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Arma 3 Tactical Realism 2 Feedback Thread

Mazinski.H

Sergeant
Active Duty
1/B/1-7 SL/ASL
S7 HQ
S3 HQ
S1 Staff
S3 Staff
64
127
73
This thread is for the purpose of giving feedback to S3 Mission Development Staff on the changes being made to the Tactical Realism 2 Server. It is requested that all who reply to this thread keep in mind that this is a public discussion and can be viewed by both 7th Cavalry members and public players. All feedback given should be clear, concise, and respectful as S3 staff members will seek to incorporate the feedback given here into the current mission file.
 

Cosme.O

1st Lieutenant
Active Duty
A/1-7 HQ
S7 HQ
S7 Staff
S3 Staff
198
633
133
Tac2 good
 

Binks.J

Private
Active Duty
2/C/1-7
11
13
18
The AI is back to doing screwy stuff. Instant laser aiming, no clipping through walls, etc. Needs looked into. Not fun at all to get obliterated because a PKM gunner caught a split second glimpse of you through a window from across the town. Overall I like the changes, but something is just broke with the AI.
 

Maco.D

Corporal
Active Duty
1/B/1-7
41
49
33
Seems atlas 1/2 are showing up as sabre but with Atlas 1/2 perms. Played around nothing bad so far tho it seems the heal at the box has gone quite a few people are requesting it back
 

Whitsel.M

Corporal
Active Duty
S3 HQ
2/B/1-7
47
99
33
Looking into these. Thank you for bringing it to our attention.
Just wanted to update on these. Fixed this issue with the sparrow Arsenal not appearing.

Was unable to recreate the issue with the Raven pilot permission and everything appears to be identical. I'm assuming that the issue was already fixed very recently for now or. I'll do a little more testing just to confirm.

Seems atlas 1/2 are showing up as sabre but with Atlas 1/2 perms. Played around nothing bad so far tho it seems the heal at the box has gone quite a few people are requesting it back
The medical building/tent at the base was intended to function as an automatic heal but had an error that needed correcting. This will also allow players to heal uncon players as it is an area-based trigger instead of a scroll wheel option. A fix has been made and should be on the server soon.
 

Boyd.M

Corporal
Active Duty
2/A/1-7
MP Staff
RRD Staff
S3 Staff
81
152
73
The MP slots appear to be missing Zues abilities
 
1
1
3
It seems longshot cant use the arsenal at main base. 2 people said they couldn't and I tried and was unable as well. Edit also spotter can either
 

Whitsel.M

Corporal
Active Duty
S3 HQ
2/B/1-7
47
99
33
The MP slots appear to be missing Zues abilities
Thanks for the heads up. The issue has already been identified.
It seems longshot cant use the arsenal at main base. 2 people said they couldn't and I tried and was unable as well. Edit also spotter can either
Fixed the issue yesterday. Just need to deploy a new mission file.
 

Whitfield.L

Specialist
Active Duty
S1 Staff
RRD Staff
RTC Staff
S7 Staff
2/B/1-7
88
79
33
Could a counter for the amount of caches destroyed be added to map?
 

Whitsel.M

Corporal
Active Duty
S3 HQ
2/B/1-7
47
99
33
Just curious what are the plans to expand the missions beyond collect Intel and blow up the cache?
For now, we are looking to reduce the number of active intel to better focus players on a more common goal. As stated below this we are looking into ways to diversify the mission and continue with general mission improvements.

Dynamic missions would be nice, Intel/Cache is honestly about as boring as it can get.
This is something we're looking into. Exactly what that will look like is unclear at this time but we are looking at more diverse and alternate objectives

Could a counter for the amount of caches destroyed be added to map?
Added the feature request and it will be worked on.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
RRD Staff
13
31
28
It would be very nice if Ropes were a standard part of Blackhawk's inventory. And I'm pretty sure it used to be. Several times now, I have been approaching LZ and needed to Fast Rope troopers in (due to terrain), however we didn't have ropes, therefore couldn't do it. Presently Blackhawk has 10+ steerable parachutes, which is fine, but we VERY RARELY use them. We use Fast Rope insertion MUCH more often. Ropes should be a stock part of Blackhawks inventory for this reason.
 

Cosme.O

1st Lieutenant
Active Duty
A/1-7 HQ
S7 HQ
S7 Staff
S3 Staff
198
633
133
It would be very nice if Ropes were a standard part of Blackhawk's inventory. And I'm pretty sure it used to be. Several times now, I have been approaching LZ and needed to Fast Rope troopers in (due to terrain), however we didn't have ropes, therefore couldn't do it. Presently Blackhawk has 10+ steerable parachutes, which is fine, but we VERY RARELY use them. We use Fast Rope insertion MUCH more often. Ropes should be a stock part of Blackhawks inventory for this reason.

How many ropes are needed?
 

Whitsel.M

Corporal
Active Duty
S3 HQ
2/B/1-7
47
99
33
It would be very nice if Ropes were a standard part of Blackhawk's inventory. And I'm pretty sure it used to be. Several times now, I have been approaching LZ and needed to Fast Rope troopers in (due to terrain), however we didn't have ropes, therefore couldn't do it. Presently Blackhawk has 10+ steerable parachutes, which is fine, but we VERY RARELY use them. We use Fast Rope insertion MUCH more often. Ropes should be a stock part of Blackhawks inventory for this reason.
I'm going to double check but iit used to be that all the ropes did is add more length options, but without any it just defaulted to the maximum length. Is the helicopter actually equipped with fries? I'm not sure if the initialization on them is set up with that already
 

Binks.J

Private
Active Duty
2/C/1-7
11
13
18
I have noticed the issue of AI phasing through walls is only occurring on either of the Napf Island maps. They weren't doing this before the update, or at least not as often or as noticeable. They've always just passed through doors, but at least you expected that, and knew to keep on eye on doors as you passed or approached.
 

Hamm.C

Warrant Officer 1
Active Duty
1/A/1-7
RRD Staff
13
31
28
I'm going to double check but iit used to be that all the ropes did is add more length options, but without any it just defaulted to the maximum length. Is the helicopter actually equipped with fries? I'm not sure if the initialization on them is set up with that already
Yes the helicopter had FRIES... just didn't work since we didn't have ropes. When I took loads and manually put them in the inventory it did work. It was just a bummer that we got all the way to the LZ insertion point before realizing that we didn't have any ropes on the bird
 
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