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2024 and this mission is still excellent
10/10
The necessity to dive to that sub to end the mission and then search for that trigger was not clear from the instructions, as it was possible for me to drive to it by boat without getting killed.
Maybe increase the triggerradius or place multiple triggers. I don't know how this works...
Thanks so much for the feedback! Will get it sorted out soon, i'm glad you enjoyed the mission.
Would like to note that this mission is superb!
You seem to understand that it's not necessary to constantly stress out the player with difficult situations without respawns; just keeping people on their toes with an occassional enemy is great (better)! Had a great 90 minutes playthrough with my friend.
Had a bug though: could not complete the mission. We took the speedboat to the HMS icon (and outside the mission area), but nothing triggered. I am reading below about a submarine? This was not clear from the task description. Perhaps also include and area trigger at the edges, in case stupid players like me can't find/figure out the submarine.
Otherwise recommended for REGULAR players who don't need a crazy hard mission :).
Spoiler : viper operators with flashlights guarding the jammer ? I would expect a regular rifle squad and maybe a Viper QRF showing up ou of the jungle... Plus few patrols on the trails maybe...
Thanks for great work !
@Rodz; Far better. Several notes however. You delete the bodies of the dead too quick. Wait til the players distance to that body is greater than 100 meters, perhaps? This way the player has the option of looting the body if they choose.
This mission was pretty good up to the point where we have to infiltrate the base, download some data, etc. You did what was always frowned upon in the ole OFP days. You cheated as a mission maker. Whether I blow the power, snipe the officer or just simply headshot a lone unit with my silenced pistol and no one else around, you instantly target the players position whether they've actually been spotted or not. Remove the artillery(especially the instant arty garbage); it doesn't make sense that they would fire on their own assets, destroying everything in the process anyway.
Spawn some units, heck spawn an army to respond to the alarm but give the player time to complete the tasks while dealing with the units already in the compound. It's more believable and much more fun to race against the clock while trying to clear the base of the units or tasks that the player has already recconoitered. If you just spawn units inside the base, make them exit a barrack or something. Don't just spawn them in the open. P.S. Get rid of that ridiculous "You've been spotted" warning. Anyone observing the base long enough will be able to notice a change in unit behaviour when they've been detected. Aside from the above mentioned, all tasks before were simple and relative to the overall objective. Hope you're not done with this one because I'd like to complete it.
the sequel is fine though
No Mod needed except for ARMA 3 Apex Expension and ARMA 3 Marksman DLC. (You can still use the sniper without the DLC"
Thanks again for the good mission.
1: Mission End trigger does not work wtf?
2: We couldnt figure out how to disable the power, artillery didnt work and scrolling didnt work too.
Where can I get the explosive to blow up the power plant?
But as reported by FattyDog , when you got to the submarine mission not end..nothing happen.
Is it a bug or something i missed?