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    • R4IDER

      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

Juan Sanchez

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About Juan Sanchez

  • Rank
    GOL Member
  • Birthday 11/05/1998

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    http://steamcommunity.com/profiles/76561198091519166/

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  • Gender
    Male
  • Location
    Slovakia, Sere�

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  1. Nicely put together, we covered some basics that I believe we only sometimes mention at most, which is a good thing. The danger zone crossing was well put together and explained in detail, well done.
  2. Is this going to be on Tanoa? If it's on Altis/Stratis/Malden, I may bring some friends @NeKoArroW
  3. Sure, whatever. Just letting you know that I did write you
  4. It is "quite fucking rude" to not check your messages and call people out for it @Filth It's not that hard
  5. Sorry, going to dinner. May be able to make it to the training mission
  6. @FilthThe longer you stay under fire, the bigger problems you will have. I think we got very lucky/the AI was bad. In the training, we had more or less ideal conditions, everyone was very focused and expected contact, which was very light at first, and was only gradually added and we could manage it with HMGs. I can see all kinds of things going wrong with this in a mission. If it does work in the future, I'll be more than glad. But I just don't see the point of "bounds" with vehicles, when this could just be a very nice and useful way for breaking contact. We never seemed to rely too much on vehicles as cover in the past, so the shift in this is kinda confusing for me. No vehicle we will use (if we use motorised) can withstand heavy fire (HMG, MMG, AT, massed small arms). We may just easily become tin cans with hella holes in them. But as I had mentioned, if it does work, I'll be happy.
  7. Did the mission not work? @GuzzenVonLidl
  8. School made it nearly impossible to attend the training missions for me. Also shame that life is getting in the way now
  9. I apologize for having technical issues. The second time I had to reconnect my PC crashed, and it takes 10 min to boot up + additional 10 min to start ArmA. Sorry about it, couldn't predict it
  10. The contact at the first objective building, I ordered you guys to watch some sectors. Once we took contact from the gas station, everyone focused just that. Shortly after, we had an attack coming from the hill behind us which one of my team members was to watch, but didn't. I mean no ill will with this, I just try to understand it a bit. We did really really well yesterday and I was glad to have a dedicated team. It's just a recurring thing that happens and I wanted to know your side on this. If I do micromanage too much, it's ok to tell me. I just always try to get reasonable security and I may do too much for it. I'll keep it in mind, thank you for answering so quickly @R4IDER
  11. Training: The excercise was handled well. The slow approach at the first part of the approach to the crossroads was I think caused by us not knowing what sort of contact to expect, once we got informed of that we were good. Personally I think it is interesting to have us go 2 different speeds when going through town according to the contacts. The quicker pace could get us killed, but we'll see how it goes in the future. I was very happy with Bravo during the training, you guys were responsive and acted quickly when ordered to do something. I did not teamlead in a long time and I guess I was a bit rusty in some things. Also sorry for running around so much, I did it to get awareness all around. When I did run off, I made sure to have you guys cover important sectors. Also, I should have specified who is in Team 1 and Team 2, I assumed you guys already knew since @personalvoid was very quick to get himself into Team 1. I won't do that again and I will try to specify it the next time around. Also sorry for leaving @SoKkada behind, most of us died and I thought you did too. Assumptions have to go to hell when being TL I guess. Mission: Editing As always, excellent stuff from @PARKER. Searching for intel in a civvie town + having to restrain ourselves from using explosives inside a town was a nice little touch (even tho some of us were very happy to blow things up, no matter where ;) . One could have made there to be some traffic on the road, but that's just a small complaint that wasn't a problem. One thing I did notice tho were the flying and exploding cars at the objectives, not sure what caused this but it was hilarious to watch Execution: Went well for Bravo. Have almost no complaints about anything, had a bunch of old dogs with me who knew what to do and when. One thing I have noticed tho and that is one of the major issues we have was the occasional unresponsiveness of my team. I get that you may have misheard me at times, but even after repeating myself you guys were doing your own thing. @Baron @Pilgrim @R4IDERwhat was the cause of this? If you doubt some decision I make, you can always tell me and I may reconsider. But during a firefight, TL relies on you to do your job and that sometimes did not happen. This is an issue that I see is reccuring and is more severe than problems with tactics and what not. @Goralight brought this issue up already and I second him on this. Did not bring it up during debrief because I was tired af, but I'd like to know now. (you can send me PM if you like) Or is it thay you just didn't understand what I've said? You can always ask again, my engrish is a bit fucky and I'm sure you guys sometimes can't understand me . On squad level, I think we did everything we could according to our capabilities. We cooperated very sparsely on our own, but @Filth managed to do that for us so thank you for superb leading. Thanks everyone for the mission!
  12. @Filth voted maybe, may make it on time but it's maybe just in case
  13. Training: All went kinda well. Some maneuvers weren't explained beforehand, and once we were tasked to do them, some people didn't know what to do. Keep in mind not everyone remembers the SOP.
  14. Training: Well, it was kind of confusing why to use the direction system (front, quarter-right etc.), mostly because "front" has to be specified by TL, which I can imagine everyone will forget to do. Other than that, 3D's and all that was well explained. CQB was good, only complaint was the weird merging of teams, where I got assigned with Dezo in a buddy team when I already was in a buddy team with Pilgrim. Mission: Can't tell how it really was because I had to leave early. Shame that the wait at setup was so long. The first roadblock was handled weirdly. Bravo was already moving up to it, but then the call was made for us to go back through alot of open terrain and Alpha went there through the open instead. For the rest of the mission, I can't really tell, cause I got tier 2'd right at our first contact. Driving and venting to the AI was very nice.
  15. I agree with Beny in all of his points. And to the point 3 I think I can contribute some feedback: I feel like we don't create a welcoming environment for those that turn up to atleast one mission. Many times that I've played there was this thing happening where we (most of our GOL playerbase) were quite actively ignoring recruits. They said something on the radio and no one payed attention, many things sayed by them were "misheard" through local too. To me it just feels like we, the veterans, ignore the new guys a little bit and they feel disconnected from the gameplay and thus, they don't come back for more. Also it is very hard for new people to get into our group, because most of us have been here for a very long time. And over the time we basically turned into a group of friends playing together, and that's why all of the mentioned sh*te happens (imo atleast). (Discipline is gone, because who wants to yell at a Friend when he could just laugh with him) Also this I thought recruiters and 2IC's are supposed to handle recruits. That means messaging them why are they not coming, taking them through the whole process of what is happening in GOL etc. When I did it (2IC), I tried to be their momma and it seemed to work. Are things different now in this regard?

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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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