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Baraz posted a topic in ARMA 3 - OFFICIAL MISSIONSThe Arma 3 campaign mission Breaking Even has a few scripted tasks that are not obvious and can cause issues/frustration. I succeeded, to my great surprise after a few attempts, and feel it is necessary to share these useful tips as they can certainly be needed to succeed. These spoilers are rather necessary, as the mission will impose failures that have nothing to do with your tactics, your combat success, etc. I would dare say this mission has un-fun hurdles. 1) Introductory step - Shooting the two guards (difficulty: scripted tasks) What you must know : this first step has nothing at all to do with gear, weapons, accuracy or anything combat related. They are simple tasks to do following the scripted dialogue. a) The rebel leader will ask your squad to target the two guards... Select a part of your squad and target a first guard; select the rest and target the second guard. Do NOT fire yet. Voilà, the game will print a mission notice about succeeding that initial step. b) The rebel leader will then ask you to wait for his command to open fire and eliminate both guards quickly (to start a surprise attack). Once he gives his go-ahead, select your entire team and make them fire. Both guards will suddenly drop (it is scripted). Important : you (the player) must not fire until that first phase is done ! Only your squad mates are ordered to fire. I had to search the Internet to succeed, as naturally I tried to snipe them or gave the order a bit too late in the rather rigid script. TIP : do a save game immediately once that is done, to save you the hassle of doing it over and over again :P 2) Taking over the base (difficulty: easy) This part is generally easy and fun. If unlucky, you could lose a few squad members (I used my saved game). TIP : throw a few smoke grenades in the open field: in Arma 3, they greatly reduce the AI capacity to hit you. If you use the mod C2: Command & Control or GetTactical, you can also ask your squad to throw smoke on that field. Note : though it was not my case, many players have reported a bug where, after clearing the base, the game does not activate the next mission phase. If that happens, you may have to revert the mission and remove mods just in case (though the cause of this bug seems unknown). 3) Taking out the mortar (difficulty: time is important: move fast while fighting) Must know : the timer is ticking. If you take too much time, the last phase can become impossible (it happened to me: the supply truck was destroyed 100% because I was not fast enough). TIP : storm or rush towards the mortar position, while fighting the infantry that will try to stop you. Of course, when shooting, your squad and yourself will have to at least crouch once in a while, but you should not stop very long. TIP (alternate) from Lexx below : order your squad to defend base or a position near the base and rush the mortar alone (much faster, if you can kill or evade the defenders). 4) Regroup to defend the base (difficulty: no time to waste, hold fire and run for your life) TIP : at the second the mortar operator is down, don't wait : make your squad (and you) run non stop back. You really should ask your squad to Hold Fire, otherwise they will stop to fight. Do not fight : RUN and use the terrain to avoid being in the enemies line of sight. Reminder : having your weapon down (not in Battle Pace) makes you run a bit faster. Try it in the virtual training, you can see the speed difference. SPOILER ALERT - this following tip is not really necessary. You may ignore it and see for yourself :P -- Though I was getting discouraged at first, I am proud to say that I succeeded with only one KIA in my squad! (he did not get the order to Hold Fire and stayed back to fight at the base, very heroic of him ; select all squad does not always select all team members). Secondary Tip : Did you know that when the map is shown before the mission starts, you can change your teams loadouts! Holy f... not obvious. In the Team menu on that initial mission map, you can change the inventory (weapons and the likes; not armor). For example, you could take the RPG-42 and rockets from an AI, and put them in your own gear. Final tip : if you like using the squads and keeping them alive, I highly recommended one of the voice command tools. Commands are confusing otherwise. I use the one called Articulate (made for Arma 3. It works out of the box: just set Commands to their default keybindings), along with C2: Command & Control (for extra commands, like heal each other, take this item...) or GetTactical Interface (allows more top-down paused planning, but I have not tested that last one in an official campaign mission).