• ARMA Series (I, II, III) - v. Update Your Repo
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[QUOTE=Holt!;48495379]we are just that shite[/QUOTE] Holt + Tomoe as Platoon when
[QUOTE=diwako;48495267]I am not sure if Vice still uses this iteration of their logo, but feel free to use it in upcoming Wice reports. [IMG]http://img.diwako.net/snaps/wice.png[/IMG][/QUOTE] AFAIK that's just the logo for vice's main channel, I think vice news just uses regular text But this is still fucking great [editline]19th August 2015[/editline] [QUOTE=Thomo_UK;48495534]Holt + Tomoe as Platoon when[/QUOTE] When you take the slots
I think the problem we have is that FPArma is a small group, we're normally getting ~30 people per op, and they're divided into 8 man squads. A typical squad is required to cover quite a large area in a mission as we only normally have 2-3 of them, and that means that normally we're outnumbered by AI, even as we're assaulting objectives. Seeing as the general rule of thumb is that an attack needs at least a 3:1 ratio between attackers and defenders for the assault to be remotely successful, that means we're routinely fighting at a massive disadvantage, and if the AI were more accurate, then we'd have no chance of even getting inside the objective. Additionally, having only eight dudes (or dudettes) on quite a large front means that it takes quite a lot of time for someone going down to be noticed, let alone treated. Support assets are also normally lacking in missions as well, tanks and IFVs have been present but we normally only have 1-2 of them, plus they're direct-fire assets and incapable of laying smokescreens to reduce infantry casualties (none of the vanilla tanks and RHS tanks have smoke or WP rounds). Artillery, surprisingly, is almost always completely absent from missions, as missionmakers either can't be bothered to script AI fire support or don't want to have quite boring roles (artillerymen normally only receive thankful radio messages, although this can be fixed by adding UAV spotters or something like that to allow the gunners to see the effect they're making on the target) clogging up the mission. Smoke is a good way to provide concealment to the infantry as they move on the objective, as it prevents them from being shot, whereupon they can engage the AI in close combat. tldr; we need the AI to be this bad because we have so few people spread over quite a large front and we never have suitable concealment/support assets to help cover the infantry and keep casualties down I can see this being fixed partially by increasing the use of mortars and howitzers in missions, but they still have the problems of artillery roles being really boring with the long ranges that the 82mm mortars and 155mm howitzers have in the game, and the artillery computer makes firing too easy and quick. This might be addressed by implementing tinter's mortar script and possibly making both a 60mm mortar with a short range (that's an interesting role because it's neccessary to keep moving forward to cover the advance) and a 105mm self-propelled gun that can keep up with armoured forces but still has quite short range for a howitzer (again, not camping in base and shelling everything on the map). However, this requires us to either find the addon or make it ourselves, and whilst FPArma is making assets for itself, we aren't at the step of making vehicles for ourselves yet.
[QUOTE=inebriaticxp;48495548]AFAIK that's just the logo for vice's main channel, I think vice news just uses regular text But this is still fucking great [editline]19th August 2015[/editline] When you take the slots[/QUOTE] I do, but Fragg sales me and holt can't sit together in class because naughty :c
@mallow doesn't ace do some stuff with the mortars? range tables etc
[QUOTE=Cuel;48495651]@mallow doesn't ace do some stuff with the mortars? range tables etc[/QUOTE] Not right now, but seeing as ace is implementing static weapon handling it should be way more interesting Still, 82mm is imo way too powerful for our ops
CO35 - Operation Ranch It Up [url]http://steamcommunity.com/groups/FPARMA#events/125326553138696171[/url] IDF soldiers drive a convoy of Namer IFVs into the Kavala strip to search for, and destroy, Hamas equipment. Not extremely complicated, but the urban environment should hopefully serve a unique experience. Or everyone will hate it, we'll see. Map: Altis Respawn: No respawn Actual - Dr. Fragg Actual Medic - Holt Alpha Squad Leader - Tomoe Alpha Grenadier - MoralSupport Alpha Autorifleman - Reyjr Alpha Ass. AR - Tinter Alpha Team Leader - CSLeader Alpha Medic - Diwako Alpha Light AT - Orwell Alpha Explosives Specialist - MrDemonic Bravo Squad Leader - Ariel Bravo Grenadier - Zezibesh Bravo Autorifleman - Taepodong-2 Bravo Ass. AR - Destroyox Bravo Team Leader - Redgord Bravo Medic - wheel_user Bravo Light AT - waloumi Bravo Explosives Specialist - DankRaven Charlie Squad Leader - Toad Charlie Grenadier - Cloakraider Charlie Autorifleman - Killdozer Charlie Ass. AR - Toadie Charlie Team Leader - Croguy Charlie Medic - Falchion Charlie Light AT - Svinnik Charlie Explosives Specialist - Petrussen Alpha Commander - Cuel Alpha Driver - fartparty Alpha Gunner - jonoPorter Bravo Commander - Mallow Bravo Driver - IrishBandit Bravo Gunner - Kaukassus Charlie Commander - Mike Radclif Charlie Driver - Habasch Charlie Gunner - Nicolai
Alpha Gunner
Bravo Commander
Alpha Explosives Specialist
[QUOTE=Mallow234;48495597]I think the problem we have is that FPArma is a small group, we're normally getting ~30 people per op, and they're divided into 8 man squads. A typical squad is required to cover quite a large area in a mission as we only normally have 2-3 of them, and that means that normally we're outnumbered by AI, even as we're assaulting objectives. Seeing as the general rule of thumb is that an attack needs at least a 3:1 ratio between attackers and defenders for the assault to be remotely successful, that means we're routinely fighting at a massive disadvantage, and if the AI were more accurate, then we'd have no chance of even getting inside the objective. Additionally, having only eight dudes (or dudettes) on quite a large front means that it takes quite a lot of time for someone going down to be noticed, let alone treated. Support assets are also normally lacking in missions as well, tanks and IFVs have been present but we normally only have 1-2 of them, plus they're direct-fire assets and incapable of laying smokescreens to reduce infantry casualties (none of the vanilla tanks and RHS tanks have smoke or WP rounds). Artillery, surprisingly, is almost always completely absent from missions, as missionmakers either can't be bothered to script AI fire support or don't want to have quite boring roles (artillerymen normally only receive thankful radio messages, although this can be fixed by adding UAV spotters or something like that to allow the gunners to see the effect they're making on the target) clogging up the mission. Smoke is a good way to provide concealment to the infantry as they move on the objective, as it prevents them from being shot, whereupon they can engage the AI in close combat. tldr; we need the AI to be this bad because we have so few people spread over quite a large front and we never have suitable concealment/support assets to help cover the infantry and keep casualties down I can see this being fixed partially by increasing the use of mortars and howitzers in missions, but they still have the problems of artillery roles being really boring with the long ranges that the 82mm mortars and 155mm howitzers have in the game, and the artillery computer makes firing too easy and quick. This might be addressed by implementing tinter's mortar script and possibly making both a 60mm mortar with a short range (that's an interesting role because it's neccessary to keep moving forward to cover the advance) and a 105mm self-propelled gun that can keep up with armoured forces but still has quite short range for a howitzer (again, not camping in base and shelling everything on the map). However, this requires us to either find the addon or make it ourselves, and whilst FPArma is making assets for itself, we aren't at the step of making vehicles for ourselves yet.[/QUOTE] Could we possibly solve this by primarily doing mechanized infantry? 7-8 dismounts plus 2-3 guys in an IFV attached to each squad gives us ~10 guys per squad, with three squads plus a command element which may or may not have it's own IFV. It equals out to our ops being for the same amount of people as they're normally made for, but we get additional fire support in the form of an IFV with an autocannon and possibly ATGMs depending on the vehicle.
Alpha commander
[QUOTE=Tinter;48495661]drive a convoy [/QUOTE] Ooh boy here we go again. Alpha medic
Platoon medic
Also Bravo autorifleman
the actual actual please
actual medic w/e
[QUOTE=diwako;48495694]Ooh boy here we go again. Alpha medic[/QUOTE] If you manage to mess up this convoy I will leave FPARMA. It's 1km down one road and then you split up.
[QUOTE=Taepodong-2;48495690]Could we possibly solve this by primarily doing mechanized infantry? 7-8 dismounts plus 2-3 guys in an IFV attached to each squad gives us ~10 guys per squad, with three squads plus a command element which may or may not have it's own IFV. It equals out to our ops being for the same amount of people as they're normally made for, but we get additional fire support in the form of an IFV with an autocannon and possibly ATGMs depending on the vehicle.[/QUOTE] i'm not going to discuss if it can be 'solved' like that, but realize that every mission is different both in terms of group size and equipment/assets
[QUOTE=Cuel;48495651]@mallow doesn't ace do some stuff with the mortars? range tables etc[/QUOTE] Yes. You can basically force the MK6 Mortar to disable Artillery Computer, and Use manual Elevation Adjustments. This is a vanilla Arma feature, and with help of the ACE Rangetable, you can actually use it. It's pretty much the same as the Sniper Range table. [editline]19th August 2015[/editline] Bravo Gunner
Bravo Driver
No WICE reporter this time?
Alpha SL
Alpha Light AT
[QUOTE=Mallow234;48495597]I can see this being fixed partially by increasing the use of mortars and howitzers in missions, but they still have the problems of artillery roles being really boring with the long ranges that the 82mm mortars and 155mm howitzers have in the game, and the artillery computer makes firing too easy and quick. This might be addressed by implementing tinter's mortar script and possibly making both a 60mm mortar with a short range (that's an interesting role because it's neccessary to keep moving forward to cover the advance) and a 105mm self-propelled gun that can keep up with armoured forces but still has quite short range for a howitzer (again, not camping in base and shelling everything on the map). However, this requires us to either find the addon or make it ourselves, and whilst FPArma is making assets for itself, we aren't at the step of making vehicles for ourselves yet.[/QUOTE] Artillery computer is literal garbage though, having the range tables and exact script is so much more accurate and faster, as long as you're not dumb about reading it. That one 'nam op we were putting shells within 20m of the targets like no problem. as such I vote for actual range tables any time we have mortars.
Bravo Medic
Bravo FTL!
Bravo SL
Alpha light AT or WICE reporter if that's a choice
Alpha Autorifleman.
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