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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB

Filth

Staff Sergeant
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About Filth

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    The Sarcastic German
  • Birthday 05/24/1989

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  1. I understand. Thank you for making that clear. It didn't seem like that in the above. I only have this thread and what people tell me to inform myself about the events. I would still maintain the points I make in the above. Saturday is mission day and we have to offer something adequate to those few who do attend. There were options. The main point to take away from all this for me personally is that our mission making rota for saturdays is very poorly maintained (last update in February!). Furthermore, we have too few mission makers to provide missions for events. Currently there is a mere three (3!) members contributing to this, one of whom is on a long term LOA. See here:
  2. Thank you for doing that @unionjak, sorry to see that nothing came of it. I'd like to apologise to you all. Three Sergeants on LOA, that's @R4IDER @PARKER and myself, we're headless chicken apparently. It's a shame you didn't take @Jason's suggestion. That would have been a very easy, pain free way for you to have a quick mission. It's super easy to set up, enough of you have server access so I'm not sure why you didn't take that opportunity. This shit can not happen. No missions - no GOL. @Pilgrim @unionjak @SoKkada as the people next in line, this would have been your time to step up and call the shots. That's why we promoted you. Because we trust you to make decisions in this kind of situation. So I would like to ask you to do just that, next time something like this comes up. And that's pretty much my answer to this suggestion. This is what we have NCOs for, be it a Sergeant or a Corporal. That's why we promoted more than we need in the field. So, summing up. On one hand I'm sad to see that nothing was done in our (my) absence, even though you'd have had all the options and the authority to make decisions. On the other I'm sorry I couldn't be here. Sincere apologies. Let's make sure this shit doesn't happen again. Will need your help though. PS: The survey was utterly and completely inconclusive, like all the surveys that we do.
  3. A mixed bag, but left quite the impression. Editing: Basic, interesting concept as a basis. Terrain, gear, assets etc. were well chosen. I even enjoyed the fog, had some MGS V vibes to it. We're infantry: We fight by day, night, in the sun, in the rain and, of course, in the fog. It's just an environmental condition with its own set of challenges. But I do see that this could be a huge problem for air. The real balancing problem lay in the laser accuracy of any AI that forgave nothing. One round out of nowhere ended my own life and that of others in such numbers, it was ridiculous. Death was completely random and had nothing to do with behaviour, skill or coordination. I'm all for difficulty and challenge. However this AI was supernatural and no fun whatsoever to play against. The fog imo was more of the right idea to add challenge. Execution: Vast numbers of casualties with plenty a team wipe. This was partly caused by the AI, but also partly by our lack of organisation. @R4IDER refused to micro manage. An interesting experience that certainly allows TLs to develop their own skills, as @unionjak illustrates above. However, yesterday's three teams were unable to manage themselves properly on their own. Intent was not sufficiently laid out. Reaction to contact usually left us without any guidance from SqL. As a result 1. our progress was slower than it could have been 2. we could not bring our full capabilities against the enemy 3. we did not make sufficient use of terrain (which would in fact have been an option). Every move we made was uncoordinated. Weirdly, when there was guidance from above, teams were largely unresponsive to it. So from that perspective, it was a very weird mission. I'm not saying we're complete shit, we just need to work on this. Hard. I think it's fair to say the coordination between fire teams without interference from SqLs is one of the most important skills we need to develop at the moment. This mission made that very clear. The special ranging is an intentional part of RHS, which I understand is an attempt at realistically depicting russian weaponry. Alpha's AT missed the mark as well in a crucial moment during an ambush. Not sure what's up with that but on the whole, I'm not the greatest fan of disposable launchers. They suck whichever faction gear they're part of. The rifle ranging I find an interesting challenge, it's very feasible with such a small, high velocity caliber. But I see that you don't have to like it. I think in a regular mission we might have been very effective but caused by the insane difficulty and our lack of organisation we got, once more, our teeth kicked in by one of R4IDER's missions. Alpha on its own did very good work, especially @Chroma on the big gun (despite his hangover) and his buddy @UnknownEngineer who managed to survive the entire ordeal. Personally I enjoyed the initial stages of the mission best. Very chaotic but still quite nicely organised among the teams without much interference. We were unable to maintain that level of performance. Once again thanks to @Blu. @Byleth and @Des for stepping up to a highly challenging mission and making the best of it. This was still 8/10 after all the nagging. Immersive and difficult. Would like to replay.
  4. Training I made this one by the input I got from several members of the group. Yet I don't feel that we're ready for this live fire stuff. Our standard procedures and individual capabilities aren't that far yet, sadly. The goal of the excercise, all things considered, was not achieved. It was interesting as a sort of test though, and I agree with @unionjak that it is a highly interesting endeavour. Old school 1-1 style. It was possible back then because it was a very small group of people with a common, high level of proficiency. This no longer applies. From my perspective, we need to take a step back or two. Lastly thanks to @PARKER for his, evidently, hard work on the SOP. This gave me some valuable time. And it showed to me that, in stark contrast to CQB skills, the squad seems to be rather proficient with their reports when put on the spot. I noticed a distinct difference in quality though from this excercise to the mission. We need to work on that. 7/10 missed the mark on CQB training, but was enjoyable and interesting nonetheless. Mission kicked our teeth in and then rubbed dirt in our mouths. The initial defensive bit was a nice touch, something we could have seen coming since it's something @R4IDER has done before. This bit made me genuinely angry, trying to find a way to leave base. Sadly this was only achieved once it cooled off, and we had taken our fair share of dead and injured. Sad Filth. Once we were able to start operating, things became much more fluent and we covered significant distances (roughly 3km) on foot, under nearly constant pressure. This is an achievement. However, the casualties did not stop. They just piled on. The agreement among real life military thinkers is that 20% is, quote, acceptable casualties. We must have taken roughly 200-300%. Thoroughly inacceptable. Distance was covered, objectives achieved within alotted time. Still, just for casualties: Mission failed. Personally I wasn't happy with my own instructions. They were misunderstood on several occasions and I understand why. Got to give it to @unionjak and @PARKER though, talk about bloody decisive moves! 8/10 For the fun I had. Highlight: Ambush on 2x technicals and enemy garrison. Payback.
  5. Updated.
  6. Training Subjects Repetition: Contact Reports Focus: Squad Cohesion and Communication Live Fire CQB Excercise Preparatory Reading (Optional) Please take one minute to read up on 7. Basic CQB. Mission Info Counter-Strike on Nogova
  7. If no fresh mission is available we will replay last week's Combat Patrol by @R4IDER.
  8. Bump. Still relevant.
  9. Training Once again would like to thank @Pilgrim for an excellent effort in this session. It's not an easy step and you excelled at what you did. The minor flaws you point out in the above are simply matters of practice. As I said this made clear to me that I can trust you with the squad in good conscience. This is a significant development for the NCO corps and thus, for the squad as a whole. Nonetheless, some of what I saw during the excercise and its live fire parts were a source of frustration. Some procedures we can practice for months on end, without seeing significant improvements. We still need 30min + to focus sufficiently. Team leaders still need reminders to fulfill their basic duties. I will put these shortcomings down to the incredible heat and hope to see some improvements in that regard, soon. Bottom line though it was an enjoyable excercise for me personally, one that was concluded successfully in very good time without too many casualties. 8/10 Mission @Chroma keeps making simple, high quality missions that are very suitable for our tuesday trainings. I also appreciate that a lot of work has gone into testing and fixing the mission. This is how it's done. Also thanks to @Luke for the support. The BTR-60 is both a blessing and a curse. It has enough seats for an oversize squad, but sadly it's made out of highly flammable cardboard. This mechanised MO is something we keep gaining proficiency in. I was very happy about the interaction between infantry and their vehicle support. Our manoeuvers were highly decisive. What we need to work on is communication/awareness. As a squad leader I need people to talk to me in order to understand the situation at any given point. However your initiative, your interpretation of my intent was next to flawless @Pilgrim @SoKkada so I''d say on the plus side, we're making some progress in understanding mission type tactics. The only thing that's missing is comms. 8/10
  10. Due to the complete restructuring of our modest, the newest A3Sync update requires you to Delete all old mods Set up new mod groups Not doing so may cause issues for missions you are making, your personal experience as a player, or the server as a whole.
  11. Training Subjects Revision: Standard Formations and Manoeuvers Secondary: Reaction to Contact Squad Leadership Training @Pilgrim Preparatory Reading (Optional) Mission Info made by @Chroma so will probably be good!
  12. Editing: As is usually the case with @Jason, this had a nicely thought out concept, excellent production value and an interesting build. Interesting ground to work with, too. The only flaw I see is that the reality on the ground did not represent what the OPORD had us expect: There were no paniced Germans rushing south. And when there was, I believe they were Zeused. Nonetheless, well made! Also, this was the first WW2 mission I played that had good performance. Definitely worth mentioning. A decent, surprising conclusion. Well worth the time spent. 7/10 Execution: Well lead by @R4IDER. Good team play by @Pilgrim's Bravo. Good support from @hoofed's Phantom with very nice flybys. I also liked the idea of the sapper team @Blu. @Des. 1-1 had significant trouble at the beginning. I don't believe we expected contact that early, Germans were just 150m away from spawn. This cost us dearly. Further fuck ups involved explosives handling. Same thing really, changed procedures create problems. Hate to say... Personally, I found being the only person in the team with a radio to be a very energy consuming task. All of this wasn't a big deal though, this was an enjoyable mission because we were all focused and played well. My team was a lot of fun, very easy to work with, everybody with their heads firmly in the game. Sure, we got our arses handed to us on several occasions, but we got up and dusted ourselves off, maintaining focus and performance throughout. The only thing to really complain about is the number of casualties, many of them avoidable. 7/10 Campaign: The setting isn't something that interests me, mainly because of the gear and the historical context. So far for my personal feelings. The campaign suffered from a lack of immersion throughout. Some of the mods and gear caused changes that 1-1 was not prepared to deal with for good reason. Even though these issues were pointed out long beforehand, no measures were taken by the editors to avoid them. So, bottom line, I experienced this campaign as very problematic from the perspective of a squad leader. Another thing that bothered me during 2/3 missions I played was terrible performance. Finally it must be mentioned though that @Luke and @Jason put a hell of a lot of effort into this campaign. And that shone through all the bullshit at all times. The missions were meticulously edited with great attention to detail. It was all based loosely on real occurances. Much of the situations we were in were very complex, feeling very large-scale. So A+* for effort gents, I have to give you that. And I believe a great majority of the group welcomed this as a change of pace. So my own impressions aside, you need to be commended on your efforts. Sadly, because I felt that this campaign threw a massive wrench in the works, I'll have to give this only a 6/10 overall. Don't take it personally. Thanks for your hard work.
  13. @Jason Get well soon. Thanks for the mission!
  14. Bump
  15. Thanks!

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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