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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **

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i get stuck on the first mission when SPOILER ALERT BELOW

driving the truck to kamino, we see the wreck of a certain person and we disembark and just stand there :/

Just drive the truck closer to the wreck; don't stop when your passenger tells you to... :)

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Mine still won't load Maxwell, even after verifying the cache twice.

Also, don't say it too loud, but aren't there a relatively high amount of similar things politically between Altis and Greece?

Hey, I had the same thing. At first I thought it's some mods causing it, but turned out that wiping all my starting parameters fixed it for me. Now I have no idea what starting parameters have to do with it, but works for me :-)

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i get stuck on the first mission when SPOILER ALERT BELOW

driving the truck to kamino, we see the wreck of a certain person and we disembark and just stand there :/

Drive forward more and get closer to the wreck before getting out.

Bollox, ninja'd.

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I think people are forgetting that the AAF only have a companies worth of soldiers (roughly about 140 +/ -) on stratis and this whole campaign episode takes place over a day period. It would make sense if the less experienced, poorly equipped AAF would pick their fights against the experienced 20 +/ - NATO troops. It's also possible that the AAF didn't know how many NATO troops actually survived the initial fighting. It's a story, it's entertainment, and honestly there are WAY TO MANY IFS to really be able to say this or that is what is happening for sure outside of what you experience as Cpl. Kerry.

Once again, that's not what we were talking about here. Seriously, guys, learn to read. We weren't talking about what's realistic for the AAF or why the AAF were or weren't attacking the NATO forces. We were talking about why Kerry is on a need-to-know basis. And I just told you why.

Plus, no, it's not hard to figure out what's going on, if you simply do a little digging into Arma 3 on the internet. Sure, you don't know, because you just joined this year. But BIS released character synopses for like all the major characters last year. As well as what they were doing in the Mediterranean. So far, seems like they are sticking pretty close to it, but replacing the IAF with CSAT and Greek with AAF.

Story:

Tensions rise as NATO and Iranian forces stand-off in the Aegean: the strategic fault-line between crumbling European influence and a powerful, resurgent East. But when a key radar facility drops off the grid, a Greek flashpoint risks escalating into global conflict.

Caught up in a situation beyond their control, a botched withdrawal traps men of the US 7th Infantry Division and a clandestine group of UKSF operators in a fight for survival. With only a crippled local resistance to turn to, they must rapidly adapt to overcome an unforgiving environment and defeat a brutal enemy.

Background story:

Blighted by the long tail of a deep-rooted economic crisis and sliding toward the threshold of war, beleaguered NATO member-states stand weakened against an ambitious, resurgent Iran.

Flooded with profits from the rich export markets of a resource-thirsty SE-Asia and the rising price of oil, bolstered by strong ties with China and strategic entente with Russia, Iran sought to expand its influence.

Deployed under the auspices of a swift humanitarian response, Turkey – decimated by a series of devastating and unprecedented natural disasters – fell within months to ruthless Iranian Armed Forces. Iran’s aggressive expansion – spilling over into Greek sovereign territory – was brought to a halt in Rhodope Prefecture with the ratification of the Jerusalem Peace Accord of 2034, which crystallized a new strategic front along the shorelines of the Aegean Sea.

With the US locked into its own proxy-wars against aggressive Chinese expansionism in the Pacific, with each year more member-states leaving NATO on the promise of Russian oil, the fragmented alliance faces the growing risk of a global conflict that they can ill-afford.

Characters:

Captain Scott Miller

Character bio:

CTRG // Security Team A Commanding Officer / SHAPE

British national, born June 22nd 1992 in Killingworth, Northern England. Married (Kate née Greggs, 39), 1 child (Susan, 7). Enlisted into the Royal Marines in 2010, underwent Commando training following tour of duty in Afghanistan. Completed his studies and the Officer’s course in 2016. In 2021, joined Special Boat Service, becoming one of its troop commanders.

Took part in covert NATO joint operations in the Pacific Theater, Middle East and Turkey. After recovering from a severe injury, he was transferred from active service until drafted to the newly formed Combat Technology Research Group – a small NATO task force established to gather the intelligence on the opposing forces’ advanced weapons technologies – in 2032. CPT Miller commands CTRG security team A.

Col Martin Novak, MSc. PhD.

Character bio:

CTRG Field Team Specialist

Canadian national with Eastern European roots, Dr. Novak is a physicist with particular expertise in reverse-engineering, although his original specialty is particle physics. Born April 2nd 1995 in Vancouver, divorced. Dr. Novak studied at MIT with a military sponsorship, later took part in military arms research. Following the outbreak of hostilities, he went through extensive language training and became a member of a military scientific board which later led to the establishment of CTRG. During 2032-2033, he went through extended military training, SERE course and several Special Forces survival and clandestine ops courses to become a full member of the CTRG field team.

SGT Evan Illing

Character bio:

Deep Reconnaissance Team “Ice-8″ Commander

American, single, born in Cedar Rapids, Iowa March 15th 2001. Pursued a military career his whole life, he climbed the professional ladder due to his indisputable qualities, capable leadership and daring execution of missions behind enemy lines. He became a member of the 10th Special Forces Group in 2025, just to be deployed in the deadliest hotspots in the defense of Europe: Iraq, Caucasus, Turkey. After the European defenses broke, he and the rest of SOCOM elements were transferred to Great Britain, where SGT Illing was assigned another duty. He became leader of a deep reconnaissance team, one of many under the European branch of SOCOM. In 2034, he was captured by Iranian troops during a mission on Crete, but was liberated by a joint NATO task force operating in the area.

Sgt Illing commands the last surviving team of operation Ice Shard, the EJSOC’s attempt to gather information about the Iranian weapons test range on Limnos. His team, codenamed “Ice-8″, is still stationed on Limnos as the critical asset of operation Magnitude.

Cpl. Ben Kerry

Character bio:

TF Aegis // RSTA Squadron / 1st BTN / 4th IBCT (Light Infantry) / 7th ID / US Army Europe

Born in 2015 in Portland, OR. Drafted into the army at the age of 18, undergoing Airborne Infantry training at Fort Lewis, WA. Sent to Europe in 2034.

Earned exceptional infantry training records, promoted to Corporal and transferred to 1st Battalion’s organic Reconnaissance Platoon as Specialist. The Aegean deployment is his first combat assignment.

Sgt. Rick Hutchison

Character bio:

TF Bayonet // A Troop / Cavalry SQN / 3rd BCT (Heavy) / 7th ID / US Army Europe

Born in 2008, comes from Broken Arrow suburb of Tulsa. Started service at 18, went through Army courses and education programs. Joined 3rd BCT(H) / 7th ID cavalry in 2030 as tank gunner.

Took part in 2031 conflict in Turkey; field-promoted, combat injury, later served as armor gunnery instructor for 7th ID in Grafenwöhr. Requested transfer to a combat unit. His unit was assigned to the TF Bayonet reserves under Mediterranean JFC.

LT Jeff Larkin

Character bio:

TF Bayonet // 3rd General Support BTN (Aviation) / 4th IBCT (Light Infantry) / 7th ID / US Army Europe

Born in 2014 in Seattle, WA; brought up around helicopters in a successful family business. A wealth of first-hand experience with a keen understanding of what it takes to operate and maintain complicated and expensive machines.

Naturally gifted with technical work and flying helicopters, passed through the ROTC pilot courses with ease. Trained to fly the M-900 and CH-49. Sent to a transport wing and transferred to Europe after failing to qualify for gunship training. Assigned to fly transport helicopters for the 3rd BCT.

ODEVIL

Character bio:

Intelligence agent, CIA

One of the principal HUMINT sources for operation Magnitude, long-term resident in the Mediterranean. It’s assumed the source is genuine, however, its nature is a high-level secret.

Menelaos

Character bio:

Military Commander of the Limnos Resistance

Most probably former officer or NCO of the Hellenic Armed Forces who took part in delaying the Iranian assault on Limnos in 2033.

Reports suggest that this figure, related to the resistance high command, was appointed to be the military leader of the guerrillas on the island by a figure known as “Maroulaâ€.

Nikos Panagopoulos

Character bio:

Limnos Resistance Asset in Myrina

Local Greek from Platy, former manager of Kourou Import Export Ltd. Age ~28-32. Runs weapons, bribes Iranian soldiers with synthetic narcotics; involved various questionable businesses to protect his network, supply the resistance, and secure his personal standing. Behaviour, appearance and taste of a petty criminal.

Rumours circulate that he may be closely related to “Maroulaâ€, thought to be a significant figure in the resistance.

Athene Kourou (“Maroulaâ€)

Character bio:

Former Owner of Kourou Import Export Ltd; identified as “Maroulaâ€

Georgios Akhanteros ["Tyrant"]

Character bio:

Former Mayor of Limnos

Greek national, age 60-65, marital status and children unknown. Former mayor of Limnos, now collaborating with Iranian occupation. Previously mayor of Myrina for several terms; ran local businesses and owned several hotels and other tourism-oriented companies.

According to the available resources, runs smuggling and confident networks. Tolerated by Iranians; provides information against resistance weapons traffickers.

Col. Vahid Namdar

Character bio:

Military commander of Limnos

Colonel Namdar, a career officer of the Iranian Armed Forces in his forties, is Supreme Military Commander of the Limnos task force. During his youth, he took part in The Lions Movement, joined the army and became an airborne officer; he led one of the Nationalist commandos in the Esfahan Coup d’état in 2024. His military record encompasses the Iranian campaign in Europe. In the First Battle of Brno, his airborne regiment assisted in the breakthrough in the NATO defenses. In 2030, he became a staff officer on an unidentified post in the European Theater Command in Izmir. His transfer to Limnos suggests an ongoing important military operation or facility development. According to several sources, Colonel Namdar lately became a subordinate of General Ostad Javeed Attar, one of the chief officers of the Iranian military research and arms production.

Note: General Ostad (title for academics, adopted by NI) Javeed Attar – research director, P8H8 during opposition, Red Pegasus

Gen. Ostad Javeed Attar

Character bio:

CEO of Red Pegasus Engineering

Factions:

BLUFOR:

NATO

Faction info:

The troops serving under NATO’s Mediterranean Joint Force Command are deployed across the North and South Aegean municipal regions of Greece. Bases across the archipelago – a strategic borderline between NATO and Iranian influence – are in a state of alert, following a period of heightened tension since The Jerusalem Peace Accord of 2034.

The serving contingent is a composition of elements of the reactivated US 7th Infantry Division (7th US Army Europe), primarily tasked with the security and maintenance of Air Station Mike-26 – a critical part of NATO’s radar shield – and providing air support in the Aegean Sea region

OPFOR:

Iranian Armed Forces (2)

Faction info:

The presence of Iranian Armed Forces in the Aegean is estimated to consist of a battalion-sized combined fighting force with conventional capabilities. This deployment is concentrated around a newly constructed military base, adjacent to a former NATO/Greek air force base (ICAO: LGLM). The majority of this force is designated to base perimeter protection and a counter-insurgency campaign, fending off the threat posed by an active local resistance movement.

The equipment and order of battle of the Iranian troops is reportedly compliant with the common Resource Zone Protection Force structure, including enhanced defensive, ELINT and SIGINT capabilities. Due to the proximity of the Turkish coast, the force is estimated to be fairly well supplied.

INDEPENDENT:

Greek resistance

Faction info:

With rumored joint CIA and SIS support, an armed local resistance was formed on Limnos in the weeks and months following the Iranian annexation of the island. Composed of former Hellenic Armed Forces and aided by smugglers and weapon merchants, the resistance is an active, hostile, guerrilla faction acting against Iranian forces.

Little is known about their current strength or capabilities. Presumably, the resistance relies upon only light equipment, augmented by captured or stolen assets of the Iranian army, obtained from hidden military depots or via a black market network. Cooperation with local resistance seems viable, yet a cautious approach is required.

CIVILIANS:

Faction info:

Located at the crossroads of eastern and western sociopolitical dogma, 2035 Greek society struggles to remain a part of Europe. The financial crisis contributed to the rapid downfall of centralized governance, with smaller regional units and local areas becoming more close-knit; yet, standing apart from each other, economically and militarily weakened.

Locals now try to avoid foreign influence; they dislike the militant Iranian presence, and blame the rest of the Europe for the crisis that forced Greece to leave the European Union, and exposed them to rampant Iranian strategic expansionism.

OTHER: fish, dogs, snakes, goats

Yeah, it's a big spoiler, but BIS basically spoiled it last year and the year before. So, unless there are major changes to this (again, they seem to be sticking pretty close to this), this is pretty much what to expect.

Edited by antoineflemming

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Hey, I had the same thing. At first I thought it's some mods causing it, but turned out that wiping all my starting parameters fixed it for me. Now I have no idea what starting parameters have to do with it, but works for me :-)

But... but how? How does that make sense?

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Drive forward more and get closer to the wreck before getting out.

Bollox, ninja'd.

ok, regardless this trigger what activates the next thing should be a bit bigger maybe.

i tried getting closer and still got stuck so i will restart the campaign entirely :'(

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So far so good. I made it to Camp Maxwell. I tried to play it in Veteran Difficulty but was not possible for me, they kill me so easy :s Then I tried Regular, died a few times... so, I just set the game to Recruit :p

I like the music, the voices, firefights. I dont like those mission where you have to give orders to the AI, so I like this one even more

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No problems with the campaing. It was running smooth. 40-55 FPS all the time. Liked the voice acting and visuals. Some missions were better then others. Still better then A1 or A2 main campaigns. Overall feeling was that it felt kinda cheap. Too "home made" for modern day standards.

About 3 hours it took and it was dissapointing to stay on Stratis. I mean wtf. We've played that since alpha. Never wanted to go back on that island again after Altis was released.

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I just dont like , that you have to play as an American soldier. Right now , USA is collapsing. USA is spying Europe , so I dont think , that they would be allies in 2035. It would be better , if you could play as Europe Corps or something like that. Just my opinion. At least there were some brits . I dont like , that for example Russia or China arent in the game.

USA has been spying Europe for a long time, and that was quite wide known. But now its public, so everyone makes the show; but no one has talked about breaking any alliance. The point nowadays is: is not nice to spy your allies, stop it. Besides that the US is not collapsing, though obviously its not on its best moment.

BTW.. China is somehow related to CSAT ( after all is Canton treaty ). And Russia doesn't have to be involved in each and everyone of the history conflicts.

On the other hand, at this stage of the release, its virtually impossible that they are gonna change the main character, and remake a full army, though maybe in a DLC or future expansion they could add Euro forces.

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I just dont like , that you have to play as an American soldier. Right now , USA is collapsing. USA is spying Europe , so I dont think , that they would be allies in 2035. It would be better , if you could play as Europe Corps or something like that. Just my opinion. At least there were some brits . I dont like , that for example Russia or China arent in the game.

Get over it. That's just this US administration doing that... Wouldn't be surprised if everybody spies on everybody anyway. Fact is, both the British and the Americans know that we (I say we because I'm an American) don't have stronger allies than each other. So we won't be breaking our alliance anytime soon. China was mentioned in the game, and is the reason that there was talk in the game of going to the Pacific. Russia is in the game as well. There are uniform textures for the Russians in the game (it's the old CSAT uniform, the one with the normal flag patch) but in a camo pattern that's similar to the AAF one (check out my addon or search for arma 3 russian uniform or raven or something like that). So CSAT definitely is the Armaverse version of the SCO I guess, as it was definitely started in China (Canton-Protocol Strategic Alliance Treaty), and includes Russians on the OPFOR side, meaning Russia is also a member. Iran is the third member, and representative of the CSAT forces in the Mediterranean much like the US is the representative of the NATO forces in the Mediterranean.

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I liked the campaign. It starts on high gear, voice acting is something to be proud of, no gamebreaking issues at all (!), there is a certain air of mistery going on and SPOILER ALERT even was surprised by the CSAT at the end. That scene, with THAT music...wow (well, I avoided reading much material about it and pretty much forgotten about OpForces really).

But I can agree on the lack of some vehicle warfare (MRAPs with it's unmmaned weapons are a greater menace than the usual "technical"; setting side effect) and some missions needing for something more, like the helo crash one. Also the lost of pace of some moments because the AI was doing it's "combat search" and "Area clear" thing.

BTW, my main gripe with it was the AI. Not only it's terminators skills with long\medium range shooting but also the fact they get shot and land good shots straight after it, which prevented me from finishing the campaign early because rage quit.

Overall I enjoyed playing throught it, will do it again on it's final version and I look forward for what is next. It even opens a door for comunity made missions (cannon?) to explore what others squads were doing while Kerry was dodging bullets.

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Completed it late last night. I stayed up to do it, which says a lot. I really enjoyed it and am looking forward to the next instalment. A few pros and cons from my personal perspective;

Pros;

Always something to do. I never felt lost. A contentious issue in the armaverse, where freedom is supposedly the absolute cornerstone. But, in a hostile environment, you would generally be under orders, and in this episode you are a very junior rank so I’m not complaining. No it’s not COD, but it is scripted. It’s a campaign after all. Maybe the devs have gone too far the other way after the "what the hell do I do?" freedom/bafflement of "harvest red". Once we have played ep 1-3 we can make a call.

Great use of mood music in general. When the stock scratchy '80s guitar dies down and the composers relax a little, it’s very moody. Less garage metal, more John Williams, (and I'm a metaller!)

Awesome environments. Dawn, dusk, rain, dust. A great sense of place. (New rain is a bit odd. Too opaque. And no splashes weirdly).

Weapons feel good. Alpha/ Beta time has paid off here.

Assaulting air station mike. That was a great mission. (Barring the blind man driving the mortars ;)

Emerging from the sea in formation, guns raised. Another stand out moment.

The general sense of confusion and fighting an uphill battle. You don't need Crysis/BattleField /Michael Bay explosions every ten seconds or to have to escape from a burning building constantly to give a sense of a losing battle.

Cons;

Voice volumes need balancing. I could barely hear some early briefings. Camp Maxwell ones were fine.

Friendless need to be able to scavenge weapons. That final mission when the CSAT paras drop. MY squad were standing with side arms drawn!!!! We had killed 15+ AAF's all with full kit. Pick up the damn guns guys!! You don't need a health and safety induction. Its life or death. Do the paperwork after!!

Vehicles feel a bit "floaty". Driving a ten tonne truck shouldn't feel like a Tesco shopping trolley with some nappies in it. Brake squeal, inertia, rocking suspension, hydraulic hiss. Borrow an old truck for a day and drive about. See what I mean?

Rifle grenade launcher didn't seem to work for me. The night mission where you are supposed to meet the rebels, I was firing away and not one detonation.

Drones. Assemble, pick up iPad thing, connect, drone screen, no, that's the map screen, Order drone about, release, scratch head, open map, no wrong map screen, take turret, release, connect. When playing a game starts to feel like wiring up a new hi-fi with your dad, a few steps need streamlining. Play the "drones" showcase after a few beers and you see what I mean ;)

Overall;

Impressed with the stability and quality, I had 1 CTD and I'm on win 8.1.

I will play through again on release. Bring on ep 2! :yay:

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I have yet to finish the campaign, but I have a question; do you ever play as Scott Miller? Originally, he was the protagonist of the game, according to official press releases and game coverage. I know he's in the campaign in some form, but it's interesting to see that it appears the central character is somebody new.

Did the original design for Miller's campaign get scrapped, or has that now been retrofitted to perhaps be an additional episode or all-new campaign? Or did only the protagonist change since then, for some strange reason?

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I still can´t resume the campaign from the main menu, I click on resume and then loading screen appears for like 2 seconds and I am back in the campaign menu. So I have to click revert every time I am killed and start with the mission from the beginning...
I was able to solve the issue by disabling Speed Of Sound mod. Then I reverted the mission, saved again at some point and loaded my saved game just fine...strange that a sound mod caused this.

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Rifle grenade launcher didn't seem to work for me. The night mission where you are supposed to meet the rebels, I was firing away and not one detonation.

Look closer, you'll see they're actually ricocheting off of the ground like superballs. If you hit targets that have less deflection probability, they seem to work fine. A bit to think about to work around the bug till devs get it polished.

Drones. Assemble, pick up iPad thing, connect, drone screen, no, that's the map screen, Order drone about, release, scratch head, open map, no wrong map screen, take turret, release, connect. When playing a game starts to feel like wiring up a new hi-fi with your dad, a few steps need streamlining. Play the "drones" showcase after a few beers and you see what I mean ;)

I agree here. It took me a while initially (long before the campaign) to realize I had to connect the UAV terminal to it while using my action menu on it. Having one of the tips from your CO telling you that you need to sync the terminal up to the UAV itself would be great.

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I have yet to finish the campaign, but I have a question; do you ever play as Scott Miller? Originally, he was the protagonist of the game, according to official press releases and game coverage. I know he's in the campaign in some form, but it's interesting to see that it appears the central character is somebody new.

Did the original design for Miller's campaign get scrapped, or has that now been retrofitted to perhaps be an additional episode or all-new campaign? Or did only the protagonist change since then, for some strange reason?

They may have listened to the discussions on the forums where most people did not look forward to playing as another ubermensch spec-ops dude, and made (at least a part of) the campaign about more normal infantry stuff.

Edited by NeMeSiS

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Played thhrough the entire episode, no bugs (except for the disappearing gear). Great job. Some aspects could have been better, but - overall it's good.

Sometimes the voice acting is a bit off, but, well - it's not CoD with a movie-sized budget :-)

Edited by DarkWanderer

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I have yet to finish the campaign, but I have a question; do you ever play as Scott Miller? Originally, he was the protagonist of the game, according to official press releases and game coverage. I know he's in the campaign in some form, but it's interesting to see that it appears the central character is somebody new.

Did the original design for Miller's campaign get scrapped, or has that now been retrofitted to perhaps be an additional episode or all-new campaign? Or did only the protagonist change since then, for some strange reason?

I think they changed it to fit around Kerry. So Miller's now an NPC with Kerry. So, yes, I think it did get scrapped.

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I think they changed it to fit around Kerry. So Miller's now an NPC with Kerry. So, yes, I think it did get scrapped.

Maybe we'll get to play as Miller in one of the next episodes. :)

As far as the overall campaign goes.. I haven't finished it yet. one of the reasons is that I'm not enjoying it that much. It feels very home-made.

It should be either a LOT of freedom, or a fully scripted campaign. not something inbetween. Now I'm just running after an immortalized Ai dude, at least if I don't loose track of him, that acts like all the Ai in the editor do. I constantly hear the Ai yelling all kind of shit when playing a mission.. dude there, shoot that, move there, etc.

Really missing the cinematic part in the missions, as other shooters have.. Ai can barely stay in formation, act 'cool' or at least make themselves feel like fellow soldiers. nor do they walk and run in a realistic way.

Guess I'll stick to the editor and usermade missions, for now!

Edited by ltsThomas

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Am i missing something or is the thunderstorm in "Crossing paths" official mission leaps and bounds better than the ones you can create in the editor?

Anyone know how you can use those cool lightning "cracks"?

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What difficulty setting is everyone playing on? I'm finding it extremely difficult on veteran. Currently, I'm stuck on the valley mission because my squad is getting slaughtered within seconds of contact with the enemy, leaving me to fend off the dozen or so that show up. It's been happening on almost every mission. The best I can do is remember where the enemies spawn and mow as many down as possible to soften them up for my guys. It feels like the missions were designed and tested with only the regular difficulty setting in mind. I don't want to have to manually turn up the AI skill level for my side just so they can survive a firefight. Missions shouldn't be designed around the "good guys" having some inherent and arbitrary bonus to aiming. Make them better shot per-mission if the soldiers are, story-wise, actually better shots. Don't put that decision on the player.

I would also like to see firefights be a little more drawn out. I have yet to see any firefights last more than 10-20 seconds. This might just be a side-effect the difficulty setting, but it seems more like a result of AI that have no self-preservation. I understand AI programming is exceptionally difficult, especially in a sandbox environment, but the AI really need to be better about finding cover, or getting low when there isn't any.

Overall, I'm loving the presentation. The buildup before any actual fighting started was awesome, and really added to the immersion. It's just that the unpolished AI really stands out against such a wonderful backdrop.

tl;dr: focus on ai please, longer firefights please, kthx

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Ha so yea awesome so far. Kinda sad to see the "to be continued message", but very good. Fix the briefing audio and it is epic!!!!

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So no one get performance problems and sound bugs like only one channel is working? I have two friends with Nvidia gtx 680 and gtx 760, who cant play it because the fps brook down to 10 or less after the campaign starts also they can only hear one channel. I only have some fps problems with the cinematic intro everything else is fine with the performance.

I played the first part with regular with not that much bugs I though. First bug was at Camp Maxwell when you can choose your weapons and stuff, the marker where you must go just disappear after a few seconds. And this happens all the time when you play it further at the next mission from maxwell. Next bug , well not really a bug but the motion capturing for the facial animations are really bad. Not bad like in Arma 2 but Yah they really don't fit to the voice actors. Last bug was that at one of my AI get stuck at a tower and the mission could not be finished because the team wont move forward because of this.

I finish the Campaign after a few hours of good game play without a single death but at the end only me survived funny thing :P

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So no one get performance problems and sound bugs like only one channel is working? I have two friends with Nvidia gtx 680 and gtx 760, who cant play it because the fps brook down to 10 or less after the campaign starts also they can only hear one channel. I only have some fps problems with the cinematic intro everything else is fine with the performance.

I played the first part with regular with not that much bugs I though. First bug was at Camp Maxwell when you can choose your weapons and stuff, the marker where you must go just disappear after a few seconds. And this happens all the time when you play it further at the next mission from maxwell. Next bug , well not really a bug but the motion capturing for the facial animations are really bad. Not bad like in Arma 2 but Yah they really don't fit to the voice actors. Last bug was that at one of my AI get stuck at a tower and the mission could not be finished because the team wont move forward because of this.

I finish the Campaign after a few hours of good game play without a single death but at the end only me survived funny thing :P

Sound is fine, but I get performance problems when ever you go through the woods/forests. Disabling shadows helped improve FPS.

---------- Post added at 18:54 ---------- Previous post was at 18:49 ----------

Maybe we'll get to play as Miller in one of the next episodes. :)

As far as the overall campaign goes.. I haven't finished it yet. one of the reasons is that I'm not enjoying it that much. It feels very home-made.

It should be either a LOT of freedom, or a fully scripted campaign. not something inbetween. Now I'm just running after an immortalized Ai dude, at least if I don't loose track of him, that acts like all the Ai in the editor do. I constantly hear the Ai yelling all kind of shit when playing a mission.. dude there, shoot that, move there, etc.

Really missing the cinematic part in the missions, as other shooters have.. Ai can barely stay in formation, act 'cool' or at least make themselves feel like fellow soldiers. nor do they walk and run in a realistic way.

Guess I'll stick to the editor and usermade missions, for now!

Honestly, and I know some will hate me for saying this, but if we had to choose between a LOT of freedom or a fully scripted campaign, I'd go for the fully scripted campaign that's trying to tell a very specific story. Why? The AI don't act human, and therefore don't react the way real people would react. You need actors for that. Sure, the enemy AI can be just that, AI, but the NPCs especially need to be motion-captured and acted. That's one of the downsides of being a small studio though.

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EDIT: Um, this got merged and the post I was replying to apparently didn't make it.

It's a custom function for the campaign.

Here's the function:

//Parameters
private ["_position", "_direction", "_distance"];
_position 	= [_this, 0, position player, [[]]] call BIS_fnc_param;
_distance	= [_this, 1, 500, [0]] call BIS_fnc_param;
_direction 	= [_this, 2, random 360, [0]] call BIS_fnc_param;

//Relative positionn
private "_relativePosition";
_relativePosition = [_position, _distance, _direction] call bis_fnc_relPos;

//The bold
private "_bolt";
_bolt = createvehicle ["LightningBolt", _relativePosition, [], 0, "can_collide"];
_bolt setVelocity [0, 0, -10];

//The lighting
_lighting = "lightning_F" createvehiclelocal _relativePosition;
_lighting setdir random 360;
_lighting setpos _relativePosition;

//The light source
_light = "#lightpoint" createvehiclelocal _relativePosition;
_light setpos _relativePosition;
_light setLightBrightness 30;
_light setLightAmbient [0.5, 0.5, 1];
_light setlightcolor [1, 1, 2];

//Some delay
sleep (0.2 + random 0.1);

//Clean up
deletevehicle _bolt;
deletevehicle _light;
deletevehicle _lighting;

//Some delay
sleep (1 + random 1);

//Random thunder sample
private "_thunder";
_thunder = ["thunder_1", "thunder_2"] call BIS_fnc_selectRandom;

//Play thunder sound
playSound _thunder;

And here's how it's used in the mission:

[] spawn {
while { true } do {
	private ["_position", "_height", "_distance", "_direction"];
	_position 	= position player;
	_height	= 50;
	_distance	= 350;
	_direction	= random 360;

	//Set thunder height
	_position set [2, _height];

	//Create thunder
	[_position, _distance, _direction] spawn BIS_fnc_camp_thunder;

	//Delay
	sleep (45 + random 30);
};
};

You'd need to define it as a function though, because it's not part of the functions library.

Edited by 2nd Ranger

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