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Posted: Tue Nov 17, 2015 12:10 am     Super secret spam barrier
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Mission rotated to Fools Gold.

Dynasound added as optional extra to the public modset (tick the box in PwS if you want it) - for testing - may or may not stay, depending upon performance and feedback.
Feedback thread here.


Posted: Tue Nov 17, 2015 9:20 am     Super secret spam barrier
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got it installing while I pop in town

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Posted: Sun Nov 22, 2015 12:03 am     Super secret spam barrier
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DeeJay wrote:
Is firing range meant to be in river?
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There has been a map update including a couple of new islands, water level has also been changed and a few new roads.


Posted: Sun Nov 22, 2015 12:31 am     Super secret spam barrier
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Related: the Merlin doesn't have a little civvie fuel truck near it anymore, so to recover it you'd have to drive a fuel HEMTT all the way from base to refuel it (as ACE doesn't have jerrycans). If it was deliberately removed, was it specifically to require such an effort? And if it wasn't, could it be replaced please ;)


Posted: Sun Nov 22, 2015 5:18 am     Super secret spam barrier
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Boats need to be moved as they are all beached


Posted: Sun Nov 22, 2015 8:05 am     Super secret spam barrier
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We really should look at the paddle mod. It allows you amongst over things to unbeach boats


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Posted: Wed Nov 25, 2015 6:01 pm     Super secret spam barrier
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Ashj wrote:
No idea why but for the last 30 minutes to an hour of play on the public server, N0Fg & I didn't get treated as hostile by the OPFOR apart from one single infantryman out of a full section who fired on us while we were driving in a car nearby, who then went back to being passive when we got out of the car to return fire. We drove up to tanks, joined their lookouts on rooftops with our binoculars, walked in their formations, executed full sections worth and they'd just run away instead of firing back. It was both hilarious and very disappointing.

i had the same problem a few weeks ago

reV wrote:
and the enemy bugged out (after the 3rd respawn as 1-1 marksman they
stopped attacking me, still attacking other members of my team. respawn
didnt fix it)
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Posted: Thu Nov 26, 2015 4:49 am     Super secret spam barrier
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Public servers has frozen. N0FG has contacted me.


Posted: Thu Nov 26, 2015 12:36 pm     Super secret spam barrier
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Ashj wrote:
No idea why but for the last 30 minutes to an hour of play on the public server, N0Fg & I didn't get treated as hostile by the OPFOR apart from one single infantryman out of a full section who fired on us while we were driving in a car nearby, who then went back to being passive when we got out of the car to return fire. We drove up to tanks, joined their lookouts on rooftops with our binoculars, walked in their formations, executed full sections worth and they'd just run away instead of firing back. It was both hilarious and very disappointing.

Last week I was carrying an enemy AI on my shoulders whilst he was shouting 'Area Clear! Area Clear! Nothing to report! Area Clear!'

Laugh? I nearly shat.


Posted: Sat Nov 28, 2015 10:36 am     Super secret spam barrier
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Air vehicle selection, particularly on Reshmaan. I had to hop in fixed-wing to support a push on the north-west airfield, and the choices were between the CAP and CAS Harriers and the RHS A-10A (I believe). Frankly speaking, they all suck pretty hard, and left me struggling to actually be effective at all...

1. The A-10's main cannon aimpoint is about 10 degrees high-left of the aimpoint, and seems to be barely affected by aircraft velocity. I was having to guess where to aim each time, and even when I did manage to get effective strikes (on my 2nd or 3rd burst), the damage was vastly underwhelming - if Aeo can kill a BTR with a .50 in 5 shots, I'd hope to be able to kill it with a burst of 30x 30mm rounds hitting it.
2. The A-10's remaining ground ordnance consists of 4x GBU-12, 2x Maverick (that don't track at all well. It missed a stationary target), and 14x CRV-7 HE rockets. This would be okay, but given the underpowered nature of the cannon and the lack of AT rockets, I was forced to just throw volleys of HE rockets at a BMP in the hopes of getting a lucky disable to stop it rolling over friendlies.
3. The CAS Harrier has 4x GBU and a huge pod of HE rockets. Same issue with not having any really effective anti-armour weaponry apart from the GBU (which vastly restricted my utility due to blast range, and the awkwardness of having to swap in and out of the targeting pod multiples times etc etc).

To be perfectly honest, I'd suggest:
-CAS Harrier be changed from the UK GBU-12 to USMC GBU-12 variant (6 bombs, cannon pod) or USMC AGM-65 variant (4 missiles, cannon pod).
-A-10A be swapped for the vanilla A-10D (usable cannon, 6x AGM-65, 4x GBU-12, 7x CRV-7 HE, 7x CRV-7 AT), or the F-18 (customisable loadouts).

I realise that fixed wing is something that is rarely used properly on the public server, and it's hardly a high priority, but I'd still request that each mission at least have the maker check the variants for usability before pushing their next updates :x


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