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TAC-OPS DLC discussion (speculation and hopes)

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Hi,

I'd like to see a new Official game mode for large scale coop, based on community made ones like patrol ops, Domination or ALIVE.

 

The key phrase of the Tac-ops DLC is "challenging, repayable, authentic, military gameplay", and this suits it well.

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This video about too acute eyesight of AI.

Very much there isn't enough possibility of Stels as it was in OFP.

In bushes + weapon with the muffler, gave more chance to be unnoticed.

Interesting video. And I get why you put here. But better discussion about it be had in Ai thread.

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Honestly, i think a great game mode would be something similar to the one they have in Argo. Basically, you have objectives, and you go and secure it. Once secured, the match ends and the winner gets to select another objective connected to it. Eventually, you reach their home base and if successful your team gets victory. Something like this, except on a much larger scale. 50Vs50. Assets ranging from Tanks to Jets with some form of logistics in play would be an actual amazing experience. I've enjoyed EUTW servers for a long time now, and this unique game mode from Argo caught my attention. Different, and new, but feels just as good as CTI, or TvTvT mode. On a larger scale, it would be far more interesting and interactive, and fun. 

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@darksidesixofficial It's basically Advance and Secure mode (AAS/A&S) on a much smaller scale (Link and Clash modes for Project Argo), but with few changes to its mechanics. Much like Project Reality: Battlefield 2 and Squad. In Arma 3, EUTW and TacBF are closest you can get with traditional AAS game mode. Sector capturing in determined order.

 

I would really like traditional AAS/A&S to become official with proper features and be it highly customizable and modular so it can be used with addons. Thing is, there are very few servers with such missions and are either empty or rarely highly populated.

 

There is however a work in progress mod on the horizon with AAS in mind, called Project Reality: Arma 3. If proper AAS does not become official with this DLC well then at least I'm hoping for a large player and server count for PR:A3. So I can play it everyday.  ;)

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In light we had Special Forces Operators added to Apex and the Squirrel logo a quick Google netted me this. “Secret Squirrel†is a military nickname used for operatives who are on highly classified missions. It generally applies when the individuals are not allowed (because of classification) to disclose their service, their status, or their mission. Such individuals could be Intel (from any of the branches), or they could be CIA, or they could be Special Operations Forces (of any branch, depending on the mission).

 

The Squirrel could also be an inside joke like Bohemia Cat. Some Red herring

 

I suspect its some special forces missions. Maybe we will get some new gear. But Tac-Ops (Tactical operations) seems pretty self explanatory. From the two previous DLC's we can deduce maybe its bare bones...likely a few missions and some shiny bits. The tech guys can correct me if I am wrong but a more fluid animation system for CQB I understand isn't possible. Karel is at the new studio. Karel builds systems then again maybe he isn't touching Tac Ops. Could be a Battlefield system to get said team from A to B and support them-as mentioned Modules??

 

Dynamic missions on the fly for Tier one assets the experience missions changes on the go?

 

Once again the no news routine until one month before release and then we will get everything with nothing left to the imagination.

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missions would be nice. maybe a dynamic campaign.

 

Most importantly, as content goes hopefully its some new weapons as well. Well made and professionally animated in all handling aspects. not over powered but feels smooth and professional. like tacticool dudes are.

 

right now a lot of the weapon handling is showing the engines age in the jerkiness and inability for the sound and recoil to keep up with faster fire rates. the recoil is very rough and jerky (in the animation) as well. especially the inertia and settling as the shooter controls the recoil.

 

edit. after getting back into arma 3 after a long absence, one thing would be great if our ELITE operators would no longer be defeated by enemies like low walls or rocks. Imagine being able to maybe vault  low walls, climb over medium sized walls, hide behind rocks and be able to peek up behind them. That's what years of long training allows. maybe even be able to use bipods effectively on non perfectly parallel surfaces and still be able to point the rifle where you want. I'm a longtime arma 3 fan, but in all seriousness, the clunky movement and idiosyncrasies of arma 3 become very glaring when returning after any period of time. If you are to capture the feeling of tacticool operators then their movement should feel smoother, easier and able to do more advanced kind of things. Smookies pack (remember that) would be a great reference but with the fluidity only BIS can add.

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Don't think will see shotguns, they just are to big of a pain to simulate in the current engine. I agree though that the more weapons the better though.

 

How about magazine feed shotguns like Saiga?

It shouldn't be a problem for the engine.

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How about magazine feed shotguns like Saiga?

It shouldn't be a problem for the engine.

As far as I remember, buckshot simulation was the reason why shotguns got scrapped.

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Don't we have "indirect hit" config parameters just to account for things like that? TBH, it seems far more suited for simulating shotguns than high ROF weapons to me (I always wondered why sweeping a minigun across an enemy formation doesn't seem to do score as many hits as it should...). You don't have to track every single pellet.

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I thought indirect hit was explosive rounds, and has nothing to do with buckshot/ shotgun implementation?

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I thought indirect hit was explosive rounds? 

AFAIK you lose health when a minigun fires around you without direct hits.

Not sure, needs testing, I think I am derailing the topic.

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Someone check how it works on the carpet at home, or on the front lawn?

That should cheer up your home or neighborhood. :D

gifs_25.gif

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Flash bangs and none-lethal gear would be awesome. As well as a fully animated "captive" system which allows players to be tied up but still walk with their hands tied behind them. Then a option to "escort" aka carry the player around why they are captive. Even if they didn't make the system, providing the animations for us would be epic.

 

Bringing CTI in some form back.

 

A radio "simulated" voice effect for players using VON. Nothing special, just give us the effect.

 

Make more gear visible on the player such as actual mag count. For example a vest can display 6 mags, even if the player has 9. But if he/she goes below 6 it will start showing the mags vanishing from the vest.

 

Snow and Desert camo variants for all factions.

 

Light AT for CSAT, NATO, and AAF. 

 

Ow and finally, a option to set 1st person infantry, 3rd person vehicles.

Snow and desert camos is something that can easily be add in with mods no need for such official content, same with weapons also your statement on shotguns is not true we already have some nice shotgun mods such as the cup mod. and we have two very good radio mods that work with teamspeak. 

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Hey guys, thought I'd start a discussion on the tac-ops DLC, as there's one on the tanks and jets one, so here's what I hope for, situational awareness, as not everyone has stereo sound, and the FOV is rather limited, I'd hope for a nice way have situational awareness in the DLC that makes it easier for a player to 'sense' what's going on around them. 

 

One idea a friend of mine and me had during discussions was a small ripple effect on the edges of the UI to show the direction something is coming from(like gunshots or vehicle noises.) Not sure how well it'd work though, but I like the idea of a way to augment a player's limited senses from having to play through a  screen.

 

We already have those ripples, they travel through the air and are called sound :-)

 

Jokes aside, the combination of this DLC being announced and Project Argo makes me think that BI has finally seen the light in terms of what games with structured multiplayer like Squad have to offer. It sounds to me like they're going to finally design a system to allow for better multiplayer collaboration and objective-based gameplay. I'm looking forwards to it.

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Snow and desert camos is something that can easily be add in with mods no need for such official content, same with weapons also your statement on shotguns is not true we already have some nice shotgun mods such as the cup mod. and we have two very good radio mods that work with teamspeak. 

Yea, I understand that. Would be nice of a modder would just package them all as well. As for radio mods, not everybody, particularly public speakers have the ability to get everybody on their TS for using those mods. Just having a simple radio filter would be nice beyond communications, such as using them to create recordings for missions, or just a bit more immersion. 

As for shotguns, based on their new personal armor simulation. I find it hard to even picture a good buckshot simulation without the guns being silly weak due to high level armor, or stupid overpower.

As for making a more "squad" based play. I kinda disagree with the direction of ARGO and such. Arma 3 is one the very few games that extends the competitive element beyond just tactical and strategical terms. You now have Operational level planning in play such as logistics, and dealing with large combat zones. Giving a attacker team a small transport helicopter is a huge game changer, as well as simply giving a side a medium machine gun. Some of my favorite PvP memories in Arma in general are seeing the long term plan fall into place to secure victory. 

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Yeah, a radio filter, or even a beep or something, like with when AI use the radio, would be great to add to communications- Also means direct chat VS squad/ side chat would have a purpose, as it is currently the same as all other chat channels, just with limited range. It would be a step towards better radios in MP, but the complexity of TFAR / ACRE can be kept optional for those who want it. 

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melee combat and combat/tacticle knives....knives knives knives. Come on BI please add this. And also i'd like a jump command and grappling hooks and repelling/zip lines like in battlefield 2 spec ops. (this isnt as important but would be cool) Silent take downs is something i think would be great for a sniper/commando. A knife would be great for disarming land mines/IED's for engineer EOD. Booby traps/trip wires would be great also

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Engineers need more of a roll in my opinion.

 

Anybody call for an engineer? Please add this to tanks dlc

1205dp-01+may-2012-military-power+tank-t

 

We have jets dlc coming out right?

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who is going to get that bad boy off the runway? thats right...engineers baby!

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On 2016-11-1 at 11:12 PM, cas said:

A better close combat AI and user interface are the most important things.

SWAT 4 or rainbow six series could be an inspiration.

 

If you could make advanced waypoints in the game (like in the editor) that would be great.

You could make a team enter a building simultaneously from different directions when a "go" code is given.

 

at least we should have these commands:

-breach room

-clear room

-frag room

-restrain

 

Flashbangs / teargas and shotguns would be nice as well.

 

What you said would be a dream come true. CQB/CQC for SP still lacks severely in Arma 3, but this is probably due to the large-scale maps which, compared to the small ones in R6 or SWAT4, must be much more of a challenge. 

 

I imagine that, not only the AI would need to be improved, but you have to redo the whole comms system from scratch and invent some sort of cover system, which would probably mean coding the entire maps for it to work (not to mention keeping it realistic). 

 

Although for the cover system, I did think of an alternative where BI would adopt a similar system they did with weapon resting released with Marskman DLC: I remember reading/hearing one of the programmers saying that instead of altering all the maps for weapon rest to work, a code was invented instead to make it just as effective. Maybe this similar system for cover could be adopted? Who knows. 

 

By the way, I realise this in an old quote and if this has been discussed before, apologies in advance. 

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I want to see an "instant" switch mode from 3rd person running around to ADS. Currently there is a  small delay when the game "zooms" into first person ADS mode from 3rd person. It can speed up the game a lot for better CQB action and situational awareness.

 

Also guns that are really fun to make it worth buying. I didn't buy the Marksman DLC simply because so many user mods can take its place.

 

Lastly, tense CQB scenarios such as hostage rescue, capture VIPs, and more tactical missions. Hunting Geronimo or warlords type action.

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Maybe this DLC would see the return of A2's High Command? 

 

Mind you, there is already Zeus for that, but a strategic element during gameplay that allows you to control multiple assets, maybe even engaging commands like 'clear building', 'hold the line', 'extract' etc. 

 

Maybe this DLC would see the birth of, finally, a better comms system? I keep wishing that... 

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Throwing knife, Zip tie, more official options for usage of mines usage and placement/attachment/traps. More options for UAV terminal, toggling data-link on drones. Use for the tactical glasses (google glass type of gadget), which allows marking of targets and visualization depending on the marker, drone/infantry spotting/ etc.

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On 17.5.2017 at 2:08 PM, sasha013 said:

Maybe this DLC would see the return of A2's High Command? 

 

High Command is still in there. Look in the editor under Systems (F5) > Other

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It will be something like RAVAGE by haleks, but without zombies. Maybe  + small new game mechanics.

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