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Tholozor

8-Apella
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Everything posted by Tholozor

  1. Don't forget to tweak the number based on the ping. Try and make the number the ping of most of the servers you play on. If the number is too far off of the server ping the hitbox may end up ahead of the target or still behind.
  2. Aerial carrier ops? Sign me up!
  3. Assault - Primary: M416 or M16A2 - Secondary: M9 or M1911 - 40mm: HE, Smoke, or Shotgun - Extra grenades or 4x ACOG - Assault rifle handling - Vehicle Firepower Medic - Primary: M60 or MG36 - Secondary: M9 or MP-443 - Red-dot sight (M60) or Extra ammunition (MG36) - LMG handling - Vehicle Armor or Smoke Engineer - Primary: UMP-45 - Secondary: M9 or MP-443 - Explosive: M136AT4 - Extra Explosives - Penetrating Warheads - Vehicle Armor or Reload Time Recon - Primary (for long-range sniping): SV-98 or GOL - Primary (for mid-range marksman): Type 88 or SVU - Secondary: M1911 (marksman) or MP-412 REX (sniping) - Explosive: Mortars - 12x Scope (sniping) or Red-dot sight (marksman) - Magnum Rounds - Vehicle Sensor
  4. Only 2 days left. Gonna go to my local Gamestop today and see if they're going to be open for midnight release.
  5. I participated in early Alpha testing for this game, up through its Beta phase. Gotta say I was really impressed. Most of the larger MMO elements hadn't been implemented, but the gameplay was fun and fast-paced. It' kinda like a cross between TF2, WoW, and Unreal Tournament.
  6. Legion of Sparta - Tactical Domination OPFOR After Action Report Friday, February 5th, 2010 Delta Team: - Tholozor: Team Leader - Dai-San: Corpsman - Phisher: Marksman - Behemoth: MG Gunner - Custard: Machinegunner (Sortie 2) Designated Assets: - 1x MH-6 LittleBird scout helicopter - 1x HMMWV (Mk19) Sortie 1: Khelm - Primary Objective: Reconnaissance and observation of OPFOR assets - Secondary Objective: Distraction team - Tertiary Objective: Elimination of OPFOR assets Delta's insert was pretty smooth with the MH-6, we split into two teams, Dai-San and myself, Team 1, Phisher and Behemoth, Team 2. Team 2 was dropped of at Mt. Klen just on the Northwest edge of the AO to provide high-altitude reconnaissance and suppressive fire with the M107 and heavy MG (should the need arise). Team 1 took the LittleBird down to the lumber mill in the Southeast. As we descended we here hit with an AA missile, which (luckily) only took out our engine and tail rotor a few meters off the ground. We touched down, bailed, healed up, and moved on. Team 1 took positions on top of the smokestack at the refinery north of our insertion. Team 2 was able to confirm the locations of the radio-tower, D-30 batteries, and all 3 camps. Team 1 confirmed the location of the radio-tower, and continued to provide reconnaissance on the southeastern side of the AO. A Tunguska and a UAZ came within danger close of Team 1's position at the smokestack during our observation. Dai-San eliminated the Tunguska with a SMAW, and I took out the crew of the UAZ. Team 1 then came under heavy small arms fire from a massive Spetsnaz force (20+), and proceeded to abandon that location. Team 2 came under fire after constructing an MG Nest on the hill, which resulted in casualties from both Team 2 and Command. Team 1 proceeded north along the railway tracks, under fire from the advancing Spetsnaz, continuing north along the beach. Team 2 inserted via para-drop north and south of Team 1's position as we continued to draw the enemy away from the AO. Delta team proceeded to hole up in a small section of woods that provided an open common ground any enemy would have to traverse to get us. As time progressed we came under consistently heavier attacks. Eventually we made the call to pull out to the north for extraction and re-tasking, unfortunately our position came under artillery attack, and Delta was a complete casualty. After respawning at the main base, we para-dropped to the Vehicle Service station farther out to the west of the AO. Once regrouped, we took a HMMWV and proceeded east into the AO. We exchanged fire with straggling infantry and Spetsnaz as we proceeded. Delta eventually came into contact with an OPFOR player controlling a D-30 gun, and Dai-San took it out with another SMAW, as well as the OPFOR commander. Delta proceeded quickly to the radio-tower and eliminated it. As Alpha and Bravo swept through the town, Delta captured the western camp, and proceeded to dig in. As the AO thinned out, Delta assisted in securing the west end of the AO and watching Alpha and Bravo's right flank. With the AO cleared, Delta proceeded back to our HMMWV to return to the Vehicle Service station for tasking. Behemoth took off, and we bid him adieu. Sortie 2: Polana - Primary Objective: Reconnaissance and observation of OPFOR assets. - Secondary Objective: Elimination of OPFOR After the success of capturing Khelm, we realized we would need some extra firepower if things got bad. We loaded our HMMWV up with extra SMAW round and a few rifles. Delta proceeded south on the road to get eyes on the AO and see if our desired OP was within safety limits. We regrouped with custard and continued on. With eyes on the AO, we could make our that our desired position was too close to enemy forces to warrant its use, so we proceeded northwest in the HMMWV around towards Gorka. While driving through Gorka, our HMMWV came under a rocket attack. Luckily we weren't hit, and we quickly dismounted and decided to proceed on foot. En route to our next OP, we came into danger close contact with a UAZ with an SPG-9 mounted on the back, most likely our earlier attacker. With a quick M203 and some small arms fire we took it out. At this point things were becoming too dark to see. After a quick time check, Delta switched to NV gear and changed ROE to night-ops. Proceeding south along the west side of the AO, we came into observation of a small squad-sized Spetsnaz force accompanying a Vodnik. Once moving into firing positions, we eliminated the Vodnik and the infantry in the immediate area. Still working counter-clockwise around the AO, we observed one our birds come under SAM fire from our southeast. Believing the threat to be a vehicle, we decided to check it out on foot. After some searching, the threat turned out to be no more than a single AA soldier, easily dispatched. With the majority of hostile forces seemingly grouped up together in the central area of the AO, we decided to proceeded to Durka's fake insertion markers and take that hill as an OP. However, the server crapped out on us, and at that time most of us decided to call it a night. End of Report My thanks to all of Delta team for a job well done! Durka for his coordination of friendly forces! And of course the OPFOR players for presenting a challenge! Good job everyone!
  7. How? They ask me to take out a specific target. I ask which one, they spot it for me, I take it out. How is that not coordination/teamwork? I can understand why you say that, in regards to the AV-8B's HUD, but usually in an AO there's so much armor around it makes it almost impossible to determine which target to engage. Besides, the AV-8B can only target lasers when the GBU-12s are selected.
  8. Actually, a lot of times (I've been doing recently) I'm not using the laser marker to help me drop ordnance, I just use the marker to pinpoint the target location and I'll make a manual drop from a high angle. Also a plus of the AV-8B over the F-35 is that the HUD will highlight vehicles with a square on the display, making it even easier to target. The cannon on the AV-8B can actually do some good damage against armor. A long enough accurate burst on a tank can disable it so the crew will bail.
  9. Then at the off-chance it does crash into something then it wouldn't be destroyed and respawn for more drops. Besides, I've seen how it works now, and it flies high enough so that it won't crash into anything on its flight path.
  10. I find that very insulting to my status as a pilot. A square means you have only targeted a hostile, a circle around the square means your currently selected weapon is locked on and will hit (I've spent hours in the Armory, I know when I've got a lock and when I don't). Also, as far as 'stand-off' goes, it was not my choice to go where I was, I was under orders to proceed to a designated point, wait there, then attack from the West. If I had tried to gain distance from the AO, I would not have been able to gain a vantage point on the radiotower area, which was my order. Don't assume I don't know what I'm doing, because it's not my fault my orders placed me at risk. I also agree with Durka that the attack choppers need gunners to function properly.
  11. My apologies to Alpha for bailing out without warning so soon after my attachment to your unit. My computer got infected again with the same damn virus as before, so I had to go take care of that before it got out of hand. However, before my attachment to Alpha, I felt that Zeno (no offense, but going for constructive criticism) rushed attack chopper availability too early into the AO. Cobra went down manuevering around the AO to get into a firing position, got waxed by AA. Apache managed to actually fire a Hellfire at a T-72 out on the NE side of the AO, but something was off with the targeting. I could target hostiles just fine, but I wasn't getting the circle around the square to show I had a weapon lock (probably needed a gunner). Tried to get a visual on the radiotower area, but it was too far below me to get a visual. Got nailed by an AA peeking out of cover behind Alpha's position, lost engine, bailed out. I would suggest in the future don't even think about spooling the gunships up 'till the AO has been cleared of the majority. The Tunguska and IGLA pods are the biggest threat followed by the Shilka and Ural ZU-23 (bullets easier to survive than missiles). Have the attack choppers come in towards the end and help clear out any resistance and mop up stragglers. Personally I prefer the AH-6s anyway, since one doesn't need a gunner; no complications with the tageting since all weapons are pilots-controlled and unguided.
  12. Tholozor

    Mod Requests

    If you read the description on the mod page itself, "AI viewblock by default."
  13. I guess that's why artillery rescue operators get their own group at the start. If that side mission ever comes up, just have an artillery operator join the group of the side mission, and make sure the leader of the side mission group is on TS to coordinate the rescue.
  14. Would it be possible to give Team Leaders the ability to call in a squadron of AH-64s? We've already got the C-130 ability, so would it be possible to edit that script to a squadron of AH-64s that would come down and attack the AO for a limited period of time?
  15. I'm thinking that there may need to be an additional category for the approved pilot list that encompasses rotary-wing attack aircraft. I believe that's been suggested before though.
  16. I agree on the matter of the attack helicopters. They're just too OP for this mission. I think just the AV-8B is enough, considering only a select few even have fixed-wing qualification, and it is near-completely dependent on soldiers on the ground with designators. Side note: Kal, did you add flares to the AV-8B? The other day I was flying and I had an automatic missile warning and flares deployed.
  17. Tholozor

    Mod Requests

    The thing about the grass mod is that the normal grass that's in the game is too tall. This mod makes the grass lower to the ground, so you can lay prone in the grass and be able to see out of it.
  18. There should be a TrackIR toggle button in the control settings right? When you need to use those buttons just disable TrackIR, issue the commands, then turn it back on.
  19. Tholozor

    Mod Requests

    GDT HDR Mod http://www.armaholic.com/page.php?id=6130 - I've tried it out, and it actually fixes nightvision, also has an actionmenu calibration so you don't have to change your brightness and gamma. GDT Grass Mod http://www.armaholic.com/page.php?id=6628 - Since AI now count grass as a factor in detection, grass is useful to turn on, but the default grass is too high to see through. This can help players know when they're in grass or not, and allows effective fire out of grass cover.
  20. I agree 100% with Rule 1 and 6. Recon is important to determine where the enemy is and how the terrain looks from the ground. Often in the normal Dom server I see LZs placed at what looks like good locations, but I've been to those AOs before and I know that it's a death-trap. Rule 1 and 6 can aleviate that problem.
  21. Generally when that happens to me I've accidentally toggled command look.
  22. Tholozor

    Newbie

    Just started Level 3 missions, and the ISK is ROLLING IN! I generally go up at least 1 mil each mission for completion pay, time bonus, and salvaging. That's the best way to make money with mission-running: Salvage, salvage, salvage.
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