SSgt Spears
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Content Count
235 -
Joined
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Last visited
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Days Won
35
Everything posted by SSgt Spears
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Team Medic
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Alternate WW2 Fun Op: Operation Rattlesnake 5/17/21
SSgt Spears replied to Capt Boyle's topic in Game Room
Panzer Commander -
Team Medic
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Operation Silenced Beaver: Nam OP 04/17
SSgt Spears replied to Cpl (Ret) Winters's topic in Game Room
Winters why you do me like this -
Operation Silenced Beaver: Nam OP 04/17
SSgt Spears replied to Cpl (Ret) Winters's topic in Game Room
Platoon Medic for me -
Attention troops! You will take part in an assault on a Soviet Railyard that we need to funnel our supplies into the region to further push them back and secure land for Germany! This Fun Op will require ONLY the following modpack: https://steamcommunity.com/sharedfiles/filedetails/?id=2447121532 The operation will take place @ 2030EST following Viking training on 4/10/21 These are the following slots you can sign up for: HQ Captain: SSgt O'Brien Radioman: SSgt Boyle Tank Crew Driver: Gunner: Schnitzel 1 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner: Schnitzel 2 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner: Schnitzel 3 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner: Schnitzel 4 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner: Schnitzel 5 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner: Schnitzel 6 Sergeant: Medic: Rifleman: Rifleman: Machine Gunner:
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Glory to the Emperor! I'm looking to run a 40k themed fun op. You will be apart of the Cadian 836th tasked with recapturing a planet. The first step of business is clearing cultists away from our refineries so we can repair them and get them back in working order. As a warning, this will be a brutal and bloody battle. I expect everyone will likely die at least once. With this in mind, I have setup a mobile respawn system so that when you die you can rearm and hop right back into the fight. You will need these mods: https://steamcommunity.com/sharedfiles/filedetails/?id=2432815357 These are the following roles & rules: All Cadian units aside from HQ and Grenadiers are to use a Lasgun or Shotgun only! Failure to comply may result in execution for denying orders. If the enemy is becoming too hard to handle, then additional equipment will be available. Hammer Actual Commissar: SSgt Speirs Captain: SSgt O'Brien Tech Priestess: 2ndLt Mira Hammer One Cadian Sergeant: SSgt Rougthvedt Cadian Medicae: Cadian Grenadier: Cpl J. Shepard Cadian Shocktrooper (AT): SSgt Boyle Cadian Shocktrooper: CW4 Levorse Cadian Shocktrooper: Cadian Shocktrooper: Hammer Two Cadian Sergeant: GySgt McMuster Cadian Medicae: Cadian Grenadier: Cadian Shocktrooper (AT): Cadian Shocktrooper: Cadian Shocktrooper: Cadian Shocktrooper: Hammer Three Cadian Sergeant: Cadian Medicae: Cadian Grenadier: Cadian Shocktrooper (AT): Cadian Shocktrooper: Cadian Shocktrooper: Cadian Shocktrooper:
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Infantry Sergeant pls
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Greetings E-Warriors. So I'm kinda geeking out right now. I was just checking out the art gallery in the new ArmA III DLC and I found a picture that looked super familiar to me. THEY ACTUALLY USED MY SCREENSHOT IN THE DLC AND I AM SO ECSTATIC. The placard next to it is something they wrote themselves and that I didn't have any input for but it's still fucking baller to me that I got included in a DLC in a game I enjoy heavily. Now my name and my screenshot are apart of ArmA lore.
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Team Comms Chief plz
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Attention All Field Operators As you all may remember, recent civil unrest forced the withdraw of most Russian assets in ther Chernobyl Exclusion Zone (CEZ). Bandits and other raider type gangs have since moved in to pick off and scavenge what gear was left behind as well as raid the few stationed guards there. Normally we would just send in Spetsnaz to deal with this but there is more. Sightings of strange anomalies have been reported in the CEZ. This isn't the first time and it is why your unit was created in the first place. It is time to put your training to the test. Mission Objectives: Neutralize any and all Scavengers, Trespassers, Adventurers, Loners, Killers, Explorers and Robbers (S.T.A.L.K.E.R. for short) Locate and mark anomaly locations for further field study Destroy key installations to deny enemy access Mods: Standard 3rd MRB PLUS https://steamcommunity.com/sharedfiles/filedetails/?id=1735924873 AND https://steamcommunity.com/sharedfiles/filedetails/?id=1383903166 Slots: Load in time will be @1900EST Feel free to load in up to half an hour early. You will be making your own loadouts There will be a small lesson on anomalies and what to do around them Failing to pay attention will cause your death Baseplate: Me Banshee Actual (HQ) Team Lead: SSgt O'Brien Rifleman: SSgt Boyle Rifleman: Sgt Rougthvedt Banshee 1 Team Lead: Rifleman: Rifleman: Cpl Flick Banshee 2 Team Lead: Rifleman: Rifleman: Banshee 3 Team Lead: Rifleman: Rifleman:
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Spears Entry 1/3
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@SSgt McMuster Miscounted Saturdays. Adjusted the date
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Aloha dos amigos. Today I bring you a report on some testing I did for two of the more popular rifle rounds as well as a third that surprised me. I'll be posting screenshots with my analysis. To start I will describe the color gradient used to trace each shot fired. It's a script that you can place in a init.sqf file for a mission. Red means the bullet is traveling with 100%-75% of the muzzle velocity. Yellow means the bullet is traveling with 74%-50% of the muzzle velocity. Green means the bullet is traveling with 49%-25% of the muzzle velocity. Blue means the bullet is traveling with 24%-10% of the muzzle velocity. White means the bullet is traveling with less than 10% of the muzzle velocity. So up first is from RHS. It is the M856A1 with Tracers. My first set of targets are wood walls. Here you can see the rounds pass through 4 walls but only 3 walls are doing lethal damage afterwards. The last section would only cause bruising. The next part of the testing was on metal sheet fencing. It might be thinner but it slows bullets down a little bit better. It only made it through four sections however I'd call three still lethal with 1 additional being questionable. In conclusion, the M856A1 seems solid enough, but not compared to the next options. Up next is the 5.56mm EPR round used in the NiArms magazines. So the EPR manages to penetrate through 6 layers but only 4 of those I would consider lethal. On metal fencing it still fairs better than the M856A1 with 5 fences penetrated with still lethal velocity. So with this knowledge the NiArms EPR magazines are better than the M856A1 in the RHS rounds. However! I found another magazine in the arsenal that is superior to all others. I present the M995 AP rounds used by the ACE mod. Granted it means having STANAG instead of the cool looking PMAGs but just look at the work it does This little fuckers penetrated 9 wood walls with 7 what I would consider lethal or nearly lethal. It penetrates 10 walls of sheet metal with 8 of them in the lethal range. But that's not all. It can penetrate sandbags as well as sandbag bunkers. Still not good enough? It can penetrate brick fucking walls. As well as standard house walls. In conclusion, I will be putting M995 AP in all my weapons from this point forward. I plan to also test 7.62x51 NATO and trajectory differences between rounds to see if a round is better suited for close or far ranges. Hope some of you find this information helpful. I spent a long time getting this test to work. Probably 4+ hours. Enjoy!
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We're having the classic rule of only 1 submission per person correct?
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Testing shall be done tonight for armor testing along with weapon/barrel length. Way easier to test than trajectory/range efficiency.
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@MSgt Falconer You're correct but ArmA does not simulate that. I tested these rounds on some "volunteers" and found with no armor it only takes one shot to the chest to drop them with all three of these rounds.
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2003 Iraq Fun OP - Operation Withering Spirit
SSgt Spears replied to Cpl (Ret) Wilcox's topic in Game Room
Gimmie 1st Squad Engineer -
Damn y'all said fuck Wilcox huh smh
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Team HQ Team Lead pls
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From Boyle's WWII funop: