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jarrad96

Faction Overhauls and Special Operation Forces Factions

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So, I've been thinking about the AAF Overhaul- What are people's opinions on them? 

 

I've been doing some playtesting with them and they seem a bit overpowered with both 7.62 G3's and the AAF heavy body armor. I'm thinking about changing it, and either toning down the amount of body armor so not all infantry have it, or replacing the G3's. 

 

 I think the heavier armor is part of the AAF's visual style from default/base game, so I want to keep that for a least the TL/Grenadier/SL ect, but I'm considering changing from the G3 as the primary rifle to the HK33, leaving the G3 for specialist roles rather than being the standard issue rifle. 

 

Thoughts on this?

 

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1 hour ago, jarrad96 said:

So, I've been thinking about the AAF Overhaul- What are people's opinions on them? 

 

I've been doing some playtesting with them and they seem a bit overpowered with both 7.62 G3's and the AAF heavy body armor.

 I think the heavier armor is part of the AAF's visual style from default/base game, so I want to keep that, but I'm considering changing from the G3 as the primary rifle to the HK33, leaving the G3 for specialist roles rather than being the standard issue rifle. 

 

Thoughts on this?

 

If it's part of the visual style, then why not make a new armor? If you want, I can throw something together that's like a level I , II, or in between that would act as AAF armor while keeping the load they carry intact.

Also, I'd keep the G3 instead.

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Yeah, I might just keep the G3's- it makes them more unique and interesting, it might just be a thing people have to get used to. 

 

As far as the armor goes, I might re-visit it post-Zenith to add in some of the 7.62 battle rifle chestrigs ( ;) ) that are being added to some of the non-frontline troops and supporting units, and also go back over them and try to fix a few bugs with kits, maybe add in a Multicam and tactical-ised Recon SOF team, because the AAF lack Recon troops by default for some strange reason. 

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I like the idea of the HK33s standard. they're a bit more unique than the G3 which is a pretty common hand-me-down rifle and I don't think the HK33 gets enough attention.

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Discover this thread only recently, now replaying the single player campaign with your overhaul mods (Nice work on them!) thought I would add my two cents on the AAF.

Really like the G3's it makes for a heavy hitting enemy, engagements have changed for me when facing them, I use cover ALOT more, I generally avoid concealment, I also try to engage at a distance so the AI are not as accurate as opposed to CQC which was my norm before, I really like the AAF now, my only concern is that they are now a more difficult enemy to face that CSAT due to the heavier armor and larger caliber weapons.

Not a huge fan of the uniforms on Altis but I get what you were trying to do with the Greek pattern similarity, I was fine with the vanilla uniforms they had, but it would be cool to have a custom uniform. vest are fine in my opinion. 

Really liking the mods, Maybe we can see the Särskilda Operationsgruppe or SOG from Sweden one day?

Keep it up

Potter

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Hmm, I knew there was a nation I forgot- Yeah, I can consider SOG, but it would have to either a 2010-2016 era faction or modified, because from what I've heard they have recently adopted LWRC carbines, which are not in Arma. 

 

It's kind of ironic that I gave the AAF the older rifles like the G3 to make them seem a bit more antiquated compared to a more 'modern' force like NATO/CSAT but the rifle itself is pretty awesome. 

 

I'm probaly inherently biased but I found the camo functional just fine and it seemed to work- I was mostly fighting on Stratis or the more wooded areas of Altis though, not the more open plains. 

I don't have the ability to easily get custom uniforms, and even if I did I would have used the same lizard camo style they currently have, just to make it have some basis in realism for a Greek or Ex-Greek force- I did consider M81 Woodland originally but I use that camo so often I'm getting a bit sick of it, and it could also cause IFF problems as it's what the CSAT Guards and some FIA forces wear. 

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i tried out your NATO RHS replacemen,t i like the nato change but sadly it turns almost everbody in blue side in to marines (i placed a Tanoa Gendarmerie on the tanoa map in the editor and voilla a marine showed up) 

 

also when changing load out in editor your addon reverts them to your load out  so no changes can be made in editor  (noticed before with the seal addon) 

i want to thank you for the effort , but sadly i will not be using it myself :( 

 

 

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4 hours ago, jarrad96 said:

Stuff


2010 to 2016 is fine, I personally have no problem with you replacing the LWRC with a weapon already in SMA/NIArms, like the AAC MPW. I know, I know, people will scream MUH IMMERSION but you gotta make do with what you have. Ultimately its your call, I would love to see SOG but its up to you.

I do like the new AAF, the uniform only irked me because of the amount of time I spent fighting Syndicate on Tanoa, so I was very used to that Uniform and used to seeing AAF in the Vanilla Digi. Again its not really a problem, I'm just wondering aloud.

Potter

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Question about using in a mission

 

I built a dummy mission in the editor just to get a mission file built. With just one squad leader on the map and without opening any menu in the editor the only addon is CAG. 

 

I changed it to Direct Action Leader and opened the loadout editor, going through every item shown. That gave me this in the mission addons:


 "CAG",
 "zee_config",
 "SMA_Eotech33",
 "A3_Weapons_F_Pistols_Pistol_Heavy_01",
 "ace_realisticnames",
 "ace_ballistics",
 "A3_Weapons_F_Acc",
 "A3_Weapons_F",
 "VSM_Shemagh_config",
 "ace_nightvision",
 "VSM_HELMETS",
 "VSM_MulticamTropic_Config",
 "A3_Weapons_F_Items",
 "VSM_Vests_Config",
 "ace_attach"

 

Do I need to add all of this to the addons in the mission sqm or is there a shorter route? Seems to me if I just showed "SMA" that it should pick up any subsidiary weapon. Same for "VSM_-_Accessory_Pack".

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As far as missions go, I have absolutely no idea how mission SQM's work, I don't really make missions, you might be best asking the Mission making part of the forum for help. I can tell you zee_config is the MP7 though. 

 

@supergruntsb78 yeah, one of the unfortunate limitations of the Overhauls and some units is that you can't change the editor equipment, because the game basically forces the new equipment to be applied to the vanilla classnames in order to get it to work in the Campaign or other downloaded missions. 

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INDEP FIA Overhauled released-

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This mod is a total replacement of the INDEP FIA forces, bringing them more in line with modern day equipment, weapons and uniforms.
It works in the official Arma 3 Campaign and custom scenarios that use the INDEP FIA faction will be using the new faction as well. 

The Faction-

The FIA (Freedom and Independance Army) draws it's origins and name from the 1985 anti-Soviet resistance movement of the same name that fought in the Malden and Everon conflicts. 
The modern FIA was established out of civilians and Altis Armed Forces defectors following a coup d'etat in the capital city of Kavala, causing a civil war between the FIA and AAF to break out. 

These INDEP FIA forces are irregular fighters who have remain loyal to the AAF Government during the Civil War, and they have been supplied and supported by the AAF military. 

The INDEP FIA are armed with the G3 and HK33 carbines as primary weapons, with the compact HK53 used in some roles. The standard support weapons are the M249 SAW, G3/SG-1 for Marksman, with the rarer PSG-1 for snipers and sharpshooters, and the primary AT weapon is the RPG-32. Standard sidearm is the same as the host AAF forces, the M1911. The fighters wear a mix of Lizard camo mixed and civilian/geurilla clothing. 

Supports-

The FIA is supported primarily by re-purposed and camouflaged civilian vehicles, including technicals, Jeep's, vans and trucks, but also has access to mortars. A Cessna TTX is available for recon from the air. 

Faction has full Editor, Zeus and ALiVE support (faction name IND_G_F ) Also supports ACE3 Medical system. 
It totally replaces the INDEP FIA faction in editor, Zeus, ALiVE and all scenarios played when the mod is enabled. 
 

Downloads-

 

Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1193103446

Armaholic- http://www.armaholic.com/page.php?id=33438

 

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I also updated the main page with a few additional factions, classnames and pictures and such that weren't on there. 

 

Also, a notice- the FIA Overhauls do NOT conflict, but supplement each other, but I have found that sometimes having one one can cause the other 2 sides to have the same gear, so for example if you wanted the OPFOR FIA to have the gear of the AAF FIA you can load just the AAF FIA forces and check to see if they have been re-geared.

 

Once you load the OPFOR FIA Overhaul in that case they get the OPFOR appearance and gear instead of the AAF, but this basically means you can pick a favourite look to have to work with any of the FIA sides. 

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I tried the INDY and OPFOR FIA and both are a match to be reckon with. It works well with other overhauls to match up firepower and provides a decent workout to replay missions. I would really love to try it in coop.

 

One fictional faction I would like to see after looking at the Syndikat Overhaul and "rebel" type SFF would be a Purge movie like Anarchist faction.

 

It should be civilian based, like your civilian overhaul with mixed low and high tech weapons with masks from Uriki's   Ballistic and Masks, Bloodwyn's hats and masks or KA's Gas Mask mod where they are enemies of all factions, maybe including civilians... well maybe aligned to OPFOR if they were modeled after the Antifa (Anti-Fascists). Agenda are anti-fascist (nationalist), anti government, anti-NWO, anti-monarchy and etc...

 

There are already a few modern Fascists factions to fight with.

 

I would like to see it use both Zee's and Max's female mods to add variety. It would add to psychological warfare with women in the field. You can use Max's body and add Zee's head to the mix to spice it up:

 

 

Lastly, I would ask if you would consider adding female units to update some of the other rebel groups as the Kurdish Peshmerga has several females in the forces. Would be a interesting to play with that those overhaul mods. Obviously it would not be added to those anti-female, male dominated real world forces.

 

 

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I have been considering a Western-equipped militia or irregular OPFOR group, yes- originally I was looking into gangs like MS-13 and the like, but I might do a kind of generic Western revolutionaries or something, lots of civilian/guerrilla gear and western weapons and uniforms such as AR platforms and the like. The reason I haven't done it yet is because I feel like making a group (example Antifa) as an actual terrorist group could get me some hate, which I prefer to avoid, so I'll likely use a generic name (and also increase the amount of gear and weapons they have simply because Arma AI don't handle guys armed with pistols, for example, very well. 

 

I don't really plan, nor have I thought about, female fighters in any groups. I'm not sure how well they would work as actual units, because faces for my units are randomised based on ethnicity. I could look into it for Peshmerga though, that could be interesting and make them stand out a bit. 

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I didn't mean for Antifa to be a "terrorist" unit. I just wanted to clarify that but they can be an opposition or rebel group since that is really their agenda. They are modeled more as a civilian anti-terrorist group than anything else.

 

I do agree to generalize into an Anarchist group instead to remove any political stigma. 

 

You should play with Max's Women mod. It already has basic military and civilian uniforms. Maybe just some retexturing if you are aligning it to VSM or BIS camo patterns. I believe you would need to re-make a config.cpp to setup all the females into a subgroup and randomize their heads that way. You can then just add Zee's or even Zabb's head's bodies into the mix:

 

http://steamcommunity.com/profiles/76561197966920428/myworkshopfiles/?appid=107410

 

His Enforcer, Den-Nou and ATAINO would give good examples.

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Antifa would be funny to fight and kill but they are a joke itself in reality. So a generic Anarchist group would be really good to have. Something kind of like CS:GO's Anarchist Models, But maybe with less skinny jeans. Just would be nice to have a western based terrorist group to fight. Bring the battles to the homefront.

 

 

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On 11/11/2017 at 10:03 PM, jarrad96 said:

I have been considering a Western-equipped militia or irregular OPFOR group, yes- originally I was looking into gangs like MS-13 and the like, but I might do a kind of generic Western revolutionaries or something, lots of civilian/guerrilla gear and western weapons and uniforms such as AR platforms and the like. The reason I haven't done it yet is because I feel like making a group (example Antifa) as an actual terrorist group could get me some hate, which I prefer to avoid, so I'll likely use a generic name (and also increase the amount of gear and weapons they have simply because Arma AI don't handle guys armed with pistols, for example, very well.

 

You could create a generic militia somewhat inspired by some of the various militias you hear about in some areas of the US... Attaching any specific political tags to a western irregular group would probably get you flak.

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This was released-

https://imgur.com/a/HzEIl

 

'History'-

The South Rose Again (TM) as part of the New Confederacy in 2024, and the American mainland was once again embroled in conflict. This a joke mod and should not be taken seriously. 

The Faction-

Many of the men and women were organised into the Western Militia, which was the regular fighters during the war. They carry a range of weapons from AKM's, SIG716's, HK416's and TAR-21's. It's worth noting that the Militias are not racially segregated as combat units, and will make use of male, female and people of different ethnicity on the battlefields. 

Due to their more personable attitudes compared to the Survivalists, the ' Fudd's ' are used commonly among Militia teams as trackers and Marksmen, and despite their antiquated weapons and equipment served well during the war, with many later forming gun companies after the cessation of hostilities. 

Specialist Elements-

The American mainland conflict was welcomed by some sections of society, such as the Survivalist movement, who finally had a purpose in their insignificant lives and a true justification on spending $6,775.22 on their amazing weapons, which are German-engineered, and thus capable of firing Teutonic lighting and death far beyond that of mere American rifles. Survivalists serve as the elite marksmen unit in the faction due to their superior equipment compared to Fudds. They also were used as ATV mounted scouts and outriders for Militia forces. 

Another segment that was easily pressed into military service and often rose to command roles simply because it satisfied their towering egos was the Airsofters, who were able to gather together in units led by men who were specialists in Gorilla Warfare, which was sorely needed in the Southern Militias. The Airsofters have heavier equipment such as military body armor and are used as assault troops, such as Grenadiers or small-unit leaders. 

The fighting was not limited to the frontlines alone however, as this photograph of a Southern Housewife shows. With the majority of the men and women fighting in combined units across the country, the housewives who stayed to defend their homes fought brutal conflicts with the great menace that was the IRS and the unjust taxation services. This housewife shows the typical appearance of the homefront- heavily sandbagged and entrenched positions with perimeter minefields and the women's own military-grade body armor, uniform and machineguns saw the decline in IRS numbers substantially during the confict. 

Supports-

After the failure of the Northern defensive lines, the South formed new cavalry regiments, the most famous of which were from Texas- nicknamed the 'Texan Parade Floats' after the code name they were built under, the fleets of technicals and makeshift vehicles swept northwards. They are rolling into the desolate wastes of the former city of Chicago, which fell to the gangs at the start of the conflict and was referred to by both the North and South as 'Chiraq' , as the city itself became choked with the ruins of the defeated National Guard vehicles who attempted to defend it during the gang fighting. 

The KOTH player is armed with OP GUNZ and the heaviest body armor in the game, as well as a bergen with 5-6 missiles for the Titan AA. If you attempt to play as one you will die of cardiac arrest due to the 64.82 kilograms (143 pounds) of weapons they are carting along, ♥♥♥♥♥ing about how broken their back is now. 

On the actually usefulness of the unit? It's basically a immobile turret with a sniper rifle, AA launcher and a metric ton of teenage angst. 

 

Download Links-

Steam Workshop- http://steamcommunity.com/sharedfiles/filedetails/?id=1198896418

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Now I really want to see a bunch of Guy Fawks Masked Anarchists go up against the New Confederacy!!! :D

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Something a bit more educational. I also do some Steam Guides, and just updated my one for General Arma. 

http://steamcommunity.com/sharedfiles/filedetails/?id=1131138131

If you have ideas for additions, just ask. I will be avoiding mod-specific things, as well as more advanced things like Helicopters and Fixed Wing flight (but I might cover aircraft weapons in a future update)

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Taliban [SFF-R] Updated

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Added Scavenged BMP-1, for those of you who want to give the Taliban a bit more punch without relying on static guns. Loosely based on Operation Anaconda in 2002 where the Taliban had small numbers of armored vehicles. 

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Added Warlord Command Cell, which is a 6 man group of veteran fighters led by a 'Warlord' which is an Officer equivalent, to act as a Command Squad. 

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Some of the general units, such as Snipers, Machinegunners and RPG Gunners, have been varied a bit more, with new clothing, weapons and the like, to make the faction units a bit less regular. 

 

On the technical side- The Taliban RPG Gunner will now work better with V-COM and ASR AI, meaning he's now more likely to use his RPG against infantry and buildings, as well as having the proper RPG backpack and ammo types. The Static Weapon Teams, under 'Supports' support V-COM AI as well. I also added a Motorised Cell using a Ural Truck, useful for reinforcements rather than just relying on the normal Technicals. 

 

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