fa3_a22_tank_u_comrade

Help make Party-approved missions harder
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audiox
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Location: Norway

fa3_a22_tank_u_comrade

Post by audiox »

This was somewhat broken at launch. Will be fixed relatively soon.

Broken stuff i know about
- Doble helicopter whammy CSAT
- Briefings
- Endings

Anything else?

What would be interesting is knowing whether a 3v3 tank battle is entertaining or not. They seem to kick the bucket pretty quickly, which is why i figured it might work as a quick afterparty thing.

Possible Edits :
Scout helis instead of AHs?

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Eagle_Eye
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Location: Cork, Ireland

Re: fa3_a22_tank_u_comrade

Post by Eagle_Eye »

-All of the tanks were marked TNK1 on map.
-The tank commander needs a better gun to shoot at the tank when turned out. At least NATO does because they dont get a pintle MG.


Apart from that its a cool afterparty. Would be cool to see some in more locations too (the terrain you chose is really good too though)

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audiox
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Re: fa3_a22_tank_u_comrade

Post by audiox »

Aye. A city edition will be needed! :D

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wolfenswan
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Re: fa3_a22_tank_u_comrade

Post by wolfenswan »

Ideas:
  • Change CSAT to AAF (because those commanders can use guns/binocs when turned out
  • Disable all thermal imaging or at least only for main gunner (makes the smoke dispensers the commanders have useful)
  • Reduce damage received by tanks by 1/2 or 1/3 (easy to script, can send you code)
  • Scout helis would be cool. AHs need AAA to counter
  • A dedicated scout MRAP might be fun as well.
Other
  • Cascap script was throwing script errors from init.sqf, might want to check the syntax

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