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Arma 3: Tactical Realism Feedback Thread - Closed

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Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
One additional thing I forgot to add:

  • Combat Lifesaver role is currently entirely useless. Under the new medical system, players can die even if they are no longer bleeding and someone is actively providing CPR. In the past, if no medic was present, we would typically call for a CASEVAC and as long as CPR continued the player would remain stable long enough to make it back to base. Currently, if a medic is present there's no need for a CASEVAC, and if no medic is present a CASEVAC won't help as the patient will be dead before they make it back anyway. At the moment, if someone goes uncon without a nearby medic most players have just been giving up and respawning, which isn't very immersive anyway.
    • Recommendation: Allow Combat Lifesavers to provide fluids but not additional medical permissions. I believe this would allow Combat Lifesavers to have a purpose, would make CASEVACs possible again (which are always exciting), and would allow medics to retain their niche without getting stepped on as they would still be needed for all other medical work.
 

Tharen.R

Regimental Adjutant General
Major General
Active Duty
Regimental HQ
Local time
10:31 PM
4,219
5,229
One additional thing I forgot to add:

  • Combat Lifesaver role is currently entirely useless. Under the new medical system, players can die even if they are no longer bleeding and someone is actively providing CPR. In the past, if no medic was present, we would typically call for a CASEVAC and as long as CPR continued the player would remain stable long enough to make it back to base. Currently, if a medic is present there's no need for a CASEVAC, and if no medic is present a CASEVAC won't help as the patient will be dead before they make it back anyway. At the moment, if someone goes uncon without a nearby medic most players have just been giving up and respawning, which isn't very immersive anyway.
    • Recommendation: Allow Combat Lifesavers to provide fluids but not additional medical permissions. I believe this would allow Combat Lifesavers to have a purpose, would make CASEVACs possible again (which are always exciting), and would allow medics to retain their niche without getting stepped on as they would still be needed for all other medical work.
This might be a misunderstanding of the role of the Combat Lifesaver (CLS). The CLS is a rifleman with extra bandages there to conduct triage and call up ACE reports about casualties to their SL so that the SL can call in the Platoon Medic or Atlas combat medics to do actual medical stuff, AFTER the firefight has been won. Rifleman first, CLS second. Please see https://7cav.us/threads/8866/ for more info about the role of the CLS.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
This might be a misunderstanding of the role of the Combat Lifesaver (CLS). The CLS is a rifleman with extra bandages there to conduct triage and call up ACE reports about casualties to their SL so that the SL can call in the Platoon Medic or Atlas combat medics to do actual medical stuff, AFTER the firefight has been won. Rifleman first, CLS second. Please see https://7cav.us/threads/8866/ for more info about the role of the CLS.
Interesting thread, thanks! That makes sense, but I do think that the way things are right now it just doesn't mesh well with how the public server plays (at least not when there isn't a zeus online or some kind of organized op going on). CLS slots are never used right now, and without a coordinated medical element playing with one or maybe two large, coordinated squads....realistically, if someone goes uncon without a medic nearby (which is often), they just respawn. Maybe there's some other way we could tweak it instead then, such as allowing CPR to keep a player from fully dying as it used to be, to incentivize players to actually try and rescue unconscious teammates, because at the moment it just doesn't happen anymore which is a shame because casevacs and such are some of the most exciting public server moments IMO.
 

Zaren.T

Sergeant
Active Duty
1/C/1-7 SL/ASL
S3 Staff
Local time
4:31 AM
720
577
Dunno if this is the right thread but im flying allot on TacR and i struggle with writing down stuff fast enough on the notebook😅

This mod makes it easier to write down stuff fast ingame and also has templates for call for fire, CAS, Pickup, Casevac etc. This will also save people from buying notebooks or have a 2nd pc or cellphone to write on while on the pc.

The mod is clientside and i would like to have it added to the optional modpack if possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=1210050323
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
Dunno if this is the right thread but im flying allot on TacR and i struggle with writing down stuff fast enough on the notebook😅

This mod makes it easier to write down stuff fast ingame and also has templates for call for fire, CAS, Pickup, Casevac etc. This will also save people from buying notebooks or have a 2nd pc or cellphone to write on while on the pc.

The mod is clientside and i would like to have it added to the optional modpack if possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=1210050323
This looks super interesting actually, I haven't checked whether it's accurate but assuming it is (at least mostly) I'd be very much in support of it! Would be nice to get more pubbies using, or at least understanding, longer 5- or 9-line orders especially in MCCs or WFW
 

Sypolt.R

CW5
Active Duty
Regimental Aide
Regimental HQ
S6 HQ
Local time
10:31 PM
2,678
661
Dunno if this is the right thread but im flying allot on TacR and i struggle with writing down stuff fast enough on the notebook😅

This mod makes it easier to write down stuff fast ingame and also has templates for call for fire, CAS, Pickup, Casevac etc. This will also save people from buying notebooks or have a 2nd pc or cellphone to write on while on the pc.

The mod is clientside and i would like to have it added to the optional modpack if possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=1210050323

This does look like a neat quality of life mod. Unfortunately, we're already pushing the limit of keys we can add to the server without breaking the launcher so it isn't something we can just toss on the server.

We do have the Cav Auxiliary mod though, perhaps it could be added to that. Mazinski.H for reference

 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
3:31 AM
1,654
1,404
Can we have a look at the medical settings on the mission files. To have the splint settings changed to allow medics to use the full range of medical equipment. To be set to "splints heal, but cannot sprint."
 

Liber.N

CW3
Retired
Local time
5:31 AM
212
225
Can we have a look at the medical settings on the mission files. To have the splint settings changed to allow medics to use the full range of medical equipment. To be set to "splints heal, but cannot sprint."
Changed splints to "splints heal, but cannot sprint", is there anything else that incorrect ?
 

Knights.Z

1st Lieutenant
Retired
Local time
3:31 AM
486
729
Changed splints to "splints heal, but cannot sprint", is there anything else that incorrect ?
I had to edit the server CBA settings last night, make sure the mission's CBA settings are set to "Medical facilities and Vehicles" for surgery, else there's literally no point in doing surgery in the field, as we have auto-heal pads at base.
 

Liber.N

CW3
Retired
Local time
5:31 AM
212
225
I had to edit the server CBA settings last night, make sure the mission's CBA settings are set to "Medical facilities and Vehicles" for surgery, else there's literally no point in doing surgery in the field, as we have auto-heal pads at base.
Fixed.
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
3:31 AM
1,654
1,404
I had to edit the server CBA settings last night, make sure the mission's CBA settings are set to "Medical facilities and Vehicles" for surgery, else there's literally no point in doing surgery in the field, as we have auto-heal pads at base.
Yeah forgot to add for surgery to be set anywhere
 

ODoyle.K

Specialist
Retired
Local time
8:31 PM
89
31
currently as medics of atlas we cannot stitch or preform advance medical.
 

Zaren.T

Sergeant
Active Duty
1/C/1-7 SL/ASL
S3 Staff
Local time
4:31 AM
720
577
I See we have A3TI but we are still using Vanilla/RHS Thermals which is really trash. is it possible that we can fully use the A3TI?
Black.A Made a video about it 1 year ago and it really shows the difference in the settings.


By unticking "Allow vanilla thermals" and ticking every other options it will improve the thermals greatly.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
10:31 PM
1,041
1,110
Whatever night vision fix that was implemented in the last Hearts and Minds mission file desperately needs to be implemented in the current Liberation mission. NVGs are essentially worthless and renders night missions extremely undesirable because you simply can't see anything.
 

Lucander.P

Sergeant
Active Duty
2/B/1-7 SL/ASL
Local time
4:31 AM
509
275
Ace Logistics settings change on the Liberation missions.

Faster load and unload of Ace cargo, 18 seconds are excruciatingly slow for the Logistics, when using the system for more then 5 times per logistics load for Liberation. please tweak it down to around 40% of that.

I also would like to ask for Faster Repair by 50%.
 
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Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
On Liberation only, there's currently no Sparrow slots. Several people have been using Raven slots instead, which would be fine on H&M but on Liberation means that nobody can use HALO feature.

Recommended fix: add Sparrow-specific slots or additional generic non-transport pilot slots
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
MP Staff
Local time
10:31 PM
1,041
1,110
TacR night operations are basically impossible and no fun with the current worthless NVGs. There was recently a fix that was made that made NVGs MUCH better and we need this back in current TacR. I don't know if it was a setting that was tweaked or what, but this desperately attention. Lots of complaints about this, from both members and public players alike. Please fix!
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
TacR night operations are basically impossible and no fun with the current worthless NVGs. There was recently a fix that was made that made NVGs MUCH better and we need this back in current TacR. I don't know if it was a setting that was tweaked or what, but this desperately attention. Lots of complaints about this, from both members and public players alike. Please fix!
I believe the change was only made on H&M but hasn't been brought to Liberation yet -- I second Hamm though, it would be amazing if we could make it universal on TacR because it really improved gameplay a lot
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
10:31 PM
1,098
1,582
Mission Controller slots currently do not have the ability to pilot vehicles, at least on Liberation. This seems to sometimes cause a bug where the server tries to force you in and out of the vehicle forever, with the only fix being to back out to abort screen -- even teleporting self via Zeus doesn't fix it. I've run into it a few times trying to help move a vehicle. Since the pilot seat restriction is in the mission file and not an attribute of the player that can be modified by Zeus, I don't believe there's any internal workaround.

Recommendation: whitelist Mission Controller slots as pilots

EDIT: Specific to Liberation, I believe -- haven't encountered the issue on H&M
 
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