7th Cavalry Gaming

Join the Tactical Gaming Excellence

Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

Status
Not open for further replies.

Maco.D

Corporal
Active Duty
1/B/1-7
Local time
12:53 PM
1,399
1,181
Here is a suggestion perhaps for Pilots to add a PJ type of game play.

So people in field find a injuired civ. Medic make them stable and then a pilot picks up Civ brings back to a FOB to the CCP tent to then receive Rep or perhaps some type of random resource perhaps. Like you come across a DR a builder in the field you get supplies a builder you get fuel or a civ in office cloths you get ammo
 

Maco.D

Corporal
Active Duty
1/B/1-7
Local time
12:53 PM
1,399
1,181
Reported to me by a player places with a S/A/F are not spawning stuff even tho they have been up since 0900z
 

Liber.N

CW3
Retired
Local time
2:53 PM
212
225
FOB can now be built anywhere and no longer required to be 300 away from any sector.
 

Carrico.J

Private First Class
Discharged
Local time
6:53 AM
23
9
Is there anyway we could add these Objects to build?
 

Attachments

  • 20210710211756_1.jpg
    20210710211756_1.jpg
    503.4 KB · Views: 4
  • 20210710211808_1.jpg
    20210710211808_1.jpg
    486.8 KB · Views: 4
  • 20210710211928_1.jpg
    20210710211928_1.jpg
    562.2 KB · Views: 5
  • 20210710211942_1.jpg
    20210710211942_1.jpg
    578.4 KB · Views: 5
  • 20210710212059_1.jpg
    20210710212059_1.jpg
    574.6 KB · Views: 5
  • 20210710212048_1.jpg
    20210710212048_1.jpg
    569.1 KB · Views: 3
  • 20210710212030_1.jpg
    20210710212030_1.jpg
    538.1 KB · Views: 3
  • 20210710211946_1.jpg
    20210710211946_1.jpg
    578.4 KB · Views: 1
  • 20210710211943_1.jpg
    20210710211943_1.jpg
    578.4 KB · Views: 1
  • 20210710212100_1.jpg
    20210710212100_1.jpg
    574.5 KB · Views: 4

Carrico.J

Private First Class
Discharged
Local time
6:53 AM
23
9
and this
 

Attachments

  • 20210710212141_1.jpg
    20210710212141_1.jpg
    508 KB · Views: 1
  • 20210710212209_1.jpg
    20210710212209_1.jpg
    731.1 KB · Views: 1
  • 20210710212230_1.jpg
    20210710212230_1.jpg
    659.5 KB · Views: 1
  • 20210710212254_1.jpg
    20210710212254_1.jpg
    633.5 KB · Views: 0
  • 20210710212425_1.jpg
    20210710212425_1.jpg
    629.3 KB · Views: 2
  • 20210710212403_1.jpg
    20210710212403_1.jpg
    722.2 KB · Views: 2
  • 20210710212326_1.jpg
    20210710212326_1.jpg
    574.1 KB · Views: 2
  • 20210710212314_1.jpg
    20210710212314_1.jpg
    664 KB · Views: 3
  • 20210710212305_1.jpg
    20210710212305_1.jpg
    579.8 KB · Views: 2
  • 20210710212436_1.jpg
    20210710212436_1.jpg
    553.8 KB · Views: 2

Carrico.J

Private First Class
Discharged
Local time
6:53 AM
23
9
This
 

Attachments

  • 20210710212511_1.jpg
    20210710212511_1.jpg
    640.7 KB · Views: 1
  • 20210710212544_1.jpg
    20210710212544_1.jpg
    634.1 KB · Views: 1
  • 20210710212539_1.jpg
    20210710212539_1.jpg
    610.5 KB · Views: 1
  • 20210710212530_1.jpg
    20210710212530_1.jpg
    332 KB · Views: 1
  • 20210710212520_1.jpg
    20210710212520_1.jpg
    524.2 KB · Views: 1
  • 20210710213139_1.jpg
    20210710213139_1.jpg
    670.9 KB · Views: 0
  • 20210710213108_1.jpg
    20210710213108_1.jpg
    572.9 KB · Views: 1
  • 20210710212922_1.jpg
    20210710212922_1.jpg
    536.7 KB · Views: 1
  • 20210710212554_1.jpg
    20210710212554_1.jpg
    726.1 KB · Views: 1
  • 20210710212549_1.jpg
    20210710212549_1.jpg
    587.8 KB · Views: 0

Carrico.J

Private First Class
Discharged
Local time
6:53 AM
23
9
and last this
 

Attachments

  • 20210710213145_1.jpg
    20210710213145_1.jpg
    561.7 KB · Views: 3
  • 20210710213242_1.jpg
    20210710213242_1.jpg
    609.1 KB · Views: 1
  • 20210710213330_1.jpg
    20210710213330_1.jpg
    601.8 KB · Views: 4
  • 20210710213415_1.jpg
    20210710213415_1.jpg
    595.5 KB · Views: 3
  • 20210710213423_1.jpg
    20210710213423_1.jpg
    564.4 KB · Views: 3
  • 20210710213644_1.jpg
    20210710213644_1.jpg
    676.1 KB · Views: 2
  • 20210710213700_1.jpg
    20210710213700_1.jpg
    632.9 KB · Views: 2

Sutodoreh.W

Warrant Officer 1
Active Duty
2/A/1-7
Local time
7:53 AM
1,002
1,495
Loving the gameplay this last week or so! Two (possible) bug fixes:

  1. RAIDER-1 slots are currently bugged (neither has repair perms, which means we have to appropriate other slots like TITAN instead).
  2. No dedicated slot exists for SPARROW.

And, a few gameplay suggestions:

  1. The AH-6M Little Bird should be made a default-spawning vehicle. SPARROW is just good enough to be useful as a CAS asset, but not nearly strong enough to be overpowered. Speaking as a FW pilot myself, I think it makes more sense to have AH-6M as a default, fast-respawn asset on the carrier and to continue locking things like the F-22, A-10, AH-64, etc behind a paywall/Zeus-spawn-wall.
  2. It'd be nice to have a few of the weaker vehicles available for 0 cost/very low cost for use at early FOBs—things like a simple MG Humvee, for example, just so infantry have the option of driving places in a vehicle that's useful without really being a force multiplier. Stronger variants like the Mk19 could continue to be locked behind a paywall.
  3. In line with 1. and 2., and given that we currently have them on the carrier, it might be a good idea to make the HURON Ammo/Repair/Fuel containers either free or low-cost so that starter FOBs are still able to service vehicles. (Alternatively, the Nemerra or the HEMTTs.) Currently, on the frequent occasions when no dedicated ATLAS-4 has spent hours or days crafting gorgeous FOBs, there's essentially no way to make good use out of whatever vehicles we buy/scavenge (air vehicles can be brought to the carrier for this but that can easily involve 15+ minutes of flight time round-trip; ground vehicles don't have that option at all).
  4. Combat Lifesaver could be given some permissions to make them a little more useful. Maybe we let them do stitches but not transfuse fluids?
  5. (EDIT TO ADD) Also please bring back whatever mod was giving us the self-rappel feature. It was unreliable as hell but I'll gladly take a 50% chance of falling to my death over having to actually walk down every set of stairs I'm dumb enough to climb in the first place.

Thanks to all of you involved in running/updating the server, as always!
 

Sypolt.R

Captain
Retired
Local time
7:53 AM
2,678
661
What is the official reason that the F/A-18 hasn’t been put on Tac2 yet?

As stated before, S3 is trying to keep the mod list restricted to common mods found on top modded servers, to make it easier for public players to join our server with mods they already have vs downloading more mods specific to our server.
 

Liber.N

CW3
Retired
Local time
2:53 PM
212
225
Loving the gameplay this last week or so! Two (possible) bug fixes:

  1. RAIDER-1 slots are currently bugged (neither has repair perms, which means we have to appropriate other slots like TITAN instead).
  2. No dedicated slot exists for SPARROW.

And, a few gameplay suggestions:

  1. The AH-6M Little Bird should be made a default-spawning vehicle. SPARROW is just good enough to be useful as a CAS asset, but not nearly strong enough to be overpowered. Speaking as a FW pilot myself, I think it makes more sense to have AH-6M as a default, fast-respawn asset on the carrier and to continue locking things like the F-22, A-10, AH-64, etc behind a paywall/Zeus-spawn-wall.
  2. It'd be nice to have a few of the weaker vehicles available for 0 cost/very low cost for use at early FOBs—things like a simple MG Humvee, for example, just so infantry have the option of driving places in a vehicle that's useful without really being a force multiplier. Stronger variants like the Mk19 could continue to be locked behind a paywall.
  3. In line with 1. and 2., and given that we currently have them on the carrier, it might be a good idea to make the HURON Ammo/Repair/Fuel containers either free or low-cost so that starter FOBs are still able to service vehicles. (Alternatively, the Nemerra or the HEMTTs.) Currently, on the frequent occasions when no dedicated ATLAS-4 has spent hours or days crafting gorgeous FOBs, there's essentially no way to make good use out of whatever vehicles we buy/scavenge (air vehicles can be brought to the carrier for this but that can easily involve 15+ minutes of flight time round-trip; ground vehicles don't have that option at all).
  4. Combat Lifesaver could be given some permissions to make them a little more useful. Maybe we let them do stitches but not transfuse fluids?
  5. (EDIT TO ADD) Also please bring back whatever mod was giving us the self-rappel feature. It was unreliable as hell but I'll gladly take a 50% chance of falling to my death over having to actually walk down every set of stairs I'm dumb enough to climb in the first place.

Thanks to all of you involved in running/updating the server, as always!
Combat Lifesaver has had medical perms a while now, it can stitch and give fluids.
Altas medics have been upgraded to Doctors that can PAK.

We will look at the other stuff you mentioned.
 

Sutodoreh.W

Warrant Officer 1
Active Duty
2/A/1-7
Local time
7:53 AM
1,002
1,495
Combat Lifesaver has had medical perms a while now, it can stitch and give fluids.
Altas medics have been upgraded to Doctors that can PAK.

We will look at the other stuff you mentioned.
Oh fantastic, my apologies! Great minds ;)
 

Sutodoreh.W

Warrant Officer 1
Active Duty
2/A/1-7
Local time
7:53 AM
1,002
1,495
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
 

Lacasse.P

Specialist
Discharged
Local time
5:53 AM
98
131
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
I think you’d be surprised at how popular of an opinion this is! Realism baby.
 

Boyd.M

Private
Active Duty
2/B/1-7
Local time
4:53 AM
585
869
I think you’d be surprised at how popular of an opinion this is! Realism baby.
This would be awesome, IF we had proper dedicated medics, and medivac/casevac pilots. As it stands, medics on tac2 are often on the front lines, and to do a medivac/casevac is not always if ever feasible. This is a public server, and a main recruitment platform for us, I see this as a deterrent to join the Cav unless we have constant and regular medivac/casevac troopers/medics.
 

Liber.N

CW3
Retired
Local time
2:53 PM
212
225
This would be awesome, IF we had proper dedicated medics, and medivac/casevac pilots. As it stands, medics on tac2 are often on the front lines, and to do a medivac/casevac is not always if ever feasible. This is a public server, and a main recruitment platform for us, I see this as a deterrent to join the Cav unless we have constant and regular medivac/casevac troopers/medics.
This pretty much.

Playing the game is fun, being uncon for 10 minutes because nobody noticed you go down is not fun and breaks momentum.
 

Maco.D

Corporal
Active Duty
1/B/1-7
Local time
12:53 PM
1,399
1,181
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
I do like this I feel like being hit needs a risk to go uncon. Sometimes people need to realize that being injured could take you out of the game for a while. For a players point I would like people to be able to take heavy wounds but not always go uncon at every hit they take. The human body can take alot of damage but the person is still awake
 
Status
Not open for further replies.
Top