Arma 3
Maverick PT. 2 - OFP Remake
16 Comments
killjoy  [author] 23 Dec, 2017 @ 5:36am 
Okay so with the new planes update it seems the AI A-10's now shoot straight north and engage. Back when I made this there was no Radar mechanics and they never picked those targets up from so far away so it's pretty much broken the mission. They were supposed to follow the waypoints, engage the surface boats and then stay south of the island.
killjoy  [author] 23 Dec, 2017 @ 5:34am 
Also I had no idea there was a targeting camera now, that's neat af.
killjoy  [author] 23 Dec, 2017 @ 5:33am 
Might give this one another play, see how I go. I concur that the GAU is totally useless, just something CUP hasn't managed to fix yet. Essentially you're supposed to strike the targets on in the areas marked on the map, the surface ships and then the tank column on the main road. No matter what I did the AI commander still issues you whatever targets they see so just ignore them.

If it helps... swing South-West and make your attack vector from the ocean and you should avoid the Shilkas easily enough.
PoppaCapnurass 23 Dec, 2017 @ 3:07am 
Rubitron 5001 I hear your sentiments. I played the first scenario (PT1 which was pretty easy) then moved on to PT2 and found it really hard. I left he mission for a bit and came back to it and found that it's not really linear as I had thought it was. The wing commander will call out targets for you to take out, but you don't have to take those specifically. The first ones I was told to take out (AI Game Mechanics - not the designers choice) were inland and risky targets.

So after several failures, I turned S and took out the targets along the coast first with intention of clearing a pathway to the inland targets and enabling a safer escape path as things get hot.

The AA shooting green tracers look like Cheetahs to me. Deadly.

I haven't finished the scenario yet but am currently using the targeting camera (L CTRL+R Mouse) to target and take out some of the Cheetahs from a distance.

Really enjoying this challenging mission.
Rubitron 5001 16 Dec, 2017 @ 5:37pm 
Anyone else have issues with the first group of tanks being invincible to the GAU? I've hit them with hundreds of rounds and they keep on chugging along.
Rad Z 9 May, 2017 @ 8:54am 
<3
killjoy  [author] 7 May, 2017 @ 10:45pm 
Counterstrike is out. @Radioactive
Rad Z 5 Nov, 2016 @ 6:08am 
Same as the original love it ( I played all of them its a good blast from the past) I hope you make the mission that is right after this one :) keep up the good work!
smurf 5 Nov, 2016 @ 4:58am 
really nice
Tonymonkey123 4 Nov, 2016 @ 8:22am 
Use the new A-10 from firewill with PIP enabled so you know if your missles hit your tagets and enjoy what a real GUA -8 sounds like. :steamsalty:
*RSF*TheCapulet 2 Nov, 2016 @ 6:57pm 
@MIKE HUNT
Use the gau8 mod on the workshop popular list. It's comptable with CUP. Makes it loud.
*RSF*TheCapulet 2 Nov, 2016 @ 6:56pm 
@vlad_8011 Because it's his call, dickhead. RHS doesn't have all the required assets, so he'd need both mods to do it anyways, while CUP does alright on it's own. There's also already another mod author doing RHS conversions, which killjoy's even reccomended if you want RHS units. And RHS isn't on the steam workshop yet, creating a large barrier to entry for a lot of players.
vlad_8011 2 Nov, 2016 @ 8:17am 
@Mike - beacuse CUP vehicles. I dont know why people use this to build the missions instead of RHS.
Makunga 2 Nov, 2016 @ 4:30am 
the gau 8 is useless ....why
killjoy  [author] 1 Nov, 2016 @ 11:46pm 
@[9RT]V®M®F® No problem mate. Hope you enjoyed it.
[9RT]V®M®F® 1 Nov, 2016 @ 12:37pm 
Nice! ty!