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Arma 3 Apex: Old Man Feedback

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@rübeHas been making good points. 👍

 


Current dev, some things/bugs:
- The radio multiplication: has been going on since the first release of this beta in the workshop. Seems to be the radios that play music that multiply. Been using the normal saving instead of the sleeping bag nonsense, dunno if that makes difference (the oldman save function still just call saveGame, so dunno how that's different).
I unrapped one broken savegame at one point previously and it had more than 3100 of the same kind of radios that are on the Old Man house table present in the mission.. Scrolling through the first like 20-30 and judging from their position they were pretty much in the same spot. So assuming the unrapping didn't bug out that's a huge amount of radios. And there are at least one other kind of radio used at markets and they also multiply.
- The disguise thing seems a tad backwards because pretty sure if you wear a police uniform and cover your face the other police would be more suspicious, not less. This also weirdly extends to the Viper costume, even though the helmet covers your whole face you still need to cover your face with something else to get all green..
- On this topic, the skate helmet worn by some police doesn't appear to be a valid costume part because wearing such uniform composition stays at red exclamation marks
- if the police see me lay a mine, while I'm in full CSAT uniform, all green, and like >100m away: they immediately open fire. Makes no sense whatsoever.
- while I'm in full Viper uniform the police somehow can determine that I'm not real CSAT..
- from the rpt, a lot of these for several different sound files:

Quote

Sound: Error: File: a3\dubbing_f_oldman\barks\awareness\csat_awareness_wt_72_chinese01_processed.wav not found !!!

- this happened when I entered a Syndicat area in Yanukka:

Quote

Error in expression < ["BIS_SynikatSmugglersRestricted", true)>
Error position: <)>
Error Missing ]

 

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5 hours ago, rübe said:

Some more things:

Rube - I like your thinking

The Miller situation was annoying me too - but perhaps he's been using a special ability from the device to teleport around!

 

The cashes are cool - but once I had an okay loadout, and I looked at a couple of them I didn't bother going after any more cashes. Perhaps if they had less gear or were more specialised? Random is a dangerous thing (just try it in the virtual aresnal). Random on the map is even more dangerous (inside a rock out at sea). Curated is always going to be better (anyone want a crate full of red berets and watches)? Maybe a list of curated boxes with a possible list of curated cache sites which are only 30% populated on any play though would achieve what you're after but even then - this is extra work for a feature that is not broken. 

Rules of disguise: This was my biggest peev.

 

I would have liked (an almost) pacifist route/very discrete method of achieving the story line  - ie dropping a bag under the house in Vagalala in the dark, timed to detonate 5 minutes later once i was on the hill near the safe house, or even building a car bomb with explosives that i talked my way into acquiring from a corrupt official at the mine... There's lots like this but then you're looking at making Fallout New Vegas which took 170 people four years to make (and crashes every 20 minutes)!

I'm looking forward to Oldman II: Older man
 

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4 hours ago, h - said:

- The disguise thing seems a tad backwards because pretty sure if you wear a police uniform and cover your face the other police would be more suspicious, not less. This also weirdly extends to the Viper costume, even though the helmet covers your whole face you still need to cover your face with something else to get all green..
- On this topic, the skate helmet worn by some police doesn't appear to be a valid costume part because wearing such uniform composition stays at red exclamation marks
- if the police see me lay a mine, while I'm in full CSAT uniform, all green, and like >100m away: they immediately open fire. Makes no sense whatsoever.
- while I'm in full Viper uniform the police somehow can determine that I'm not real CSAT..

 

I've never gotten all green yet. I'm using a viper suit and a viperhelmet, and still at orange.... same as with normal CSAT fatigues and a normal CSAT helmet. I thought adding a LBV harness or TAC vest (since standard CSAT use them) with the std fatugues would improve things... doesn't seem to. Wearing a carrier rig or gendarmerie vest doesn't seem to change things.

I tried sunglasses, dunno if htey help, they don't get me to green.

I tried viper gear, using no vest, a viper harness, the exact loadout of the viper soldier, still no green... does weapon type matter (was using a CMR and not type 115, but with the viper 6.5mm stealth suppressor)?

I killed some CSAT soldiers near the infected village in Lugano, they all had covered face... witha shemag, uses the same slot as a helmet... but I haven't tried wearing this with glasses yet (should cover the face, and be what CSAT wears).

I don't know what to wear other than glasses. I think there was a bandana variant that took the glasses slot and coveredthe nose and mouth rather than the top of the skull?

 

1 hour ago, seacaptainjim said:

The cashes are cool - but once I had an okay loadout, and I looked at a couple of them I didn't bother going after any more cashes. Perhaps if they had less gear or were more specialised? Random is a dangerous thing (just try it in the virtual aresnal). Random on the map is even more dangerous (inside a rock out at sea). Curated is always going to be better (anyone want a crate full of red berets and watches)? Maybe a list of curated boxes with a possible list of curated cache sites which are only 30% populated on any play though would achieve what you're after but even then - this is extra work for a feature that is not broken. 

Rules of disguise: This was my biggest peev.

 

I would have liked (an almost) pacifist route/very discrete method of achieving the story line  - ie dropping a bag under the house in Vagalala in the dark, timed to detonate 5 minutes later once i was on the hill near the safe house, or even building a car bomb with explosives that i talked my way into acquiring from a corrupt official at the mine... There's lots like this but then you're looking at making Fallout New Vegas which took 170 people four years to make (and crashes every 20 minutes)!
 

Regarding caches, I like that they are in fixed spots, they took me to some cool locations I didn't know about. They also provide the only non-black market source of ammo for some weapons. I have a loadout I like, but the caches can still give me options in case I decide I want to use a different loadout on a different mission - at least one task I found the Asp-1 Kir to be very useful (clearing a CSAT harbor base on norther Balavu, while trying to upload the virus, but the glitch stopped me). If nothing else, raid them for gear to sell for ammo for something you like (like promet ammo or Mar-10 or MX ammo).

I used them to get NV goggles the first night (before the doctor comes banging on your door), and was able to get quite a lot done the first night without fightingby going to the non-randomized caches (then assaulted a checkpoint and got viper to come, where I downed their chopper with my stolen tigris).

 

I don't think a pacifist route is possible. Even the example you give involves blowing up a house with a live Gendarme in it... not to mention some other missions... but maybe you meant stealthy, with minimal casualties.

 

7 hours ago, rübe said:

Here's another thing about "no bad things should ever happen if the player decides to do nothing". I wanted to see what happens when you just ignore Arthur, settle down first, maybe murder some CSAT and steal their stuff, I don't know. Then I skipped some time as I was tired. Skipped it to the max what's allowed. Then some jackass came and knocked at my door loudly, early in the morning. Rude. Hey, it's the doctor, who I didn't meet yet, because fuck Arthur, so I never went to his village, where also the doctor hangs around. Did I already mention that I don't like the doctor very much? As for Arthur, it probably wasn't that important after all. Dude just disappeared (and with him the task) and never called again. Good for him, I guess?

 

See, I think this is simply a design mistake for an open world approach. Let the player decide the pacing.

Here's what should have happened instead:

  • Arthur is a cool dude. He doesn't mind if I come visit the next day to solve his problem. Or next week. Maybe next year. It's all good. It's also cool if he goes to sleep, so the player isn't able to visit him a first time at night. But the next day, he'll be around again. For whenever the player feels like to start off, or progress, the story.
     
  • Similarly, the doctor doesn't just show up at my door. Rude. Make sure I talk to him at the end of the Arthur quest, and then, and only then proceed with infecting them all in their village. Then, once the player has done that, some next day the Doctor may, maybe, show up early in the morning over at yours. Still rude. But whatever. People are dying now.

And so on, same with other such story beats. The Syndikat stuff is similarly rude for no reason. If the Syndikat wants to do a night mission so badly, they can go collect those NVGs by themselves. Otherwise they have to wait for the player, and maybe postpone their little surprise party at night. The task should be open every day, and once you deliver them, the next task to take part in that operation should again be at the pace of the player. Tonight? Nah, I got already plans with the sexy ladies in Valalahalala. 😍 Maybe tomorrow? Cool.

[...]

 

Some more things:

  • Meeting miller: And again, I expect better of Miller. Last time I played this, I was maybe a minute or two late, so he was all butthurt about it. So this time I went there early. No miller there. And then he simply spawns in your face. Not cool. Miller should spawn a bit away and walk up to you, so you can make a dumb remark about him being too late this time. 😙
     
  • Finding intel/evidence at the abandoned CSAT camp: Miller is confusing if you find minor/not important evidence after you've already found the good stuff that leads you to the next location. He tells you to keep looking for more evidence/something better. He should just tell you that it's alright now and to move on already, or something.
     
  • It's a bit unfortunate that the geo caches aren't randomized (at least partially). I understand that's a bit hard to do if you want to show off the cool locations (caves in particular), but maybe that could have been achieved in a different manner, using them for something else. Randomizing them hard would obviously offer way more replay value.
     
  • Similarly it would be nice if almost everything else would be cleverly randomized too: distribute save houses randomly, but use some tricks (voronoi triangulation or what not) so they're nicely distributed anyways. Same for black markets, syndikat camps, minor missions such as houses to blow up, or things to steal from. Even road blocks: find a random road segment between two locations, even if it's always between the same locations, a slightly different position might make all the difference with respect to driving around them. Road blocks could even be moved after some time.
    Granted, it's really tricky to randomize nice set pieces that nicely integrate into the environment 100% of the time. So I perfectly understand why many of these things are rather not (intelligently) randomized. 🤤
     
  • Also I still haven't figured out the rules of disguise, that is, when you wear the enemy's uniform and all perfectly. Shouldn't I be able to drive enemy cars like this (police car, IDAP, and CSAT respectively)? I think I'm not. Can I move around in restricted areas (guess there would be at least two layers required, with an outer layer that is fine if disguised and an inner layer/area where it's absolutely not either way because of stricter protocols, or something)? Not really? Does it simply raise some threshold/timers? What exactly is the idea here?
    I think some "plot beat(s)" would be really needed here, that a) make you have to use some disguise, and b) that also explains the rules to you. Have an early mission make you disguise as a worker (mines/harbor), or IDAP dude, another one disguised as police, pass a road block in disguise and with enemy vehicle, maybe this time you might have to first get the disguise someway or another too, and then also have one for the CSAT boys and infiltrate some CSAT base (is simple soldier uniform good enough, or do you need an officer uniform, or would that be even more dangerous, since people tend to know their officers?). Would changing cloths affect (i.e. lower) your wanted status? And from here on out, the player knows how he can use this to his advantage.

 

 

 

Well, I don't mind that the game presses you on time, it doesn't have to be exactly GTA: Tanoa.

I also like the non-randomized caches... but maybe that's for "cheating", and getting a faster start when I have to restart because of some bug.

Points about miller popping up out of nowhere are valid, and the triggers needed to make him tell you to go to Harcourt.

 

I also agree that they could really use a mission to introduce the disguise system.

I still don't really know how it works... I hear some sort of worker disguise can get you into airports, the industrial port, and the mine.... where can I get such a disguise without killing civilians, and what items do I need?

 

 

7 hours ago, TommyNage said:

This is how I finished the virus upload:

 

  Hide contents

I eliminated everyone in the CSAT base south of Miller's position. I went inside the tent behind the CSAT flagpole, uploaded the virus to the CPU on the right. Afterwards I went to the power supply on the left corner of the tent and restarted it. Miller called with incoming reinforcements so I waited outside, RPG at the ready. A chopper showed up, I shot it and obtained 5.8mm stealth suppressors from the passengers. The end.

 

Bah, I checked that outlet when I was trying to reset the UPC... but I guess my game was already bugged at that point, because saves shortly after that had the virus upload but nothing happens, and saves a little later didn't even have the option of uploading the virus.

Also, did I read right, a 5.8mm suppessor, not a 6.5? I've been wanting one of those for a while, for use with a CAR-95-1, and its abundant ammo supply. CUrrently making due with a CMR-76, but that ammo isn't quite as abundant. The CMR has its advantages, but I really want the CAR-95-1 for a more general purpose weapon with better CQB utility.

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3 minutes ago, Ex3B said:

don't think a pacifist route is possible. Even the example you give involves blowing up a house with a live Gendarme in it... not to mention some other missions... but maybe you meant stealthy, with minimal casualties.


Maybe pacifist is the wrong word. Stealthy - or at least a bit sneaky is more what I was after. Anyway I glad there's some BIS dudes still making Arma content! 

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5 hours ago, h - said:

- On this topic, the skate helmet worn by some police doesn't appear to be a valid costume part because wearing such uniform composition stays at red exclamation marks

I just wanted to point out that the Skate helmet is one of the few pieces of armor that you can wear without getting any exclamation points at all. I guess it makes sense if it is actually a skate helmet, but it should still be coded to be a valied disguise piece if they show Gendarmes using the skate helmet (and I'm glad they do, I used to use it for them before any official BI content had them using it... the color does match after all).

 

Strangely, the black basic helmet also gets a red exclamation point (I'm unsure if it does in combo with Gendarme gear, I rarely use gendarme gear instead of CSAT gear)... apparently a basic helmet is forbidden military equipment...

 

An EOD vest on the other hand is just fine to carry around (really bad storage though, bring a backpack). I wonder if other colors of basic helmet are acceptable... if so, one should be able to walk around with an EOD vest and a helmet (with neckguard even?), without attacting attention... until you pull the SMG/ADR-97/carbine out of your backpack 😛

 

 

 

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4 hours ago, seacaptainjim said:

I'm looking forward to Oldman II: Older man

What are the chances of Oldman being secretly just a test-run for something similar, even bigger in the next installment of Arma?

Open world cartel wars, or something. 😊

 

2 hours ago, Ex3B said:

Well, I don't mind that the game presses you on time, it doesn't have to be exactly GTA: Tanoa.

Even if so, tasks should not just fail silently and then the player is silently screwed and out of luck. Bad design. Especially with the very first introduction mission (Arthur).

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The old man is a good scenario but, overall, the dev(s) should master the way to save game (in general). I'm rather sure some parameters are lost. I never ended this mission due to 3 "lost" tasks (even if the goal was completed). Despite an increasing long loading for resuming the mission.

 

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4 hours ago, Ex3B said:

I think there was a bandana variant that took the glasses slot and coveredthe nose and mouth rather than the top of the skull?

In addition to the correct uniform and helmet you need to wear something that covers at least your lower face, like the bandana. And you need to wear this regardless if the helmet you're wearing actually covers your face, like the Viper helmet.
Weapon, vest or the backpack doesn't matter.

You can find a press vest and blue basic helmet in the mission which you can wear without any exclamation marks, and both have some armor so it eases off dying a bit.
Of course once you get a Viper costume you kinda don't wanna let it go.


I like all the environmental sounds that seems to have been added, like the clothes on clotheslines making sounds in the wind, same for the chain link fences, etc.
At least I don't recall hearing those in vanilla.

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11 hours ago, Ex3B said:

I've never gotten all green yet. I'm using a viper suit and a viperhelmet, and still at orange....

 

Also, did I read right, a 5.8mm suppessor, not a 6.5? I've been wanting one of those for a while, for use with a CAR-95-1, and its abundant ammo supply. CUrrently making due with a CMR-76, but that ammo isn't quite as abundant. The CMR has its advantages, but I really want the CAR-95-1 for a more general purpose weapon with better CQB utility.

fZ4qos0.jpg

 

This is about the closest you can get without getting harassed by the squad leader. Also the 5.8mm suppressor, I snatched off a dead recon scout's body.

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6 hours ago, TommyNage said:

This is about the closest you can get without getting harassed by the squad leader. Also the 5.8mm suppressor, I snatched off a dead recon scout's body.

Question: where did you encounter this recon scout? I haven't seen them show up as part of a normal QRF, but I know there are predetermined enemies in certain areas with special weapons (like the checkpoint north of vagalala has a machine gunner with a Navid).

 

Someone here referenced getting that supressor as part of the special QRF to the virus upload, but if there were some place I could go and get it right now... that would be great.

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I played all over today and again I cant finish with Samjo , I get counteragent from Keystone... go to the blue van, put counteragent in the box and nothing happens.

with the doctor... I do everything and then I need to escape and I get out of the map an again nothing happens 😞

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Playing Old Man has helped me realise how useful it would be to have a civilian flashlight/torch in Arma 3. If you wish to remain incognito and avoid suspicion, exploring on-foot at night is near impossible due to the only illumination options being weapon mounted flashlights and NVGs, both of which are considered military gear and would blow your cover.

 

If BI added a civilian flashlight/torch, we would have a non suspicious illumination option when moving on-foot incognito. I'm sure it would be a useful asset for the community outside of Old Man as well (e.g. Altis Life, Antistasi, etc.)

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On 4/27/2020 at 1:42 PM, Ex3B said:

Did you turn the radar on? I got locks and fired AA missiles just fine

 

Yes i tried with both radar on and radar off.

 

On 4/27/2020 at 1:42 PM, Ex3B said:

Does anyone know if its possible to get a 5.8mm suppressor?

 

Yes. Go to the big volcano area, where the secondary and mobile AA radars are. Around those bases there are patrols of 4 CSAT soldiers with supressed CARs and CMRs. The patrols are quite abundant at least in my game, i was even killed by one while laying on a hill sniping another one in the distance.

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Alright, i'm in my first playthrough, and today after i saved game and fast travelled across the map i got a black screen. I could walk and do stuff but couldnt see anything, the screen was black even when you press M for map, and i think i even heard the sound of map opening but nothing on the screen. So i tried to load the save and game crashed with 0xC000041D - STATUS_FATAL_USER_CALLBACK_EXCEPTION. Restarted game, tried to resume the campaing, crashed with the same error. I need a fix, i'm not going to replay all the tedious hours i spent getting a neophron, a repair, ammo and fuel truck, gettin all the gear, money, etc.

 

I saved crash report but cant figure out how to attach it.

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呼び出したゲリラチームがダブルバレルショットガンや9㎜SMGを装備していますが、彼らの死体を調べると、それらの予備弾薬は所持しておらず、他のゲリラのようにAKMのマガジンなどしか持っていません。
四月の更新からこのような装備のゲリラが出てくるようになったと思います。もし彼らが適正な予備弾薬を持たされず、手に持った2発の散弾しか装備していないならとても戦力になりません。
これは仕様か不具合なのか気になります。

 

The called guerrilla team is equipped with a double barrel shotgun and a 9 mm SMG, but when they inspect their corpses, they do not have their reserve ammunition, and like other guerrillas they only have AKM magazines etc. Is not ...
I think guerrillas with such equipment have come out since the update in April. If they don't have the proper reserve ammo and are equipped with only two shots in their hands, they aren't very powerful.
I am wondering if this is a specification or a defect.

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15 hours ago, a_killer_wombat said:

weapon mounted flashlights and NVGs, both of which are considered military gear

I have been running around with NVG since the first time I got my hands on them and never had any trouble because of them :eh:

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7 hours ago, Shift said:

Yes. Go to the big volcano area, where the secondary and mobile AA radars are. Around those bases there are patrols of 4 CSAT soldiers with supressed CARs and CMRs. The patrols are quite abundant at least in my game, i was even killed by one while laying on a hill sniping another one in the distance.

Hmmm, I guess that's what I get from taking the cheesy way... I just destroyed those radars with rockets from the Xian

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On 4/30/2020 at 3:11 PM, Ex3B said:

a 5.8mm supressor

 

I've been also looking for one. I did finally get a set of them over at Momea (103133). Just murder the few CSAT boys in town, and if the Gendarmerie shows up, you murder them as well. Chances are some CSAT recon team will show up too, sooner or later (I guess certain locations have a different pool of quick response forces; up north seems to be great).

Then again, my game was kind of crapping out at this point for some reason: the calling for Syndikat "distraction" thing broke with one such attack being stuck and never removed again, and then a new call was immediately answered with "distraction successful" and nothing happened (chances are it broke while I tried to give sniper support from a distance while distracting them with Syndikat boys. Too much of a distance, I think, since I had trouble with things spawning/despawning. Bummer.), so I quick traveled to Momea, which did not quick travel me there, instead it marked the save house there as target for the Syndikat attack/distraction. So I try to travel there again, this time it works, and as I arrive guys were already shooting. And all of a sudden such a CSAT recon team walks in as well.

 

I tried to check the RPT, and the first thing I've noticed was that it gets spammed with:

 2:38:14 Join to another group

up to 50(!) times a minute. Nonstop. What's that about?

Anyways, other than the occasional:

 3:09:33 Error: Failed to open file a3\dubbing_f_oldman\barks\awareness\csat_awareness_wt_36_chinese04_processed.wav
 3:09:33 Sound: Error: File: a3\dubbing_f_oldman\barks\awareness\csat_awareness_wt_36_chinese04_processed.wav not found !!!

for various such sound files, this one here might be related to the thing that broke my Syndikat support:

3:43:54 File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 73: '/RscDatetimeSelector/Controls/ButtonConfirm.action': Missing ';' at the end of line
3:43:54 File a3\Missions_F_Oldman\Systems\UI\SyndikatTeam\RscDatetimeSlider.inc, line 92: '/RscDatetimeSelector/Controls/MySlider.onSliderPosChanged': Missing ';' prior '}'
3:43:54 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 181: '/RscRestUI/Controls/TitleDescription.text': Missing ';' at the end of line
3:43:54 File a3\Missions_F_Oldman\Systems\UI\Rsc_OM_Slider.inc, line 220: '/RscRestUI/Controls/numberTitle.text': Missing ';' at the end of line
3:43:54 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 18: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Assigned.code': Missing ';' at the end of line
3:43:54 File A3\Missions_F_Oldman\Campaign\Missions\cfgQuests_Syndikat.inc, line 23: '/cfgQuests/SupportQuestTemplate_SyndikatAgent/StateModifiers/Progressing.code': Missing ';' at the end of line

Maybe @Dedmen want to have a look a this some time? Also the save files are still growing huge (I'm back to ~200mb). I wonder if it's all the radio's that keep piling up. 😅

 

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15 hours ago, norinori said:

呼び出したゲリラチームがダブルバレルショットガンや9㎜SMGを装備していますが、彼らの死体を調べると、それらの予備弾薬は所持しておらず、他のゲリラのようにAKMのマガジンなどしか持っていません。
四月の更新からこのような装備のゲリラが出てくるようになったと思います。もし彼らが適正な予備弾薬を持たされず、手に持った2発の散弾しか装備していないならとても戦力になりません。
これは仕様か不具合なのか気になります。

 

The called guerrilla team is equipped with a double barrel shotgun and a 9 mm SMG, but when they inspect their corpses, they do not have their reserve ammunition, and like other guerrillas they only have AKM magazines etc. Is not ...
I think guerrillas with such equipment have come out since the update in April. If they don't have the proper reserve ammo and are equipped with only two shots in their hands, they aren't very powerful.
I am wondering if this is a specification or a defect.

I also had them poorly equipped like that. Then I just kept doing attacks with them so they could "level up". When they are at level 0, I'd see mostly guys with a Kozlice and Pm9mm handguns, and maybe 1 guy with an AK with only 1 magazine.

At level 2 they were using RPKs, tac vests, Ak12s, atc

17 hours ago, Shift said:

Yes. Go to the big volcano area, where the secondary and mobile AA radars are. Around those bases there are patrols of 4 CSAT soldiers with supressed CARs and CMRs. The patrols are quite abundant at least in my game, i was even killed by one while laying on a hill sniping another one in the distance.

Ah, thanks, I went there, sniped one from 500+ meters with a silenced CMR, and the other 3 just kept on walking. I was able to walk over to the dead recon and take the 5.8mm suppressor.

I'm now going around with Viper suit+Helmet, Woodland Carrier rig special, assault pack (woodland) or some other backpack, and a green hex CAR-95-1 with a suppressor and AMS during the day (ARCO or NVS during the night).

 

On 4/30/2020 at 6:57 AM, TommyNage said:

This is how I finished the virus upload:

 

  Reveal hidden contents

I eliminated everyone in the CSAT base south of Miller's position. I went inside the tent behind the CSAT flagpole, uploaded the virus to the CPU on the right. Afterwards I went to the power supply on the left corner of the tent and restarted it. Miller called with incoming reinforcements so I waited outside, RPG at the ready. A chopper showed up, I shot it and obtained 5.8mm stealth suppressors from the passengers. The end.

 

I finally got past virus upload, no bug encountered on the release version. Because of your comment, I didn't take the ID card, just so I could get that QRF with suppressors. What I got was an armed Orca with a squad of Viper, all with a conventional loadout: wielding Type 115s with 6.5mm suppressors.

It wasn't a total waste though, I had a qilin with a minigun parked nearby, and I shredded the crew+viper team, and was able to get the Orca (it needed some repairs, but I had a toolkit and flew it back home where I had a repair offroad).

 

Its often more convenient than taking a Xian.

 

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10 hours ago, Ex3B said:

Hmmm, I guess that's what I get from taking the cheesy way... I just destroyed those radars with rockets from the Xian

 

I did too, but then much later in the game i went there to test the militia attack function. I was nearby since militia was attacking the nearby checkpoint, which is very close to a safe house, so i teleported there and cleared the checkpoint, and then i wanted to test the assault function and since those bases were the closest to me, i chose one of them as target and went there. But the attack didnt happen, from what i understood, even though the base was manned. Had to clear it alone. 

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12 minutes ago, Ex3B said:

I had a repair offroad

 

There are repair offroads? You mean like jeeps? Where to get one?

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39 minutes ago, Shift said:

 

There are repair offroads? You mean like jeeps? Where to get one?

Yes, you've at least seen them on in the editor, on the wiki?

https://armedassault.fandom.com/wiki/Offroad#Offroad (Services)

Only the FIA version says "repair" in the name, but the "Services" is also a repair offroad. There's on in vagalala, and I've seen others around, but I don't remember where. I also saw a repair van... I think in Georgetown, but not certain, I did mark it on my map, may post later.

 

latest?cb=20200331104225

Look for one of these guys

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25 minutes ago, Ex3B said:

Yes, you've at least seen them on in the editor, on the wiki?

 

No, never knew such thing existed in Arma 3

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This bug is reported in three different places and now here comes the fourth (see below other reports). The diving mission ("recover intel") is bugged. When I get a rebreather (either by buying one or by stealing one from the suggested location) the associated task does not tick. In addition, grabbing the intel from the sunken plane does not complete the recover intel task. The player can use the "hold space key" to get the intel but can also "physically" take the files, which makes the hold key action disappear. Maybe that has something to do with it? In any case, @zozo can we please receive a fix to it? it's the second time I restart the whole campaign and it's still bugged.

Edit: This issue was also reported on the official Arma 3 discord in the Old Man Feedback thread. BIS please advise.

 

https://steamcommunity.com/app/107410/discussions/5/4086396624009415812/

 

 

 

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ゲリラの支援を続けた結果、情報画面ではレベルアップがされたとありますが彼らの装備に変化は見られません。また、ゲリラの呼び出し可能人数が最大17人から0人になりました。武器をいくら与えても彼らの攻撃に参加しても呼び出し人数が増えません。サムジョは攻撃を手伝ってくれると言うのですが人数0人では口約束になってしまいます。
自分としてはこのゲームでオープンワールドという試みは刺激的だと思うのですが、無理のあるゲームであると思います。
また、再スタートのたびにチュートリアルを兼ねた一連の流れを数十分かけてやり直さなければならないため、ストレスが溜まります。
最初からゲリラに武器を与えたりすることができる方がリスタートしやすいです。

 

As a result of continued support of the guerrillas, the information screen says that the level has been improved, but there is no change in their equipment. The maximum number of guerrillas that can be called has been reduced from 17 to 0. No matter how many weapons you give, no matter how much you participate in their attacks, the number of people you call will not increase. Samjo says he will help with the attack, but with 0 people it's a verbal promise.
I think it's exciting to try open world in this game, but I think it's an unreasonable game.
Also, every time you restart, you have to redo a series of steps that doubles as a tutorial, and do it again, which causes stress.
It is easier to restart if you can give a weapon to the guerrilla from the beginning.

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