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DaiSan

8-Apella
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Everything posted by DaiSan

  1. A couple of us had this discussion last night which was interesting. Personally I think the most tactical type of play is with revives, this is the most realistic option as it forces teams or squads to change plans mid mission, make sure a position is as secure as possible before reviving and stay together. Revives should be limited though. Personally I would like to see a 'Pool' of revives that the team use rather than individual revives but this isn't possible with the game so individual it is. Respawn I don't particularly like as I find this too unrealistic.
  2. Hi guy's, I've edited the position the Pilot spawns at (he was rather close to a shed) and I think this was the problem, he was taking damage on spawn and unable to stand and follow. I have moved him away from it so hopefully he may work properly now. The link for the new mission rar is Here If you try it without me let me know if it works ;)
  3. It's a well known fact that ArmA is terrible when it comes to CQB (Close Quarter Battles) or FIBUA (Fighting In Built Up Areas). It was never really designed for this and doesn't handle it very well at all. Hopefully this is addressed in OFP2 or ArmA2. I really enjoyed the mission and think we did really well, things need polishing up but as a whole it showed how well aware people were and how they used cover arcs and held off on the run and gun. If anyone thinks I am taking too much control or fancy giving command a go themselves then please just tell me to "Shut the hell up".
  4. This is always a problem when using comms, but tbh the alternatives (anyone just opening up when they feel like it, or trying to listen for the first shot) is far worse than a small lag delay. At least people are ready for the contact by knowing that a countdown is initiated, this focuses people and raises awareness so even a small time delay is expected and allowed for. Normally the delay is in favour of the counter so I have always been in the habit of doing my counts this way. 3... 2... 1... Fire... Then I delay my shot by 1 second so effectively my count is 4 seconds.
  5. Many Happy Returns my friend, hope you have a goodun ;)
  6. Uploaded new version, appears to work.
  7. Supplier swapped out the Mobo today so hopefully I may be back in business tonight ;) Thi seems to be the trouble nowadays, the more expensive the component the more prone to problems. Luckily most of our customers want middle of the road systems which we can build all day long and they last forever
  8. Tried using only one stick of ram, (tried either, in all slots). No joy. As I said, I have tried different gfx cards in all slots (now tried 3, my 8800GT, 7900GT and 6600GT) all work with old mobo) The Mobo is brand new but I tried resetting the bios anyway. No joy. The monitor is a Viewsonic 20.1 inch LCD running at the standard 1680 x 1050 resolution using a DVI to DVI cable. Sorry I put some wrong info in the original post, the 8800GT is not new, it is my existing gfx card, I just put it in as information but put it under the new stuff bit ;) Good tries, but already tested and no joy unfortunately
  9. How typical is this, I build/rebuild/repair PC's on nearly a daily basis and usually can get most things working but whenever I touch my own friggin PC I always get problems. I've upgraded my Mobo, Ram and CPU and cannot get the damn gfx card to initialise. I get a single post beep as normal and can tell by the sound from the HD's that I am getting to my normal login screen but no video output (screen remains in standby). I have tried all the usual, check connections, try re-seating everything. Even tried 2 different gfx cards in various PCI-E slots, no joy. Put my old stuff back in and viola, away we go. I'm taking the whole thing to the suppliers tomorrow to see if they have any ideas but thought I would post here first to see if anyone may have come across something similar with any of the kit. The new stuff is: ASUS P5Q-E motherboard. 4gb (2 x 2gb) OCZ Reaper DDR2 Intel Quad core Q6600 2.4ghz BFG NVidia 8800GT If anyone has any ideas please feel free to post ;)
  10. Many happy returns mate :MSNCAKE:
  11. HERE is the 8 man version with the fires taken out (not sure if this will help alleviate the lag issue).
  12. DaiSan

    Co-Op Missions

    Some good evenings recently with the co-op missions and people are starting to gel more as a squad, I notice people covering their arcs more and movement is slowly improving.
  13. If your into Firearms and Military hardware go to HERE and click on the Gallery, some nice high quality pics ;)
  14. The XAM game is unbelievably chuggy even with low settings. My PC is no slouch but dropping to 5FPS when near a base or any explosions go off is not an enjoyable experience. Back to Evolution for me I'm afraid, at least I had a fair chance of shooting back
  15. Have to agree with everything you said 7. One thing that really surprises me here is that most people talk about playing tactically and how to do this and that but no-one seems to want to practice the most basic things. I'm starting to sound like an old cracked record but until you have the basics down pat, then frankly, whether you can control 15 Ai, call in a pin point air strike and fly NOE (Nape Of the Earth) in a jet or Helo whilst looking at the map is a moot point. Even on the more tactical nights, people are still not moving or covering correctly or giving accurate recon. The way it is at the moment is just a bunch of single players playing a Multiplayer game, It's like joining a public server but knowing the names already. It's FAR from playing like a unit or squad. Anyway, I think I'm so I'll just shut up and continue just having unorganised fun ;)
  16. Viiiper Zebb Zeno X-Wind CoBoL Dai-San
  17. I can't say I disagree with anything posted so far, which is why I'm pushing so heavily for some SIMPLE SOP's. Who was in charge???? Fecked if I know. The only reason I started trying to sort stuff out was because it was asked several times who was mission commander and there was a big fat TS silence. Do I want to command ArmA games? Hell NO. I have played the sum total of 3 (count them 3) ArmA Co-Op missions and only played ArmA about 7 times in total so I don't even feel I'm in a position to give orders. I was under the impression that there was going to be pre planning on the Co-Op missions before we even hit the server. Roles assigned etc. I spend probably 30-40% of my time looking at the map and tbh this is a habit more people should get into in my opinion. Zeno, I think I know the event you are talking about regarding alternative plans and I for one think any alternatives should at least be offered to command for consideration. I apologise if I appeared offhand or bossy but tbh trying to organise that engagement on the bridge was turning into a nightmare.
  18. Can we have some debriefs from people? Personally I think we desperately need some SOP's (Standard Operating Procedures) laid down for basic manoeuvres and engagements. These should include: Formations and movement - (We need to make sure we keep an adequate distance between each other otherwise Grenades or suppressing fire means we take multiple casualties and we need to move in sequence. Personally I prefer bounding as this means the person in front can keep checking flanks etc while the person behind moves forward until he finds good cover and then he can cover the next person.) Rules of Engagement - (No one should engage an enemy unless he or his squad mates are directly threatened or taking fire. All engagements should be planned and executes so as to minimise casualties. This SOP should also include weapon status and this should be strictly adhered to, if weapon status is RED then even if you take fire you do NOT shoot back). Command structure - (It should be clear to everyone on insert WHO and WHAT the command structure is. This should be agreed upon before the mission is started). These are the most BASIC SOP's, there are numerous others and I'm not saying the ones I have stated above are right, other people may have better ideas for ArmA. Obviously those I have stated are VERY brief descriptions just to give a general idea that can be debated here. Last nights game was generally good and apart from a few errors from all of us it went as well as can be expected at this early stage.
  19. Great game, really enjoyed it, shame there were only 3 of us to begin with but this worked pretty well and we did a cracking job on what 7 said is the hardest mission in ArmA. Second map was a blast with some comical moments, hey Viiper ;) Sorry I had to go but dinner and the wife were calling ;)
  20. Ghost Recon, no doubt about it. 7 Years down the line and I'm still playing it. Can't say fairer than that ;)
  21. Great game last night guy's, sorry I had to bail out, anything after midnight becomes a problem for me due to early starts and wanting to spend time with my better half. First off I'll start with an apology and a disclaimer. As I've already explained to Viiper, I do tend to be vocal on Comms. I am used to being in a forward recon or sniper role and as such, the way we had comms set up I was maintaining an almost constant stream of information and observations back to command. I tend to slip into this without thinking and tend to hog comms if only a single channel is used. For this I apologise and will just say in my defence that most of my talking IS relevant information and not just idle chatter. The disclaimer part is that whatever i say here is NOT aimed at people in particular and I include myself in any criticism I give. OK, my views. This is the first time I have played a serious Co-Op mission with any of you guy's and to be frank I was impressed. Comms chatter was minimal (apart from my own stream of drivel ;)) and in general movement and cover was good. On the comms point I think we still have problems giving clear reference points of any observation, I know I am still learning the game and feel that this will soon sort itself as we all become more confident. Things like "3 enemy coming in from the left" on a general channel is frankly MORE confusing than no warning at all because everyone thinks "My left?". Again, once we start splitting the comms down into channels then this becomes less of a factor. Movement was generally good, we appeared to have most arcs covered most of the time and either advancing or retreating someone always appeared to be covering. Again this will improve once we become comfortable with each others play styles and preferences. Fire control was in my opinion a bit of an issue. I'll get onto the sniper situation in a sec but we must have some SOP's (Standard Operating Procedures) that have to be adhered to at all times. Normally on insert into a mission, unless it is a known `Hot Drop`, Weapons should be RED until command instruct otherwise. The only exception to this rule is if you or a team mate is in direct danger or being fired upon and even then it is mission dependent, sometime you just have to take a bullet so as not to compromise your teams position. When we set up on the first Machine Gun emplacement it was all going well, people were calling targets and we took our time. Suddenly someone opened up on the enemy and it took me totally by surprise and I had to take a snap shot to kill my target at the gun emplacement. This is NOT good ;) ALL engagements like that should have a count in so everyone knows when the lead is going to start flying. I think the main cause of this was that there was no clear command structure in place so no one actually knew who was going to give the `Fire` order. But in general, once the firefight started the Opfor were dropping like flies and we all came out alive so hell, we must have done something right ;) Regarding snipers, I might have sounded a bit critical about engaging the town last night, it's just that from experience, if you start fighting a battle on more than one front you are generally heading into a world of pain. You guy's were the only ones who could see what was going on up there so I have to accept that it was the right decision. My only concern is that maybe if you were getting pinged by the enemy and felt you were in danger then perhaps you were in the wrong place as snipers. My opinion (and I may well be wrong, but my experience leads me to believe otherwise) is that snipers (unless instructed otherwise) should never start off an engagement, they are generally the ones in the best cover and the furthest away, and if they do alert an enemy then it is generally their team mates who pay the price by being more exposed and close to the front line. Also a sniper should never really take a shot unless 100% sure of making it count. I'm not saying a sniper should have a `One shot, One kill` ration, that's for films. Shit happens, someone drops his cigarette and bends to pick it up and you miss. A sudden gust of wind on a still day, and you miss. But you should be 100% confident that if you squeeze that trigger and nothing unexpected happens, then that target will go down. If your not certain, then don't take the shot, a miss can be a killer for you and your team mates. It was a great mission though and if this is a start then hell we're half way there already. Well played everyone.
  22. Reporting for Duty Viiiper Zebb Zeno X-Wind CoBoL adder Zathrus Dai-San
  23. DaiSan

    Marathon

    Jeez! Don't you guy's work?? I left after we had been playing for 2 hours odd and that was about 10:30 Was a blast though. We definitely need to get more organised with ROE, cover arcs and squad movement though.
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