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The engagements we had were good and we managed to test a few aspects of the new repo (mass explosions, firefights at various distances, large enemy count, wounds caused by various types of injuries etc.) but for a testing op in my view, it followed too closely the regular op formula.
This is something we have never really written down so it definitely wasn’t on you Dusty, but in the past, for test-missions we adapted the formula to get as much testing out of it as possible.
In my view, a good testing mission should follow more or less this protocol:
- create three to four distinct test-scenarios that can all be completed within 15-30min per objective.
- after each scenario has been completed all participating players gather in up a location (teleport) and discuss the experience for 5-10min so especially staff can note down bug experiences (as most players will not participate in the bug report thread, even if advertised).
- at the end at least one "clinical trial" scenario can be included for those who don’t mind not having AI action but just want to help out gather more data. Examples for such a trial are radio tests with pre-set distances (e.g. marked with teleporter-poles) with buildings, forests and mountains included to test full-duplex or AT ranges pre-set with vehicles placed at various angles at different ranges etc.
[user avatar=“https://assets-cloud.enjin.com/users/14911388/avatar/small.1608554273.png” name=“Skippy”]14911388[/user] maybe we can sit together in a week or so and talk about a manual for setting up test-ops.
Faction:
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Enjoyed the M1 Garant (it s very nice looking !, hard to aim with the sights - do not mean it as complaint - it s realistic)
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AAR as Ammo Bearer - HE, Buck shots, 5.56 - interesting idea. Keep team more sticked together.
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To give somebody only GL (I know… it s realistic role) can lead to be bored pretty badly - I would give it to backpack if it is possible in arma and some normal gun. Maybe M14 or something like this.
M16 GL, M60, M1 Garant, GL. Does not fit to me well. Camo - would like to see us in winter uniforms - as it is rare.
The map:
- The single map Winter Chernarus had a cover with snow, no grass, steps were nicely looking… this version is very different. I remember the W. Chernarus was very nice map. Yesterday it was different.

Steam Workshop::Winter Chernarus
If the maps are ± the same size, I would totally go for the non CUP version - as I remember it was hell a nice map.
I miss the snow cover and look of the map as I know it year ago. Or maybe in night it looks better… dont know.
Unfortunately theres not many snow camoflauges in the modpack that are rebel like, so I made do. I’m considering giving the GL class a secondary submachine gun, like a PP-2000 or a HK MP5K. Something close range and automatic. The Faction will be adjusted to suit feedback. Buckshot will probably be swapped to smokes and flares. on the class aswell
I agree on the faction points [user avatar=“https://s3.amazonaws.com/files.enjin.com/821401/site_logo/small.png” name=“Mother”]18447842[/user] raised. While interesting at first glance it does not provide balanced gameplay per role which is one of our core design philosophies when creating factions so no matter what you play you should get a somewhat similarly fun experience due to what each role gets.
As a comparison to a standard fireteam:
FTL: Has an underslung GL and overall the most advanced equipment in the FT (GPS, cuffs, vector etc.) but he also has the most responsibility in the FT to issue orders, keep the team alive and coordinate firefights in the heat of the moment while participating in the fight as well.
AAR: Least fun offensive gear and a heavy pack to carry AAR belts but overall the most ammo in the team plus advanced gadgets to help out with intel gathering and FT coordination due to being second in command of the FT.
AR: Arguably the most fun weapon in the FT but in turn limited gear and ammo to make sure the role is still dependent on other team members.
AT: The only AT in the team and like the AR limited gear and ammo to accommodate for the lack of leadership responsibilities.
Yesterday’s faction while great looking had several issues when it comes to role balancing:
FTL: The FTL is too powerful when compared to the AAR with a World War 2 carbine and the "AT" with a GL launcher only.
AAR: This is an interesting weapon choice, I didn’t see any tracers but I guess no tracer mags exist for this weapon. I’m not yet sure if the Garant is balanced enough in comparison with other weapon choices but it’s definitely not strongly underpowered. I think playing more missions will show how well this works.
AR: The M60 is an MMG platform and it really showed yesterday. I was constantly running out of stamina and slowed down the formations in our FT. An MMG gunner cannot keep up with the speed of the rest of the FT. Also, I noticed that the tracers of my M60 did not match with the tracers fired by my FTL which were red - tracers per faction need to be uniform to avoid blue on blue incidents when running with larger player counts. Unfortunately, without NiArms_AK’s we don’t have an RPK-74 because that would be a perfect AR for a US-supported rebel faction.
AT: As said by Mother and me during yesterdays debrief, the role is extremely limited and just cannot contribute as much as all three other members. I think giving the person a rifle (maybe even a second Garant) plus a Russian light AT is the way to go here so the player can actively participate in firefights and help out. I know I’d avoid the class as is during any slotting procedure because of the lack of a rifle.
EDIT: I didn’t play AAR or FTL yesterday but if the have vectors I’d replace them with binoculars to enhance the unique low-budget flavour of the faction.