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Arma 3 Tactical Realism 1 - Strongpoints Mission Feedback

Discussion in 'Public General Discussion' started by Dakota.N, Jan 21, 2018.

  1. Hamm.C

    Hamm.C A/1-7 Trooper Specialist Active Member

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    So to me this is a cause and effect issue, and I'm sure we will see negative net results. Perhaps I'm wrong but this is kind of like saying "we weren't trying to kill him, we just shot at him a lot and he died." Because, this is by definition nerfing, no matter what the intent. But anyway...

    Question: Have the weapons ranges of enemy AA been reduced OR have the AA spawn rates been changed (including MANPADS)? OR, do they remain the same? What about armor? Less concerned about armor than I am AA, because armor isn't nearly as threatening to aircraft as AA. Perhaps I missed something in an update.
    Because: If enemy AA weapons ranges and spawn rates currently remain at their traditional lethality levels, I don't think HOG has a chance in hell. Altis obviously had much less Terrain challenges and overall vegetation. So, now these threats can be even more hidden and evasive and mixed in with the overall clutter of the terrain. Further, now HOG will be exposed more than ever due to much more complex flight profiles that will be required (constant breaking, constant jinking, extreme NOE, extreme dives, extreme steep climb-outs [like Batman did at Gotham Cathedral "He stole our balloons!" -Joker]). And now that HOG is going to have serious challenges with dealing with AA threats (i.e. like getting shot down all the time) transport helos' vulnerability just skyrocketed. Since Tac1 is so heavily customized, are the published weapons ranges, like in ARMA3 fandom, the same as in Tac1 ( https://armedassault.fandom.com/wiki/ArmA_3 )? If not, do we have a reference document available to know what current weapon ranges are? Pray tell.


    Well this is certainly true. With the exception of Tactical Thursdays, you generally don't have leaders very much. I can think of a couple of regulars that will do it, but generally, teams get dropped off and advance on AO's en masse or in cells. There isn't really an established strategy other than 'kill bad guys and destroy equipment if you get around to it.' I will say there is coordination between players, which is great. "Leadership" in Tac 1 is more like the Borg collective; generally there is no singular leader, it's a hive where everybody works together. So we do have *some* regulars that perform in leadership roles, at least they do it on Tactical Thursdays. It would be cool if on nights when we have higher server population we could take a moment, and consolidate forces under a few leaders so they are not so splintered. And on the higher server pop nights, you are much more likely to find willing leaders.

    Lastly, I love the blackfoot, in either role, and would love to fly/gun it more. Problem with making it the primary anti-armor, AA platform is that it's not always easy to find somebody that is available or willing or competent to crew the a/c with you.
     
  2. Sims.M

    Sims.M Recruit Discharged

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    I have personally thought of this as changing the primary role rather than nerfing. Yes Hog1 has lost its macers, but it now has more weapons to kill infantry threat. If you decide that this falls within the definition then yes we nerfed Hog1, but this seems like the simplest and best solution to the issue we had.

    So far nobody has offered an alternative, so I doubt it will change until we have some real time testing it.

    No, AA has not be changed. AAA only arrives if we bring CAS, and the CAS assets that they arrive in response to have no issue destroying them, this includes Hog1 as tested on the live build. Manpad weapons spawn randomly and should be no more dangerous to transport helicopters.

    In the next update, there will be a change to what Hog1 faces while in the air, it currently sees MBTs, but this was not intended and will be changed to IFVs and lighter in the next update.

    If we don't bring CAS, then they don't bring armor or air. So if nobody is willing or competent enough to fly the blackfoot then we don,t have to worry about armor or AAA.
     
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  3. Jake P

    Jake P

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    I've Been more interested in piloting the Blackfoot lately. Especially since there are 2 now. I think it would be a blast to have both out if we can get all 4 slots filled and own the skies.
     
    Hamm.C likes this.
  4. JBJB

    JBJB

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    Release Notes for Strongpoints 1.5.1

    Changes

    1. The automated heavy lift system should always place vehicles on roads.

    2. The transport aircraft area has been reorganized to include the transport Blackfish.

    3. A teleporter should link the logistics area and the transport aircraft areas.

    4. Paramedics should no longer start with a white uniform.

    5. Combat support should spawn inside the large hangar that holds the attack helicopters.

    6. Raider-2 (Blackfoot) should have dazzle camouflage.

    7. The Blackfoot attack helicopters should have ASRAAM AA missiles instead of SCALPEL ATGM missiles.

    8. Double counterattacks should not take place in areas shared by LDF and CSAT.

    9. Double mortars should not take place in areas shared by LDF and CSAT.

    10. Enemy snipers should be placed such that they are able to cover the center area of an operation.

    11. Enemy satellite communication stations will use a stripped down version when space is not available for the full-sized station.

    12. Mission parameters permit self revive to be configured as enabled, disabled, or enabled only for medics.

    13. After respawning, mission controllers should no longer lose their menu action that controls invulnerability.

    14. The mission controller command "mc camera player" should allow the named player to access spectator mode. Players should be able to press their CONFIGURE-CONTROLS-KEYBOARD-Zeus Zeus keyboard binding (default: Y) to enter and exit spectator mode.

    Bug Fixes

    1. LDF soldiers should no longer be treated as friendly forces in "player down" messages and in scoring.

    2. Xi'an transport aircraft should no longer be armed. This fix should also prevent them from landing.

    3. Static trucks should again be left behind at the end of each operation. There is a known bug that ALL static trucks will be unlocked.

    4. The AK-12 GL (lush) should be available to grenadiers and squad leaders.

    5. The SGT-level player command "pl paradrop" should work correctly to perform a commanded paradrop of all passengers in a Ghosthawk, Huron or Blackfish. Note that flight envelopes are enforced, meaning that requesting a static line paradrop or a HALO paradrop outside of the normal drop conditions will generate an error. An aircraft that departs from the appropriate drop conditions will interrupt a drop.

    6. Hexes and names of "Units that are friendly" and "Players that are friendly" should display the same as a unit not in group.

    7. Camo netting and tents should be matched to the faction using them.

    8. The base green zone should work as expected for logistics specialists and JTAC (the two types of drone operators).

    9. The base Marshalls' main gun rounds should fire from the coax mount and produce smoke from the end of the main gun barrel.

    10. Infantry, vehicles and objectives should not spawn on railway lines.
     
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  5. Janus

    Janus

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    I say the following two things as a primary CAS pilot.

    First, the Wipeout is by all measurable sense of the word, OP as hell. The only thing that can reliably take it out is fast air or maybe a Kajman if it can sneak up on it. Otherwise it is incredibly easy to use it as a standoff weapon platform to fire bombs and bullets accurately into an AO without ever exposing yourself to AAA or MANPADs. In fact, HOG can take several hits from missiles and still limp back to base; I've done it. (Well, in fairness I landed on the highway next to the Telos airbase, but still..) You can wipe out entire AOs in seconds if it was free fire.

    Secondly, remember that CAS is my primary love and joy so when I say that I would be fine with HOG being removed altogether and used only for Tactical Thursday events when wanted by the mission planner is not just acceptable to me, but actually preferential. You have no idea how many times that thing just ends up strafing friendlies or free-firing the AO because A) they didn't read the rules, B) some guy gave them free-fire permission a half hour ago, or C) they just don't care. The thing provides its own targets so if it went away, we wouldn't miss it. At this point it just causes more problems than it is worth.

    Two Blackfoots are perfectly capable of providing AT support while actually forcing players to work together to even use one. In fact, they're more reliable and desirable in Tanoa because of the mountainous terrain. And the Blackfish has always been there as long as CAP is on guard.

    However, not my call, just my opinion.
     
    JBJB likes this.
  6. Hamm.C

    Hamm.C A/1-7 Trooper Specialist Active Member

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    Okay, so Hog was obviously built strong to take hits, we all know that. So yes, it can take more hits than other A/C. I must say, I have been shot down by ground AA numerous times, so I guess I have different experience. When I do get hit, I make every effort to make it back but I generally land on the runway lol. I'll try the highway next time. And yes we know it is very powerful, and it should be. I presume that's why we only have one, and I presume that is why the respawn time is so high and why we have specific ROE for it. I have definitely seen it team kill and free-firing, but 95% of the time, that is with a newb to TAC 1 (that obviously didn't read or doesn't know the rules or is simply violating the rules). Veteran HOG pilots do not seem to have any issues most of the time, but of course when you see some unfamiliar name in HOG, it definitely raises eyebrows. I guess I better start recruiting and training more blackfoot pilots and gunners. So I respectfully disagree; if HOG went away completely, I and many others would definitely miss it. I presume there are alternative ways to restrict it further (aka nerf+) to make it more acceptable in thy sight, but you may get your wish anyway, cause the nerfing trends ebbs and flows on TAC 1. So who knows.
     
  7. JBJB

    JBJB

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    Release Notes for Strongpoints 1.5.2

    Changes

    1. The number of AI should be reduced from 10 per player to 6 per player.

    2. Friendly units which are of a different side (e.g. civilians) should receive a circle icon when hexes are enabled for "Units that are friendly" and "Players that are friendly".

    3. Hex and name indicators should zoom in for ease of viewing.

    4. USS Freedom automated defenses should fire only on armed aircraft.

    5. The command "mp teleport" should use improved destination location selection.

    6. The command "mp teleport" should permit teleportation of flying aircraft. The aircraft should retain its height AGL.

    7. The command "mp teleport" should use the closest matching marker name when multiple markers of the same name are present.

    8. HALO and automated heavy lift systems should not select a drop position that is farther from the destination than the starting position.

    9. HALO and automated heavy lift systems should show a marker at the drop position that is rotated to indicate the arrival orientation.

    10. HALO and automated heavy lift systems should always give at least 20 seconds warning.

    11. Non-NATO ghillie suits should not be accessible.

    12. Icons should be visible at the two vehicle service stalls by the logistics area at base.

    Bug Fixes

    1. When revived, players should not have to cycle through chat channels to gain access to them.

    2. The special operations system should be working more reliably.

    3. Enemy transports should remain locked until the end of an operation. Then one transport should be unlocked for player use.

    4. Enemy transports should have an inventory that matches the patrol vehicle of that faction. For example, CSAT transports should have the inventory of an Ifrit.

    5. Mission controllers should not see a continuous stream of errors when opening the arsenal on an AI.

    6. Enemy tents should be oriented a bit better on the ground.
     
    Cosme.O likes this.
  8. JBJB

    JBJB

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    Release Notes for Strongpoints 1.5.3

    Changes

    1. Players should be able to requisition a transport at any gas station, dock or pier, as well as anywhere within 50 meters of a player held area (indicated by a solid blue circle on the map). The action "Requisition transport" should be available in the scroll wheel menu. Selecting that action should display a menu of available transports. Note that boats can be obtained if you are in or above water, while ground vehicles can be obtained if you are on or above dry land. If a requisitioned transport is within 300 meters of your location, you will be unable to requisition a new transport.

    Mission controllers can switch between three transport systems: None, Request, and Capture. The old system (now fixed) is called Capture, while this new system is called Request.

    2. The road north of base should no longer in the base green zone.

    3. The repair and medical incapacitation icons should scale up when zooming in, keeping their apparent size constant relative to the vehicle or individual with which they are associated.

    4. The "mp teleport" command should be more robust, allowing teleportation of flying aircraft, better placement of players and their vehicles, including not teleporting land vehicles into locations marked on water, and moving boats into nearby water where possible.

    5. Mission Controllers, Military Police and Camera Operators should still be in the civilian section of the mission lobby, but once in the game, they should be in a BLUFOR group.

    Bug Fixes

    1. Players should not be affected by green zone restrictions outside of the green zones. Note that this problem was triggered by respawning while inside a green zone.

    2. Certain uniforms should no longer take on a black and white texture.

    3. The daylight laser should no longer produce a window showing a number in the upper right corner of the screen.

    4. Rappelling should no longer produce debug messages in the chat area.

    5. Consecutive operations should no longer suddenly hop more than 2km for no apparent reason.

    6. Enemy transports should no longer be placed perpendicular to forest paths when spawned.

    7. Player vehicles should no longer be placed perpendicular to forest paths when teleported.

    8. Only one enemy transport should be unlocked at the end of an operation, Note that this approach to providing players with transports has been replaced. See change number 1 above for details.
     
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  9. Sims.M

    Sims.M Recruit Discharged

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    Long live the black pants, we will never forget you.
     
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  10. JBJB

    JBJB

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    Release Notes for Strongpoints 1.5.4

    Changes

    1. We're back on Altis. North and South Harbor have been removed, as have all respawning boats and submarines around the island. The transport requisition system should provide all needed transports.

    2. The transport requisition system should allow all players to obtain RHIBs in addition to the smaller and slower assault boats. Players with the rank of SGT or higher should be able to obtain unarmed Speedboats, unarmed Prowlers and SDV submarines. All special forces members may also requisition SDVs.

    3. The transport requisition system should not provide vehicles near enemy held areas, indicated by red shading on the map.

    4. Mortar damage should be reduced by 90%. This should still incapacitate on a close strike, but bleedout counters should start above 60 seconds.

    5. Incapacitation costs a player 1 point. Death costs a player 1 point.

    6. A paintball mode has been introduced where players are invulnerable, but lose points when they are hit (players should never lose more than 1 point of damage per second). Friendly fire warnings are disabled when this mode is enabled, permitting players to engage in mock PvP. This mode must be enabled by a mission controller.

    Bug Fixes

    1. Whenever a communication channel is enabled, the scripts should no longer switch the player to that channel. For example, when a player is incapacitated, all channels except for direct are disabled, and the player is moved to direct. When revived, any applicable channels are enabled (e.g. group, side and command), and the player should remain on direct. This applies to other circumstances such as entering a vehicle, where the vehicle channel is enabled and the player should not be automatically switched to the vehicle channel.
     
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  11. JBJB

    JBJB

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    Release Notes for Strongpoints 1.5.5

    Changes

    1. Enemy armor should be better at locating player armor.

    2. Slammers should spawn with random camouflage netting.

    3. Players should be able to pick up and move certain world objects such as traffic barriers and work lights.

    Bug Fixes

    1. The Wipeout loadout should be back to GBUs instead of Macers.

    2. Revived players should remain on the direct communications channel.
     
  12. JBJB

    JBJB

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    Release Notes for Strongpoints 1.6.0

    Changes

    1. Enemy vehicles should prefer to spawn away from existing vehicle wrecks.

    2. Enemies should put out campfires when the last soldier leaves. This is particularly important for snipers which would give away their position at night by leaving a lit campfire nearby.

    3. An incapacitated requisitioned vehicle should not block requisitioning of a new vehicle.

    4. Spetsnaz marksmen should have their ASP-1 marksman rifles replaced by AK-12s (while retaining the marksman scope).

    5. Zeus-spawned vehicles and infantry should be initialized per general mission requirements. For example, vehicle loadouts should have Titan AT launchers and missiles downgraded to MAAWS equivalents, AAF should have their body armor downgraded, etc.

    6. Zeus-spawned vehicles and infantry should be able to be initialized according to various mission initializers using Strongpoints named with the prefix "curator-initializer". Without these special Strongpoints, the mission system will leave the vehicles in their spawned form. Note that any vehicle placed by a mission controller is immediately moved to the server. When this happens, the original vehicle should be deleted and a new one should be immediately recreated at the same location. The vehicle should appear to blink to mission controllers.

    Bug Fixes

    1. The reported distance to a requisitioned vehicle should be accurate.

    2. The infantry spawn area should again be protected from vehicles.
     
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  13. JBJB

    JBJB

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    JSRS Soundmod is again an optional mod on Tac 1.

    Players should find that AI are suppressed far more effectively as a result of the LAMBS Suppression mod being installed on Tac 1. This is a server mod and players do not need to install it, despite it appearing in the list of mods when connecting to the server.
     
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