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Arma 3: Tactical Realism Feedback Thread - CLOSED

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Maco.D

Corporal
Active Duty
1/B/1-7
Local time
1:19 PM
1,398
1,180
MH-60's on virolathi blow on on start up due to placement in a ditch
 

Hamm.C

Specialist
Active Duty
1/A/1-7
MP Staff
Local time
8:19 AM
917
1,012
The Red Air situation in Domination is pretty ridiculous. Also we really need capable, enhanced base defenses (Phalanx CIWS).

DAP's parking location is bad, leading to crashes/explosions. Helipad is sloped and bird is very close to obstructions that would never be placed near a helipad. These birds need to be placed safely amd appropriatly and helipads either fixed or moved.

Respawn reliability issues with the H-60. Is this on a timer? Does the crashed/damaged one need to be destroyed before it will spawn?

Field repairs dont work at all, even with my toolkit. Pilots/vehicle commanders equipped with a toolkit should be able/allowed to repair their aircraft or vehicle at least up to a "yellow" status so they can at least limp it back to base for full heal.

The return of milsim high-quality MCCs is really great and tons of fun. So glad they're back!
 

Dread.M

Lieutenant Colonel
Active Duty
1-7 HQ
S3 HQ
ODS
Local time
7:19 AM
1,209
1,814
The Red Air situation in Domination is pretty ridiculous. Also we really need capable, enhanced base defenses (Phalanx CIWS).

DAP's parking location is bad, leading to crashes/explosions. Helipad is sloped and bird is very close to obstructions that would never be placed near a helipad. These birds need to be placed safely amd appropriatly and helipads either fixed or moved.

Respawn reliability issues with the H-60. Is this on a timer? Does the crashed/damaged one need to be destroyed before it will spawn?

Field repairs dont work at all, even with my toolkit. Pilots/vehicle commanders equipped with a toolkit should be able/allowed to repair their aircraft or vehicle at least up to a "yellow" status so they can at least limp it back to base for full heal.

The return of milsim high-quality MCCs is really great and tons of fun. So glad they're back!
I enjoy the CAP threat in the missions. Giving constant risk/threat creates something for fixed wing to do consistently. I could see it being a problem if no fixed wing player in the air, but regardless it reminds me of the old times of having to land troops a long way away if Hog wasn’t slotted.

I completely agree that base defenses need upgraded to the phalanx. While flying transport I watched a Yak tank the shots from the vanilla AA tank for a solid 4 passes over the airfield strafing anyone in an airframe.
 
Last edited:

Whitfield.L

Reservist
Reserve
Local time
8:19 AM
1,136
1,042
Can we get rid of the feature rewarding an MRAP after every AO completion at base & replace that with a vehicle spawner, taking points from a player's score like the MHQ?
 

Hamm.C

Specialist
Active Duty
1/A/1-7
MP Staff
Local time
8:19 AM
917
1,012
I enjoy the CAP threat in the missions. Giving constant risk/threat creates something for fixed wing to do consistently. I could see it being a problem if no fixed wing player in the air, but regardless it reminds me of the old times of having to land troops a long way away if Hog wasn’t slotted.

I completely agree that base defenses need upgraded to the phalanx. While flying transport I watched a Yak tank the shots from the vanilla AA tank for a solid 4 passes over the airfield strafing anyone in an airframe.
So I enjoy the cap threat also... it's just a little bit different than what we're used to. It absolutely does mean that eagle is essential for successful transport so whoever's in that slot needs to be on point as a fighter pilot. And like you said it also gives Eagle something to do.
I enjoy the CAP threat in the missions. Giving constant risk/threat creates something for fixed wing to do consistently. I could see it being a problem if no fixed wing player in the air, but regardless it reminds me of the old times of having to land troops a long way away if Hog wasn’t slotted.

I completely agree that base defenses need upgraded to the phalanx. While flying transport I watched a Yak tank the shots from the vanilla AA tank for a solid 4 passes over the airfield strafing anyone in an airframe.

I enjoy the CAP threat in the missions. Giving constant risk/threat creates something for fixed wing to do consistently. I could see it being a problem if no fixed wing player in the air, but regardless it reminds me of the old times of having to land troops a long way away if Hog wasn’t slotted.

I completely agree that base defenses need upgraded to the phalanx. While flying transport I watched a Yak tank the shots from the vanilla AA tank for a solid 4 passes over the airfield strafing anyone in an airframe.
I rather enjoy the cap threat in the missions to... It does keep you on your feet. It also gives Eagle things to do and now makes him vital to the success of Transport missions. I was mainly referring to how some of the red are get so close to base. Last night one got so close in emergency landed at the base right beside the runway. Also read are was flying by the bass and the only way it could be defeated was by technically breaking an r o e rule of shooting on the base. That's the only way we could take it out and that's really what I was referring to. Definitely keep the cap threat
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
7:19 AM
1,305
426
Can we get rid of the feature rewarding an MRAP after every AO completion at base & replace that with a vehicle spawner, taking points from a player's score like the MHQ?
MHQ vehicle spawning functionality always existed even with the base dom files, Think there was thought on a spawner similar to what was made for the ALiVE mission format last year, but its gonna be a lot of Frankenstein throwing random scripts into the mission and working out how it ties to the mission namespace..etc

I think with spawns in general, its gonna be the same problem for each new map/port that we do. Most of the problems I'm seeing isn't so much the domination framework, but more so VT7/Alits have a Opfor Spawn preset that adds a lot more dangerous Red AIR then the Lythium one does.
 

Morrow.J

Corporal
Retired
Local time
7:19 AM
317
354
red air is abundant, I tend to delete like 2/3 helicopter gunships when no fixed wing is on. Especially if the player pop is low
 

Langlois.R

First Sergeant
Active Duty
B/3-7 HQ
Local time
8:19 AM
888
689
For all maps, the F/A-18s need either the large green hanger (like the ones on Altis) or a HEMTT Ammo (not the M977A4-B) in order to set our pylons.

Thank you
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
7:19 AM
1,305
426
For all maps, the F/A-18s need either the large green hanger (like the ones on Altis) or a HEMTT Ammo (not the M977A4-B) in order to set our pylons.

Thank you
Interesting, didn't know it wasn't global for pylon changes with adjacent ACE vehicles.
I put a metric ton of those Huron Ammo Containers on Lythium, do those not work, and only the HEMMT Ammo/Vanilla Tent Hangar?
 

Langlois.R

First Sergeant
Active Duty
B/3-7 HQ
Local time
8:19 AM
888
689
Yeah only the vanilla HEMTTs seem to work... the large green fixed hangers at the NE side of the Telos airfield on Altis are the only other object that gives the "support page" that works but I would suggest the HEMMT ammo as when a pilot gets out of the aircraft alot of the time the fuel depletes to zero and the aircraft is stranded unless there is a Zeus to refuel them.
 

Maco.D

Corporal
Active Duty
1/B/1-7
Local time
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1,398
1,180
Can we get the ability to change out the MH-60 Dap loadout while its on the pad without having to either land on taxi ways to change or drive a ammo truck onto the airfield please
 

Tharen.R

Regimental Adjutant General
Major General
Active Duty
Regimental HQ
Local time
8:19 AM
3,517
4,692
When you’re able to review it later: On Lythium and Altis, have had multiple side missions bug out and not complete. One example is the killing of an HVT side mission. All the enemy AI are dead in the area and it never triggers completion.

I’m loving Domination. Great job!
 

Sweetwater.I

The Man Himself
Colonel
Retired
Wall of Honor
Local time
7:19 AM
1,305
426
When you’re able to review it later: On Lythium and Altis, have had multiple side missions bug out and not complete. One example is the killing of an HVT side mission. All the enemy AI are dead in the area and it never triggers completion.

I’m loving Domination. Great job!
If you screenshot or tell me grid of the marker I can find it and figure it out.

Also, Anyone logged in as admin on the server has the admin scroll menu which allows them to skip a sidemission. That was added on v2
 

Liber.N

CW3
Retired
Local time
3:19 PM
212
225
Lythium changes:
  • Added Huron ammo containers to chopper and jet spawns.
  • Civilians now look Takistanish instead of Greek tourists in Polo shirts.
 

Langlois.R

First Sergeant
Active Duty
B/3-7 HQ
Local time
8:19 AM
888
689
Lythium changes:
  • Added Huron ammo containers to chopper and jet spawns.
  • Civilians now look Takistanish instead of Greek tourists in Polo shirts.
Please be advised that the Huron containers dont allow for the "service menu" option when sitting in the cockpit. Only the Vanilla HEMMT ammo and vanilla hard hangers give this option. You can interact with the jet outside to configure pylons however this does not show which mod the ordinance is from and only some mods work with the clickable cockpit. Example there are four GBU-12s listed but from three separate mods. Without the service menu it's tough to know what mod GBU-12 you have loaded. This could lead to fratricide when the laser is supposed to come on to steer the bomb and it doesn't then the bomb goes off wherever it wants. Please put at least one vanilla HEMMT somewhere on base.

Thank you
 

Liber.N

CW3
Retired
Local time
3:19 PM
212
225
Please be advised that the Huron containers dont allow for the "service menu" option when sitting in the cockpit. Only the Vanilla HEMMT ammo and vanilla hard hangers give this option. You can interact with the jet outside to configure pylons however this does not show which mod the ordinance is from and only some mods work with the clickable cockpit. Example there are four GBU-12s listed but from three separate mods. Without the service menu it's tough to know what mod GBU-12 you have loaded. This could lead to fratricide when the laser is supposed to come on to steer the bomb and it doesn't then the bomb goes off wherever it wants. Please put at least one vanilla HEMMT somewhere on base.

Thank you
reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
 
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