Already taken of. I'm watching out for y'allIn case there is confusion please do not remove Thermals for Crews. Thank you
That's a mistake on my end then. I'll fix it and publish and updatethe Right side the limited side only the gunslinger box is available longshot box has no arsenal (i just checked)
Just looking at the infantry real quick, we have access to .338, .45, .50 BW, 5.56, 7.62x51, 12Ga, 9x19mm, 9x39, 7.62x45, 5.45, 5.7, 5.8, 6.5x39, 9.3. That doesn't even begin to include everything available to something like longshot. The goal is by no means to restrict everyone to 5.56 and 7.62 as detailed in the top post.Restricting weapons to the point that only 5.56 and 7.62 are the only options not cool.
Also, literally just took this screenshot on Tac 2P.S. I would like .50 Beowulf underbarrel back please.
I would ask those people to share their feedback as it does nobody any good to say "Tac2 is ruined" and stop playing. We've created these threads to seek input to serve our player base better. We've implemented the changes in direct response to player feedback and involved extensive discussion on how best to address the issues presented. Everybody has different opinions and will have different feelings about what changes and what stays the same, so we must effectively communicate those things to facilitate a healthy public server environment. That said, I understand that changes were not made without thought and discussion between several people also heavily involved in Tac2, so I would like to take the chance to explain some of these decisions a little further.I just received a few PM's from some very regular pub players tonight... This was the poignant one; "they ruined tac 2 for me ima stat looking for another similar server"
Regarding the couple of ammo types that were restricted, I will show you these three clips I just took. I've purposefully left them unlabeled, and the ammo type in use is revealed at the end to facilitate better approaching these with an open mind.(ir Tracer 5.56, AP 5.56 etc....)
As to the weapons... if a weapon was OP, then sure remove it (Frag rounds in a shotgun for example), but why remove something because its not what you may want to use, or the exact things the cav uses? If a guy wants to rock a Lee Enfield rifle with iron sights along players running m4's... who does that hurt? Nobody.
The problem isn't using iron sights; the problem is that it is nearly impossible to operate as an effective team when a rifleman can barely engage targets up close, at a distance, provide suppression, or do many other tasks. Weapons identified to have these kinds of issues were removed because they made trying to work with other players problematic. The majority of the arsenal is not used by the Cav in any official capacity yet is still enabled to provide variety where it doesn't cause compromises in gameplay for others.to remove a pile of non-problematic firearms, just because you don't want to use iron sights weapons...
There are a few issues that players identified that are already being addressed by S3. Providing information on specific issues encountered allows us to fix them quickly, so thank you for bringing this to our attention. Longshot had a similar problem, and it is likely the same source.I'm in the game right now as an Atlas 2 along with 2 other people.. 2 of us can use the arsenal, the other cant... even though we are all the same MO...
The goal here is not to punish. The player base generally feels a sense of reward when operating tactically to achieve otherwise difficult or impossible goals. We seek to provide an environment to facilitate milsim and Tactical Realism. As with anything, there is a balance to be stuck. Understand that for many, tactical gameplay is the reward, and such behavior is a disturbance to the very reason they seek to play on the server. You are completely right some people will be goofy and un-tactical but we wish to provide an environment that encourages tactical team-based play.If you want all tactical server then make it a private server... if you want a public server, then you may have to accept the fact that some people will lone wolf, be goofy and be un-tactical... as long as they are behaving overall and not causing a real disturbance that requires an MP, why punish everyone.
Thank you for bringing this to our attention, and know that S3 is addressing the issue of AOs being shut down for MCCs. Thanks to the hard work of S3 Public Staff, Development Staff, and S6, we have seen substantial boosts in performance on our servers. That said, as with any game, but especially Arma, the servers have their limits. We are currently simulating several hundred AI at a given time, so it can be challenging to find a balance, especially when players are looking to do different things. We continue to improve performance and provide the best milsim gaming experience that Arma and modern computer hardware can create.Also, in the last couple weeks is the first time I have ever seen a Zeus come online, and SHUT DOWN all the AO's and disabled AI spawning, to force everyone to participate in their MCC. I have been around for years, as a random pub player, CAV member, and CAV DISCH, and have NEVER seen that happen. My experience in the server is when an MCC is made, players are asked and an area is designated for the MCC and non MCC players are asked to avoid that area. Players who are just looking for the regular gameplay could still do their thing and those looking for more played the MCC.
If the server resources are so much better now as have been said consistently since the Christmas break update, why can' we not run regular AO's and an MCC at the same time? Why are we pigeonholing players in to super specific roles and game play on a public "fun" server used to peak interest in the cav.
Also, in the last couple weeks is the first time I have ever seen a Zeus come online, and SHUT DOWN all the AO's and disabled AI spawning, to force everyone to participate in their MCC. I have been around for years, as a random pub player, CAV member, and CAV DISCH, and have NEVER seen that happen. My experience in the server is when an MCC is made, players are asked and an area is designated for the MCC and non MCC players are asked to avoid that area. Players who are just looking for the regular gameplay could still do their thing and those looking for more played the MCC.
If the server resources are so much better now as have been said consistently since the Christmas break update, why can' we not run regular AO's and an MCC at the same time? Why are we pigeonholing players in to super specific roles and game play on a public "fun" server used to peak interest in the cav.
As to the weapons... if a weapon was OP, then sure remove it (Frag rounds in a shotgun for example), but why remove something because its not what you may want to use, or the exact things the cav uses? If a guy wants to rock a Lee Enfield rifle with iron sights along players running m4's... who does that hurt? Nobody.
I want to thank you for your feedback. It means a lot and helps us understand better how to make the server fun and tactically relevant. Restrictions have been a long-standing struggle for years and a source of debate and contention for the community. Tac2 has gone through a cycle of changes jumping between highly restricted and highly open arsenals, which we've inevitably always found both positive and negative results in both. That is an attempt to find a middle ground between the two ends of the spectrum. There is absolutely room for improvement, so we will continue to welcome these discussions.Created an account specifically to post about this, because I think it's that important. I'm a longtime public player on both TR servers (top 30 players by score on both TR1 and TR2, on two separate usernames), and even played going as far back as the Arma 2 OA days. I've always been a serious player who sticks with the squad, plays the objective, doesn't equip goofy things like priest outfits and thermobaric grenades, etc., and have always loved the experience, so please don't take this criticism as just trolling or something. (I was even convinced recently to fill out enlistment papers, though I haven't quite made up my mind about submitting them.)
Some of the recent changes that many have been skeptical about (e.g. the group-system rework from a couple weeks ago) I've come to really like or, at least, to see the positives along with the negatives—yesterday's arsenal changes are not one of those. I like the tactical, serious aspect of the servers, but weapons are currently restricted to a point that I genuinely have zero desire to play any sort of infantry role whatsoever.
Entirely possible that I'm in the minority on this but everybody at spawn today seemed to unanimously agree. There have been plenty of changes over the years that I haven't necessarily agreed with, but this is the first one I can remember to go so far as to make playing so unenjoyable that I'd rather just log off instead.
Big love to those of you who have put so much time and effort into designing and maintaining the server but please, please, please consider reverting these changes! In my opinion, weapons should be restricted on an individual basis if/when players begin abusing them or they otherwise become problems, not lump-removed without causing issues.
P.S. to be clear, I fully support restrictions on uniforms and such, especially some of the sillier ones like priest outfits, as well as changes meant to encourage squad play. It's the weapon/gear restrictions that (in my opinion) go way too far—I'm in no way affected by another player running the M1 Garand or MG42, or thermal sights, or M2010, or anything else that doesn't have increased trolling potential such as stun grenades or high explosive 40mm.
But that's exactly why I loved Tac2. If I wasn't in the mood to deal with certain people, I didn't have to. I could collect my small group of friends and we could do our own thing. If we wanted to play with everyone else, we could. Now we're forced to go in one line, in one direction that's more or less dictated by whoever is leading the main group. If we don't, then leave the server. I've been playing on 7th Cav servers for years now. I've taken my breaks from it from time to time but this is the one game, the one server I never got bored of and always returned to. Unfortunately with these new updates, that's gone.Its just that if you can be completely self sufficient, what reason do you have to play with anyone else?
Not so much self sufficient and lone wolfing is Wilson meaning (as I'm usually with him, as this server is where we became good friends. Then later, dare I say it, best IRL friends. We usually kit up as a rifleman and a medic. We would take an AT crate and may load a long range rifle into a vic. Then we would roll out... often when we are the only players or 2 of like 7 on at the time. Once more people come online and fill the rolls we no longer have to assist ourselves as much with temporary "outside of our MO's scope", and just play and support others... but now.. unless there is like 15+ people it will be hard for us to have fun in a low pop server.Its just that if you can be completely self sufficient, what reason do you have to play with anyone else?
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.Not so much self sufficient and lone wolfing is Wilson meaning (as I'm usually with him, as this server is where we became good friends. Then later, dare I say it, best IRL friends. We usually kit up as a rifleman and a medic. We would take an AT crate and may load a long range rifle into a vic. Then we would roll out... often when we are the only players or 2 of like 7 on at the time. Once more people come online and fill the rolls we no longer have to assist ourselves as much with temporary "outside of our MO's scope", and just play and support others... but now.. unless there is like 15+ people it will be hard for us to have fun in a low pop server.