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Arma 3: Liberation Tactical Realism 2 Feedback Thread - CLOSED

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Not open for further replies.

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
6:38 PM
1,678
1,420
Here is a suggestion perhaps for Pilots to add a PJ type of game play.

So people in field find a injuired civ. Medic make them stable and then a pilot picks up Civ brings back to a FOB to the CCP tent to then receive Rep or perhaps some type of random resource perhaps. Like you come across a DR a builder in the field you get supplies a builder you get fuel or a civ in office cloths you get ammo
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
6:38 PM
1,678
1,420
Reported to me by a player places with a S/A/F are not spawning stuff even tho they have been up since 0900z
 

Liber.N

CW3
Retired
Local time
8:38 PM
212
225
FOB can now be built anywhere and no longer required to be 300 away from any sector.
 

Carrico.J

Private First Class
Discharged
Local time
12:38 PM
23
9
Is there anyway we could add these Objects to build?
 

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Carrico.J

Private First Class
Discharged
Local time
12:38 PM
23
9
and this
 

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Carrico.J

Private First Class
Discharged
Local time
12:38 PM
23
9
This
 

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Carrico.J

Private First Class
Discharged
Local time
12:38 PM
23
9
and last this
 

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Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
1:38 PM
1,107
1,595
Loving the gameplay this last week or so! Two (possible) bug fixes:

  1. RAIDER-1 slots are currently bugged (neither has repair perms, which means we have to appropriate other slots like TITAN instead).
  2. No dedicated slot exists for SPARROW.

And, a few gameplay suggestions:

  1. The AH-6M Little Bird should be made a default-spawning vehicle. SPARROW is just good enough to be useful as a CAS asset, but not nearly strong enough to be overpowered. Speaking as a FW pilot myself, I think it makes more sense to have AH-6M as a default, fast-respawn asset on the carrier and to continue locking things like the F-22, A-10, AH-64, etc behind a paywall/Zeus-spawn-wall.
  2. It'd be nice to have a few of the weaker vehicles available for 0 cost/very low cost for use at early FOBs—things like a simple MG Humvee, for example, just so infantry have the option of driving places in a vehicle that's useful without really being a force multiplier. Stronger variants like the Mk19 could continue to be locked behind a paywall.
  3. In line with 1. and 2., and given that we currently have them on the carrier, it might be a good idea to make the HURON Ammo/Repair/Fuel containers either free or low-cost so that starter FOBs are still able to service vehicles. (Alternatively, the Nemerra or the HEMTTs.) Currently, on the frequent occasions when no dedicated ATLAS-4 has spent hours or days crafting gorgeous FOBs, there's essentially no way to make good use out of whatever vehicles we buy/scavenge (air vehicles can be brought to the carrier for this but that can easily involve 15+ minutes of flight time round-trip; ground vehicles don't have that option at all).
  4. Combat Lifesaver could be given some permissions to make them a little more useful. Maybe we let them do stitches but not transfuse fluids?
  5. (EDIT TO ADD) Also please bring back whatever mod was giving us the self-rappel feature. It was unreliable as hell but I'll gladly take a 50% chance of falling to my death over having to actually walk down every set of stairs I'm dumb enough to climb in the first place.

Thanks to all of you involved in running/updating the server, as always!
 

Sypolt.R

CW5
Active Duty
Regimental Aide
Regimental HQ
S6 HQ
Local time
1:38 PM
2,685
666
What is the official reason that the F/A-18 hasn’t been put on Tac2 yet?

As stated before, S3 is trying to keep the mod list restricted to common mods found on top modded servers, to make it easier for public players to join our server with mods they already have vs downloading more mods specific to our server.
 

Liber.N

CW3
Retired
Local time
8:38 PM
212
225
Loving the gameplay this last week or so! Two (possible) bug fixes:

  1. RAIDER-1 slots are currently bugged (neither has repair perms, which means we have to appropriate other slots like TITAN instead).
  2. No dedicated slot exists for SPARROW.

And, a few gameplay suggestions:

  1. The AH-6M Little Bird should be made a default-spawning vehicle. SPARROW is just good enough to be useful as a CAS asset, but not nearly strong enough to be overpowered. Speaking as a FW pilot myself, I think it makes more sense to have AH-6M as a default, fast-respawn asset on the carrier and to continue locking things like the F-22, A-10, AH-64, etc behind a paywall/Zeus-spawn-wall.
  2. It'd be nice to have a few of the weaker vehicles available for 0 cost/very low cost for use at early FOBs—things like a simple MG Humvee, for example, just so infantry have the option of driving places in a vehicle that's useful without really being a force multiplier. Stronger variants like the Mk19 could continue to be locked behind a paywall.
  3. In line with 1. and 2., and given that we currently have them on the carrier, it might be a good idea to make the HURON Ammo/Repair/Fuel containers either free or low-cost so that starter FOBs are still able to service vehicles. (Alternatively, the Nemerra or the HEMTTs.) Currently, on the frequent occasions when no dedicated ATLAS-4 has spent hours or days crafting gorgeous FOBs, there's essentially no way to make good use out of whatever vehicles we buy/scavenge (air vehicles can be brought to the carrier for this but that can easily involve 15+ minutes of flight time round-trip; ground vehicles don't have that option at all).
  4. Combat Lifesaver could be given some permissions to make them a little more useful. Maybe we let them do stitches but not transfuse fluids?
  5. (EDIT TO ADD) Also please bring back whatever mod was giving us the self-rappel feature. It was unreliable as hell but I'll gladly take a 50% chance of falling to my death over having to actually walk down every set of stairs I'm dumb enough to climb in the first place.

Thanks to all of you involved in running/updating the server, as always!
Combat Lifesaver has had medical perms a while now, it can stitch and give fluids.
Altas medics have been upgraded to Doctors that can PAK.

We will look at the other stuff you mentioned.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
1:38 PM
1,107
1,595
Combat Lifesaver has had medical perms a while now, it can stitch and give fluids.
Altas medics have been upgraded to Doctors that can PAK.

We will look at the other stuff you mentioned.
Oh fantastic, my apologies! Great minds ;)
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
1:38 PM
1,107
1,595
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
 

Lacasse.P

Specialist
Discharged
Local time
11:38 AM
98
131
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
I think you’d be surprised at how popular of an opinion this is! Realism baby.
 

Boyd.M

Reservist
Reserve
Local time
10:38 AM
625
881
I think you’d be surprised at how popular of an opinion this is! Realism baby.
This would be awesome, IF we had proper dedicated medics, and medivac/casevac pilots. As it stands, medics on tac2 are often on the front lines, and to do a medivac/casevac is not always if ever feasible. This is a public server, and a main recruitment platform for us, I see this as a deterrent to join the Cav unless we have constant and regular medivac/casevac troopers/medics.
 

Liber.N

CW3
Retired
Local time
8:38 PM
212
225
This would be awesome, IF we had proper dedicated medics, and medivac/casevac pilots. As it stands, medics on tac2 are often on the front lines, and to do a medivac/casevac is not always if ever feasible. This is a public server, and a main recruitment platform for us, I see this as a deterrent to join the Cav unless we have constant and regular medivac/casevac troopers/medics.
This pretty much.

Playing the game is fun, being uncon for 10 minutes because nobody noticed you go down is not fun and breaks momentum.
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD HQ
Local time
6:38 PM
1,678
1,420
This might be unpopular, but I think it should be harder to revive unconscious/critically injured troops. It used to be pretty common to have to medevac when someone got really messed up, but lately it's so easy to get them conscious again that patients almost never have to be removed from the AO anymore for treatment.
I do like this I feel like being hit needs a risk to go uncon. Sometimes people need to realize that being injured could take you out of the game for a while. For a players point I would like people to be able to take heavy wounds but not always go uncon at every hit they take. The human body can take alot of damage but the person is still awake
 
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