7th Cavalry Gaming

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  1. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    The TFC mod updated recently and may have changed the classname, we will look into it.
  2. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    If I remember correctly there was no difference between the ACE and RHS versions of the same ammo type, so it would just be clutter. Also for your edification here is the test for m855A1: https://i.gyazo.com/d9d5a6f229cbfba24f66aad62327bad9.mp4 RHS 262 and 318 will perform as good or better...
  3. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    When we tested it we went by one simple metric that everyone can care about: How many rounds to the chest plate it takes to down a russian. Because people figured that high velocity AP = better and then complain to us about russians being too tanky when it takes half their mag to kill a...
  4. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    We could not measure any difference between the two.
  5. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    Not likely as it has proven to be inferior to pretty much every other round type against 6b23 body armor (for some reason). In testing on tac2 we found that mk262 and mk318 mod 0 performed nearly twice as well in terms of time-to-kill against a russian soldier equipped with 6b23 body armor...
  6. Zlobin.N

    Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

    Also on the note of getting people to play their role, what sort of delivery method would yall prefer for that sort of thing? My current idea is that when you join, immediately after you exit the new fancy ROE dialog there is a HUD indicator that stays up for about 60 seconds, which shows you a...
  7. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Focusing players on a single objective and providing a greater variety of objectives is something we are currently working on.
  8. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    It enables people to form their own independent groups, which disturbs AI allocation by fragmenting player groups*. It also enables people to play roles they are not slotted as, which disturbs players when they slot in for that role, but find it is already being fulfilled. We saw a similar thing...
  9. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    I would argue that yes, it has repeatedly and consistently disturbed players. And we dont disable friendly fire because that would be too unrealistic.
  10. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Why can I not say that it justifies this? If the risk of abuse is high enough why would it not justify restrictions? I think that we have been pretty reasonable with the restrictions so far.
  11. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Again, the premise here is incorrect. The minority of players may be the problem, but this does not preclude it being a common issue because of the number of players who flow through this server. It was a common (daily) issue beforehand, and I will re-iterate that these restrictions are not extreme.
  12. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    The restrictions for the majority of players are minor. It has been evident that we need some sort of control, and I agree that a zeus may not always be present. This is also true of administrators who may enforce the ROE. This is why we need to have control that is not contingent on anyone...
  13. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    The reason the restrictions exist is because it gives mission makers passive control over how people play their roles. Control via active administration is a good idea in theory but it requires manpower that is not always available as much as we would like it to be. The reason we dont inventory...
  14. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    We dont remove gear from peoples inventory, so no its not inventory policing. Once you have a gun you have it, and I think every gun we restrict from a role is restricted for a pretty good reason. If you have a concern about specific weapons we would welcome your feedback.
  15. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    The premise that weapon restrictions inhibit and restrict the creativity and functionality of an MCC is wrong, and I think it stems from a misunderstanding of what these weapon restrictions are and how they are implemented currently. We have so far restricted peoples access to certain weapons...
  16. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    We just have to deal with public players who likely will have a fraction of your playtime. Also did we not try the community policing and self control thing with the totally open vehicle spawner? Didnt people regularly abuse that? I would really like it if people could have the self control to...
  17. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Once you have the equipment you have it until its taken away from you though. So essentially the only thing that makes it temporary is your word that it will be temporary, unless we can confiscate that equipment whenever we want.
  18. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Its just that if you can be completely self sufficient, what reason do you have to play with anyone else?
  19. Zlobin.N

    Arma Tac2 Arsenal Restrictions Discussion Thread

    Server performance is improved, not server resources. It was improved through better control of AI numbers. Anyone who has told you that the server resources have been improved probably meant that the same amount of resources are being spent more wisely. Just going to point out that lonewolfing...
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