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ARMA Reforger Tac2 PvE Feedback thread

Westcott.R

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Greetings all! This thread is to gather constructive feedback and bug reports for our ARMA Reforger Tactical Realism PvE Server. This thread is not for MOD requests or suggestions, but is a direct channel to the ARMA S3 Development team so we can make gameplay adjustments and fixes as needed to provide the best Tactical Realism Experience we can that aligns with 1-7 Battalion's mission directives.
 

Lucander.P

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i request Logistics Specialist Roll to be added to heavy vehicle depot roll change display.
Increase rate of supplies income at main base.
 

Taylor.C

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There is no vehicles a private can spawn from light vehicle spawners
 

Westcott.R

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There is no vehicles a private can spawn from light vehicle spawners
I am tracking this issue. The rank system is a bit bugged and you have to be a Captain to spawn any vehicle. This bug crept up at the last second.
 

Westcott.R

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i request Logistics Specialist Roll to be added to heavy vehicle depot roll change display.
Increase rate of supplies income at main base.
AFAIK the roles don't work? I will dig into the functionality of that and see what I can do.
 

Lucander.P

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I
AFAIK the roles don't work? I will dig into the functionality of that and see what I can do.
Could only find logi roll on the panel at main base spawn panel.
 

Lucander.P

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Map supply reg promt UI aka the this is how much you gain per tick, seem to been broken on most capture points, atleast last night for me.
 

Laui.M

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AFAIK the roles don't work? I will dig into the functionality of that and see what I can do.
The supply role worked for me earlier. I could not drive trucks before switching to the role (as is intended) and as soon as I switched to it everything was going swell boarding and driving the truck.
 

Mazinski.H

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It would be nice if the enemy squads were more varied in terms of roles, so far I have only seen riflemen in enemy squads.
 

Lucander.P

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The supply role worked for me earlier. I could not drive trucks before switching to the role (as is intended) and as soon as I switched to it everything was going swell boarding and driving the truck

It works as intended, just cant get the roll outside of main base, so i am asking for it to be added to "Heavy Vehicle Depot" that had a display for rifleman and crewman, as of last night.
 

Lucander.P

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Roll save would be a future quality of life update request, when game mode is stable.
 

Taylor.C

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im noticing no RPG gunners spawning at enemy held objectives, mostly dudes with ak74's, about a 50/50 split with optics and with irons
 

Crimzon.E

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I've noticed a few
I don't think they should be super common.

I'm having a bug with supply
In the LAV and in general
Not able to use the supply inside the Vic for anything or any of the med/ammo packs

I've also noticed a single AI can cap a base back faster than 14 of us can cap one
 

Peterson.L

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Pilot not having a helmet nvg capable is rough when running a sparrow.

Must be lieutenant to spawn any helicopter.
 

Taylor.C

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Turn on respawn button too
 

Lucander.P

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Issue with some towns being none spawn able.

What is the intent with some supply depot not regenerating?

Issue with Helicopter spawn ranks not working properly, when you finally get to Lieutenant to access the Helicopter spawner.
 

Lucander.P

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I feel that the Supply version of "Sikorsky UH-60 Black Hawk" should carry more then the Supply version of the "Bell UH-1 Iroquois, Huey".

i feel that is should be around 1500 for the Huey and 2500 for the Black Hawk.

Black Hawk Supply version should reflect that in cost if supply is changed.
 

Lucander.P

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i am having some issues using the pilot roll.
 

Westcott.R

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Ok lets make a list:
-Logi Role at Large vehicle depot SHOULD have been added

-Map supply reg promt UI aka the this is how much you gain per tick, seem to been broken on most capture points, atleast last night for me. (you shouldn't get supply from capture points, only from marked supply points and hidden caches)

-OPFOR squad composition/variance (I can work on this, like 95% of the AI spawnpoints call for the fireteam prefab so I can change a few of these up)

-I've also noticed a single AI can cap a base back faster than 14 of us can cap one (this was intentional by the Endless mod designer to simulate counterattacks/a living front line)

-Pilot not having a helmet nvg capable is rough when running a sparrow./Must be lieutenant to spawn any helicopter. (nvg compatible helmet will be looked for, the only mod that currently has one will add so much other junk that it will take a week to sort through/ I am working on the helipad spawn rank, you only have to be a CPL to spawn transpo helis now, but still have to be an LT to use the helipad?? This one is rough to figure out).

-I can totally adjust the cargo values of the helicopters to reflect suggested changes, and their price accordingly

If I missed/skipped some that is because I fixed a TON of issues and pushed an update to the mod last night. I will have to restart the server for them to take effect though...which will reset progress.
List of fixes:
-XP boost across the board for actions
-changed vehicle required spawn ranks (cars and helis)
-AI group composition adjustments
-Rank requirements for roles ALL adjusted to CPL and below (I had to learn how to edit code for this...not fun)
-Fixed 7Cav faction prefabs to align with new RHS release
-adjusted build prices to be more...reasonable
-AI behavior tweaks
-faction adjustments for US side (on base functions ala roles and stuff)

Please keep in mind that it is just me working on this currently, and I am also on LOA. Stuff will be addressed, assessed and fixed if needed but it may take some time.
Thanks all!
 

Peterson.L

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We all love you Westcott for what you do for us
 
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