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Arma 3 Tactical Realism 2 Feedback Thread

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Sypolt.R

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S6 Staff
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2/B/1-7
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I noticed also there is one particular intel mark on Napf in the far northeast island. This one suffers from a similar issue as the islands on Tanoa, unreachable without air assets online. Any chance of that intel being removed from rotation or a couple boats being added there too? (tbh i'd be a fan of the boats on every map surrounded by water, water insertion is fun)
 
Hello everyone, I know, that I'm not a full unit member, but I enjoy playing on your server a lot. So I would like to give a mod suggestion for the Firewill A-10C.
I used to fly it very often and sometimes I feel, that the main GAU sound is... 'ehh' you know? JSRS Sound can't provide enough feeling of the power with the modified vanilla sound, regular standard Firewill's one is just a mess, that sounds like a furious fart or smth. :DD

So... what do you gentlemen think about adding this stuff as a non-mandatory client-side modification, to improve the gun and overall sound for this particular aircraft unit?
It would provide the immersion not only for the pilots but mostly for the people on the ground, who'd be able to hear a quite realistic sound of the gun run during the fire mission
Here's a link to the mod :
 
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McMaster.G

Specialist
Active Duty
1/C/1-7
S7 Staff
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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.
I didn't realize, my bad I'll move it to the other forum.
 

McMaster.G

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WHY DOES TITAN OUT OF EVERYTHING NOT HAVE ARSENAL??? I can fully understand why Hog and stuff can't use the arsenal, but why Titan? Titan is one of the only pilot slots that I would say even need the arsenal if you're gonna be just needlessly removing stuff anyways. Not only can I not get certain weapons and equipment for infantry if they need it, but if I go down I'm literally defenseless, I don't even get a pistol. I get the fact that you can find equipment in boxes and stuff, but there's so much I can't get from those boxes, and it's so much more simple to use Arsenal for loading custom stuff for troops. The way I see it, there's not even a point in having the empty boxes at the spawner anymore, I can't fill them up with special drops or stuff because I can't get anything in the arsenal. Like what, am I meant to ask buffallo each time I want to drop some infantry some extra weapons? Or spare barrels? explosives? I can go on for a while with these. I rarely see anyone else ever flying Titan aswell, and I never usually run dumb stuff Titan shouldn't have when I run titan, so I don't understand why this was even implemented in the first place, other than just restrict Titan because hog is restricted aswell. I fully understand (most) of the restrictions so far, but this just makes no sense and is so counter intuitive.
 

Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
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WHY DOES TITAN OUT OF EVERYTHING NOT HAVE ARSENAL??? I can fully understand why Hog and stuff can't use the arsenal, but why Titan?
Are you saying you do not have any access to the arsenal? That should not be the case for any slots. This is why we need stuff like this reported on here instead of just being complained about. We can't fix what we don't know about
 

Sypolt.R

Specialist
Active Duty
S6 Staff
MP Staff
2/B/1-7
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Are you saying you do not have any access to the arsenal? That should not be the case for any slots. This is why we need stuff like this reported on here instead of just being complained about. We can't fix what we don't know about

Hog also has no arsenal access
 

McMaster.G

Specialist
Active Duty
1/C/1-7
S7 Staff
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Are you saying you do not have any access to the arsenal? That should not be the case for any slots. This is why we need stuff like this reported on here instead of just being complained about. We can't fix what we don't know about
Apologies, I was told the change was intentional.
 

McMaster.G

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Sypolt.R

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I was also told it was intentional to prevent pilots going as infantry, which I relayed to McMaster. Sorry for the confusion.
 

LaCombe.M

Major
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C/1-7 HQ
S7 Staff
S3 Staff
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So, first of all, I want to thank all the devs who put in the work to make this server what it is. I don't think you guys get the credit you deserve knowing the number of man hours this stuff takes. So thank you.

One thing I've noticed is the scale of AI when the server is at a very low pop, say in the single digits. Here's a few screenshots showing individual players going up against over a platoon of infantry by themselves. Is there an easy way to drop the ratio of blufor to opfor a bit to make things a little more forgiving when the server isn't popped? Even if they were working as a team instead of lone-wolfing, 2-3 people going against over a platoon is suicide.

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Whitfield.L

Corporal
Discharged
176
141
98
I'd suggest bringing back BANSHEE and her slots. The Bradley can fill both the roles of a Stryker & Abrams as a Troop Carrier, Recon Vehicle & Armor Asset making it very effective especially during the recent low population days.

And what's up with the MCCs? Saw a lot on beforehand and the Zeuses did a great job of making excellent & balanced missions, while also populating the server. Would be great to get back to those days & truly use Tact 2 to its fullest potential!
 

Maco.D

Corporal
Active Duty
1/B/1-7
96
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I went to mech Monday and the mission type of being a progressive type is one that i feel would suit tac 2 quite well that would atlas help Atlas in terms of making farps a more long staying thing and not a quick moving to be able to be made in a more central position.

Also could we have the tents that can be made from a backpack be able to be given medical perms to allow people who are in a CLS slot to medic perms might make people not hog all medical slots
 
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Sypolt.R

Specialist
Active Duty
S6 Staff
MP Staff
2/B/1-7
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Not sure when it changed but the Atlas-4 crates such as the logistics ammo module no longer offer arsenal support
 

Sypolt.R

Specialist
Active Duty
S6 Staff
MP Staff
2/B/1-7
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Might off been taken off cause people were using Atlas 4 just for that module.

I had that thought as well but after my previous misunderstanding about bug vs intended change I just wanted to report it in case it was in fact a bug. It severely limits the usefulness of fob building since players spawning there will be unable to adjust kit.
 
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Whitsel.M

Sergeant
Active Duty
S3 HQ
1-7 Support
106
183
98
So, first of all, I want to thank all the devs who put in the work to make this server what it is. I don't think you guys get the credit you deserve knowing the number of man hours this stuff takes. So thank you.

One thing I've noticed is the scale of AI when the server is at a very low pop, say in the single digits. Here's a few screenshots showing individual players going up against over a platoon of infantry by themselves. Is there an easy way to drop the ratio of blufor to opfor a bit to make things a little more forgiving when the server isn't popped? Even if they were working as a team instead of lone-wolfing, 2-3 people going against over a platoon is suicide.

dec296488267894ee589666fb0852979.jpg

d08b7a217412ca63abe5f60e7b3811fe.jpg

9f6328e64da6165e493a0f192872ddad.jpg
This is something we've been working on a total revamp for. Unfortunately with the current systems such scaling just isn't feasible, so we're working on an Invade & Annex that has better capacity to provide multiple types of objectives and scale enemies to the player count and assets. We're kinda coming full circle at this point but I have high hopes for what we can achieve with this.

I'd suggest bringing back BANSHEE and her slots. The Bradley can fill both the roles of a Stryker & Abrams as a Troop Carrier, Recon Vehicle & Armor Asset making it very effective especially during the recent low population days.

And what's up with the MCCs? Saw a lot on beforehand and the Zeuses did a great job of making excellent & balanced missions, while also populating the server. Would be great to get back to those days & truly use Tact 2 to its fullest potential!
This is certainly a possibility and we'll look into adding it when we switch to the new mod pack.



On that note, we are preparing for a mod pack switch in the coming weeks. We're looking to tone down the overall number of mods to be something more accessible. While we don't anticipate any further changes at this time this is our tentative list.


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