ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
5,000 replies, posted
[QUOTE=Zezibesh;49646016]we dont use tfar tho[/QUOTE]
o
:(
Looked like it in the instructions image
I'll manage either way
yeah the image is 1 year old or so
Man if only a certain someone would update it :dogwow:
[vid]https://my.mixtape.moe/tzdicj.webm[/vid]
Why is this games first reaction to just flip the vehicle.
Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little.
The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying.
Zeus did alright today. Just a couple of small complaints: teleporting people that were already running into Bagango, into Bagango, with enemies all around. This kills the immersion. The liberal use of respawning turned me off too. If death is meaningless, why should I be careful or gauge risks at all?
Thanks to Cuel for fixing ACRE. Just in case you weren't aware, the spectator script's markers on friendlies (not map) don't turn off when you're respawned.
I got home just in time for the official ops starting time. I saw the steam event a half hour earlier for a pre-briefing. Just curious, how many attended that? Today's event seemed to go straight from slot selection right into the mission -- no briefing from leadership at the briefing screen. I had no clue what my squad was supposed to do, what other squads were doing, our assets, enemy intel, nothing. The mission quality thereafter had much to do with that, imo.
While having fun is always a priority when it comes to video games, we all know Arma is a special kind of game, for very special autists. I mean, why go through all the effort of making difficult missions with carefully selected loadouts, setting server difficulty to expert, etc when, during ops time, few people actually try to operate expertly? Check corners, battle buddies, fire teams, formations.. I saw little of that today. We can do better and have a more rewarding experience for it.
[QUOTE=Holt!;49646311][vid]https://my.mixtape.moe/tzdicj.webm[/vid]
Why is this games first reaction to just flip the vehicle.[/QUOTE]
This is something that I really wish they would fucking fix, vehicles have been doing that since OFP I believe.
[QUOTE=opec;49646395]Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little.
The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying.
Zeus did alright today. Just a couple of small complaints: teleporting people that were already running into Bagango, into Bagango, with enemies all around. This kills the immersion. The liberal use of respawning turned me off too. If death is meaningless, why should I be careful or gauge risks at all?
Thanks to Cuel for fixing ACRE. Just in case you weren't aware, the spectator script's markers on friendlies (not map) don't turn off when you're respawned.
I got home just in time for the official ops starting time. I saw the steam event a half hour earlier for a pre-briefing. Just curious, how many attended that? Today's event seemed to go straight from slot selection right into the mission -- no briefing from leadership at the briefing screen. I had no clue what my squad was supposed to do, what other squads were doing, our assets, enemy intel, nothing. The mission quality thereafter had much to do with that, imo.
While having fun is always a priority when it comes to video games, we all know Arma is a special kind of game, for very special autists. I mean, why go through all the effort of making difficult missions with carefully selected loadouts, setting server difficulty to expert, etc when, during ops time, few people actually try to operate expertly? Check corners, battle buddies, fire teams, formations.. I saw little of that today. We can do better and have a more rewarding experience for it.[/QUOTE]
That kind've happens when someone goes Zeus and knows nothing about the mission. So sorry about those Zeus errors, respawns were only supposed to go when an objective had been met (saving the Volunteers, killing the radio tower, destroying the AA guns, killing the Commander).
Sorted everything in A3sync and grabbed a Rifleman slot for next Sundays op, really looking forward to it now
Also that was a good British comfy ops. Think I bagged 3 POWs.
[QUOTE=opec;49646395]Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little.
The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying.
Zeus did alright today. Just a couple of small complaints: teleporting people that were already running into Bagango, into Bagango, with enemies all around. This kills the immersion. The liberal use of respawning turned me off too. If death is meaningless, why should I be careful or gauge risks at all?
Thanks to Cuel for fixing ACRE. Just in case you weren't aware, the spectator script's markers on friendlies (not map) don't turn off when you're respawned.
I got home just in time for the official ops starting time. I saw the steam event a half hour earlier for a pre-briefing. Just curious, how many attended that? Today's event seemed to go straight from slot selection right into the mission -- no briefing from leadership at the briefing screen. I had no clue what my squad was supposed to do, what other squads were doing, our assets, enemy intel, nothing. The mission quality thereafter had much to do with that, imo.
While having fun is always a priority when it comes to video games, we all know Arma is a special kind of game, for very special autists. I mean, why go through all the effort of making difficult missions with carefully selected loadouts, setting server difficulty to expert, etc when, during ops time, few people actually try to operate expertly? Check corners, battle buddies, fire teams, formations.. I saw little of that today. We can do better and have a more rewarding experience for it.[/QUOTE]
While the banter has always been there, now that we've effectively doubled our population (and it seems like the a3g guys are more prone to banter), it's certainly gotten worse. Hopefully it will lessen over time. The amount of banter also seems pretty reliant on the general opinion of the mission.
That must've been Destroyox, I only teleported people when they asked. It seemed like a lot of people were getting insta-killed or otherwise ARMA'd, so I made the respawns liberal.
The pre-brief is specifically for the leadership to establish a plan of action, all the squad leaders are there and should know what they're doing. How much information the other soldiers receive is totally up to their SQL.
Yes, this was definitely not one of our good missions. Hopefully next week will be a better showing.
[QUOTE=opec;49646395]Was today's op pretty representative of how non-comfy ops usually go? I'm guessing the greater number of people skewed things a little.
The side/global chatting bantz was kind of ridiculous. Dealing with mission/acre/loadout bugs that way is fine, but reading a constant, steady stream of sick memes when you're trying to operate is annoying.
Zeus did alright today. Just a couple of small complaints: teleporting people that were already running into Bagango, into Bagango, with enemies all around. This kills the immersion. The liberal use of respawning turned me off too. If death is meaningless, why should I be careful or gauge risks at all?
Thanks to Cuel for fixing ACRE. Just in case you weren't aware, the spectator script's markers on friendlies (not map) don't turn off when you're respawned.
I got home just in time for the official ops starting time. I saw the steam event a half hour earlier for a pre-briefing. Just curious, how many attended that? Today's event seemed to go straight from slot selection right into the mission -- no briefing from leadership at the briefing screen. I had no clue what my squad was supposed to do, what other squads were doing, our assets, enemy intel, nothing. The mission quality thereafter had much to do with that, imo.
While having fun is always a priority when it comes to video games, we all know Arma is a special kind of game, for very special autists. I mean, why go through all the effort of making difficult missions with carefully selected loadouts, setting server difficulty to expert, etc when, during ops time, few people actually try to operate expertly? Check corners, battle buddies, fire teams, formations.. I saw little of that today. We can do better and have a more rewarding experience for it.[/QUOTE]
It's pretty true what you say, we don't really 'operate' enough.
Battle buddies and mostly using fire-teams are kind of not a thing with us, Fire-team Leaders are not included in command briefings and the intent from command is not passed down to everyone usually, I guess most people don't feel the need to know outside of what the briefing in the mission screen shows you.
Our loose play style is what makes us attractive to people who wish to play ARMA but I agree we can improve it's just actually getting round to doing it more often, we have good ops and bad ops and amazing ops and ops that don't work but that's every group, with such a large player counts as now (Biggest in all of FPARMA history from what I know?) can we keep that standard?
We also ran training before to improve our skills.
[media]https://www.youtube.com/watch?v=xlXuq5jJjdo[/media]
[editline]1st February 2016[/editline]
Would you like to see training? Would anyone?
How do we go about it without it ending up in a banter fest or trying to hard?
[t]http://www.flickeringmyth.com/wp-content/uploads/2015/03/Fox-Mulder-fox-mulder-25366403-1024-768.png[/t]
I would kill to once again be violently yelled at by Clock. I'd be down for some retraining.
For the people that played Terry's CD was it at least moderately enjoyable?
Lets get it out of the way, that happened. It wasn't a good experience. Together lets take the steps we need to improve and learn from what happened and make sure it doesn't happen again.
[QUOTE=Cpt.Funkymonk;49646727]I would kill to once again be violently yelled at by Clock. I'd be down for some retraining.
For the people that played Terry's CD was it at least moderately enjoyable?[/QUOTE]
Camp Cloak 2016
I'd be down for some training, in the last Comfy Downtime I was asking people to respond on the radio and it took like 5 minutes. We weren't even that far apart.
[editline]31st January 2016[/editline]
Also I'm not too familiar with what happened with the VDV guys, but from what I heard from people there it seemed like a communications nightmare.
I'll come up with something here in the next few days, in the meantime send in what you would like to see
[URL="http://goo.gl/forms/DoS6Ri0sDb"]http://goo.gl/forms/yP23qZdxOj[/URL]
Guys if you have something to say about what happened, please post so we can improve.
The problem with training is that the people who really need it, won't show up for it.
Personally I'd love training on equipment. ACE has tons of neat gadgets I don't know how to use. Reading range tables for artillery is also a complete mystery to me.
Also:
[quote]@ FIXED: Bargate rotated by 90° on ArmA2 maps [url]http://cup-arma3.org/downloads/cup-terrains/[/url][/quote]
are we using the first, older version of cup terrains, or did they overlook sahrani? I noticed a bargate that was rotated wrong today.
[IMG_thumb]https://i.gyazo.com/246d683e0f00322639c841ad173ac00b.jpg[/IMG_thumb]
Neato, forgot I still had an English version of these guys.
[QUOTE=Whitefox08;49646787]Guys if you have something to say about what happened, please post so we can improve.[/QUOTE]
I would like to begin with a legitimate enquiry, I have become curious as to who decided it would be a good idea for Mike to lead or in fact be in charge of anything more than microwaving a hot pocket. I have had problems hearing correctly in the past, my grandmother was a very loud person and I like "rock music", I had no issues hearing Mike during the op however as he is much louder than Grand Mama. It's rare to meet someone kind enough to yell so I can hear them over the voices in my head, understanding anything he said is irrelevant as the things I did hear were retarded anyway.
He should not be allowed to squad lead, it was a terrible display of incompetence and zero radio discipline. I would like to also thank zeus for killing the medic.
Most of all my thanks go to the mission maker, never have I seen anything like this mission. Medics carrying only 3 bandages is a fantastic idea not to mention my entire squad dying instantly due to one poor enemy combatant shooting in our general direction. The brilliant design coupled with lightning in the middle of a sunny day and the greatest commander ever means we had a successful operation.
Remove Mike
Logistics was [B]supposed[/B] to have a renewable cargo crate they could slingload full of medical supplies, but then, you know...
While I understand, and like, the purpose for having perma-death. I'd rather it not be part of the missions. for several reasons:
1. This is FP-Arma, we are not a super serious group, I don't feel the need for punishing players should be as severe as having them sit out for what could be half an hour.
2. The AI are made up of fucking navy seals. Even if you do everything right, a random AI will shoot you from a distance that can only be described in the form of expletives.
3. When the squad lead goes down, you risk the rest of the squad having no clue how long range radios work, and now you have a tiny cluster of people sitting there completely lost and possibly without being able to communicate.
Today's mission was less than stellar, and while I agree the amount of medical supplies given to the medics was less than ideal, I don't think it is proper to put most of the blame on the mission maker for a lot of the other problems.
EDIT: On a second note I'd like to talk about /a3g/. I very much like a lot of the members, and am always happy to see more people in FP Arma, but here is the issue, they aren't /a3g/. If they want to play with FP-Arma, they are FP-Arma, I heard during one of the CDs today a lot of negative and rude talk coming from ex-/a3g/ players.
I feel bad clumping people together and saying /a3g/ guys, because I met some of you, Nerves and QuiZno, who I do really enjoy. If people want to play with FP-Arma, they are part of FP-Arma, and will treat the group of players who are willing to allow them to join our community and use our servers with respect. I don't think what I'm asking is too extreme.
Probably don't know what i'm talking about here, but can't you mitigate the insta-killing issue by giving players just enough extra health so they don't die from a single headshot ? Doesn't ace have an option for that ?
[QUOTE=honestfam;49647163]Probably don't know what i'm talking about here, but can't you mitigate the insta-killing issue by giving players just enough extra health so they don't die from a single headshot ? Doesn't ace have an option for that ?[/QUOTE]
Yeah it's called not being bad. :^)
I still have no idea how people were supposedly getting insta-killed when "Prevent Insta-Death" was 100% on.
[QUOTE=Destroyox;49647172]I still have no idea how people were supposedly getting insta-killed when "Prevent Insta-Death" was 100% on.[/QUOTE]
well then obviously it wasn't %100 on, i got killed later in the op by a technical as well
[QUOTE=bronze_;49647181]well then obviously it wasn't %100 on, i got killed later in the op by a technical as well[/QUOTE]
:huh:
[QUOTE=Destroyox;49647125]Logistics was [B]supposed[/B] to have a renewable cargo crate they could slingload full of medical supplies, but then, you know...[/QUOTE]
Did not exist. Unless you're talking about the crates full of vanilla weapons and ammo.
[QUOTE=IrishBandit;49647214]Did not exist. Unless you're talking about the crates full of vanilla weapons and ammo.[/QUOTE]
There was a bug where my crate layout wouldn't carry over to the server, so instead I just had a screenshots of what would go in.
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