Wiki 1558 Posted March 13, 2014 Please use this thread to provide feedback on the third campaign episode, which has been deployed in today's dev branch update. Avoid spoilers wherever possible! If posting them is unavoidable for some reason (e.g. context for feedback) please place them in spoiler tags. Share this post Link to post Share on other sites
Gutsnav 13 Posted March 13, 2014 Holy crap I love the first mission. Great job BIS!!! :dj: rockin the Win campaign! Share this post Link to post Share on other sites
turin turambar 0 Posted March 13, 2014 Someone spoil me if we have chopper and tank missions. Share this post Link to post Share on other sites
2nd ranger 282 Posted March 13, 2014 Ok what the hell, is there some kind of boundary script running in the town on the first mission? I keep getting blown up when I try to cross the same road, doesn't matter at what point. Share this post Link to post Share on other sites
rebelvg 281 Posted March 13, 2014 Guys, game crashing on the 5th mission "Preventing Diplomacy" on any attempt to save. Auto-save crashes the game too. Share this post Link to post Share on other sites
jinzor 31 Posted March 13, 2014 ---------- Post added at 22:11 ---------- Previous post was at 22:05 ---------- Someone spoil me if we have chopper and tank missions. Nope, we don't. Guys, game crashing on the 5th mission "Preventing Diplomacy" on any attempt to save. Auto-save crashes the game too. I can confirm this. I was playing vanilla (absolutely no mods) and this happened. I'm unable to progress because some script is messing it up. Image included below. The game starts to go extremely slow, and progressively slower until you only have 1 frame left, and then crashes. This seems to start just before or during the first autosave. Going to skip this mission until there's a fix. Share this post Link to post Share on other sites
turin turambar 0 Posted March 13, 2014 A bit of feedback. First mission. What's the rush, Bohemia? The mission starts, it seems a night patrol, but 10 seconds later the enemy boats are already appearing. It would be a better pace if it happened a minute or two later, let the player examine the environment around him, situate himself in the map, and believe it's maybe a more laidback mission. In the final part, the defense stage is too short, you reach it and there is already a enemy squad on there or at 15 mts and 40 seconds later the enemy armor appears. Let one minute more to the player without action, after the first enemy squad attack on the peak, to have time to examine the defensive position, what's in the boxes, who should man the two fixed weapons, maybe put the mines stored in one of the boxes, etc. After, it could be nice to have two enemy squads coming to attack and you having to defend the entrenched hill. And after that, when the player believes his is doing it pretty good, the enemy armor should appear. Share this post Link to post Share on other sites
jinzor 31 Posted March 13, 2014 (edited) Alright, that campaign was incredibly short, like 3 hours long, and the story still wasn't very conclusive. Just what the hell was that earthquake device doing there? Why didn't Miller bring Kerry with him? Why can't they just spill the beans? Will the plot progress to the expansion? What happens to Miller and them lot if you decide to regroup with NATO? Do they fail? Seemed like they were about to when I went to try and help them. Why can't I go and help Miller, and then help NATO fight off the CSAT invasion in a few more missions? That way we can have a win/loss scenario and a win/win scenario; help Miller and fight off CSAT by regrouping with NATO after helping, or escape the island and hear CSAT have taken over Altis and a new world war developing on the radio. Also, each outcome seems very different to each other; who will canonically keep Altis in the timeline of the Armaverse? Edited March 13, 2014 by Jinzor Share this post Link to post Share on other sites
AlphaCentauri 10 Posted March 13, 2014 As someone who can't play ARMA 3's campaign due to cardboard box PC, can anyone give me a summary on the plot? From start to finish, mission by mission, if possible! Share this post Link to post Share on other sites
jinzor 31 Posted March 13, 2014 (edited) As someone who can't play ARMA 3's campaign due to cardboard box PC, can anyone give me a summary on the plot? From start to finish, mission by mission, if possible! Here you go man. If anyone doesn't want to know what happens, do NOT read this. You have been warned. First mission; Kerry wakes up at base, told to go and join some squad by some General Armstrong (same character from the previous games? Can't remember, name sounds familiar), but is told that he isn't trusted because they have no idea who Miller and the CTRG team were. He gets there. End of mission one. Second mission; it's at night, Kerry is guarding a few buildings, is told that he is guarding a dumpster (says it's boring). Kerry then spots some amphibious APC's (I think? or boats?), told to fall back to his squad 200 meters away, finds them all dead with explosions going off around the island from a distance. He joins another NATO group, which consists of AMV-7 Marshalls. Nikos calls Kerry, saying that they want to provide assistance and meet up with him, Kerry is transported (by the Marshall he got in) to them and commands them to assist NATO in defeating some CSAT soldiers in a town close by. He and his FIA squad then single handedly destroy 2 CSAT APC's and 4 CSAT tanks in a defence. End of mission 2. Third mission; You see a crapload of artillery (MLRS and fixed) shoot at a town somewhere. You then link up with another FIA group to command, take over a hill occupied by AAF and, with the help of some AMV-7 Marshalls, push them out. You then wait for pick up at a Ghosthawk, but it is shot down. You then destroy the AA vehicle and soldiers that caused this. Once this is done, you see some of those new NATO stealth A-10's destroy stuff in the distance since you took out the AA which could have prevented them. When they're doing this, though, something really strange happens; you feel a big earthquake, and the radio goes nutts asking what the hell just happened. Fourth mission; You're a part of a convoy at night, with a cool-voiced squad leader (for once) and destroy stuff. You feel more and more earthquakes. You take out a tank at the capital town of the island and win. Nothing special, except that General Armstrong says that Kerry is trusted again because the identity of Miller and his team are confirmed by higher ups. Kerry asks "identified as who?". Armstrong then lets out a long verbal abuse on Kerry, warning him not to help the Brits and their "bullshit black ops missions". Fifth mission; don't know, there's a game-breaking bug after the first 4 minutes which won't allow you to progress. Sixth mission; Kerry hears a faint transmission from James (calling for help) after another earthquake, the biggest of them all, and he has a choice; either continue to regroup with the rest of the NATO force (A), who are about to wipe out the last remnants of AAF, or go to James and see what's up with him (B). Choice A; Kerry finds James, badly bleeding, with 6 other British CTRG guys dead nearby him. He tells Kerry to shut the fuck up, get a truck (which he will recognise when he sees it) and take it to Miller to the north of the base, at some ruins. Kerry fights his way through what appear to be spec ops CSAT wearing urban clothes, finds the truck (with a strange device attached to it, with lots of turbines spinning to keep whatever's inside cool). Kerry takes it to Miller, demands answers from Miller about whatever that thing was. Miller implies that that's the device which is causing the earthquakes, and says he and the last remnants of his team are going to take the device with them and leave Kerry at the ruins, where he "promises" to pick him up after they're done (jeez, how gullible is Kerry?). He then says that Kerry should keep his head down, as there is a massive CSAT invasion coming to the island (you see about 3 of those new CSAT CAS jets fly over head). Choice B; Kerry pushes AAF forces off the island with lots and lots of supports. All out war. Last Mission (Choice A); Kerry calls Miller, asking him where the fuck he was. Miller responds saying that they can't pick him up because of some invasion that CSAT are starting, says sorry, and there's static with some shots in the background. The last earthquake is felt. I haven't explored all the choices you can do on this mission, but basically you are told to leave the island by any means necessary; via boat or helicopter, and the mission ends. That's it. Last Mission (Choice B); lots of civilians, ION contractors and some NATO soldiers around the place. You take a journalist from the airport to Nikos' house for an interview. While you're driving him there, he's asking you questions (e.g. did you know whether or not there were any British forces on Stratis/Altis after the events in Chapter 1? Kerry says that the Brits pulled out just before the attack on Stratis, which is apparently common knowledge to the world, but, there are doubts whether or not this is true since Stavrou, one of the FIA characters you were fighting with, said otherwise in a separate interview. The journalist thinks that you're lying to his questions. You're then contacted by Crossroads for something menial, and the mission ends. Edited March 13, 2014 by Jinzor Share this post Link to post Share on other sites
txalin 2 Posted March 13, 2014 A bit of feedback.First mission. What's the rush, Bohemia? The mission starts, it seems a night patrol, but 10 seconds later the enemy boats are already appearing. It would be a better pace if it happened a minute or two later, let the player examine the environment around him, situate himself in the map, and believe it's maybe a more laidback mission. In the final part, the defense stage is too short, you reach it and there is already a enemy squad on there or at 15 mts and 40 seconds later the enemy armor appears. Let one minute more to the player without action, after the first enemy squad attack on the peak, to have time to examine the defensive position, what's in the boxes, who should man the two fixed weapons, maybe put the mines stored in one of the boxes, etc. After, it could be nice to have two enemy squads coming to attack and you having to defend the entrenched hill. And after that, when the player believes his is doing it pretty good, the enemy armor should appear. +100000 First mission is really great, it's like running 10km and the racing the dakar and just after you cross the finish go to the volvo american cup and then... everything happens too fast!! Give the players some of "the calm before the storm" Share this post Link to post Share on other sites
turin turambar 0 Posted March 13, 2014 (edited) Second mission feedback, you should put a pair of soldiers in guard mode inside the buildings, I "cleared" the objective while I was 250mts away from the complex, the armor did it. It's nice to see that the AI can kill the enemy unlike other games, but it feels a bit unfulfilling when you aren't even close when it happens. Edited March 13, 2014 by Turin Turambar Share this post Link to post Share on other sites
AlphaCentauri 10 Posted March 13, 2014 Here you go man. SPOILER SPOILER SPOILER SPOILER Thanks a lot! I wish I could play the campaign, but because my PC can only handle Stratis, I never got past the first episode. Share this post Link to post Share on other sites
turin turambar 0 Posted March 13, 2014 (edited) Third mission. Just a glitch in the end phase: the AT soldier they assign you have a normal soldier icon on your hud, with the AT indiator. Fourth mission. In the gear menu before the mission, I took a mxm sniper rifle and a 12x scope and a divisor by zero error appeared on screen. The error still appears. The .rpt is growing, 300mb already. lol. fn_module_groupid.sqf (something like that), line 14. edit: nah, it happens always, even if I don't take a weapon. Edited March 14, 2014 by Turin Turambar Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 14, 2014 Theories for the Earthquake device thingy anyone? :D Share this post Link to post Share on other sites
turin turambar 0 Posted March 14, 2014 I'm in the last mission, the epilogue. I found a Kuma with several red areas. I have a explosive specialist with a tools package, but I can't get him to repair it. Is it normal? Share this post Link to post Share on other sites
jinzor 31 Posted March 14, 2014 Theories for the Earthquake device thingy anyone? :D A potential weapon of mass destruction which can be covered up by proclaiming that it was a natural event, therefore whoever has such a weapon could have many uses for it? Share this post Link to post Share on other sites
brians200 51 Posted March 14, 2014 (edited) How do you skip the broken mission? I have tried pressing left shift + numpad minus and typing the command doesn't do anything https://community.bistudio.com/wiki/ArmA:_Cheats EDIT: NUMlock is required Edited March 14, 2014 by brians200 Share this post Link to post Share on other sites
L3TUC3 32 Posted March 14, 2014 (edited) First Mission When approaching the final objective, Kerry gave the all clear to crossroads and the game autosaved. The hill wasn't clear and I lost a bunch of guys. Got stuck in a save-death loop for a bit. Preventive Diplomacy Another chalk for Preventive Diplomacy divide/0 script error. Saving will start to get progressively slower until the game is hanging for a few minutes. .rpt ballooned to the point N++ said "You want me to open what? Hell no!". When arriving at the regroup waypoint, the mission didn't progress because the AMV got stuck in the solar panel farm. Lasing a target for the Scorcher with the UAV is a pain in the behind. The camera is way too jittery and not stabilized enough (this was mentioned in the UAV wishlist a few months back). I keep having to drag my mouse until the round arrives. Blowing up that little encampment was pretty satisfying though. Also there's a bunch of strings missing for group names in a few missions. @STR_A3_Group_Crossroads @STR_A3_Group_Serpent A few more (Eagle Wing?) Overall, I'm digging the missions. Plenty of action. Edited March 14, 2014 by L3TUC3 Share this post Link to post Share on other sites
Grek 10 Posted March 14, 2014 win = fail. nothing to say=\ after year of developing the game i got campaign with 7 hrs of gameplay. thanks alot, bis. ps. how to get achivement Guerilla warfare? Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted March 14, 2014 win = fail. nothing to say=\after year of developing the game i got campaign with 7 hrs of gameplay. thanks alot, bis. ps. how to get achivement Guerilla warfare? Hey, just be glad they actually made the damn campaign. For Guerrilla Warfare, you have to complete Adapt. Share this post Link to post Share on other sites
L3TUC3 32 Posted March 14, 2014 Game Over Dieing counts as escaping from the island alone. Share this post Link to post Share on other sites
Grek 10 Posted March 14, 2014 who investigate the dome where tempest was finded? (side mission) Share this post Link to post Share on other sites
doln 10 Posted March 14, 2014 I gotta say I didn't enjoy 'Win' as much as 'Adapt'. Adapt is definitely the show pony of the campaign. Too many missions that were 15fps chugfests (Crazy idea, throw in some enableSimulation trickery to keep a handle on that?), dozens of loose ends not tied up by the end (I hope the story extends into the inevitable expansion). And I really think that having Miller as part of the CSAT or some other shadowy organisation (as was implied at the end of Adapt) would have been a much cooler plot point that just having him as British black-ops. Some of the missions that felt like they were just getting started and should have part a second part, just ended abruptly. Overall, the writing wasn't as good as it was in Adapt, I feel. All that being said, however, I still thoroughly enjoyed it. Share this post Link to post Share on other sites
lugiahua 26 Posted March 14, 2014 Actually I don't get the endings If you stay with NATO, NATO won, but if you helped Miller and his "super weapon", NATO loses. How does that make sense? Unless Miller was using it against NATO(like wipe out Sixth Fleet so CSAT could counter attack) And how does this machine actually work as a weapon? it has zero impact as far as Kerry could see. Share this post Link to post Share on other sites