Arma 3 Catch All

TheHipGamer wrote:
Tkyl wrote:

Played some more of the Wasteland MP mod. I had an absolute blast. Got a couple 700+ meter kills. Man, do those feel great. If you haven't played it yet, I highly recommend it. It's very similar to DayZ, but you don't have to scavenge as much for gear and in addition to not having to deal with zombies, the game places random objectives that draw people together.

Is this a mod for Arma 3, tkyl?

It's an MP scenario for Arma 3 (There is an Arma 2 version as well, which is a lot more flushed out). You can't play it if you only have the Alpha Lite version.

Tkyl wrote:
TheHipGamer wrote:
Tkyl wrote:

Played some more of the Wasteland MP mod. I had an absolute blast. Got a couple 700+ meter kills. Man, do those feel great. If you haven't played it yet, I highly recommend it. It's very similar to DayZ, but you don't have to scavenge as much for gear and in addition to not having to deal with zombies, the game places random objectives that draw people together.

Is this a mod for Arma 3, tkyl?

It's an MP scenario for Arma 3 (There is an Arma 2 version as well, which is a lot more flushed out). You can't play it if you only have the Alpha Lite version.

Ah sweet, just what i need to get me into the arma 3 alpha i bought and havn't played yet.

Fuzzballx wrote:

Ah sweet, just what i need to get me into the arma 3 alpha i bought and havn't played yet.

If you want to watch someone play it to get an idea of the game mode, you can watch this twitch channel: Sacriel. He is currently streaming right now.

Tkyl wrote:
TheHipGamer wrote:
Tkyl wrote:

Played some more of the Wasteland MP mod. I had an absolute blast. Got a couple 700+ meter kills. Man, do those feel great. If you haven't played it yet, I highly recommend it. It's very similar to DayZ, but you don't have to scavenge as much for gear and in addition to not having to deal with zombies, the game places random objectives that draw people together.

Is this a mod for Arma 3, tkyl?

It's an MP scenario for Arma 3 (There is an Arma 2 version as well, which is a lot more flushed out). You can't play it if you only have the Alpha Lite version.

That sounds awesome! Will check this out tonight.

This is some funny sh*t.

Loving this. Is there a server we're all playing on? I'm considering picking up a Survival Series Wasteland server -- at $25/month, we could have a 20-slot GWJ server, if there was interest. I already have a good, working Mumble server, so we could in theory have our own setup all the time...

So the Lite version doesn't allow multiplayer or mods? I'm going to play around a bit more and see if I want to buy it. Half of what I've done so far is figure out controls.

MannishBoy wrote:

So the Lite version doesn't allow multiplayer or mods? I'm going to play around a bit more and see if I want to buy it. Half of what I've done so far is figure out controls.

hehe ya the previous games had tutorials to help you see the different commands and then you could rebind as you needed then

I know lots of people love the open world/sandbox type servers, but I much prefer the tight controlled experience of a good co-op mission.

El-Producto wrote:

I know lots of people love the open world/sandbox type servers, but I much prefer the tight controlled experience of a good co-op mission.

I'm generally in agreement with you on that one. I like both, but prefer co-op missions. I also really like squad-level tactics and good radio comms, which self-selects into a particular type of play.

Would be up for some missions if anyone else is.

I just picked this up. Have progressed to the stage that I can move about at different speeds, while shooting recklessly to no good effect. I have a hard time, for instance, getting to the first save point in the infantry single player demo. However now that I've ordered my trackir from Amazon, I'm committed. Hoping to have the chance to play with you guys.

I bought in as well. Loved the month of GWJ we had going back in Arma 2. Stealing the helicopter mission was awesome no matter how many times we did it.

crunchy wrote:

I just picked this up. Have progressed to the stage that I can move about at different speeds, while shooting recklessly to no good effect. I have a hard time, for instance, getting to the first save point in the infantry single player demo. However now that I've ordered my trackir from Amazon, I'm committed. Hoping to have the chance to play with you guys.

In my experience (long-time Arma 2 player, albeit only slightly above "novice"), this isn't an FPS. It's a military simulator. The more closely you can adopt realistic tactics, the better your in-game performance will be. The most important stuff to nail down: moving in formation, using suppressing fire, and remaining tactically aware.

Formation movement is probably the single most important part of ARMA. You want to be constantly aware of where your squad mates are, and for any given situation, find the balance between being close enough to them to operate as a unit and throw lead down range at a target, and far enough apart to present a hard-to-hit target and not get taken out by a single machine gunner or grenade. This is less important in single player, but as you play more co-op multiplayer, get used to moving in line, column, and wedge formations, and being aware of your spacing. That TrackIR will be a *huge* help here, because it will let you easily glance around to see where your friends are and make sure that you're in position relative to them.

Fire control is the second leg of the stool here: you want to use suppressing fire to pin down enemies when moving, and to allow your squad to move into position to take lethal shots. In general, your machine gunner using a squad automatic weapon (like the M249 SAW) will be the most effective as laying down suppressing fire. Your rifleman should then flank the gunner's target, and fire controlled bursts with the intent to actually eliminate the target, who is probably behind cover and/or prone at this point. (By the way, you should be thinking about the same things when moving: always be looking for cover, keep a low profile, and hit the dust when bullets are zipping towards you.)

Tactical awareness is the final "core" consideration. This encompasses a lot, but in general, you want to know (a) where you are, (b) where your squad is, (c) where the enemy is, and (d) what your rules of engagement are. Radio comms are essential to doing these four things well; especially in multiplayer, resist the urge to chat, and instead focus on communicating what you see as is appropriate. An effective group of players will delegate different directions to watch to each member of a 4-6 man squad. Each team member is then tasked with remaining in the right place in relation to their friends, and to calling out targets to the squad leader (e.g., "2 Enemy infantry, 200 metres NW"). The squad leader can then decide when to engage. Typical ROEs are to hold fire, return fire only, or fire at will; properly managing ROE means that your team can maximize its combat effectiveness by concentrating its force on targets at the optimal time.

boogle wrote:

Tight spacing is good, but most of the time you want to maintain at least a 5m dispersion so one stray mortar or well timed burst doesn't kill your whole squad.

Ahem:

TheHipGamer wrote:

find the balance between being close enough to them to operate as a unit and throw lead down range at a target, and far enough apart to present a hard-to-hit target and not get taken out by a single machine gunner or grenade.

(That's what I get for writing a novel.)

Filthy skimmer am I, am I.

I know it's alpha, but the servers are very unstable and there's still a f*ck ton of hackers around.

TheHipGamer wrote:
crunchy wrote:

I just picked this up. Have progressed to the stage that I can move about at different speeds, while shooting recklessly to no good effect. I have a hard time, for instance, getting to the first save point in the infantry single player demo. However now that I've ordered my trackir from Amazon, I'm committed. Hoping to have the chance to play with you guys.

In my experience (long-time Arma 2 player, albeit only slightly above "novice"), this isn't an FPS. It's a military simulator. The more closely you can adopt realistic tactics, the better your in-game performance will be. The most important stuff to nail down: moving in formation, using suppressing fire, and remaining tactically aware.

Formation movement is probably the single most important part of ARMA. You want to be constantly aware of where your squad mates are, and for any given situation, find the balance between being close enough to them to operate as a unit and throw lead down range at a target, and far enough apart to present a hard-to-hit target and not get taken out by a single machine gunner or grenade. This is less important in single player, but as you play more co-op multiplayer, get used to moving in line, column, and wedge formations, and being aware of your spacing. That TrackIR will be a *huge* help here, because it will let you easily glance around to see where your friends are and make sure that you're in position relative to them.

Fire control is the second leg of the stool here: you want to use suppressing fire to pin down enemies when moving, and to allow your squad to move into position to take lethal shots. In general, your machine gunner using a squad automatic weapon (like the M249 SAW) will be the most effective as laying down suppressing fire. Your rifleman should then flank the gunner's target, and fire controlled bursts with the intent to actually eliminate the target, who is probably behind cover and/or prone at this point. (By the way, you should be thinking about the same things when moving: always be looking for cover, keep a low profile, and hit the dust when bullets are zipping towards you.)

Tactical awareness is the final "core" consideration. This encompasses a lot, but in general, you want to know (a) where you are, (b) where your squad is, (c) where the enemy is, and (d) what your rules of engagement are. Radio comms are essential to doing these four things well; especially in multiplayer, resist the urge to chat, and instead focus on communicating what you see as is appropriate. An effective group of players will delegate different directions to watch to each member of a 4-6 man squad. Each team member is then tasked with remaining in the right place in relation to their friends, and to calling out targets to the squad leader (e.g., "2 Enemy infantry, 200 metres NW"). The squad leader can then decide when to engage. Typical ROEs are to hold fire, return fire only, or fire at will; properly managing ROE means that your team can maximize its combat effectiveness by concentrating its force on targets at the optimal time.

As an infantryman going on 15 years and 3 combat tours, Bravo! This is better than most doctrinal guidance out there. More interesting to me (now a simulations ops officer working with VBS2 based training) is that you may have no real world experience and yet you learned this through practice in the virtual environment with others...is that the case?

MisterStatic wrote:
TheHipGamer wrote:
crunchy wrote:

I just picked this up. Have progressed to the stage that I can move about at different speeds, while shooting recklessly to no good effect. I have a hard time, for instance, getting to the first save point in the infantry single player demo. However now that I've ordered my trackir from Amazon, I'm committed. Hoping to have the chance to play with you guys.

In my experience (long-time Arma 2 player, albeit only slightly above "novice"), this isn't an FPS. It's a military simulator. The more closely you can adopt realistic tactics, the better your in-game performance will be. The most important stuff to nail down: moving in formation, using suppressing fire, and remaining tactically aware.

Formation movement is probably the single most important part of ARMA. You want to be constantly aware of where your squad mates are, and for any given situation, find the balance between being close enough to them to operate as a unit and throw lead down range at a target, and far enough apart to present a hard-to-hit target and not get taken out by a single machine gunner or grenade. This is less important in single player, but as you play more co-op multiplayer, get used to moving in line, column, and wedge formations, and being aware of your spacing. That TrackIR will be a *huge* help here, because it will let you easily glance around to see where your friends are and make sure that you're in position relative to them.

Fire control is the second leg of the stool here: you want to use suppressing fire to pin down enemies when moving, and to allow your squad to move into position to take lethal shots. In general, your machine gunner using a squad automatic weapon (like the M249 SAW) will be the most effective as laying down suppressing fire. Your rifleman should then flank the gunner's target, and fire controlled bursts with the intent to actually eliminate the target, who is probably behind cover and/or prone at this point. (By the way, you should be thinking about the same things when moving: always be looking for cover, keep a low profile, and hit the dust when bullets are zipping towards you.)

Tactical awareness is the final "core" consideration. This encompasses a lot, but in general, you want to know (a) where you are, (b) where your squad is, (c) where the enemy is, and (d) what your rules of engagement are. Radio comms are essential to doing these four things well; especially in multiplayer, resist the urge to chat, and instead focus on communicating what you see as is appropriate. An effective group of players will delegate different directions to watch to each member of a 4-6 man squad. Each team member is then tasked with remaining in the right place in relation to their friends, and to calling out targets to the squad leader (e.g., "2 Enemy infantry, 200 metres NW"). The squad leader can then decide when to engage. Typical ROEs are to hold fire, return fire only, or fire at will; properly managing ROE means that your team can maximize its combat effectiveness by concentrating its force on targets at the optimal time.

As an infantryman going on 15 years and 3 combat tours, Bravo! This is better than most doctrinal guidance out there. More interesting to me (now a simulations ops officer working with VBS2 based training) is that you may have no real world experience and yet you learned this through practice in the virtual environment with others...is that the case?

Yes, correct. I've fired a gun once in my life, and never served. I had fantastic teachers, however, many of whom were active or former infantry.

MisterStatic wrote:
TheHipGamer wrote:
crunchy wrote:

I just picked this up. Have progressed to the stage that I can move about at different speeds, while shooting recklessly to no good effect. I have a hard time, for instance, getting to the first save point in the infantry single player demo. However now that I've ordered my trackir from Amazon, I'm committed. Hoping to have the chance to play with you guys.

In my experience (long-time Arma 2 player, albeit only slightly above "novice"), this isn't an FPS. It's a military simulator. The more closely you can adopt realistic tactics, the better your in-game performance will be. The most important stuff to nail down: moving in formation, using suppressing fire, and remaining tactically aware.

Formation movement is probably the single most important part of ARMA. You want to be constantly aware of where your squad mates are, and for any given situation, find the balance between being close enough to them to operate as a unit and throw lead down range at a target, and far enough apart to present a hard-to-hit target and not get taken out by a single machine gunner or grenade. This is less important in single player, but as you play more co-op multiplayer, get used to moving in line, column, and wedge formations, and being aware of your spacing. That TrackIR will be a *huge* help here, because it will let you easily glance around to see where your friends are and make sure that you're in position relative to them.

Fire control is the second leg of the stool here: you want to use suppressing fire to pin down enemies when moving, and to allow your squad to move into position to take lethal shots. In general, your machine gunner using a squad automatic weapon (like the M249 SAW) will be the most effective as laying down suppressing fire. Your rifleman should then flank the gunner's target, and fire controlled bursts with the intent to actually eliminate the target, who is probably behind cover and/or prone at this point. (By the way, you should be thinking about the same things when moving: always be looking for cover, keep a low profile, and hit the dust when bullets are zipping towards you.)

Tactical awareness is the final "core" consideration. This encompasses a lot, but in general, you want to know (a) where you are, (b) where your squad is, (c) where the enemy is, and (d) what your rules of engagement are. Radio comms are essential to doing these four things well; especially in multiplayer, resist the urge to chat, and instead focus on communicating what you see as is appropriate. An effective group of players will delegate different directions to watch to each member of a 4-6 man squad. Each team member is then tasked with remaining in the right place in relation to their friends, and to calling out targets to the squad leader (e.g., "2 Enemy infantry, 200 metres NW"). The squad leader can then decide when to engage. Typical ROEs are to hold fire, return fire only, or fire at will; properly managing ROE means that your team can maximize its combat effectiveness by concentrating its force on targets at the optimal time.

As an infantryman going on 15 years and 3 combat tours, Bravo! This is better than most doctrinal guidance out there. More interesting to me (now a simulations ops officer working with VBS2 based training) is that you may have no real world experience and yet you learned this through practice in the virtual environment with others...is that the case?

I smell a TTP paper or paper to leadship on value of simulator training.

Stop the long quotes, I'm busy rereading Clausewitz.

I'm up for trying some wasteland or whatever that is...i'll be hanging out in the dayz channel on GWJ vent i guess. Only problem is...dunno if i need to DL and install a n ything....i'm workin on figuring it out now since i hadn't even booted up arma 3 yet.

Arma 3 has been tempting ever since I've keep up with developer videos & looked at the gorgeous screens when they were first released. Me & a bunch of friends used to play Operation Flashpoint: Dragon Rising in 4 player co-op, was an enjoyable experience if not a tad buggy. It did have the hallmarks we were looking for though, tatical shooter, big maps, communication required, splitting up to flank the enemy etc. I am hoping Arma 3 takes that to the next level. Its good seeing comments that the Alpha is solid already, which surely bodes well for the full release later this year. At £19.99 its looking an absolute steal.

Can anyone talk about the missions they've done against the A.I? Is there good atmosphere? Is the stealth element good at night? Do the weapons feel like they pack a punch? Lastly is it as realistic a simulator as Black Ops 2? :p

Spikeout wrote:

Arma 3 has been tempting ever since I've keep up with developer videos & looked at the gorgeous screens when they were first released. Me & a bunch of friends used to play Operation Flashpoint: Dragon Rising in 4 player co-op, was an enjoyable experience if not a tad buggy. It did have the hallmarks we were looking for though, tatical shooter, big maps, communication required, splitting up to flank the enemy etc. I am hoping Arma 3 takes that to the next level. Its good seeing comments that the Alpha is solid already, which surely bodes well for the full release later this year. At £19.99 its looking an absolute steal.

Can anyone talk about the missions they've done against the A.I? Is there good atmosphere? Is the stealth element good at night? Do the weapons feel like they pack a punch? Lastly is it as realistic a simulator as Black Ops 2? :p

Send me your Steam name and I'll gift you a copy of Arma 3 Lite, if you promise to not mention BlOps again.

Fuzzballx wrote:

I'm up for trying some wasteland or whatever that is...i'll be hanging out in the dayz channel on GWJ vent i guess. Only problem is...dunno if i need to DL and install a n ything....i'm workin on figuring it out now since i hadn't even booted up arma 3 yet.

Don't need to DL anything extra for Wasteland, just filter on that game. I just wish more of the servers were running the beta patches.

Beta patches? Crud, already falling behind.

Redhwk wrote:
Fuzzballx wrote:

I'm up for trying some wasteland or whatever that is...i'll be hanging out in the dayz channel on GWJ vent i guess. Only problem is...dunno if i need to DL and install a n ything....i'm workin on figuring it out now since i hadn't even booted up arma 3 yet.

Don't need to DL anything extra for Wasteland, just filter on that game. I just wish more of the servers were running the beta patches.

Yeah, me to. I'm just using the dev build though, for this reason.

I broke down and bought the alpha, so there's 3 more "alpha lite" keys going if anyone wants them.

Played a solid hour of Headhunters (a co-op mission where you have to eliminate 3 OpFor officers) with a buddy last night. I hosted, and it was great - we moved from the starting point to a lighthouse, from which we staged an assault on a fortified encampment. With nightvision on and tracers loaded, we called targets and took out the base's infantry, then moved in to finish the officer.

We then "requisitioned" the idling Ifrit mechanized transports and proceeded N/NW to a hill, which I designated as RP Bravo; at this point, two additional folks hopped out, rounding out the squad. We were engaged by an unknown number of OpFor infantry as we reached RPB; while counterattacking, the last AI-controlled squad member was killed. We flushed them out with a bit of help from the gun truck, including one whom I directly ran over while he was prone and attempting to shoot through the (thankfully bullet-proof) windshield of the Ifrit.

I swapped out to the back seat of the Ifrit to do some quick planning, and our AR took over driving. We approached Camp Rogaine from the N, humping it the final kilometer. Unfortunately, as we approached the MSR, we were ambushed. As I tried to move the squad to hard cover, I was laid out courtesy of fire from an unknown point of origin; the rest of the squad soon followed.

Ah, well. On the technical side: the mission went smoothly, ARMA 3 is *beautiful*, VOIP works well (although I miss ACRE), and it's overall a much, much smoother experience than ARMA 2 was. Really happy that I picked this up. Would absolutely love to play with some Goodjers!

Oh man, it's really good!

I always wanted to play ARMAII, but couldn't handle the input latency and generally slow performance. I did persevere with DayZ for a while, because it's an amazing game trapped in a sludgy engine.

ARMAIII is a huge improvement. Input is clean and precise without giving you super-human Quake powers. Very nice indeed. I can see myself getting into this, and hopefully the future DayZ will feel just as good too.

Here's the latest Community Guide video: Basic Infantry Combat.