#Kc Feedback Forum
1 messages · Page 6 of 1
Well i did engage alot of people and a pmc group would be really cool hahaha
Bruh how you out here posting STS rifles and quoting CAG?
CAG wishes they were AFSOC
fr
Leave me alone pookie
I got you one better
Remove that last word from your vocabulary when talking to me
👉👈

Rare good suggestion from @pine dust
A 1-6 who has never SL’d will always be at a disadvantage and in turn make the experience for everyone else playing worse potentially
give me your opinion on my last one ☝️
im intrested
I was talking about the 1-6 suggestion
the carrier is laggy as fuck when we've used it in the pas t
really only useful for the very begining of the map start, bc youre gonna wanna just drop a fob
dont think the mechanism for deploying amphibious vics was working either (if it even exists) so last time we used it like two years ago on winter cherno, we literally drove AAVP's off the flight deck and drove them on the bottom of the ocean to get to land 💀
CUP terrains core has an amphibious assault ship that you could use, altho its a bit small
The Marines have landed! Explore new warfare capabilities in Arma 3 with the Expeditionary Forces Creator DLC. Prepare your Marines for action on the Amphibious Warfare Ship, assault enemy shores with AAV-9 Mack IFVs and Combat Boats, bring supplies ashore with the LCC-1 Landing Craft, perform raids behind enemy lines with new Hunter reconnaissa...
$7.99
246
This has all the goodies
and that lol
yeah id absolutely buy that if they made it mandatory for a lib campaign
If a carrier map is done, just do it how we used to. Carrier and a free FOB crate. Never noticed any performance issues when we ran it previously apart from the time we fucked with the elevators and the tugs.
i will take worse performance for a carrier map
Never noticed poor performance when we used them outside the example I gave. I think people forget it's 2024 and KC Lib pushes Arma 3 to it's absolute extreme and your 2012 shitbox won't run it like it runs vanilla.
also we have had that spec bump since beketov so
Put the carrier in for launch and then Take it out after 24-48 hours after a fob is set up
yeah but half the fun with carriers is having carrier capable aircraft land on it
how else can i laugh at the new reaper catching a one wire
True but kinda unfair to everyone else if it tanks performance
id say try it on launch for 24-48 hours, if its god awful remove it, if its fine keep it
Couldn’t do that though. It functions as the operations base. If you take it away and something ever happens to your fob it’s game over.
the anti ship missle in question
"vampire, vampire bearing 270" ahh
would be funny af i see that as a W
also, in theory you could just modify mission file to move ops base?
even if you have to wipe map progress an admin can flip the points blue that are required fairly quick i think
carrier with the super hornet mod 😫
ong and the tomcat
and harrier :)
We should still have the hornet and all, just that the whistling shitcan should also be there
We have done a bunch of carrier maps, to name a few MSKE, Al Rayak, Australia, Colombia, chernarus x2, Altis, probably one of the African island maps Diala or whatever it’s called, and the one island map with the odd mountain range in the eastern corner + a tonne more I can’t remember.
It comes in rotation every now and then, launch day on some of these maps has been a bit rough when 128 players spawn on flight deck, but that’s lib launch day for you. 50/50 crash fest or flawless launch. Have had way more experiences of crash fest launches on solid ground in a corner of the map, than I’ve had on carriers. Percentage wise, successful / unsuccessful launches in relation to the frequency to one another, I have no clue for though.
Good thing on a carrier is that you normally don’t proc anything as you spawn on launch day, which you’d normally do when you’re on land.
Carriers are fun, for sure a slog in the early stages before a FOB is down, which is fun!
Look from 18:46, for carrier landing with a F/A-18 Super Hornet “mod” on the Karmakut lib server
in hindsight, the hornet mod was actually pretty cool
(especially the actual HMD sidewinder)
carrier for ops base , 1 free F18 2 seater as battalion, 2 ospreys as battalion transport, 1 LAV, and maybe 1 demon asset and would be perfect
actually, does the F/A-18F work
This will be heat
Love the LAV
I know it works for both seats in the editor more or less, but i have no idea if it will break in lib
It works Marty has fix for it
oh okay
I am kinda worried about it's 16km sensor tho, even if it's EW system has more range, I don't think that affects how far out it's own AGM-88 goes out, you still need to see a radar blip (let alone move the bars over to the contact to lock it up, which is very finnicky in Air-to-Ground, at least for me.....strangely it moves just fine in Air-to-Air) to actually get the lock those need
Kinda wish we could do a growler or intruder
Would love to see some EW stuff. I'd hop in the backseat and jam so damn fast
we have an FIR intruder/prowler, and a growler
and it's actually pretty cool (if we are talking about it being made as a two-seater attacker)
small problem: it requires unsung for the intruder
also I know nothing if it's just cool, but ends up having a few issues, that would have to be figured out separately (and I am not talking about the jammers)
The Firewill Growler works great.
It jams and comfuses enemy SAMs and aircraft to great effect.
It’s spoofing other aircraft that gets targeted instead of you
Fun fact, the spoofing is it literally spawning invisible F-16's around it
oh no, I know it works well
I just don't know of any associated bugs (like with the tomcat's RIO seat bug, where the aircraft itself is very fun but the associated bug with it was unknown to me when I bought it)
personally I'd be interested in it depending on what it can get (god knows it's never gonna get bought if all it did was EW), and the intruder would be a nice meme
Would you buy a growler or intruder/prowler if all it had was HARMs and EW?
Would I? Yes
Would it be popular with the rest of command? Probably not
also, the intruder does have Air-to-Ground ordnance as it's not an EW asset, it's a naval strike jet (and quite a cool two-seater, real shame it needs unsung as a prerequisite due to the model)
Ah, you're right, forgive me. Got myself mixed up.
But a 4 seater Prowler might as well be a stalker asset lmao
hell, I like the idea of the growler or prowler since it would make stuff that is normally good, but inviable
think the harrier, some of the other F-16s, etc, etc. very much viable since it gives them a shield that is more than just 'someone conducting SEAD with AGM-88s' and would actually be available to cover for them during the entire duration of their flight where it's sole purpose is to do that
Actually, it should probably be the sole asset with HARMs to make it more appealing
actually, on another thought, it could also be a nice CAP asset with some minor adjustments to the loadout thanks to it's radar, so if that could be done, it would be quite viable itself
irl the growler only carries up to 2 amraams and up to 4 Harms (without drop tanks)
no no, it can theoretically carry more, the bigger concern is that the onew we have can only carry 2 HARMs because the drop tank slots aren't switchable
theres no theoretical there, all the other hardpoints are switched out for ew gear
ik for a fact the australian ones can also carry sidewinders
yes, the growler can carry sidewinders on the spot where the harms could go
yea, so we can have the sidewinders there, and have the HARMs on the spots for the drop tanks (because it can also carry them there)
this is a recent change as of april
theoretically yes but i've literally never seen any pictures or video of a growler without drop tanks so it makes me think they're permanent
only actual hard points it has is the two outboard under wing and the two on the belly
I mean, doctrinally probably yes
the under wing sidewinders is not growler specific btw, it's the whole super hornet platform thats allowed to now
but they are a pylon so it'd probably be more sensible for balancing purposes here
since only 2 AMRAAMs is kinda....eh
nah tbh i think the balance would be perfect right there, 2 harms 2 amraams
we wouldn't want a do everything plane.....cuz thats boring
it's already not everything
because it lacks any ability to do CAS
(it has no fucking gun even)
nope
that was switched off as well
that also doesn't
i mean technically the harm can cas lol
yeeee but that is formalities
exactly do everything
especially since it can be difficult under certain circumstances
so I wouldn't rely on HARMS for anything more than ECAS (or dealing with the 15th pesky artillery piece)
so with that simple change, it is now effectively an F-35 Light that is actually good at it's designated jobs
(and it is about as good as an F-35 Light in CAS, and we know we are not buying that for CAS)
idk just sounds really OP
meh not really
just an aircraft with very limited CAS that has a harder time dying
enables less meta aircraft to be purchased as well
using a ew aircraft for cap is just meta it's self
ope i'm getting locked onto, ope nevermind
You're right. Super Tucano should be the only fixed wing in the build list. Multi-role airframe so it can do every job without being OP
CHEAPER REAPER OPTION MENTIONED https://discordapp.com/channels/299304308363755522/1124647926199758899/1232847546141900813
but it can't do air-to-air
f35 for cap/sead, super tucano for cas. dont need anything else
Harpy would like to make a deal...
no
when you give me the FIR one I might consider that
No. SEAD/CAS will continue to be Super Tucanos, but with a CIWS attached to the top of it for air defence
It's like a smaller B29
and how are you gonna do SEAD with it?
deal but we're allowed to fly behind opfor lines to low level strafe s300s
the regular tucano mod can do A2A,
https://steamcommunity.com/sharedfiles/filedetails/?id=3342284397&searchtext=tucano
the two seaters in arma are a little whack
nah, the super hornet mod is fine
I feel like the FIR 2 seaters did okay
one of the few cases where a two-seater is actually not showing any noticeable bugs
I need clarification what's FIR
Firewill
thats what I thought
Imagine not knowing that L Bozo
El Gato got em
Heh I like that one
Found in raid
Find in rectum
but yea, samtino
for me, it's a deal as long as the F-35 is the FIR F-35B
so I can watch the platoon die in real time while hovering the way actual pilots watched sports games
hear me out we start on a carrier super hornet mod added , and we play as the navy seals and SWCC with hk416s sr16s ( and other stuff)
#1124647926199758899 message @placid imp
not the worst idea
I still want my fucking hoverbug
lemme play as the SBS with the HK51 (Short barreled G3)
with an SBS detachment
SBS mentioned
And murdering Al Shabab on Al Rayak
like I don't really care about the rest, I just want hoverbug
bulldog as SBS makes this idea actually plausible
i am simply a genius and it is a new faction that we've never done
You start with half the map with a near peer enemy. and the enemy is relentlessly attacking you and you have to constantly attack and defend just to make progress.
been thinking about the british recently
ong
#1124647926199758899 message. island hopping map? Or all solid land minus the carrier position? @bold harness
well assuming the map is al rayak, probably solid land
Island hopping map would bring better
honestly, either works
as long as we have the whistling shitcan, everything else is irrelevant for me anyway
https://discordapp.com/channels/299304308363755522/1124647926199758899/1320127825155457065 this genuinely sounds fun
This may work. Give you 24 hours to set up a fob
https://tenor.com/view/asi-mismo-speechless-idk-gif-15401060 no need to thank my genius mind
as the host and the owner of this idea i do not give you permission to edit or you will be copyrighted
Batt "offshore destroyer" (VLS) to be taken away on fob setup
8's calling naval fires would go hard lmao
As an admin of this server we reserve the right to take credit for this idea. 😋
who said anything about you having copyright that applies internationally
i give the admins and the community staff and the owner of this server permission to use it and edit it ,but not knockout
also you just hate the hoverbug
yes i do i did not deny that
bunker im not reading the yap in this chat but this idea seems amazing
remember, actions have consequences
i am a bit iffy about giving a reaper asset as battalion but as long as its only during launch and a few subsequent restarts then i guess its ok
I know the perfect map for this
https://steamcommunity.com/sharedfiles/filedetails/?id=2645015212
YES
Makes total sense to have it as batallion, if anything the map should be harder the longer it goes on.
Full force when launching the attack, after a week or two we should start to feel the attrition, mid game our logistics and ice cream machines are there and we’re rolling hard with assets again
ohhh right yeah fair
bro first obj would be super hot f18 taking off of catapult , all rhibs heading out and lighting up the shoreline ospreys landing on the shore line once its secured aswell
literally just seeing 2 green rotors spinning
Let’s be real though. All air assets would get shot down in like 10min
REAL but it would be fun
real but it would be a good 10 minutes
if we had a demon bird i would suggest the Rocket/Minigun LB
viper or apache would be too much
2-3 LOS little birds with rocket pods and mini guns.
1 vls mounted to the carrier.
2-3 Osprey for transport
1 ch47
Dozen m2 humvees
1 fob crate.
1 FW for CAP
i love it
One restart to establish beach head. Set up fob and transport EVERYTHING. Any Vic not landed at fob is lost on restart when carrier is removed.
yes yes
yep
KAT medical with all settings in so we can watch you get massacred on repeat
we know that wouldn't happen
The KAT would be a hard sell
we have to be reasonable random
I do think it needs turned up a bit but with it being g a casual / public server there are limits.
i also agree with that
idk if that is doable but instead of little birds huey gunships ?
so just like take UH-1Y edit the garage thingy and add like rocket pods so u still have the door gunners
5 inch gun for savage
Ac130 with infinite fuel and 4 man crew.
now you're just trolling
Carrier is cool to keep though, and if we do MSKE / Altis we could even pay let’s say 3000F and supply to move the carrier somewhere else on the map
give us one humvee with an m240, and you have a deal random
thats an interesting concept
we would need to start with something with a laser so maybe give us a battalion MQ-9 or bring the darters back
or could always do pre-planned progresion points, we capture up to X point in a sector, make it super fortified and an ISR objective. the carrier gets moved up
would it have the range?
yes
nah habvls
opening tomahawk strike?
tomahawks flying overhead at mach jesus while you go in on rhibs would go HARD
whats the difference (i have no idea what habvls is)
it can do GPS
oh cool
it's part of the habfuze mod
ya well that would be sweet
but the darters need to make a comeback if we do something more modern again
i'm sure they would
Intruder all the way
lmfao
okay so, since I know people here really like the super tucano (and in some ways, I am among them), I actually had an interesting idea
What if we had the L-159 instead?
It's operated by defense contractors affiliated with the US Army (and it's a really cool upgraded L-59, which is an upgraded L-39), and it would be similar to the Tucano, except:
-It can mount US air-to-air missiles such as the AIM-9 alongside US air-to-ground ordnance (which is entirely intentional)
-Has a short-range radar and sensors for some situational awareness to SAM sites and air threats (also entirely intentional)
-Has a better gun more suitable for Lib
-Has no laser, and no targeting pod (which is actually cooler because it's meant to be a cheap light fighter and that fits the concept, plus it allows us to teach stuff like cooperating with Shadow for lasing targets by giving it AGM-65E and having Shadow or some other laser designator lase for it)
Also, we already have it from the mods in our current modlist, no need to install anything additional.
Also, no skull emojis allowed, if you are gonna disagree, let's have it be a civil discussion pleaaase.
8 of them are operated by a single company that does aggressor training from Florida lol
bit more than aggressor training
(although yeah it's probably it's main role)
(also it's not like the tucano serves much more with the US anyway, nowadays it's a trainer and a test pilot aircraft)
Draken Intl operates them at Nellis AFB
Negative.
yep :)
the entire ordeal with the Alca is an incredibly funny bit of history, and it's design is a lot more multirole than....even some fully fledged modern fighter jets
@bold harness good idea with the new campaign just remove 1 or 2 helos as battalion and add boats.
Yeah remove blackhawks keep ospreys , i am just hoping it actually happens
the MH-47 is great, you can land in water, and 4 door guns
Alter also made a new CV-22
real osprey mid
the MH-47G would be awesome when we do rangers
we would need to add client sides for it because I am not flying without VTOL Hover
I would have to check for Arma but I think so
If we are doing chinook then we should have the ability to drop boats out of them
Sling load and drop
I think you can load the SDV into the cargo Chinook from RHS. Not that sub ops would be ever used in lib
The MH-47G Block II includes all of the improvements from the CH-47F Block II, as well as inflight refueling capability, a comprehensive defensive aids suite and low-level/adverse weather piloting aids, such as forward-looking infrared and multi-mode/terrain-following radar. It is armed with two 7.62 mm M134 Miniguns and two M240 7.62 mm machine guns.
AAR would be hot
you can cheat it with the C-17
Genuinely I can't remember the last time we actually tried to do an aerial refuel. There's never a reason to
And we never have the equipment to for that matter
the C-17 can refuel over bluetooth (have any vic next to it, even mid air and like 50m away and it magically fills anything else up immediately
as a joke we did it when we did modern vietnam
hive spawned in a tanker which we flew about
upside down mostly
breaker has a weird urge to fly large aircraft upside down
the KC-135 only works with the USAF stuff tho so it was spotty
real
I remember testing the c-17 and it's minimum drop altitude was like 50 or 100 in the air
I want to do some silly stuff with that thing
you know if my grandma had wheels she would've been a bike , it doesnt make any sense .super tucano is better and it is used in cag ops
fuck kinda analogy
oh no, the super tucano would be pretty cool as well
just that I have a few concerns about how it'd potentially be balanced if we did have it
the super tucano is cool but a "cheaper reaper solution" is not since it defeats the entire point of it
reaper assets are endgame stuff
oh no, that too
there is potential though, just that the super tucano can't capture that because it's inherently got the same problem as the A-10
that being an asset designed for CAS, that has great munitions and a targeting pod for it, that also is not well off at defending itself and requires help from other assets
(The Tucano would have it worse because it's a two-seater)
I completely disagree
By that logic there should be no cheaper demon or butcher assets
cosmic, that's the wrong logic here
'cheaper reaper' would still be decently expensive, and the tucano isn't exactly very competitive to say, the AH-1Z, is it
(let's be real here, it would cost more)
Reaper assets are only late game assets because there's no cheaper option
It doesn't need to compete with the Ah-1z because it's not a helicopter
Having a cheaper option with very limited munitions makes it so we could have a fuckin asset
but here's the thing though, as a inherently CAS aircraft, it does
since it and the Cobra, or Apache fulfill the exact same purpose
(and are just as vulnerable...actually the cobra is less vulnerable, to missiles thrown their way, from say, SAM sites or jets)
Bro
Im done talking to you
so you don't want to even acknowledge I have a point here
no, i am tired of talking to a fucking brick wall all the time
Complaining he doesn't acknowledge your point whilst simultaneously ignoring his. Top shithousery
I didn't ignore his
I refuted it; I don't see a difference between two aircraft whose job is 'shooting at ground units, and only shooting at ground units because they don't SEAD or do air to air very much'
Wrong
ok so what does the tucano do different then?
Has a propellor
.....ok so it's fixed wing? That means it can't hover behind terrain, so it's more vulnerable to SAM sites spawning close by. (Also, I'd like to remind you, the Tucano we have has no sensors so it doesn't even know to run)
i'm done with this conversation, but i'll leave with this
saying "we don't need X thing because X thing can do the same or better" defeats the entire purpose of assets for roles in the first place
why do we need the avenger for harpy when the F16 can take out red air faster or easier
now that you say that i agree with you, my only point was that fixed wing are really strong in arma in general, but there's plenty of counters to them so i digress
yeah? Can your stick reach 1km range, drive at 60km/h or shoot HE as well
Yeah i could land a stick at 1k
Harpy mentioned, gets my bi-annual chat participation.
Cosmic crashing out
aint no way
the problem that is not being seen here is that those two aircraft do the same line of work with all the associated risks of it, and there are no significant differences between them besides 'one is fixed wing and one is rotary'
absolute cinema
literally
dont even blame him
you arent wrong
the pro for a "cheaper solution" (the only reason i butted in since i literally came up with a super tucano and have tried pushing it)
it allows you to have Something for people to fly
the cons
it's slower
it's less manuverable
it can inherently carry less
(it would need to carry less)

☕
not the double yellow tea sip
actual absolute cinema
fair enough then i like it
not even i just don't wanna talk in circles AGAIN 💀
average conversation with knockout
Tucano can get angles which the cobra couldn't, that'd be it's benefit
okay, we are getting somewhere, an actual point
what do you mean by this specifically tho
☕

☕
bananas are just trolling us
i can just imagine you guys giggling in the admin chat
youve just called them out
This doesn't really apply to this map. but on more dense foliage maps the tucano could hit things that the cobra or the equivalent couldn't because of trees
you've*
maybe, but this also goes both ways here, since vertical angle means it cannot see through parts of the treeline
all i wanna say is, why min max lib when it's all about having fun 
That's fair, and that's why you wouldn't use it in that circumstance. ultimately it comes down to what point a thing is being fought over. But I think it would be a good addition for scernarios like that.
real
Ground boys can still get cas, from either or depending on the situation
because I am particularly upset you all skulled the idea where that thing is a moderately unique solution to the idea that can work better in the modern lib environment
anything is better than the Guns LB lol
what cag mean again?
do not diss mine and @bold harness love child
oh lord
Also another thing is that it'd be a good introduction to being a reaper and doing cas missions, without the possibility of getting flamed for losing a 14 to 1600 resource aircraft
oh it is, just that it also teaches them nothing about two of their primary concerns, which is reconigising when SAM sites spawn and also not dying to MiG's
Still better than nothing. It not being able to teach everything isn't really an argument against I feel like
new reaper asset
I got it guys
the problem is that the things it doesn't teach them are also absolutely necessary when you do get into the 1300-1600 per resource asset
There's no other way for new reapers currently to train in a lib enviroment other than on the live server. And with the way people behave on here when a reaper asset is lossed. It's no wonder why people are unwilling to use them
I know what we do
a good take oh my lord
holy yapsoc
again, I think the super tucano is goofy as hell (which means it's cool)
I just don't think it would do what is needed
next campaign remove reaper
remove reaper agreed
What would your suggestion be then?
...and add this
what is a yapsoc?
thats our cas
what the lot skulled
the Alca (or something similar)
an insult to the gun lil birb is an insult to me
the both of us in it , we dominate
all of the ruskis
this thing?
yeee (or something similar, the idea is what roughly matters)
such an esoteric choice
also it has a jet engine
ong
eh, handles like a tucano anyway
I mean I don't see why both couldn't be added. You have the cas trainer (tucano) . and then the all aspect trainer for after people have gotten a bit more comfortable
at least use an american trainer
do we have a similar trainer to this tho
is what I am curious
again, I recommended this more-so for the idea (and also because I know of it)
not sure if its in arma but the T-38 talon is a thing
if a NATO knower has something that do this, I am fine giving up on my glorified albatros
now this is what I call rational
T-38 or t-7A is the US trainer
nah lets add migs
oh god dont say that
ok no let's not detract from the point here
just because I said 'the alca' doesn't mean we can't get an equivalent
the idea matters to me more here, whether or not I get it in a glorified L-39 (and the internal peace that comes with it) is secondary
☕
I haven't seen Barret since last year

Wow what a blast from the past
Anyways yeah, I say add both for this reason
I don't think it causes asset bloat. and it will help nudge new reapers into the role rather than having them end up goosed and getting flamed in command and air chat
you aren't wrong at all, and our "good assets" (apache, f16) can also be kinda daunting for new players
ye, richy is cooking
the ideal solution would just be to have both
since the tucano does teach ISR and targeting pod use (which the alca or it's equivalent cannot and should not)
oops all bombs
I mean, the RFA would do perfectly fine if it had a normal price
Deniland 2 batt apaches was the greatest thing to happen to demon
Mr. Scalpel carrier over here is straight up pointless
apache is the best asset on lib
I think removing some of the f-16 variants and diversifying the remaining ones would be good
We need less smack everything assets and more prioritized and focused assets
real and true
+1 to that
Would also allow demon and other assets to flourish rather than play clean up duty
thats more of an 8 issue then an asset issue
eh, when one asset has the ordnance to clear out the entire point and not get MANPADed at all while at it (also keep in mind it fights the red air and the SAM sites while at it too), it's not really an 8 issue
so which asset are you talking about?
Forcing an asset player to not do stuff because it's too easy is an asset issue
apache can do that just fine
Apache requires positioning and good lanes of fire Reaper doesn't
Main source of point smacking was the alaska
But pretty much anything with more than like 12 - 16 apks also runs into this
its a distributing strikes issue. Savage, Demon, and Reaper have similar capabilities on what they can kill the only difference being the TOT
But everyone knows that if you have reaper do it, that it will die. it's better to have 8's not be forced to deliberately have an asset not fulfill it's purpose by taking away power from the asset.
the problem is also in the counters
savage is at least delayed by counterbattery fire, which is a constant threat that takes a while to deal with (the irony here is that Reaper can also attack it with certain munitions and deal with it just as fast)
Demon has to worry about jets flying over them (sometimes MANPADS can be a problem too, and the irony here is that Reaper not only deals with them fast, but also usually faster than Harpy's Stingers.)
Reaper? Well uhh, let's see....SAM sites? Oh wait the meta asset has 2 AGM-88s, so you lift, climb for a bit, scan quickly and if there's one, you just lock and launch for half a second and you're done
Honestly with reaper your biggest threats are harpy players forgetting what friendly jets look like
"forgetting"
A good reaper is effectively unstoppable, and it's rather boring both on the ground and in the air
yeah, friendly fire is the problem more than actual threats because SPAMRAAM, enough HARMs for your entire playtime, and enough ordnance to kill the entire point while not taking MANPAD fire because the Iglas are very bad at their job (and hab explained why)
you are just saying it's an 8 issue with more words
it's why I despise that thing and both refuse to fly it, and have given hab an interesting idea to fix the 'AI is horrendously bad at medium range anti-air, and the SAM sites which are good at it get wacked as soon as they appear'
It's an asset issue. It's not 8's fault that the reaper assets are vastly vastly better than the rest
yes a reaper can kill the entire point and have no one else do anything but you could also have savage/shade clear the entire point not letting reaper or demon do anything. You can do the same thing with demon
also the AI is horrendously bad at countering the meta asset
(which makes other options go utterly unexplored)
was about to say something but I give up
Savage is not even a comparable, reaper can actually be used in civ points if the pilot doesn't have their brain in their ass. Savage can not because no 6 is going to approve that
Demon can also be used but to a much lesser degree because of terrain.
as I have always said, 38 was always too many
Most multirole stuff we have should never have had more than 14 (except the A-10 because that thing both doesn't have APKWS HEAT, only HE, and because it's not very multirole)
also @gray python I looked up the T-38 and T-7A
There is a small problem with both the lack of a mod for them, and also the fact they straight up don't have any hardpoint/pylon capability IRL, making them inadequate for the role.
Now, there is the T-45C Goshawk, but there's a...few rather significant problems with it and the mod that has it.
Oh I wasn't saying that they were actually addable, just that those were the trainers used by the US
see, the issue is that it would be both pretty bloaty as it has a prerequisite mod as well (and the thing itself isn't very high quality)
then there's the issue that it would be next to impossible to balance as a two-seater (or even use as a two-seater because the gunner slot has a lot of problems)
also, it has a visual bug with the pylons because of the prerequisite mod
also, it has no RWR which is very bad and practically eliminates it as a solution
#1124647926199758899 message
@umbral glacier been asked and answered, they will not add
Ok
real
@ebon gyro just a word of caution: Since the GPS targeting system is unique to the mods themselves instead of USAF, some of the weapons the F-35C can use have......problems.
At this time, I think most weapons barring the AGM-86, the USAF 154s and the USAF 158s don't really function in GPS, and the USAF (NOT Firewill) Paveways have some laser-related troubles. (Note that using FIR weapons could, but probably won't, break GPS even more)
Also FIR weapons do not work with the GPS at all.
Other than that, very functional, pretty fun, pls gib alongside the interactive Hornet and my beloved VTOL
I want to fly ospreys
last time I remember having osperys was my first map as USMC in that swamp map, around january of last year
Last time I remember ospreys being used was Australia
@ebon gyro all fun and games till the Ship starts advancing in the vienameese rivers and lakes 💀 But its really good idea. I like it.
maybe we could squeeze better cas environment there :3
regardless i also love the idea
big brain
@short flare Just FYI storage in chevy crates are bugged, you can remove items but can't put anything back in. Would be nice if we also had access to the box crates as well
The crates that Chevy have are also the same cargo capacity as normal ones so would be nice to have just regular boxes
Basically never worth using the Chevy crates until ogre runs out
yeah but when u remove stuff it doesnt register and wont let you put it back in
and just counts it as being full
It does register it’s just over 100% full
You need to take out quite a lot of stuff before it lets you put stuff in
Yeah it’s fine for doing platoon resupplies because people won’t put anything in but can’t really give them to 1-4 harpy ect without emptying half the crate
yeah
how would we combine them tho
because it would be best for everyone if we used everything in their ideas combined
That sounds like Communism
hey, I'd be a commie if I had a funny interactable F-35 (ideally one with reworked ordnance to account for some of it's bugs), and a VTOL
You'd be a commie, but you wouldn't have a F-35
MiG-29's good enough too
lmao
👀
Best I can do is a Mig-19
@pine dust the server has issues spawning ai around islands it causes massive lag and crashes the server a lot
We did a campaign with about 10 islands once and server crashed +20 times since we kept losing those points to bgs and having to recap but it’d just crash server after proc
You talking about the map that was marines v russia, I can't remember the map name but I definitely don't remember it being unstable
around islands???? Ive never seen this be a issue ever in lib, and if it is indeed a issue it can be easily avoidable by just spawning AI on the island, not in the water in boats.
not that simple
it is very unstable
when has this ever been a issue lol
when we played a map with lots of islands lol
when? We litteraly played pasific camapign vs china and it was perfectly stable
we will see, I think its avoidable
Im just recomending the campagin idea, seems cool to have a island hop campaign
Especialy since there has been a new DLC and also there has been a new type of amphibious vic that rolled out to marines.
it isnt without rewriting lib spaghetti code which they wont do
It’s 100% avoidable. By not doing maps with tons of islands
islands are fun but the frustration of constant crashes ruins it
@agile cypress is 100% correct. The ai spawning when surrounded by water breaks the server
@sterile bane dis us
Sometimes I feel bad for you guys, especially after seeing KC air.
Isn’t that what we said to players when we ran around as Civis after the point got lit up by the Mgs.
@fluid imp Your reccomedation sounds nice but it would be really hard to code in, and also down civies is already in the liberation code. After you cap a OBJ they sometimes spawn in for you to heal them and give them rations for better civi support.
also putting civs in bunkers doesnt stop people randomly throwing grenades and HE because those are the exact places you would and should be throwing frags into lol
we need the CL-1201 in KC
i LOVE the CL
In order to start in the map borders it would constantly be turning
I don't think any of the maps we've played on have had a runway large enough for that
Cause its nuclear powered
I remember reading about this thing, but I don't remember what it's purpose was
was it the mothership concept. Where it's like an aerial aircraft carrier?
Yep exactly
Wingspan is 1,120ft or 340m
The Lockheed CL-1201 was a design study by Lockheed for a large 6,000 ton nuclear-powered transport aircraft in the late 1960s. One envisioned use of the concept was as an airborne aircraft carrier.
Although the Department of Defense does not appear to have records of the study's ultimate outcome, the design itself has nonetheless been cited in ...
I don't trust the pilots on this server to dock with this thing. I've seen the few rare times we try to do aerial refueling on the training server
And how that goes
wait can we actually do ariel refuelling with our current air assets?
like does it exist currently?
Yes
No
It does
The mod has ariel refueling built in, we don't do that
The c-17 can do it I believe
ok now I'm tempted to try it
We don't have like a dedicated aerial refueling aircraft though
Yeah, it's more for fun than anything practical
We don't have big enough maps, nor enough stuff for reaper to need to do, to realistlically require it
It'd be better served in an operation
Personally Im hoping for a big map net
same here
I want to do chevy things
Fuel is refuelled very quickly from RRR and the acceleration is very good so you can get back on station in minutes if all you need is fuel
Also, AGM-88 meta prevents this anyway
I just hate how it’s basically a mandatory AI function in the mod. Me and the boys tried staffing TEXICO 1-1 and it almost crashed the server becuase if you actually put a person in the tanker you end up desyncing bad af.
why do you end up desyncing?
Because it’s two player assets at that point.
Same reason why when you GAF you need to keep significant dispersion between the convoy Vic’s
the c-17 is the only time it "works" but there's no boom or anything it just magically transfers fuel
As in like you can have a player in the tanker and the c-17 can take on fuel without desync or that the c-17 is larping as the tanker?
Either way, news to me
The c-17 can transfer fuel to other vics magically
basically if you drive/fly any vehicle within like 100m of the c-17 there's a "Refuel from C-17 Globemaster" option in the middle click menu and it fills up the vehicle almost instantly
and because the c-17 has a shit ton of fuel compared to other vehicles it barely makes a dent in its own fuel supply
That’s so 🤮
That’s not cash money bby
real
unfortunately we tried the USAF KC-135 on lib and as you said armaisms occured and it sometimes just does not work
#1124647926199758899 message we have used this mod before and i dont remember any performance issues occuring
might be bad sign then that we are not using it anymore.
it got culled with a load of good clientside mods a few maps ago
im not sure why but there has been no performance difference since
i dont specifically remember this mod, but ill dig a bit and see....like i said...client side then i dont really care and would put in, but as of now, we still got to see how ww2 run period without added "ifs"
all good
Beans do we have secret weapons in the mod pack?
Unfortunate.
ill consider it, i know it have bombers
It does have bombers. I tried looking for other mods that had them. But this is the only One I know has them
I used to run it as client side before on the lib server, then 6 months or so ago, when we did some changes to the keys, that and some other client side mods like: https://steamcommunity.com/sharedfiles/filedetails/?id=1439605692 realistic auto pilots wasn’t usable anymore.
icic
It helps fill out the rostor that IFA3 and flying legends lack for both factions we're having so I figured i'd suggest it
#1124647926199758899 message @ebon gyro
Even tho It's a cool mod and would help people spot vics past their object render distance it can also be used to "cheat" (Check images) people can just set their object distance really low so they can see stuff around them but also get rid of everything else on the map to find vics
💀
Honestly, didn’t even cross my mind that it could be abused like that.
Agreed it’s a risk, that someone once in a blue moon will abuse it.
However, it’s a guarantee that players who NEED it to circumvent armas built in rendering limitations ≈ 1500m or so rendering cap no matter “object view distance”-settings will use the mod as it’s intended.
Top of my head suggestion if action even has to be taken is to have a minimum limit on “object view distance” to 500m (just like we did with terrain, to fix it to high/ultra) to at least stop ground units to cheese with the mod scouting for vehicles while inside a forest or something.
Reason I suggested this particular mod for this particular campaign is that there’s an arma limitation which is particularly affecting gameplay in this era (albeit limited scope for amount of affected players)
This is the only mod I know about that circumvent that limitation. This limitation is extra crippling during this campaign as their is no targeting pod, or binoculars that you can use that will bypass that limitation.
would recommend add it to the optional mods buried in the forums. most people dont read that, the people who do read it are the people who have things to lose (perms) and know better than to be dumb with it
👆Just key it, doesn’t even have to be official on the forums
bro we gotta larp
you hate medical, thats a crazy suggestion coming from you
+we're gonna play fantum and butcher only anyways
real
ok real but still
if i see a mf pull out the AED
If someone has no heart rate just leave them, survival of the fittest
@cobalt frigate only 1 world war, no longer two.
Ignore.
I knew blud was gonna say that 😂
the actual answer it depends, at the start of the war they were issued to all but during the war it was changed and they were not carried
considering this is a made up battle in poland with US airborne forces jumping in i think cs can decide and imo no pistols is better becausing running dry on a garand, hearing the ping with a german staring at you is funny af
yea, I like this idea more
it's already entirely fictional, may as well not have the pistols because it's funnier
people will just run around with pistols instead which isnt fun
yeah their rapid fire, quick kill and decent mags would just outdo a rifle in CQC. which is dumb
So apparently the 100 round boxes that come with the 1-4 crate aren't compatible with the machine gunner guns
What’s up with the flamethrower not working or killing the enemy
Actually so real @regal onyx
The best tank we have access to in the mod itself is the Easy Eight, that thing is actually so much worse than a Tiger
No jumbos, no pershings, no super hellcats, bruh
like, M36 too, or the Pershing
give the Germans the maus or something
ok no no no, that's pushing it too far in the wunderwaffe direction
buy more shermans
Considering we see Tiger 2s, yea I think we can probably have at least one of the things mentioned
and on a similar note, I was hoping the P-39's 37mm cannon would be able to go through it
Nope, that thing fires what is basically an HE shell for some reason
Which is incredibly sad, and even sadder in the context of us not having the Hurricane (Mk.IID variant) with the gunpods that do fire AP shells
(which can go through these vehicles and would have been an excellent gun-only CAS)
Tiger IIs aka King Tigers were fielded mid '44
Pershings weren't fielded in limited quantities until '45, and the M18 Super didn't even enter production before the end of the war
god I wish we had the Jackson right about now (sadly the mod requries a DLC, otherwise the M36 might have been helpful to have) because the Easy Eight loves bouncing from the front, then getting one-shot
So yea, personally I'd love to either see that mod Cosmic suggested be added, or for us to just be given the AT Hurricane from the modlist we already have and watch them tigers burn when hit by something resembling an actual Anti-tank gun firing an Armor-Piercing shell fired from a plane (higher velocity due to inherited speed)
(And as you can expect, it instantly shreds any aircraft it hits, which is also pretty realistic)
@spiral veldt #1124647926199758899 message
repairs should be somewhat punishing so that people take care of the assets and don’t take unnecessary risks.
At the same time the build list is so cheap in comparison to other eras so just stock up on assets that way if someone has to take 20min to repair a Vic they have a dozen others ready to go into the field. So then do a 2-3 min repair while waiting. Go do an insert. Come back. Do 2-3 more min of repair and repeat.
Motorpool mechanic slots when?
I hit a tree at 10kmh and had a 15 minute repair
(Which while I was afk someone ran up and tied me up so I had to restart when I came back)
Real lol
I hit the corner of the tower going 5 km/h and boom 600+ sec repair lol
My primary concern is to make the repair itself something that isn't just going AFK. You guys figure out the balancing.
Also think about who this is punishing and who is to blame.
If you make it that the vehicle gets repaired passively in a certain spot in FOB, then the waiting time still punishes the player that used it previously and the OGRE doesn't need to go afk for 5-30 minutes
well, it's realistic if anything
it's also one way for me to just go ahead and make dinner instead of being on headset (assuming any repair is longer than 20 minutes)
So we need a minigame
#challenge #VR #CarMechanicSimulatorVR
So, how fast you can change the tire? 😎
Try it yourself playing Car Mechanic Simulator VR! 🧰🚗
🛒 Grab your copy on Steam:
https://store.steampowered.com/app/1088770/
If your record is better - show us! ❤
Unironically yes
(If that meaningfully accelerated repair times)
Mandatory VR mechanic /j
Play tank mechanic simulator, stream in VC in discord and an ogre has to witness and sign off on the repair
......sir that game is 25 dollars
And also a full technical logbook
Submit valid CNC code to replace broken parts
You better have nice tight tollerances sir
I dont wanna see more than 3 thou
I use chain tolerances for everything 
like, it's almost as much as an event vehicle for war thunder (and I'd rather have that than some repair game)
🤔 legit wonder if theres some kind of mod and ace ui thing we could do
I'll leave the Implementation to the guys in yellow and green, I'm merely a dreamer
probably
knowing ace and arma, it might be infested with bugs
but it would theoretically work
Lmfao see if there's a mod that makes it an adjustable QTE
we need a cnc mill at fob now
aint no way
also, very unrealistic because it's not like maps didn't exist back then
@zinc pendant I echo what Matthew said, amazing idea but the average lib player would have a stroke
i yern for immersion
real
what would be more plausible is that map mod that doesn't make them shared, and you have to place them on the ground for other people to look and copy off
forgot the name
yea, that would be the only option
maps definetely do exist and are used
or do you perhaps mean to tell me people just went in one direction and hoped for the best
You gotta remember this is a public server at the end of the day, can't go too off the deep end
dead by daylight skill checks when repairing components, fail and it gets armad

#1124647926199758899 message @zealous dagger
We are aware of the issues people are having with them. They do work, they are just being buggy.
Not sure if it is related to the mod itself or some incompatibility with other things we are running
for sure
i really don't think that tweaking the maps is going off to deep.
Reminder, that for many people, this server is their first interaction with Arma, and some, the Milsim genre in general.
While yes, it is very "gamey," removing map-sync makes getting anywhere on their own pretty much impossible for new players. Good luck telling them how to read a 6 digit grid instead of "go to marker with your squad number"
^ thats what I'm saying
fair enough tbh
not everyone would have had a map
They would, however understand land nav
im only talking for the realism part, only giving certain leadership positions a map would go horribly
Yeah thats what I mean, as samtino pointed out; its the video game tradeoff for them not being real competent soldiers. Irl, they wouldnt have needed a map because they would have had it memorized from looking at sandtables of the area and understanding where they are by the sun and major features
Im willing to bet 95%+ of our player base don't even realize the starmap of the skybox is IRL accurate lol
lol
Apologies, but I am gonna add on to this because it's interesting. If this were to be added, I am not sure which leadership positions will be given maps. Let's assume Company/Platoon HQ, SLs, and TLs. Adding on to what Daedone said, if we were to have maps for specific roles (which we won't), all of your leadership are going to have to designate certain headings for your point + trace element for a certain direction. Leaders are going to have "paint the picture," meaning leaders will give a generic objective instead of pinpointing on the map i.e. (taking a town, taking a observation post, clearing a trench).
However, lots of conflicts may potentially happen. Platoon HQ can go down, SLs can go down, TLs can go down, before or after coming close to the objective. You're gonna have leadership looking at the map (probably more frequently) because they have to keep track of where they're going and giving out orders on where to next, which shouldn't be difficult for the "experienced" leader.
Or.
Everyone can have maps, everyone in the squad can allow suggestions on how to maneuver and can get a better understanding of what the mission is and how to execute it. It's more better for the playerbase, doesn't matter if they are new or experienced.
You would have to add webknights immersive maps or whatever its called, that way people can look at your map when you have it open so they can see the plan
Savage radioman slot needs to be fixed.
Cannot get in savage gun
Has less items in the arsenal compared to just the gunners
The ace function doesnt work
use the scroll wheel option
yuh i did
didn't work
its specifically the radioman slot that doesn't work the gunners do
@gray python this ties back to the original problem I mentioned
This is not in reference to a suggestion. But it's a problem i've noticed on this map and that problem is that more than ever we are completely reliant on assets as infantry to deal with armored and emplacements. Unless a armored vic drives straight into your squad, they can shell you far outside of your bazooka range with reckless abandon. Because of the almost complete lack of elevation on this map, emplacements and vehicles can see you pretty much anywhere, and because their range is far greater than yours with a garand they can infinitely strike you without a threat to themselves from our infantry
Where did you mention this problem? I want to read it
I mean this mod does have an insane german bias
like, the airacobra's cannon is actually so bad it somehow takes 3 direct hits to kill an enemy fighter or an open-top half track
Yeah it's not great
and then when I tried testing the 1000lb bombs, I landed one right next to a tank....nothing lmao
Yeah I tested them against all the german armor and they don't do anything really
again, I really wish we had the AT Hurricane
reject plane, embrace 105mm
since it wouldn't be that hard for us to put it in, the loadout it spawns with is the only loadout it can carry so you can just put the base loadout in with the 2 gunpods
(and it's part of our modlist)
since it's basically the P-39 but without the ability to carry a bomb, but the guns work
you know, they'll actually damage and destroy vehicles and planes in a reasonable amount of hits for a medium velocity gun?
I mean that's not going to solve the aa problem though
none of the air assets are capable of really striking them
ye but at least it can kill armor
also the guns are pretty accurate so you might just be able to snipe the AA
besides, I suppose it gives the infantry or the others a job
Infantry can't do anything to them because the flak kills them as well
It falls to butcher or savage, and as my other comment mentioned. Having pretty much all the power of the infantry be taken away in an infantry focused server is horrible
Airbozo license revoked
what makes me even more sad is that even if they get rid of the flak, these bombs just don't do a lot, especially the 500lbs
Low pop objectives are essentially impossible to do now unless you have a butcher
and nobody told me they replaced the 37mm gun on the P-39 with the NR-30
because it sure sparks a lot
and doesn't actually do anything besides sparking
I think a bigger issue than the planes is this though #1248944616766443582 message
also that yeah, but then again it was more or less this in nam as well
No, not really. Nam had so much forest which made assets way less viable.
until the PT-76 showed up
That thing was the exception
or the T-54
Yeah multiply that by every asset in ww2 though
so basically, this is just like that except it's now savage instead of reaper (since reaper in nam could use radar to see through some of the forest)
Butcher rather than savage and reaper
and butcher still gets popped, by a single pin prick
Beans already mentioned it in #📅kc_news message. this campaign the enemy has the superior assets but they are all killable. However you can’t just run head first into the problem now. This campaign will actually take thought on what we are doing as opposed to rolling Butcher Reaper or Savage through a point and walking on.
Ground assets are pretty cheap so get factories up and start stock piling ground Vic’s that can be used as needed and the platoon isn’t stopped when a couple get destroyed.
WWII campaign
Precision bombing
wut
It was either low level runs multiple times, or dive bombing
Unless you just carpet bomb
Think the post was more about spotlighting the fact that the platform is less useful and a higher attrition needs to be accepted. For it to be accepted the prices needs to be lower.
Modern FW prices for something that has none of the capabilities that make modern aircraft so effective, except being able to fly and carry bombs.
A Sherman being 5-600 supplies, is half the cost but comparable, or perhaps outperforming the FW is where I guess the imbalance lay.
I have no idea though, haven’t yet had time to play the WW2-campaign, looking forward to it!
also, as richy mentioned, a good bit of the aircraft ordnance is just not very good
FW are 10x less effective in ww2 but cost the same amount as modern doesnt really make sense, it is a vibe and fun for pilots / 1-8s to have them in the air and they arent overpowered so they should be cheaper
and very cool for inf to see dogfighting happening above them
like, I pray to god that somehow vehicle damage is different between lib and editor/zeus, but dropping a 500lb bomb 3m away from a tiger only to see it perfectly fine is not a comfortable vibe
forget the damn rockets and the 37mm gun that feels like it was ripped off a MiG-19, the bombs are just not good anti-vehicle weapons for some reason, and it's probably the mod
I mean, if anything, what you're trying to do with Reaper is what they'd be doing with artillery instead during that period
Cagbrams tusk2 in modern was around 600 supplies last modern (deniland) campaign
But the sherman has no zoom no stab and ofc no thermals while being same price while shittier than Opfor stuff. Same goes for FW.. around same price but none of the modern "tech" like you said
#1124647926199758899 message
@bright bane i bet it's that crater mod and the foxhole tool conflicting and making that
Gotcha I was sure it had zoom
@grave mauve well of course you need to abide by SOPs, that's why I am asking for a rule change, not for people not to follow the rules.
This is like I'm proposing to change the law and you link me to the text of the current law.
It's not about SOP. It's about abusing the fact that civilian collateral damage is turned off because of it being buggy.
We can turn it back on and update the rules accordingly. But you're going to have points flipping every couple days from AI destroying buildings
If your suggestion is to remove civilian presence, that's a different conversation
kinda related but i have wondered why lib hasnt done it by RED(essentially danger close changing per munition type), is it just too complicated for a server like this?
No I'm not suggesting that. I would still want us to get punished for civilian casualties and collateral damage but I also want the SOPs reflect a bit more of the Zeitgeist
1-6 can still authorize danger close missions. There just has to be merit to the authorization
If anything danger close should be made stricter rather then less lenient. You should only use it as an absolute last resort
plus if you think that 200m is a lot, IRL its like 600m as a standard lol, and if you use naval guns thats upped to like 700m, danger close to friendlies doesnt need to be reduced, people need to slow down a bit so you arent on top of the mission by the time rounds are landing, i can understand wanting the danger close for civilian assets removed, because theres cases of artillery being used to just flatten buildings in cities during WW2, but that wasnt really a standard, more of a, hey we cant really push into here because of the resistance so lets destroy their cover
Or… or…. It’s gonna sound crazy but hear me out. When they get into a position that they can’t advance through without artillery… fall back
I did not bring up precision bombing to say that we should be allowed to do it, but rather to point out the fact that we can't and that because of the massively reduced effectiveness of aircraft. That their prices should be adjusted as such. It is insane to me that the p-47 has a cost which is comparable to the Alaska
#1124647926199758899 message litteraly just give us vietnam harpy lmao
harpy dreamteam pt 2?
real
Without the asset what would harpy use / do?
could have a pulled quad mount like nam
i'd take it ¯_(ツ)_/¯
Tbh, i think i would
it'd basically be like butcher cosmic
bot bostan, cosmic. together we shall form BBC
but we get 50 cals instead of a 76
Issue I see is people using a harpy asset on ground targets

Oh so we'd die in 10 minutes 💀
If the germans can do it with their 10 different flak emplacements. Who cares
It's not like it'd even do anything against their tanks
to paraphrase the chieftain, aa guns are very deadly against infantry when turned horizontally
It'd even the playing fields. and take away the necessity of having a butcher present if harpy can also deal with light vics
Me: I'm not playing harpy anymore
Botan: Harpy?
Me: you son of a bitch I'm in
I know that's not the roles purpose, but power needs to be diverted to other roles
I mean tbh .50 cals aint that good against stuff compared to a 20mm
that the germans have
exactly so it's fair
exactly
bofors 40mm my beloved
Even if they allowed harpy to engage ground units (we all know they wont) the 50's wouldn't do shit to anything so it would be useless
bro
thats what I said
READ
I mentioned this yesterday, but now more than ever assets aren't just a nice thing to have but a necessity to push points. Infantry are dead in the water if there's no savage or butcher present
iirc US fleets at the could litteraly shoot a ton of lead into the air from AA fire alone
and it feels bad
No
also I see you've learned how to use the thing I shared
its the cam lao campaign again
yes please
we can't do combined arms warfare if it's infantry only
me when the markdown
Infantry can't do anything right now though unless they have a butcher with them
it truly is cam lao again
get points -> cant need assets -> need supplies -> need factories -> need points
If the german armor stay at range and just shoot them from afar. infantry can't hit them with their bazooka, and can't drop a grenade in it's hatch.
at least we got battalion armor else we'd be cooked
this is literally the one HSR chracter I know
And they can't push the armor because of the 30 thousand flak emplacements the germans employ
for now
real
Its not that bad
nah
nah
cam lao wasn't fun
not worse
this is fun
armor aint unkillable
it's hard but fun
its realistic
and its not jungle
until you go into a forest
then you get aimbotted

You still get aimbotted now
tbh
And even that is an armaism and not the faction
Disclaimer I didint play line at all
Real
(cuz its aids)
PLA
Modern obv
electric boogalo
phantom dream team
cant spell fuck
Disclaimer. Spelling error
humvee doctrine go weeeeee
bro lowkey
was talking to cosmic about this
I miss playing fantum on cam lao
Unless you come across botans mortal enemy, trees
true but bostan i'll admit i think bostan is the best driver out of us
Real
Bro hasn't seen me drifting the jeep
@grave mauve saw the sick jeep drift last night
fantum ww2 is cringe
2 man team and you get scope
not cag enough
need my 20 gazzilion things to put in the humvee plus 3 guns and a boltie and a .50 cal
you can borrow a jeep
although this map has like no elevation so you can't really OP on a hill 600M away
Lot of stuff to take into the field just to die to the first engagement
Did you get the satcom?
fuck
not real on cam lao we were gaming
you're a bad phantom if you're consistently getting into firefights
real
me when I say I'm bored we're going cqb
me when we sneak into city and wipe kog
^literally
that was insane
"lets save the platoon"
"dies"
but not that time
Movement with hand signals in total silence at night was wild
me when 1-6 decides to release the KOG prisoner
yeah....
And gets mad when we question it
^
" tf you mean you let him go"
"Idk bro to play arma what do you think"
Thats a quote ^
Also real
GWOT night fighting M4s are hot
bro dropped a pic of our actual iraq fantum rifles
real
Could have atleast just shot them
worst part is 1-4 stayed for like 20 minutes gaurding the prisoner before that
Just shoot them, no point making an entire squad guard them for so long lol
also it's boring for them
like don't drag it out
afaik 1-4 stayed there of their own valiton
you're making it sound like they're dogs about to be put down
i'm just saying like i wouldn't wanna sit for 20 minutes in cuffs
yeah ik
Yh, no ones really playing lib to sit there for 20 minutes "guarding" some people lol
oh yeah just like ||tigeria||
thats why i prefer just killing them, better for everyone 
depends
why do you have so many HSR stickers
i'm listening
because im in the discord 💀
im doing this in dms
imma leak em /s
imagine being into a gacha game'
Doesn't it also temporarily ban them from playing opfor, so if you do capture them, then you just end up stopping them playing
