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Vetala

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Posts posted by Vetala

  1. There's a few close versions of A3 vanilla insurgency. Most of them are just clearing red squares though, and the ones with caches don't have the suitcase intel. You have to try and capture a warlord for the intel but unfortunately he likes to shoot at you.

    Ciro and I were working on one, but he has had other more important admin stuff to do and I'm just super lazy.
  2. After much thought and consideration, I would suggest removal of Massi's Weapons and Units pack. Although I think they are pretty good I think Robert Hammer's M4 pack is better and the units really are unnecessary.

    BUT, if you are looking for new units with decent camo, I think this is the best looking camo out so far.
    http://www.armaholic.com/page.php?id=22731
  3. I think the whole thing with forced first person should be up to the player themselves. If you don't want to use third person, don't.

    Sometimes third person can be useful for a wider field of vision acting as peripheral vision or peaking out of cover without having to physically move half of your body out of said cover.
  4. After some quick test, a few arma2 maps work in arma 3 with minimal issues (errors about missing models for destroyed humvees, and missing plants etc. Nothing game breaking) but some maps (Fata, Namalsk) have a horrible water line http://steamcommunity.com/sharedfiles/filedetails/?id=217256745)

    It also seems that VTS_Ballistic only affects rangers greater than 500Meters so my previous issues with wind are not relevent
  5. Some additional Mods I would like to suggest are:-
    @JS_JC_SU35 - Su35 Mod made by the same people that made the FA18. It's pretty much the same as the FA18 but it does give us another jet to play with.

    @NATO_RUSSIAN_SF_Weapons - The core mode for massi's mods (@African_Conflict, @Mas_UK_SFTG, @MAS_USA_DECG, @USMC_A3, @Rus_spet_a3, @italian_sof_a3). Adds a lot of weapons, and units for the latter mods.

    @mrb_a3_voicestop - This is a good one if you get tired of ENEMY. MAN. ONE CLICK. NORTH.

    I like your list but there a few mods I have negative opinions on and these are:-
    @VTS_Ballistic - In theory adding wind effect its cool and all, but last time we did missions with wind it made it impossible to hit anything even at close ranges and impossible to parachute properly. This mod may handle these things differently but these are issues we ran into with similar mods

    @BaBe_midTex - I just don't see why you would want a texture pack for arma.

    @Koplic - I personally just found koplic a horrible map to play, it was mainly just trees with little features, I also had a bug where when ever I would aim down sights I would get horrible lag spikes.
  6. So I was talking to Liquid Tracer the other day and he told me about these awesome weapons mods for arma 3. These include our beloved M4s, M16s, M416s and M417s as well as a sexy M107 with demolition / Frag rounds. Right now the 762 weapons sound a bit shit but hopefully JSRS will fix that in the future.
    They also add loads of different camos such as woodland, black, arctic and of course desert
    UK Special Forces pack
    Russian Gru and OMON Spetznas
    SF weapons
    Marines and MARSOC units
    USSOCOM 75th Range and Navy SEALs DEVGRU
    African conflict


    There is also these two plane mods, one being the famous F/A18 and an AC-130x (which is still very buggy at the moment)

    F18 mod
    AC130 Mod
    I think Ciro is planning to do some operations with these mod packs.
    So, anyone else encountered any awesome mods for arma 3 with potential use in missions?
  7. Castor =VG= LAN_WROTE ...

    It's a shame that completing an objective is all that matters to you, but I suppose that level of realism doesnt appeal to everyone!

    Isn't the whole point of a mission to complete an objective? Otherwise whats the point in doing a mission, why don't you just tell your unit to sit around with their dicks in their hands having a good ol' combat jack?

    I'm apparently not into realism but there is a fine line between having realistic and "immersion breaking" things that keep the mission fun and the super hardcore realism where you think you've completed an objective but have to sit around for ages second guessing yourself because there is no confirmation.

    At the end of the day, someone will make a decision on whether something has been completed, the person training may make this decision but for the sake of this mission where there wasn't a trainer around some kind of verification is definitely needed
  8. After having played your mission for 2 ? 3 hours tonight I have come up with a list of feedback and/or improvements for you:-
    To start off I shall point out some improvements that could be used at your Base / Starting Point
    - A wider selection of weapons would be welcomed, you have M4s, but why no M16s, MK16/17s or anything else in that range.
    - Having ammo and weapons separate may seem to be a good idea, but all it does is lengthen the time it takes to gear up(A common complaint of yours), especially since when you pick your weapon your ammo is added automatically if they are in the same crate.
    - There is also no explosives or Anti tank launchers. I know in your objectives you said to use CAS to destroy objectives but a good Spec Ops team would be able to sneak in and plant charges(SAS style) without the help of CAS. It also adds a variety of ways to complete your objects and new things to train in so we can become as good as you.
    - While on the subject of using CAS to destroy objectives, there is no laser designator or batteries to power said designator, thus there is no way to laser a target to be taken out with the CAS?s GBUs etc. I'm not that good with smoke.
    - More land vehicles would also be welcome purely for a wider range of insertion methods.
    - Equipment at the base needs to be more clearly marked. Yes they are marked on the map, but signs around base would also be helpful, or at least have stuff in view distance. When I first joined I had no idea where the weapons and gear crates where because they are hiding behind a wall. Maybe use some of the fancy signs you designed to show people where stuff is.
    - Maybe add a vehicle service point because you never know when you will need more ammo or if you going to take damaged from hostile units.
    Objective Improvements
    - Currently there is no way to know if you have been successful in your mission as there is no indication if you have completed the objective. Adding this will let people know when to move on to their next objective.
    - Enemy vehicles should be locked as well. I was able to take out everyone at the airfield and then steal their jet, potentially stopping the objective completing and thus making the entire objective redundant.
    - After first contact (A few hundred metres from their first marker in my case) the convoy does not move any more, they just hold their ground. It would be better if the bluefor team gets wiped out or retreats the convoy should continue to their desired destination.
    - A marker for convoy start and convoy end would also be useful as it gives bluefor a chance to setup an ambush point if that is their tactical choice.
    - There is also a large ammo box that is not destroyable at the supply posts. I?m unsure if this is part of the objective to be destroyed too, but if so this needs to be changed to something that can be destroyed and of course add something to blow it up with as per above.
    - An actually briefing and tasks would be a good idea too, instead of burying the objectives in the notes part of the map. This will allow for quick looking up of objectives and save time when picking an AO.

    Everything else seems to be alright, especially the healing via ACE as long as you don't alt tab and shoot your friends in the face.

    With these improvements I think your mission will be at least tenfold better and may be useful for training purposes, but then again I?m not as ?in depth? when it comes to ARMA.


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