, planned stuff usually ends up failing at first and second time it's like we play regularely i.e. improvise.


What does usually go wrong with your plans? :)

Problem with ArmA is that human controlled armor/air can take out huge enemy forces on their own. The AI doesnt know how to actively hunt the threat.

That does sound like a cheat then, does the game have indirect fire?

Dowly
05-19-10, 01:24 PM
So the enemy is AI, human or both?

AI.

Its not actually hard and it really could help even a small team.

No, it's not hard and I agree that it can be effective (learned this both when flying in JG53 and playing WWIIOL during squadnights). But, like I said, we are few so I dont think it is necessary.


What does usually go wrong with your plans? :)

It just falls apart. IMO, following a plan to a tee takes away the freedom from the player to act without having to think how it'll affect the plan. And like I said, we improvise, it doesnt mean we just run and gun, we usually have somekind of plan, but we execute it more loosely so to speak.

That does sound like a cheat then, does the game have indirect fire?

Yes, there is enemy arty operators in the towns that at times piss on you, but it's quite ineffective. Also, there is a arty operator class for us to piss on them. But this is all scripts, no indirect fire 'out of box'.

Oberon
05-19-10, 03:18 PM
That's what she said. :D Wait what?! :doh:

:har::har::har:

krashkart
05-22-10, 07:20 AM
Free beer for the SSC crew. (a couple of my favorites) ;)


http://www.bigskybrew.com/uploads/images/moose.gif (http://www.bigskybrew.com/Our_Beers/Moose_Drool)http://www.flyingdogales.com/images/beer-dog-bottle.gif (http://www.flyingdogales.com/Beer-Doggie-Style.aspx)

Fincuan
05-22-10, 09:19 AM
Games tonight?

I've got a free night, it's raining here and tomorrow is a heavy excercise day so heading to the pub isn't an option.

Arclight
05-22-10, 11:42 AM
Sure, I'm up. Though I know Dowly is gone and Lion probably is too busy with Red Dead Redemption. :)

Oberon
05-22-10, 12:16 PM
Some amusing moments Arc, I'll join you guys hopefully tonight.

http://img27.imageshack.us/img27/4465/archeight.jpg
Arclight faces his fear of heights

http://img580.imageshack.us/img580/630/parking.jpg
Parking problems...

Raptor1
05-22-10, 12:26 PM
Might join you as well, if I can.

Lionclaw
05-22-10, 12:39 PM
I could come online tonight, what time though? 2100? GMT or BST? :)

Arclight
05-22-10, 01:08 PM
Let's say regular time, 20:00 GMT in this case.
http://wwp.greenwichmeantime.co.uk/