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  1. Please use this thread for discussion specific to the Release Candidate (RC) branch on Steam, when it's available in the weeks leading up to a release. The preferred method of reporting issues in that build is the Feedback Tracker. Thanks!
  2. Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
  3. The audio changes which delayed Development branch updates are now partly published. As with most of these large tasks, this is ongoing work and so the current state is not considered final (in some places it may be worse for a little while). Effectively the core foundations are in place and now each individual asset needs tuning and fixing. We feel it will improve the soundscape in the final game :622: Senior audio team member Ondřej Matějka goes over the details:
  4. Mines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines. Note: expanded Community Wiki documentation is in progress. Specific issues go to the Feedback Tracker as per usual. What changes does this cover? Most characters are now less adept at automatic visual identification of mines. You will need to manually T-reveal them in more cases (also depending on difficulty options). Note that in order to disarm mines, you need to have revealed them. Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc. The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now. An Info Panel is used to show the approximate location around you ([ or ] by default). It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol). Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open). Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone). Most explosives should receive their own placement / deactivation SFX (WIP). Many explosion SFX were tweaked. The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field. disableAI "MINEDETECTION" can disable an AI's mine detection abilities.
  5. Zehn's Advanced GPS, Laser Designator, and Rangefinder Mod Hello to the Armaverse, this is the first release of my first mod, the Advanced GPS, Advanced Laser Designator, and Advanced Rangefinder mod. All three come with new features: Advanced GPS Features: On-map GPS display that changes into an interactive control on mouse-over. More detailed 5-digit easting and northing coordinate system that allows precision down to 1 x 1 m grids on the map. New display that follows your map mouse cursor with larger, more readable text and precise easting and northing coordinates. "Find" function that allows you to enter easting and northing coordinates on which to automatically center your map. Measurment of distance between your position and your cursor. Bearing of your cursor with respect to your position in either degrees or angular mils. Ability to draw a straight line to measure distance and bearing from one point to another. Ability to link with Advanced Laser Designator or Rangefinder to calculate observed position. Advanced Laser Designator and Rangefinder Features: There are four total new items, both the laser designator and rangefinder come in two versions: first focal plane reticle and second focal plane reticle. First focal plane reticles have accurate mil-hashes labeled with numbers. This makes range estimation possible using mil subtensions if use of the laser rangefinder is not possible or not desirable. This also greatly facilitates communication between sniper and spotter. Azimuth display can be changed between degrees and angular mils for more precise long-range direction. Items can connect to Advanced GPS. Coordinates of observed position displayed when connected to Advanced GPS and range to observed position is known. Ability to mark map with observed position if player posesses Advanced GPS. Laser designator thermal imaging is now actually White-Hot and Black-Hot; no more green Advanced Laser Designator and Rangefinder Realism: Rangefinding and target designation lasers are separate. Rangefinding laser is modeled after 1550 nm IR laser found on common modern-day military hand-held rangefinders. Rangefinding laser is not constantly on. The user can control its emission to send a single pulse or a pulse every second. This prolongs battery life and maintains stealth (IR lasers can be seen by night vision). Accuracy of range measurement is +/- 1 m up to 2500 m but decreases beyond that range. Accuracy of range measurement is decreased by rain and fog If rain or fog is dense enough, rangefinding measurements may not be possible. I also threw in a new LRPS clone with an illuminated reticle based on the Schmidt & Bender P4L Fein that has an integrated compass that can also be toggled between degrees and angular mils (again, helping with accurate communications between sniper and spotter). Videos Version: 0.1 Download Location: Dropbox @Zehn_Root.zip or TinyUpload @Zehn_Root.zip -- Extract this into a folder called @Zehn_root in your Arma 3 directory. It includes addons\zehn_root.pbo and addons\zehn_root.pbo.Zehn.bisign. Also included in the .zip file is a mission file to use in testing the items called Zehn_Mod.stratis. After you unzip, drag this folder into your single player missions folder if you want to play around with the items. Class Names: Future Plans: Known Issues: A Call for Help? References: Credits and Thanks: I welcome your feedback, comments, questions, concerns, and criticism. Have fun with it! -Zehn
  6. I've very nice news about headless client (HC) which is variant of dedicated client for server use we will be rolling out soon (days) new test version for both linux and windows - no more steamclient nor steam account with game ownership needed for HC - HC needs only steam dedicated server binary and set of commandline params - auto-connection recognize & detection of HC by server (server needs some config to allow that) - multiple HC per server are supported - HC can be primary used to offload AI work and secondary for some script jobs - logic for mission & scripting operations with HC introduced - HC are autoassigned to slots - HC are not visible to players - HC are visible to admins - HC isn't counted against playercount in server list - BattlEye supported (1.36 RC2 released 28.11.2014 18:00 CET) today's DEV: •Added: Enable new headless client implementation - see https://community.bistudio.com/wiki/Arma_3_Headless_Client for more details note: known limitation, none (except some AI bugs, need repro/confirm) note: what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that post bugs, feedback and ideas below
  7. Hi guys, A recent development branch update introduced, among the other things, a new Weapon Resting feature. Note, please do not confuse it with weapon deployment, which is something quite different. Resting is an automatic mechanism that detects object geometries around the shooter's elbows and the weapon itself. When you are standing still - and if solid geometries are detected within the given radius - it grants you a reasonable reduction of weapon sway, inertia and recoil penalties. This way, you could finally properly utilize your surroundings not only for cover but also to find a sweet spot for precise shooting. This feature changes one important premise of stance stability: it is no longer true that prone is the most stable position in every situation. For example, when you will be firing too high in prone your weapon and arms might cease to be rested on terrain below and thus your stance precision will actually become worse than in crouch. The introduction of this feature is the first step towards more sophisticated weapon stabilization improvements that are about to come with Marksmen DLC. We are thankful for all your constructive feedback upon the subject matter. Thank you very much, take a rest and enjoy!
  8. NOTE: 1.84. PROF/PERF up! you don't need need new client on PERF/PROF server ! there is branch on steam you may use, but beware that sometimes data on my dropbox're newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
  9. Hi there, direct your feedback on the official Arma 3 Launcher here. This is (non-exclusively) related to the Launcher being the default way to launch the game starting from Thursday 26/03/15. Thanks :) Reminder: bugs still belong to Feedback Tracker in the Launcher category.
  10. Forums Upgrade

    Hello everyone, As you may have noticed, the forums have now been upgraded. Please use this thread to provide any feedback you might have. Best regards, BohemiaBeck
  11. Hey everyone, we have released a first iteration of the Linux Dedicated Server as reported in SITREP #38. It's still a little bit experimental so we would very much appreciate your feedback and experience running it. Please report any bugs to our Feedback tracker (use the fields Platform, OS and OS Version to describe you distro as best as you can) while general feedback should go directly into this thread. There are some known issues so be aware of them when you run the server: Also note that java version 7 is required to run the server (even though it's disabled in-game) so you will have to set path to 'libjvm.so' correctly for your distro. Example usage on my debian: LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/jvm/java-7-openjdk-i386/jre/lib/i386/jamvm ./arma3server -netlog -config=Arma3_Server.cfg Enjoy!
  12. So ive been playing vigor, and its great... But I would love more to do during encounters so its not just loot, go back home, loot, go back home. I was thinking that you could add animals into the game that you could hunt and skin and eat. I think this would be an amazing addition to the game because it adds an extra thing to do and keep track of (hunger) and you cook it back at base or during the encounter if you needed to. This would also follow along the lines of risk vs reward. Risk alerting others to your position with the gunshot noise but you could get to eat. Let me know what you think
  13. The Helicopters DLC need a big update ! Thats not fair, where is the steering animation ? And why i cant take up while i am rolling on the airstrip ?
  14. A3 Feedback Tracker

  15. For the Arma 3 Alpha we have decided to make use of our own Feedback Tracker (FT - opened with the release on March 5th). Some of you will wonder why we do not use the DevHeaven Community Issue Tracker, so I will try to explain our rationale in this post. First of all, let me thank the people involved in running CIT, such as Sickboy, kju and the rest of its admin staff! Big thanks as well to those who took the time to report issues, work on good repro methods and validating fixes. This has especially helped with the ongoing development of the Operation Arrowhead beta patches. It's good to have a dedicated place to track issues, rather than to contain it all within the forums. That leaves these forums to be a place of discussion and community collaboration. For the Arma 3 Alpha we however wished things from the tracking platform that CIT did not currently do. I have no doubt its creators could eventually implement some of what we needed, but we had to get it up and running very quickly. Most of it was about direct administration control and connections to our own web services. In our vision for Arma 3, the consistent and complete package is important. We feel the Feedback Tracker is part of that, and so it should feel as close as possible to the rest of the websites and the game. If we decide to make a subtle change quickly (e.g. an artwork or disclaimer text), we need to be able to immediately get it done via our own web team. We are also expecting an influx of people who have no experience with CIT or our community at all. We need a platform those people can easily find and use. They should not be confused about whether the platform is official or not. In the end though, no matter what platform is used, the goal is for us to cooperate with you: developers and the community. We'd like to ask you to help us to do that. By reporting issues to us in a good way, we can do our best to correct them. By voting you let us know which issues are of key importance to you. On our end we are getting our pipelines ready to be able to more frequently update the game during Alpha, Beta and the main release. We'll have a default branch on Steam where we release major and tested updates. Interesting for rapid iterations is the Development branch, where we'll let any of our developers update data much more frequently. Sometimes this will break that branch, but a key differentiation to OA's beta patches: data updates are used more. Fixes are not primarily focused on the programmers. Also let me introduce you to our Senior Quality Assurance team member: Astaroth. He will be your Community QA Liaison - which means he'll help the team stay aware of issues being reported and voted on. That's not to say the rest of the team will not also be using FT: we are encouraging as many of our developers as possible to keep an eye on it. We hope CIT can continue to provide its excellent services to many other projects such as the community's. Please join us in creating a stable and optimized Arma 3 game
  16. First of all, congratulations for the game, the basic idea it's fantastic and I can not wait to see how the game will continue to develop. I bought the game preview on xbox, and I hope to see the full game soon. I love the system you used to avoid making everyone "Rambo" running around and not caring about tactics and dangers. Dying and losing everything makes the tension rise, but at the same time give the freedom to leave when one wants to allow anyone to get a loot anyway. I noticed that there are some bugs, like the automatic weapon that locks up during automatic fire. And only in PVP mode. In the shelter everything works fine, the same problem I had with all the automatic weapons. As for the ideas to give you, it would be nice to allow a group of 2 or 3 people to take refuge together and play in a team. Customize some weapons, give a little more time to look for loot before radiation arrives. Offer a little more chest launches. Being able to surrender so as not to lose everything that was taken, sharing the loot if yu surrended. (I do not know if it would create some sort of exploit, but it could be an idea.) Improve the Spawn system to not be already with an armed enemy behind the back. A pair of binoculars to study the area. I hope it has been helpful. Continue on this path anyway, because the potential is enormous. Good job.
  17. First day of Vigor

    Today was my first day playing this game. Over all I am blown away by the graphics and the sound effects. The issues I was having was scavenging loot. The window to scavenge is to little in my opinion. Also I’m not the best shot in the world but i shot someone multiple times and it seemed to not register them when he was trying to knife me and proceeded to kill me. I stream and watching my stream due to the delay my cross hairs we directly on his back for multiple shots. Duos would be a fun feature as well that I’m sure is in the works. Having a lean function would be great while amaing. Also being able to soft aim or ADS not one or the other. Day one has been a lot of fun. I will play more tomarrow and provide feedback. Thank you.
  18. Hey everyone. I am Dino and want to present to you my first feedback after 25 hours in the game. I amnot native english, so I do my best to formulate it in the best way I can. Most of the bugs and glitches I noticed, already got adressed here, so I will only talk about what I think this game need over the long therm to keep me playing. First of all I felt in love with that game. it is a very unique and I would like to see it stay hardcore. Please dont try to please every casual. The whole concept of the game needs to be punishing, it needs to be unforgiving and yeah this will not turn every fortnite player to that game, but if you do it right than you will get a dedicated fanbase. this is what the xbox needs. besides all the gamebreaking mechanics right now, that probably get fixed in the near future I now suggest a few things that will keep players playing. 1. reduce the time you are able to sprint and at the same time up the sprint speed. ( sometimes I caught my self pressing sprint a couple times, to even figure out if I am sprinting currently or not) 2. The inventory system needs a rework. I really like that you can only carry 2 guns, but in 90% of the time I just collect anything until I see backpack is full. its pointless to check what you want to take and what you want to leave. the rounds are not long enough to decide if you rather pick a bandage or nails. The whole inventory system is way too simple for me. I dont say make it as complicated as escape from tarkov did, but a bit more depth to it in some sort of a way would be nice. I never care what I pick up except I am full and still want to get a supply drop. Maybe start with a way smaller backpack, so you actually look for stuff you have on your list and not blindly loot anything because at the end of the round you have one of each anyways 3. The rounds are not long enough. it feels really casual and 1 round means nothing because its over so fast. I would like to be the rounds 30% longer so maybe 20 minutes ish? 4. 1 raid means nothing. If you die you just get in another round. There is not really a gamechanging reason to take a round serious and really try to not die. You only loose a couple mats ( no wait u even GAIN meds). My solution would be, make a raid cost material. As soon as you hit a shelter level where you get some materials per hour, make a raid cost between 100 or 300 materials. ( from a telling perpective you need mats to even reach the island with your boat you land on) What that does, players actually think about if they really engage in a fight. This will add way more caution and thinking to each raid and would be a really good addition to the game I guess. 5. The shelter needs permanent care instead of just unlocking it once. I would really like that you have to constantly have to take care about your shelter. you constantly have to refill a couple fertilizer to your herbbox, to make it actually generate material. ( up the amount of general materials you get from your base at my current level 5 the amout is ridiculously low and not worth pressing x for it) 6. There will be microtransactions in this game, wich I am totally fine with, but please make everything achievable through grinding. ( maybe think about player trading like warframe) players tgrind hard, can somehow trade their goods to players who dont have the time. you could enable trading item, like 40 nails for 7 fertilizer ( players decide on their own) but players also can trade for the actual currency you buy for the microtransactions. So a player which has money but no time, can trade with someone which has time but no money. Take a look at warframe. people play this game for almost 5 years and still grinding the same mission, because they get rewarded with the microtransaction curreny from other players. This would add SO MUCH replayability to the game, and people would grind it for years and years. 7. Make gear and guns/consumables dont last forever. Gear needs to be repaired, if it got damaged ( talking about not implemented armor/ flashlight when used) Guns need to be repaired and maintained after using or they will automaticalley be deconstructed into materials. Consumables spoil after a specific amounts of hours/days. That would encourage players to constantly be on the hunt and on the next lookout for a raid. 8. PLEASE leave the damage multiplier on the head. I have not found the time yet to test every weapon, but I have the feeling almost every headshot kills instantly or at least does 90% damage. HEADSHOTS NEED TO BE REWARDING. Currently you never shoot someone, when you not absolutely sure you can kill him If you miss your first shot, than you loose the adcantage of the surprise. So............. 9................. please reward Precision/thinking/tactical aproachment and patience, when it comes to fighting/killing another player. I was chasing a guy for like 2 minutes until he finally stood still and I could get the burst with the suomi. I landed one headshot and a couple bodyshots. I NEVER felt more rewarded for being patient and tactical. 10. AMMUNITION NEEDS to be way more rare than it is right now. I already have thousands of bullets in my stash that I basicalley ( on shelter level 5 ) never have to worry about ammo anymore. AND what that does is: players dont think twice to engage in an encounter. they have their 100 bullets and dont even care about loosing them.they will most likely engage players more, to just kill them with no reason behind it. I gathered like 4 hours for 400 parabellum bullets, if I imagine grinding for hours for 100 bullets, the relation to these 100 bullets would be way deeper, and I would actually think twice if I really want to shoot them right now, just to get a fun fight, or if I want to save them for an encounter when I actually need them. So yeah make bullets way harder to get so players feel and remember the time they farmed for this magazine on every single shot. 11. up the body damage by like 30%. Right now the smartest way ( not the most fun) is to go into a raid with absolutely nothing and if you get shot you just run away. 90% I survive when I really just want to get away. What that does to my playstyle is I play 100% careless looting everything and as soon as I get shot, I run in the other direction to the exit ( like I said the smartest, but a very boring way to play) If 1 headshot or 4 bodyshots (propper balance up to the devs) kill you, you would not run around and wait until you get shot, you would be way more reserved and cautious in the first place. 12. There is currently no point to take guns with you like I said above if you get shot you just run away, most likely they will not get you. Pretty often you can get a gun and the right ammunition in one encounter. so yeah figuring out a way where players actually want to take guns in the encounter because without the survival chance is pretty low ( point 4 would be a start ) but maybe even add threats to the environment, like bears or wolves. maybe even some rare hostile npcs that you most likely have to fight. so yeah short: give players reasons to taker their farmed gear into the next encounter. I am german and I did my best writing this text in english. I dont expect an answer but it would be really nice to know if the devs even read it or noticed it. maybe a like or a notification or so that this post got noticed would be cool. I am really looking forward to this game, because it really could be the game I play for years if you guys do it right. I will buy the founders edition instantly and really looking forward to the game. I have 2 perpectives I see that from. first perspective is the "only gamer dino" that felt in love with this game and the second perspective is the " streamer dino" because I also stream on twitch ( fairly small still but if you want to check me out www.twitch.tv/dinotherrhino) but the last days I was most of the time number one streamer on twitch when I played vigor. so yeah not only that this game is fun, it also brings me huge steps torwards growing a succesful stream. So you see I have a double interest for this game to do well and succeed. Please tell me if I can do more, to help the game and you guys, I would support you in any way possible, IF I see that you guys roll updates out frequently and are also staying behind this game with your heart. If you are really passionate about making this game a good game, than you shall have all my support. That is my first feedback for now and I hope to get a discussion going among the other community members that delivered such great feedback so far. Greetings Dino
  19. Very neat game

    The game is very fun but I had some trouble with certain mechanics. Now I realize the game is in beta phase and I acknowledge that I may be the only one with these issues I am simply stating my feedback not saying the game is bad as I thoroughly enjoyed it. So the home base looks very neat and overall well built but the User interface for the upgrading felt a little clunky and hard to navigate and the ammo that bugs in your inventory that is from the unlimited supply is irritating because it's easy to think the game isn't giving you your ammo when in reality that's not the ammo you actually had. Switching from weapon to weapon was very confusing and often made me have to Aim down the sight to ensure I actually pulled my weapon. Switching from your medical supplies back to weapons was also pretty inconsistent. The inaccuracy of 3rd person is very bad and I noticed your shots won't hit on target unless you actually ADS because the 3rd person aim maintains a lot of inaccuracy (Not sure if this is intended but I feel its just a bad way to do it.) Other than that my issues were mostly server related but that's to be expected at this phase so not much to say on that. The game ran good and the gunfights were a nice amount of intense because you don't want to lose your gear. Really looking forward to playing again in the future!
  20. the game needs to smooth the movement of the crosshair in the first person mode has moments that a fast movement of the feeling of falling frames
  21. Feedback Thread

    And nice to see Bohemia dedicate some resources towards testing new ideas and experimenting in coordination with the community in such a way. Will definately give it a go! Good luck with it!
  22. Feedback

    What new puzzles or features would you like to see in the game? Leave us your feedback about the game, the Bohemia Incubator website and forum.
  23. First off I'd like to commend BI on designing a pretty well made multiplayer mode. I had the chance to hop on the official servers and play with a decently large group of people and the experience was very good. The game mode's freedom plus hardcore aspects (no respawns) causes players to play with a decently realistic and tactical approach. My main feedback lies in the spectator mode. As it currently stands, spectator is mildly bugged and is capable of being abused. Since comms do not seem to be limited between alive and dead people, players are able to use spectator mode to spy on the enemy teams and relay that information back to their own team after they die and are in spectator. As I believe the inclusion of spectator is important I propose the following changes: On all servers regardless of difficulty settings, spectator should be locked to your own team only. If your entire team is dead, spectator should be locked to your base location to prevent one team from helping the other. On veteran servers, spectator should be locked to first person view only On regular/recruit servers spectator should be switchable between first and third person only Currently there is some sort of bug where when you first enter spectator you are allowed a free camera spectator mode that disappears if you switch to a third person or first person camera. I believe this was unintentional and should be patched away. I think the mode could also do with more varied locations. Having just one primary AO makes the mission a bit stale after several play throughs.
  24. Hi there, please use this place to discuss the "Firing from vehicles" feature, available on dev-branch since today (rev. 127272) OPREP with details: http://dev.arma3.com/post/oprep-firing-from-vehicles
  25. Ok I started this topic because there was no any official pinned topic for Tac-Ops DLC. First thanks BIS for this great contents which is my most favorite official DLC so far although those who are not following this game since Operation FlashPoint left some negative comments and reviews very unfairly. But me myself ask you to bring more contents like this and I will be the first one who pre-purchase it! Ok here are my feedbacks, reports and opinions about this DLC: Beyond Hope No Reprieve: Mission was well designed with no bugs, but it would be great to play as other roles too. I noticed my team as "Chimera" wasn't labeled correctly in it's properties, it was mentioned as Bravo: http://www.mediafire.com/view/0u1rne5yys475ym/1.jpg "Stepping stone" seems had no this minor issue though. Avenging Furies: I enjoyed all missions introduced in this DLC but this mission is my favorite one. Playing as Sniper was great, I chose an MAR-10 which is a Marksman DLC and here I should thank BI for letting players who don't have this DLC to play it with no restrictions or ads. but this rifle only had 2 magazine in ammo box, maybe you want to increase it a little more so player can use it during whole op, and last counterattack was a hell of fight! In this mission I also tried to give a visit to recon unit "Sparrowhawk" who was overwatching Syrta town, but as you see in this shot, no one was there, it would be more sensible to put a real one there. http://www.mediafire.com/view/c5sxu3hehlvg2xi/2.jpg I also tried mission with mechanized units. An optional task asked me to give a help to our assaulting forces seize town of Galati, but as you see in pic, there were no enemy or friendly units there! I received message to get back on right flank and I did it, but this optional task seems was broken as no one was in the town. http://www.mediafire.com/view/vqk6i96upr6c893/3.jpg Stepping Stone Fait Accompli: Playing as special forces was fun but our enemies were just a bunch of rookies, we killed them all in that area with not getting even one hit, but those forces guarding last mortar were a little more tough. Playing as infantry was very hard at last objective where we must seize that field hospital, but I forgot to call Delta team maybe because of this I finished it so hard. When I found my team in that so bad situation, I called Delta, there were some gunshots from their position then they asked to retreat but nothing changed or got easier for us. Note that our Marshal APC also flipped and almost flied because of bad physics which seems needs more fixes hope BI do it once for all. Disintegration Point: When I played as special forces and controlled UAV to stop enemy armors, I found that our Tanks almost destroyed all enemy armors, there were nothing left for me except an APC inside town which will wipe out all our infantries if you play as infantry but our tanks won't intervene in this situation where they are really needed, also our tanks seems never get damaged. when I reached AO sky with UAV I noticed enemy tanks hit one of friendly tanks for more than 2 shots but it was still in shape! So it would be great if friendly tanks give some hand when player is in bad situation due to enemy APC firepower inside town, and making our tanks destructible so player will do his best to stop enemy armors from advancing. Oh I loved how developers cared about details, when I reached that civilian house where was a firing position of 3 CSAT soldiers, one of them dragged himself there. http://www.mediafire.com/view/jd14uxaaj8k66te/4.jpg And this laptop... BI tried to make us cry for remembering nostalgic OFP, this laptop was being used for game settings in that era http://www.mediafire.com/view/r93akcu0svnlk97/5.jpg Steel Pegasus Breaking Through: When AAF were about to assault on our position in point "superior" they called for mortar first, BI used real mortars for this instead of fake scripts, and this is the exactly what ARMA is capable of, yes please continue same this way BI. http://www.mediafire.com/view/yz3b2atjvo04glc/6.jpg Final Strike: Same minor issue about team label that I mentioned for Beyond Hope is here: http://www.mediafire.com/view/9bemybx77ah3ewu/7.jpg And thanks again to BIS for bringing this long time waited wish for ArmA veterans, please don't hesitate to create such contents again as many ask for it and those who really don't like, they are free to not buy, simple it is, isn't?