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Arma 3 Tactical Realism 2 Feedback Thread - CLOSED

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Boyd.M

Reservist
Reserve
Local time
10:41 AM
619
881
I am going to add that other than the AI glitches, I also find severe terrain issues on Napf. in HOG with settings at 12000 I get weird terrain clipped if I move farther than 2km from my camera location. the terrain rises up over houses and ai like snow rising up, on either temperate or winter Napf. I personally think Napf sucks.
 

Whitsel.M

Corporal
Active Duty
1/C/1-7
Local time
1:41 PM
201
370
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.
This is primarily caused by the faux AI pathfinding in interiors. It is usually seen when AI is garrisoned somewhere and released. I'm not tracking any changes that would have increased the frequency of garrisoned AI but that may have been done by Zeus as well. Unfortunately, there isn't much we can do about it and if buildings are going to be used by the AI it is going to be a thing, especially on maps using CUP and JBAD assets.

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
Understood. Ropes are being added the Blackhawk and chinook

I personally think Napf sucks.
I can count on 1 hand the number of modded maps that aren't somewhat crap and even those have their misgivings. The ubiquity of CUP assets has led to the ubiquity of CUP problems. That all said, we're always listening for more maps that players might be interested in as it is a relatively easy way to change up gameplay variety.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
1:41 PM
1,098
1,582
Whitsel.M Posting here because the other thread is locked!

Want to thank you for taking the time to reply to my post, really appreciate (and always have) the commitment you all exhibit towards your players.

You asked for specific restrictions I had a problem with. I play a lot of Longshot (or Longshot-style roles) and at the time of my post all weapons had been removed except the M24, which sounds to me now like that was unintentional. Thanks for reverting that change/mistake!

Since I have a forums account now, I might as well provide some bug reports/other feedback:
  • The new vehicle thermals are fantastic, EXCEPT for on the Apache gunship, which currently seems to be bugged. Activating the new thermals while in Apache gunner results in a black-and-white screen without any sort of thermal differentiation whatsoever (and with a fuzzier screen than the base camera as well). I believe this is probably because the new thermal mod isn't overlaying properly with the Apache gunner's forced black-and-white guncam overlay.
  • Tactical Realism 1 had a system for editing vehicle inventories directly that was FANTASTIC—you could even save preset loadouts. (So, for example, you could just spawn a medic vehicle, click loadouts, load your preset containing all your medical supplies/backup weapon/smoke grenades/etc, and then roll out immediately.) If that could be brought to TR2 I think it would be the single biggest one-time improvement that could be made right now!
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
6:41 PM
1,654
1,404
Whitsel.M Posting here because the other thread is locked!

Want to thank you for taking the time to reply to my post, really appreciate (and always have) the commitment you all exhibit towards your players.

You asked for specific restrictions I had a problem with. I play a lot of Longshot (or Longshot-style roles) and at the time of my post all weapons had been removed except the M24, which sounds to me now like that was unintentional. Thanks for reverting that change/mistake!

Since I have a forums account now, I might as well provide some bug reports/other feedback:
  • The new vehicle thermals are fantastic, EXCEPT for on the Apache gunship, which currently seems to be bugged. Activating the new thermals while in Apache gunner results in a black-and-white screen without any sort of thermal differentiation whatsoever (and with a fuzzier screen than the base camera as well). I believe this is probably because the new thermal mod isn't overlaying properly with the Apache gunner's forced black-and-white guncam overlay.
  • Tactical Realism 1 had a system for editing vehicle inventories directly that was FANTASTIC—you could even save preset loadouts. (So, for example, you could just spawn a medic vehicle, click loadouts, load your preset containing all your medical supplies/backup weapon/smoke grenades/etc, and then roll out immediately.) If that could be brought to TR2 I think it would be the single biggest one-time improvement that could be made right now!
I do like that second part could be something interesting to work with
 
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So... Apparently, I am unable to play tac 2 unless I play a certain way. I play medic almost exclusively, its the real fun of being in combat, defending a position while treating casualties and the multi-tasking that goes with that.

Today I join, along with a friend. We both slot up... there is no one else out of the base playing objectives. So we load up a armed Humvee, put a medic crate in, some spare ammo, and a few AT4's, and head out to an intel mark. We make our way there, mark any intel we see along the way (stuff that isn't our mission role, tanks, large groups of infantry etc), we setup an over watch point over the intel marker and by this time another team has stopped playing barbie and decided to come out to the party.

We move in towards the AO, and engage small contacts and continue to engage and re-position to not be in direct action. By this time the other team has now reached the town and are in direct contact, we disengage our miniscule contact, and arrange to meet them and assist their medical needs. We told them we would approach from their north, and we do so. Upon arriving we are ripped for "lone-wolfing", and crossing their line of fire... like being screamed at... By both Cav members and a pub. We explain to them... that we were just playing the game, and that it isn't our fault that there was no one else playing the objective when we left, and that playing as an ATLAS team is does not mean we are "lone" wolfing. We have just our C7 and C8 rifles, and side arms... we are not "ubering"...


After the engagement we are told that we should just sit at base until other teams go out and require us... no offense... but for a public server... no.... not going to happen... I don't use my spare time to play games to sit at a base and wait to be called in for medical support... I'm able to carry a gun in game, so I'm going to use it, while playing my role...
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
6:41 PM
1,654
1,404
I request that you forward that and names to a MP because that is not on at all. Nothing is forcing you to stay at base at all. Anyone who says that is wrong
 

Maco.D

2nd Lieutenant
Active Duty
1/B/1-7 HQ
RRD Staff
Local time
6:41 PM
1,654
1,404
Johnson.C I have asked in the discord mp channel for a MP to contact you. If anyone has a issue with a Cav or public player please contact a MP on either teamspeak or discord. Everyone is expected to treat everyone with respect regardless even if someone may or may not be in the wrong .
 
Local time
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Johnson.C This thread is not for having issues with other players on the server. This tread for issues to game related. EX: feedback, issues with loaouts, adding slots, etc. If you have issues please contact someone from the MP department/ TS3. Or in the website https://7cav.us/forums/issues-with-the-7th-cavalry.5/
Its a feedback thread dealing with tac 2... Directly relating to the changes in gameplay that have been implemented recently that govern how S3 wants us to be operating in the server(issue with loadout and slots). Being a non cav member I'm pretty limited in where I can post on the forums.
 

Whitsel.M

Corporal
Active Duty
1/C/1-7
Local time
1:41 PM
201
370
You asked for specific restrictions I had a problem with. I play a lot of Longshot (or Longshot-style roles) and at the time of my post all weapons had been removed except the M24, which sounds to me now like that was unintentional. Thanks for reverting that change/mistake!
Sure thing. In response to feedback, the marksmen rifles have been added to the infantry (previously exclusive to longshot) and thermal optics were added to longshot. The PAS-13 has been added for all kits.

The new vehicle thermals are fantastic, EXCEPT for on the Apache gunship, which currently seems to be bugged. Activating the new thermals while in Apache gunner results in a black-and-white screen without any sort of thermal differentiation whatsoever (and with a fuzzier screen than the base camera as well). I believe this is probably because the new thermal mod isn't overlaying properly with the Apache gunner's forced black-and-white guncam overlay.
I would need to play around with it but it is likely a similar issue to what the Sabre experiences due to the bizarre implementation of RHS thermals. A3TI does have some CBA settings to combat this by effectively removing vanilla thermals entirely and removing the grain effect from RHS vehicles. We decided to leave these optional for the client because players not familiar with the new thermals thought that we had removed thermals from the server entirely thanks to the strange default keybinds. For anyone unaware, your client settings can be changed by navigating in your [ ESC ] menu to [ Options ] -> [ Addon Options ] and selecting A3TI in the drop-down menu. Ensure that you have selected the [ Client ] tab to change your settings. Unfortunately, we have been experiencing some strange behavior at times where the server still tried to overwrite client settings and we are working to rectify that issue.

Tactical Realism 1 had a system for editing vehicle inventories directly that was FANTASTIC—you could even save preset loadouts. (So, for example, you could just spawn a medic vehicle, click loadouts, load your preset containing all your medical supplies/backup weapon/smoke grenades/etc, and then roll out immediately.) If that could be brought to TR2 I think it would be the single biggest one-time improvement that could be made right now!
Honestly, Tac1 was without a doubt the most impressive mission file I've ever seen. We had previously put the effort in to incorporate some of its features but frankly, it was over most of our heads at the time. I do still maintain a copy of the mission files JB worked so long on and will hopefully be learning more from them to improve what we have and incorporate new features. We did just finish a small overhaul of our vehicle initialization to try to make them better prepared. All vehicles in the motor pool should spawn with 2 spare wheels, a better inventory, and an ammo crate preloaded. Medical vehicles also now spawn with 2 medical crates preloaded and increased medical supplies in the inventory. Many vehicles have also seen improvements to their ammo with the M240 MATVs getting 1200rnd belts, M2 MATVs/MRAPs getting 200rnd belts, and strykers getting 400rnd SLAP belts.

like being screamed at... By both Cav members and a pub
If you are experiencing public or Cav members acting offensively I highly recommend you speak with an MP or their chain regarding their decorum. You have been around the Cav long enough to know that we do not endorse such behavior by any of our members. It is incumbent upon us all to ensure that all players are respecting our Code of Conduct.
 

Sutodoreh.W

2nd Lieutenant
Active Duty
2/A/1-7 HQ
S7 HQ
Local time
1:41 PM
1,098
1,582
Honestly, Tac1 was without a doubt the most impressive mission file I've ever seen. We had previously put the effort in to incorporate some of its features but frankly, it was over most of our heads at the time. I do still maintain a copy of the mission files JB worked so long on and will hopefully be learning more from them to improve what we have and incorporate new features. We did just finish a small overhaul of our vehicle initialization to try to make them better prepared. All vehicles in the motor pool should spawn with 2 spare wheels, a better inventory, and an ammo crate preloaded. Medical vehicles also now spawn with 2 medical crates preloaded and increased medical supplies in the inventory. Many vehicles have also seen improvements to their ammo with the M240 MATVs getting 1200rnd belts, M2 MATVs/MRAPs getting 200rnd belts, and strykers getting 400rnd SLAP belts.
Yeah, JB really outdid himself! I suppose the other advantage for you of looking into a similar vehicle loadout system would be removing the burden from you and the other server maintainers of having to constantly tweak/modify vehicle inventories from the back-end.
For anyone unaware, your client settings can be changed by navigating in your [ ESC ] menu to [ Options ] -> [ Addon Options ] and selecting A3TI in the drop-down menu.
Thanks a lot for the tip!
 

Law.S

Reservist
Reserve
Local time
12:41 PM
225
324
Atlas-1 and Atlas-2 should never be pushing AO's with a humvee with 2 people in it at the front of the assault. That role is not to be used as "gunslinger with medical permissions". Especially when we had something coordinated.
Abusing a role because you have a gun is a silly excuse aswell. If you really wanted to play the role in it's design you would employ that weapon as a means to protect yourself or the person you are treating. By attacking an AO in a Humvee loaded with AT4 and ammo without coordination or support is blatant abuse of the role and special permissions granted by the role, as it just makes you more likely to survive by yourself without the need of anybody else on the server - something a support role should not be.
Unfortunately this is what has become normal on Tac2 over time, but is disruptive to people looking to play within specific roles as part of a platoon. If you enjoy playing the role as it is supposed to be played, which is - in support of infantry when casualties are taken; then i appreciate that you take on a thankless role. But when you take the slot for the permissions and play it outside of your role, you take away from players who slotted in within infantry squads, tanks, air assets, and ultimately somebody who actually wants to play as a medic attached to a fireteam/squad.. There was a Sabre, a Gunslinger, a Longshot, and an Atlas-4 that all stuck to their role and played together. You yourself chose to leave base without coordinating with anybody else, so that you could shoot AI. I had a Stryker with 12 people in it, who commented on the "Atlas-2 Humvee that just blew past us towards the Intel." Your statement claiming that you did not leave base after us is false, in fact you had no intention of coordinating with other assets at base; as we were obviously getting Gunslinger-1 formatted under Dr.Weird and you never made any intention clear on what you wanted to do or how we could've worked together (I get this, tac2 has been THIS forever, so i get it).. Many people within that squad were upset that you had just rushed the AO aswell...

The server is not a personal playground, it is sold as Tactical Realism by a Milsim Community, and as such is to be upheld in that way for people seeking that play style within Arma3; or it begins to turn these people away - as it has for many years, which you and I, as long time players - can honestly agree upon I'm sure.
As for sitting at base and waiting for "call-ins", no. That is not what I want for any role, and I absolutely understand it's a game and that will never hold up. That is a very extreme view of that slot and one I disagree with. However, if you indeed wanted to leave base early, then you should've at least informed Dr.Weird(as SL of Gunslinger-1 - and you as his support element) of your intent and plan. But never should Atlas1 or 2 be pushing into objectives to assault and complete them - and especially not when there are ~20 players making a coordinated push using multiple assets.



If any MP would like to speak with me about the matter at hand, please do. I can also provide many names that were present, although there was never any yelling or disrespect from any members or pub player.
Beautifully stated!
 
Local time
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Atlas-1 and Atlas-2 should never be pushing AO's with a humvee with 2 people in it at the front of the assault. That role is not to be used as "gunslinger with medical permissions". Especially when we had something coordinated.
Abusing a role because you have a gun is a silly excuse aswell. If you really wanted to play the role in it's design you would employ that weapon as a means to protect yourself or the person you are treating. By attacking an AO in a Humvee loaded with AT4 and ammo without coordination or support is blatant abuse of the role and special permissions granted by the role, as it just makes you more likely to survive by yourself without the need of anybody else on the server - something a support role should not be.
Unfortunately this is what has become normal on Tac2 over time, but is disruptive to people looking to play within specific roles as part of a platoon. If you enjoy playing the role as it is supposed to be played, which is - in support of infantry when casualties are taken; then i appreciate that you take on a thankless role. But when you take the slot for the permissions and play it outside of your role, you take away from players who slotted in within infantry squads, tanks, air assets, and ultimately somebody who actually wants to play as a medic attached to a fireteam/squad.. There was a Sabre, a Gunslinger, a Longshot, and an Atlas-4 that all stuck to their role and played together. You yourself chose to leave base without coordinating with anybody else, so that you could shoot AI. I had a Stryker with 12 people in it, who commented on the "Atlas-2 Humvee that just blew past us towards the Intel." Your statement claiming that you did not leave base after us is false, in fact you had no intention of coordinating with other assets at base; as we were obviously getting Gunslinger-1 formatted under Dr.Weird and you never made any intention clear on what you wanted to do or how we could've worked together (I get this, tac2 has been THIS forever, so i get it).. Many people within that squad were upset that you had just rushed the AO aswell...

The server is not a personal playground, it is sold as Tactical Realism by a Milsim Community, and as such is to be upheld in that way for people seeking that play style within Arma3; or it begins to turn these people away - as it has for many years, which you and I, as long time players - can honestly agree upon I'm sure.
As for sitting at base and waiting for "call-ins", no. That is not what I want for any role, and I absolutely understand it's a game and that will never hold up. That is a very extreme view of that slot and one I disagree with. However, if you indeed wanted to leave base early, then you should've at least informed Dr.Weird(as SL of Gunslinger-1 - and you as his support element) of your intent and plan. But never should Atlas1 or 2 be pushing into objectives to assault and complete them - and especially not when there are ~20 players making a coordinated push using multiple assets.



If any MP would like to speak with me about the matter at hand, please do. I can also provide many names that were present, although there was never any yelling or disrespect from any members or pub player.


Well that is plain false. When we left base there was no units out aside a saber driving around not responding to our hails. We drove out to the AO and had an over watch and were communicating with Gunslinger when they got there, not to mention that we radioed in an MBT along the route when we saw the gunslinger element leaving main and 5-8km behind us. An MBT that we didn't engage as we could avoid it and it wasn't our job to deal with it unless we couldn't avoid it, thus proving the point that we don't just go out and "uber" .

We didn't touch the Intel, nor did we start hostilities. We took fire from over 500m away via a BTR, and our course of direction was to move to cover which was closer to the town as their were concrete buildings for cover rather than trying to go up hill away from the AO with a BTR firing at us. You, Dio, are also not the person who was screaming at us. We left base alone sure... guess what, I have a finite time on this earth and even more finite amount of time to game... I can't spend my few hours a day waiting for 15 people to play Barbie, shoot the sh!t and eventually wait for someone to herd cats. I play a medic, and it as though I'm a medic who carries a rifle. We had 4 AT4's in our humvee... not exactly going out to kill everything in our path... maybe just enough to defend ourselves (we used 2 of them over nearly 3 hours of gameplay FYI)... When the shooting started and Gunslinger elements came into town, we made a route, transmitted our plan to return to the units (Specifically told them we were coming in from their north and away from anywhere near the intel), and followed that plan... and when we did, we were accused of crossing a line of fire and began being screamed at by the other "party". Once all the units were there, we had no issues taking the end of the line in the column that advanced to the Intel and patching people up along the way.

Of course I want to shoot AI... its a game with guns and AI that wants to shoot at me... I also want to help other players stay alive, hence the Medic... I feel I spend a majority of my time bouncing from player to player, stitching, giving fluids, or full on MASS CAS treatment... in an average session I'll be lucky to actually use 2-3 stanag magazines on actual enemy units...

Its a public server... not the full on Cav private servers with legitimate op's with designated leadership hierarchy, massive pre-plans set forth that must be followed to the letter... that's just overkill for a public server and far too much to police. There is going to be some "fly by the seat" of your pants moments... 2 guys going out doesn't constitute a "crime" that was worth being screamed, swore, and ridiculed at... I also noticed near the assault of the 3rd cache a Little bird (piloted by a CAV member) just opening up on what ever he saw, as we were the only troops in the area to have eyes on and we didn't call him in (again while ATLAS 2 was holding a safe location nearby awaiting troops to return)... and I didn't hear any screaming or swearing at that pilot over coms...

Why is this a big deal... because 2 weeks ago before the latest updates and hardline policing of gear, this was a rare issue that never escalated to such a scale as today. Everyone has their knickers in a knot over what somebody (who isn't themselves) MUST do or, MUST have... Not to mention I still see players (again CAV members) doing whatever the heck they think is hilarious... driving around in forklifts and massive "tonka" dump trucks (or towing them and smacking them into other players), dressing up in ridiculous getups (full on white camo in a summer map so much for "milsim"), being infantry with bright red overalls and painted chopper pilot helmets, yet I'm am severely chastised for getting to the AO, before other people, and getting back to friendly units when they arrive?

As to the "Waiting at base for callin's"... that isn't/wasn't my idea... that is literally what was screamed in my face by a player along with the F-bombs, after we rejoined the unit after it arrived after not trying to take the AO by ourselves, after not engaging enemy armoured vehicles, after attempting to treat wounded players that were being picked up and moved for no reason by the offending party other then to stop us treating them...
 
Local time
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4
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It boils down to this, in the 6 plus years I've been playing on 7Cav servers, having a blast, not once have things such as this been an issue. And regardless of whatever ANYONE thinks should be followed in this server, and the opinions are VAST, what rules were broken by Johnson's and my actions? I keep looking over the rules for the server, the rules that have been the same in the entire time I've been playing on 7Cav servers and just can't see what we broke. Its not the play style some of you like, I get that, but quite frankly, I don't care. In our medic role, we still rolled in to assist gunsligner even after being berated and yelled at, called children and whatever else and filled our role. Yes, we might go out and attack an AO, as we have for years, but we'll still be there to help despite what some of you think of our play style.
 

Grimm.J

First Sergeant
Retired
Local time
1:41 PM
15
80
Atlas-1 and Atlas-2 should never be pushing AO's with a humvee with 2 people in it at the front of the assault. That role is not to be used as "gunslinger with medical permissions". Especially when we had something coordinated.
Abusing a role because you have a gun is a silly excuse aswell. If you really wanted to play the role in it's design you would employ that weapon as a means to protect yourself or the person you are treating. By attacking an AO in a Humvee loaded with AT4 and ammo without coordination or support is blatant abuse of the role and special permissions granted by the role, as it just makes you more likely to survive by yourself without the need of anybody else on the server - something a support role should not be.
Unfortunately this is what has become normal on Tac2 over time, but is disruptive to people looking to play within specific roles as part of a platoon. If you enjoy playing the role as it is supposed to be played, which is - in support of infantry when casualties are taken; then i appreciate that you take on a thankless role. But when you take the slot for the permissions and play it outside of your role, you take away from players who slotted in within infantry squads, tanks, air assets, and ultimately somebody who actually wants to play as a medic attached to a fireteam/squad.. There was a Sabre, a Gunslinger, a Longshot, and an Atlas-4 that all stuck to their role and played together. You yourself chose to leave base without coordinating with anybody else, so that you could shoot AI. I had a Stryker with 12 people in it, who commented on the "Atlas-2 Humvee that just blew past us towards the Intel." Your statement claiming that you did not leave base after us is false, in fact you had no intention of coordinating with other assets at base; as we were obviously getting Gunslinger-1 formatted under Dr.Weird and you never made any intention clear on what you wanted to do or how we could've worked together (I get this, tac2 has been THIS forever, so i get it).. Many people within that squad were upset that you had just rushed the AO aswell...

The server is not a personal playground, it is sold as Tactical Realism by a Milsim Community, and as such is to be upheld in that way for people seeking that play style within Arma3; or it begins to turn these people away - as it has for many years, which you and I, as long time players - can honestly agree upon I'm sure.
As for sitting at base and waiting for "call-ins", no. That is not what I want for any role, and I absolutely understand it's a game and that will never hold up. That is a very extreme view of that slot and one I disagree with. However, if you indeed wanted to leave base early, then you should've at least informed Dr.Weird(as SL of Gunslinger-1 - and you as his support element) of your intent and plan. But never should Atlas1 or 2 be pushing into objectives to assault and complete them - and especially not when there are ~20 players making a coordinated push using multiple assets.



If any MP would like to speak with me about the matter at hand, please do. I can also provide many names that were present, although there was never any yelling or disrespect from any members or pub player.
So this is an issue that has come up before, and something I dealt with personally as 1SG when I was active with new recruits coming in, as well as troopers in 1st Batt trying to form things to their perspective without understanding the bigger picture, the MOSs they question, or how to use their abilities efficiently, that is extremely necessary for the continuation of a joint operation or multiple movements.

As Cav members, those of E-4 and above, or those that are consistent in being leadership, it is your duty to help shape both the members of the server and the actions of the server as well. If there is low population, and you do not agree with how someone is doing their role, reach out and tell them, and compromise to something that benefits both teams or adjust your own action plan. There have been points where the coordination of even the infantry is slow enough that it drags out actions and people get impatient, it is a public server, you cant control everyone's actions consistently. Sometimes, you need to adapt, overcome, and focus on the main point of the server, having fun across the board.

Making sure people play to their roles, means bringing up points that progresses the understanding of the role for those that pick it up, this is the overall and main idea behind this server. Because it is only as orderly and coordinated as those who put effort into it, making sure everyone is on the same page, being inclusive, and focusing on bringing everyone together.

For medics, they are combat effective troopers, but they also need to be protected because they are medical personnel. They don't stay at base, but making sure they understand that pushing forward by themselves is dangerous for the infantry that require their support and in turn need to support them.

When these players enter the Cav, they take their idea of the MOS with them into it, and making sure we reinforce the abilities, skills, and methodology for their MOS is necessary to make sure recruiting is concrete for those that enter the Cav. So coming down on players not doing correctly is not the way to go, but giving them advice to be better and help them form themselves into better ideology of their job, makes for better troopers, better recruits, and better medics.

This comes down to the main points I had about Tac2 and MOSs, we need to make sure players understanding the roles they play and how they relate to how the Cav works. When recruits come into the Cav asking about EOD, Artillery, and secondary aspect skill models that no longer have MOSs or pathways in the Cav, it makes it hard to retain those players. So I do not agree with having artillery under Atlas-4, EOD supported missions due to no one having training in it due to recruits looking for it and then being told the pathway was closed over a year ago and no unit in 1st Battalion supporting both jobs [Arty, EOD]. If we wish to continue to utilize artillery, I suggest having separate slot(s) that their job is strictly Arty, they can work with Atlas-4 for FOB locations, but it allows for clear callsigns on BLUFOR Tracker but allow clear utilization of the assets available being the Mk6 Mortar, M1906 Paladin, Serena LRMS, and the HEMMT Maneuvered Cluster LRMS. Seeing each of these requires someone to be on radio for usage, but can be used more often then they are currently for infantry support and the ability to suppress large areas to cover ground movements of clear LZ before touchdowns.

When we do Recon missions we also need to make sure we make it not only fun but informational for those that partake, again due to it not having pathways or MOS training that will help with retention, so we need to be beneficial and symbiotic in our actions between Cav members and public players, focusing on fun, inclusive nature, and pushing ourselves into a better variant of ourselves.

This also falls into the current restrictions and gameplay in the server, we need to make sure Zues's don't just shut off AI when an MCC takes place, the option of joining an MCC makes for a better show then forcing people into it. Otherwise players are likely to avoid it, d/c, or become resentful to those of the S3 staff that just want to make missions for people. This also comes into the point that most missions don't need to be long and drawn out, it is beneficial for most scenarios to just enhance AOs and intel markers for approaching units, therefore we have an inclusive movement, it encourages coordination, lowers the workload for Mission Makers and allows for one hell of an experience.

My final point is that we need to think outside of the norm when it comes to us restricting loadouts, weapons, and such. Scripts cause bugs, and the common sense idea of restricting should be the main point. Both of which I am seeing done well, but having separate boxes for different slots opens things up for additional issues with arsenal access, due to script errors or perm issues. It comes down to the leadership to make sure troopers and public members alike utilize common sense loadouts based on the objective, enemy present, and overall battleplan. So I suggest we continue with a simpler solution to the restrictions, but make sure our members when online, be their best and help public member be their best as well, even if its not the same way you would do things.

I look forward to continuing my time on Tac2 and seeing what we can create, but we need to make sure we are all doing our part to not only help grow our own troopers, but those that are interested in the Cav have a clear picture of how we do things by us setting the example and bringing in players that enjoy us and our methods, making it easier to recruit, easier to play, and overall better atmosphere for the betterment of the Cav as a whole.
 

Boyd.M

Reservist
Reserve
Local time
10:41 AM
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I really think we need to stop saying things like "I've played here for years and this isn't a problem" 95% of the Cav member base would disagree. We are sick of lone wolves, medics running as gunslinger so they can heal themselves. I personally am making an effort to enforce slotting, if you're slotted as a medic, I expect you to respond to calls, and I expect you to NOT come rushing through the enemy lines at us for that call, know your roll and play it, if you want to be front lines, be gunslinger. This is a milsim community, not a sandbox server. If you're slotted as a Medic, play a medic, or you'll be removed from that slot as per SOP. If you choose a support role, play it.
 

Dio.B

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I have since deleted my post as it takes away from the thread's intent which is to provide feedback for S3 and the path this thread is headed down is just not constructive.
I apologize for the manner I may have come across, if at all abrasive then it went beyond my intent.
I would ask that we all keep this thread focused on constructive criticism for S3 rather than getting off hand and possibly inviting negativity.
 
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