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ARMA Reforger Tac2 PvE Feedback thread

Lucander.P

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Radio Relay Station, 400 supply, rank is still bugged, it say corporal but its major as a requirement. That is way to high of a requirement for a tower, that enable continued capping.
 

Crimzon.E

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Pilot role is still bugged.
Some people can fly others cannot
being told role selection isn't a thing anymore. but No matter what I do I cannot fly.
Also extremely frustrating that Spawning any vic loses entire ranks.
Arsenals are also bugged again, showing a-lot of glitched, and messed up texture items
 

Summer.R

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requesting Huey to be brought back, also PS5 crashing issue, I know its a known issue but bringing up just the same
 

Pearl.F

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I wasn't sure where to post this but this isnt really a suggestion for change or a complaint. This is just informative for the player base. I conducted a review of supplies.

3000 supply every ~30mins depending on how far away. Further is less time. Closer can be up to an hour.

2 supply points equals 12000 per hour.

Base rate of +50 every min

Based on supply point at grid ref 069 047

Total equals ~15000 every hour.

Divided by an average of 30 players that is 500 supplies per player per hour.

This is under the assumption of having access to two supply points on the map and non wasteful use of supplies such as spamming helis/vehicles, continuous respawn instead of calling for transport, spamming structures at every base, or oversized kits.
 

Westcott.R

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I wasn't sure where to post this but this isnt really a suggestion for change or a complaint. This is just informative for the player base. I conducted a review of supplies.

3000 supply every ~30mins depending on how far away. Further is less time. Closer can be up to an hour.

2 supply points equals 12000 per hour.

Base rate of +50 every min

Based on supply point at grid ref 069 047

Total equals ~15000 every hour.

Divided by an average of 30 players that is 500 supplies per player per hour.

This is under the assumption of having access to two supply points on the map and non wasteful use of supplies such as spamming helis/vehicles, continuous respawn instead of calling for transport, spamming structures at every base, or oversized kits.
Nice Math! Don't forget...captured points also generate supplies as well as MOB. Granted...they are about on par rate wise with the supply depots...but you can also ferry supplies from them back to MOB.
 

Summer.R

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One life events kind of similar to karamakut events, one life and when you die you join the enemies
 

Mendoza.R

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The current scenario on TacR feels like a turkey shoot most of the time, and I'm craving more a immersive and challenging environment for the server, so here's my Wishlist for changes.
  • An active, reactive enemy.
    • Removal of QRF / Counter Attack spawns in the vicinity of captured bases
    • QRF spawns instead farther away and conducts counter attack on foot or by mounted assault
    • Add a roaming force that actively attacks and captures bases along the front line
    • Enemy patrols, blocking positions, ambushes etc. established along the front line to harass friendly forces
  • A deadlier enemy
    • Increase AI skill to the point where it is impossible or very unlikely for a single friendly soldier to take on an enemy fireteam on equal footing
    • More enemy armored vehicles
    • Enemy air defenses emplaced around the map like we had on Anizay
    • Make Igla rockets lock on maybe?
    • Minefields
  • A smarter enemy
    • Enemy that will try to use tactics to stay alive
    • Enemy will break contact when taking too many casualties, or when under heavy fire
    • Enemy will attempt to establish fire superiority when possible

I know some of this may be out scope for what we can do, but I feel even one or two of these changes will encourage more cohesion and communication and give us a more immersive experience on TacR.
 

Crimzon.E

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Gonna be a hard no from me.
We do not need AI to become better aimbots,
They are already sniping pilots out of the cockpit from 2km + Even when pulling evasive maneuvers, and facing away from the fire.
Seemingly everyone has a manpad RN, it is easy to fly in and around an AO and have about 9 missiles shot at me within 5 seconds.
If they are gonna make the missiles more accurate they should be lesser.
Another bit of feedback I have is that you lose rank to spawn in a helicopter
that is disgusting considering the fact, You don't get any XP from Supply runs in helicopters, Transporting troops, Killing enemies
and it is an entire rank so for whatever reason you lose your transport huey, you now have to make CPL again which can mean just sitting at base for 20 minutes to collect the passive Base defense XP.

The AI skill should also scale to the player count, No someone shouldn't easily solo multiple points but it shouldn't also be super hard for 5 guys to get together and have fun when the server population is keeping low.

It would be nice to see AI use more vics, transport, BRDM etc.

There's some changes that should be made.

  1. The arsenals are buggy when dealing with these pre-made kits from the respawn menu, it might be better to run it where we let people build their own kits so there's less issues with grabbing gear out of arsenals.
  2. The roles don't seem necessary and just limits what infantry can or can't do. It seems like a poor choice to have us spawn in trucks that we can't even use because we aren't logistics suppliers, I recommend changing permissions for vehicles to be accessible to all roles other than pilots being a specialized role.
  3. The AI is absurdly obnoxious with them sometimes spawning in walls, spawning in friendly territory, and being a bit overwhelming at times. Ontop of that they are incredibly accurate to the point where they can shoot pilots out of their gunner spots which is crazy imo. They are also a bit tanky but thats secondary to the other issues. I recommend reducing the amount of enemies in AOs by maybe 10% just to get it a bit more balanced, then have the server set to where the AI's detection and accuracy is also reduced.
I think this covers a few of the issues that I've seen playing on the server tonight in a larger setting, there's obviously more work that needs to be done and possibly further modifications for it to be improved upon. I recommend to not use this server for MCCs (GMM) purposes and also to not use it for operations just yet. The only reason you need GMs for Tac2 is for admin and MP purposes.
Gonna piggy back off this as well.
and just personally some of these are reasons Why I don't play on the server much, besides being busy, I just don't find it entertaining with the limitations. WHich hypocritically I am a part of the problem - I don't play because issues and low playerbase - I don't join = contributes to low playerbase.
Maybe more MCCs on TACR instead of Training servers would help as well.
 

Westcott.R

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Gonna be a hard no from me.
We do not need AI to become better aimbots,
They are already sniping pilots out of the cockpit from 2km + Even when pulling evasive maneuvers, and facing away from the fire.
Seemingly everyone has a manpad RN, it is easy to fly in and around an AO and have about 9 missiles shot at me within 5 seconds.
If they are gonna make the missiles more accurate they should be lesser.
Another bit of feedback I have is that you lose rank to spawn in a helicopter
that is disgusting considering the fact, You don't get any XP from Supply runs in helicopters, Transporting troops, Killing enemies
and it is an entire rank so for whatever reason you lose your transport huey, you now have to make CPL again which can mean just sitting at base for 20 minutes to collect the passive Base defense XP.

The AI skill should also scale to the player count, No someone shouldn't easily solo multiple points but it shouldn't also be super hard for 5 guys to get together and have fun when the server population is keeping low.

It would be nice to see AI use more vics, transport, BRDM etc.


Gonna piggy back off this as well.
and just personally some of these are reasons Why I don't play on the server much, besides being busy, I just don't find it entertaining with the limitations. WHich hypocritically I am a part of the problem - I don't play because issues and low playerbase - I don't join = contributes to low playerbase.
Maybe more MCCs on TACR instead of Training servers would help as well.
I am currently working on figuring out why the AI are sniping pilots out of their seats. As for the XP loss when spawning Helicopters, that is in place to stop people from spamming helicopters every time they die and flying themselves into the AO. It is a pretty big problem and this seems to have curbed the behavior.
There is absolutely XP rewards for transporting players while flying This link lines 5-6 and 29-30 are the XP rewards for transporting players and for AI kills. The XP is not announced when earned mind you.
If you are a billeted pilot in 1-7, and you get on the PvE server to do your thing and showcase Cav skills and professionalism and maybe recruit some, but you are held back by lack of rank, ping a GM and ask them for a rank up. Not a spawned airframe, but you can be ranked up, go get supplies, and build one. Bishop.B will you instruct your Pub Staff that they can facilitate a rank increase for billeted pilots for situations like this.
I don't want any MOS to feel like they are being gatekept. I want people to be able to get on and enjoy the server and have fun. I will continue working the balancing.
 

Crimzon.E

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I am currently working on figuring out why the AI are sniping pilots out of their seats. As for the XP loss when spawning Helicopters, that is in place to stop people from spamming helicopters every time they die and flying themselves into the AO. It is a pretty big problem and this seems to have curbed the behavior.
There is absolutely XP rewards for transporting players while flying This link lines 5-6 and 29-30 are the XP rewards for transporting players and for AI kills. The XP is not announced when earned mind you.
If you are a billeted pilot in 1-7, and you get on the PvE server to do your thing and showcase Cav skills and professionalism and maybe recruit some, but you are held back by lack of rank, ping a GM and ask them for a rank up. Not a spawned airframe, but you can be ranked up, go get supplies, and build one. Bishop.B will you instruct your Pub Staff that they can facilitate a rank increase for billeted pilots for situations like this.
I don't want any MOS to feel like they are being gatekept. I want people to be able to get on and enjoy the server and have fun. I will continue working the balancing.
Honestly don't think supply Xp points are being dished out, after multiple runs and troops and kills, I never got past private or saw any progress other even when my veteran bonus came around
I just did a supply drop for 3k supplies and didn't even make it a quarter into the private rank.
So if that's what we are shooting for then IDK. Doesn't seem like I got points for either when I did it as a pilot.
and the points I got while on the ground were less than breadcrumbs compared to vanilla even.
 

Westcott.R

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Honestly don't think supply Xp points are being dished out, after multiple runs and troops and kills, I never got past private or saw any progress other even when my veteran bonus came around
I just did a supply drop for 3k supplies and didn't even make it a quarter into the private rank.
So if that's what we are shooting for then IDK. Doesn't seem like I got points for either when I did it as a pilot.
and the points I got while on the ground were less than breadcrumbs compared to vanilla even.
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3
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Here are the XP rewards for the PvE mission file. Supplies delivered is 40 xp per 250 supplies. Transport is 10 XP for every troop transported (double Vanilla). For reference enemy kill and enemy vic kills are 5 and 10 xp per. All screen shots are straight from the workbench. I just tested them in workbench and verified that they are accurate. I did just enable the XP notifications for them.
 

Zimm.L

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I had built the hospital, heavy repair station, fuel depot, and an extra helipad at the main base this morning around 9:30am est and had gotten off around 10:30am est. when i got back on at 1:00pm est they both were destroyed but the extra helipad and the fuel depot where still there. why is this happening and is it not against the rules?

I heard people complaining about how people are building up base, and that supply runs are not need and don't know why people do them.
 
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Westcott.R

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I had built the hospital, heavy repair station, fuel depot, and an extra helipad at the main base this morning around 9:30am est and had gotten off around 10:30am est. when i got back on at 1:00pm est they both were destroyed but the extra helipad and the fuel depot where still there. why is this happening and is it not against the rules?

I heard people complaining about how people are building up base, and that supply runs are not need and don't know why people do them.
The map was rolled over and a new mission started.
That is just what was built since the restart.
 

Westcott.R

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The map was rolled over and a new mission started.
That is just what was built since the restart.
NVM...missed the today part. I will look into it.
 

Crimzon.E

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Medical Kit cost 600 sups
Med tent requires SGT to build
you can't get medical until SGT and we have none in the arsenals at the base.
This is kind of a problem
 

Zimm.L

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i had build the medical tent already so could have got supplies from there. if there wasn't enough in base should have done a supply run not delete a building.
 

Flint.J

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Medical Kit cost 600 sups
Med tent requires SGT to build
you can't get medical until SGT and we have none in the arsenals at the base.
This is kind of a problem
You can get medical from an ambulance spawned in the MOB
 

Crimzon.E

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Haven't seen one spawning at restart and if some takes that and abandons it
in the middle of nowhere.
 

Flint.J

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Haven't seen one spawning at restart and if some takes that and abandons it
in the middle of nowhere.
No you would have to spawn it from the garage
 
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