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Arma 3: Tactical Realism Feedback Thread - Closed

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Burton.P

Lieutenant Colonel
Retired
Wall of Honor
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Updated 18AUG23 with new collection.
 
Local time
1:59 PM
23
22
Lythium

Vehicle Ammo Crate missing. It was inconsistent whether it was available on the old mission files or not and I'm not sure if the current files want mobile vehicle rearming to be available.

HAMMER - 1 isn't named in Role Assignment.

KP squads are not being named automatically.
 

Brian.F

Specialist
Active Duty
1/C/1-7
S3 Staff
Local time
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32
Lythium

Vehicle Ammo Crate missing. It was inconsistent whether it was available on the old mission files or not and I'm not sure if the current files want mobile vehicle rearming to be available.

HAMMER - 1 isn't named in Role Assignment.

KP squads are not being named automatically.
Slotting names will be looked into and the Vehicle ammo crate is still up for debate on whether we should have it or not forcing friendlies to RTB to rearm
 

Vincent.L

First Sergeant
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Why do basic FOB fortifications all cost supplies? Also I can't heal at the FOB on the current Altis mission file.
 

Brian.F

Specialist
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S3 Staff
Local time
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Why do basic FOB fortifications all cost supplies? Also I can't heal at the FOB on the current Altis mission file.
Fortification Pricing was decided on so people dont spam build objects, Altis Healing at FOB will be looked into
 

Westcott.R

Staff Sergeant
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2/C/1-7 SL/ASL
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S7 Staff
S3 Staff
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Fortification Pricing was decided on so people dont spam build objects, Altis Healing at FOB will be looked into
Fob healing @ FOB Alpha worked just fine last night....
 

Vincent.L

First Sergeant
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Fortification Pricing was decided on so people dont spam build objects, Altis Healing at FOB will be looked into
So I now need to collect even more supplies to build a basic FOB that is defendable from enemy attack? That doesn't seem balanced.
 

Westcott.R

Staff Sergeant
Active Duty
2/C/1-7 SL/ASL
S3 HQ
S7 Staff
S3 Staff
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So I now need to collect even more supplies to build a basic FOB that is defendable from enemy attack? That doesn't seem balanced.
Logistics is a critical part of mission success, when everything was free the maps were being steamrolled in under a week, the past 2 have taken 2 weeks +. We only have so many maps that are conducive to Liberation missions, and playing the same map every other month gets old fast. We are working on other mission types (H&M, Invade and Annex, Domination) but converting them to comply with 7CAV doctrine is challenging and takes time. That being said, we are always willing to accept any and all help on the S3 Development team!
 

Vincent.L

First Sergeant
Active Duty
B/1-7 HQ
RRD HQ
RTC HQ
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Logistics is a critical part of mission success, when everything was free the maps were being steamrolled in under a week, the past 2 have taken 2 weeks +. We only have so many maps that are conducive to Liberation missions, and playing the same map every other month gets old fast. We are working on other mission types (H&M, Invade and Annex, Domination) but converting them to comply with 7CAV doctrine is challenging and takes time. That being said, we are always willing to accept any and all help on the S3 Development team!
Sorry mate I already have 3 billets because no one wanted them as well.

  1. Give base building perms to certain roles like Atlis-4 to avoid the spam but make it where we can actually base build. It makes little logical sense that items like sandbags require ammo to be built.
  2. Make the creates worth more that 100 supplies. No one wants to spend 3 hours gathering supplies for one person to use it all on an AC-130 or AH-64. Also not all of can or want to fly the CH-47 or CH-53 to make supply gathering effective.
  3. I dont understand why large storage areas cost supplies? Most people will just spam out the small ones so we dont have to use supplies.
  4. The M1126 Strykers are wildly expensive compared to the actual combat capabilities considering the M1296 are better but its cheaper to spawn.
  5. Overall vehicles rebalance for supply cost since we can not utilize OPFOR vehicles or scrap them for more resources.
  6. Is the Darter only available through the build menu? If so can its spawn cost be reduced from 700 supplies?
 

Westcott.R

Staff Sergeant
Active Duty
2/C/1-7 SL/ASL
S3 HQ
S7 Staff
S3 Staff
Local time
11:59 PM
512
359
Sorry mate I already have 3 billets because no one wanted them as well.

  1. Give base building perms to certain roles like Atlis-4 to avoid the spam but make it where we can actually base build. It makes little logical sense that items like sandbags require ammo to be built.
  2. Make the creates worth more that 100 supplies. No one wants to spend 3 hours gathering supplies for one person to use it all on an AC-130 or AH-64. Also not all of can or want to fly the CH-47 or CH-53 to make supply gathering effective.
  3. I dont understand why large storage areas cost supplies? Most people will just spam out the small ones so we dont have to use supplies.
  4. The M1126 Strykers are wildly expensive compared to the actual combat capabilities considering the M1296 are better but its cheaper to spawn.
  5. Overall vehicles rebalance for supply cost since we can not utilize OPFOR vehicles or scrap them for more resources.
  6. Is the Darter only available through the build menu? If so can its spawn cost be reduced from 700 supplies?
1-I will look into these perms for future builds
2-Crate values won't be adjusted, however we are tracking the supply spawn times (at production facilities) and may be adjusted in the future. As for gathering, there are several trucks available to gather supplies as well.
3-was an oversight and will be fixed asap
4-We will get rid of the M1126 Strykers as we no longer use them anyway
5-This was purposely done as instructed to foster Logistics and teamwork
6-The darter is available through the arsenal, it is expensive to build because several people were just building like 20-30 of them, staging them at the FOB, and when one got shot down they would just call in another from the FOB...which is just silly and completely un-realistic...and we are a MILSIM server.
 
Local time
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22
Liberation Altis is not automatically naming KP squads.

I will also add to point 2 above that this has been an issue for a very long time and is a significant reason why some people choose not to play logistics. They spend hours gathering all the resources they can and leave the server with a very well stocked FOB only to come back the next day with all of their hard work wasted on a bunch of random assets that were immediately destroyed or abandoned.

I'm also starting to disagree with having every unarmed aircraft being free to build since it's starting to result in redundant aircraft being built. Like the current Altis run has two CH-53's even though there is only ever a need for one. So now there's an unnecessary but massive aircraft taking up space. A similar notion seems to have been mentioned above for Darter drones (and it seems a bit odd that a small quadcopter costs a lot of supplies while a massive helicopter is free).
 

Nomad.P

Corporal
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S5 Staff
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Unsure if it was intended but we are no longer able to disarm the mines and explosives we place down. If possible it would be a good asset to have back to allow more diverse options for how we engage missions and threats. Many members of the Cav use explosives in and out of missions so its odd we can use it during Tac R time.
 

Westcott.R

Staff Sergeant
Active Duty
2/C/1-7 SL/ASL
S3 HQ
S7 Staff
S3 Staff
Local time
11:59 PM
512
359
Unsure if it was intended but we are no longer able to disarm the mines and explosives we place down. If possible it would be a good asset to have back to allow more diverse options for how we engage missions and threats. Many members of the Cav use explosives in and out of missions so its odd we can use it during Tac R time.
Noted: This may be an ACE or CBA setting that was changed as far as the dis-arming is concerned and will be looked into. Atlas-4 has advanced engineer permissions so maybe those slots can be used for disarming. A quick fix while we look into it...don't set demo on something you don't intend to blow up! As far as the Havoc/Sapper stuff...my understanding is that would have to go through your C.O.C. and get BN approval as it is not a currently supported or trained upon M.O.S.
 

Krupa.W

Specialist
Active Duty
1/B/3-7
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11:59 PM
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24
I believe that the new mission file looks great and feels great with how its designed with the new map and all, but i dont think that the arsenal changes were necessary. pair that with the increase in cost of armed and armored equipment. I think ive compiled a list of changes that i think would go well to be changed.

Arsenal: Bring back the nato/blufor weapons that were removed (think XM8 similar to XM7 spear and its variants, minimi (literally a usable 249 that is all), HET/HEDP 40mm grenades for the grenade launcher, why do i even need to say this, the AR-2 darter uav used by bravo, how did that even get removed)

Vehicles: how does it make sense a Bradley IFV is cheaper by ~40% then a Stryker, and vehicles of light to medium armor with light to medium weaponry should not be as expensive as medium to heavy armor. this should get rescaled properly, i suggest the free vehicles staying free and it scaling up in capabilities to the SEP abrams which costs maybe ~1700 supplies

CTAB/MAP: it worked for so long where you slot into GUNSLINGER-1, your name was GUNSLINGER-1, not alpha 1-1. it would also be a lot better if you were visible on map for the case of seeing where people are to.

all of this relates only the the new mission 7CAV_lib_stkapaulio
 
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Sam.T

1st Lieutenant
Active Duty
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The current file does not have whitelisted magazines for the Mk 11 Mod 0 DMR, the current standard issue for designated marksmen in 1-7.
DqpoAWk.jpg
 

Beiter.A

Captain
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