7th Cavalry Gaming

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  1. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    That would be silly, slots exist because they have a purpose. The issue of people shacking is an Atlas issue for the most part. Infantry squads require medics and Atlas satisfies that requirement, also its easier to run a squad when everyone is shacked and can see each other on DUI. Its not...
  2. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    Maco.D This has always been the case for Tac2, its just the dynamic of a public server. Instead of throwing limitations I think we should adapt the mission to how the players play it. In the end of the day being uncon/dead/down is not fun, it kills momentum and will trigger many players to...
  3. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    Why do you want prevent people from joining groups ?
  4. Liber.N

    To all the Dads...

    Thanks Dad.
  5. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    Yes. They should stay in town still, however they won't glue themselves to 1 building and sit there, they should do proper CQB.
  6. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    20/06/2021 Update: Enemies won't garrison themselves in towns anymore, I swear its working this time.
  7. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    19/06/2021 Update: Mechanized, Rotary, Fixed wing slots now have repair perms to service their vics. Tweaked AI garrisons ever further. AI will no longer garrison in buildings and play hide and seek, they will do CQB and shoot you in the face.
  8. Liber.N

    Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

    18/06/2021 Update: Tweaked: Towns should be less tedious to take. The default AI in buildings logic was replaced with LAMBS logic. No more hide and seek trying to find that last couple of enemies.
  9. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    07/06/2021 Update: Fixed: F4C on main base no longer de-spawns after 2 hours. Added: F4B to main base with 10m respawn timer. Tweaked: Increased night time acceleration from x4 to x120. Once time hits 18:00 it will accelerate until 0600, should take a couple of minutes to be daylight again...
  10. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    05/06/2021 update: Due to (very) popular demand, removed snakes. Increased chance to encounter enemies outside of active sectors.
  11. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    04.06.2021 update: You can now obtain lung cancer. https://steamcommunity.com/sharedfiles/filedetails/?id=2493500261
  12. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    0.8 is live on Tac1 0.96.7a-7cav-0.8 Fixed: Removed fire barrels from buildable due to bug with DLC Fixed: Issue with UH-34/CH-47 cargo slot increase not persisting after server restart Tweaked: Disable ACE cookoff Tweaked: Reduced chance that enemy will surrender, please be less soy. Tweaked...
  13. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    Night time remains the same just with less overcast, you should be able to see.
  14. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    Will change default to sunny in params.
  15. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    We can accelerate night time to be even faster and make daytime last longer.
  16. Liber.N

    Arma 3: S.O.G. Prairie Fire Tactical Realism 1 Feedback Thread - CLOSED

    Cook-off time and duration will be reduced in 0.6
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