Arma 3
Ultimate Mobility Overhaul
El Berl  [developer] 19 Jul, 2019 @ 7:45pm
Feedback & Suggestions
If you have some feedback or suggestions for this mod other than "this is too hard!", let's hear how we can make it better.
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Showing 1-8 of 8 comments
Venom Snake(real) 30 Mar, 2020 @ 3:27pm 
I think if this addon allow user to modify numerical value of moving speed and to decide whether applying or not applying jump system in Arma 3 Addon option menu, then it would be much better to use. Because non developer users like me are familiar to just change value in Addon option menu.
Last edited by Venom Snake(real); 30 Mar, 2020 @ 3:31pm
Kyan 26 Apr, 2020 @ 2:54pm 
Me and my group have been using this for all of our missions along with the GLUUCOM set to increase AI lethality, however as the designated Zeus I find the movement penalty placed on AI can kind of break them; they have difficulties following formation, responding to move orders, and reacting to threats due to the overall movement reduction.

Just wondering if we could see an 'AI Penalty' slider or some such, in order to reduce the affect of UMO on them - this would assist player-controlled AI as well and make them more viable.

Thanks for all your awesome work.
El Berl  [developer] 26 Apr, 2020 @ 9:35pm 
Will consider making the AI effects optional, although I do want to keep things consistent in terms of player movement speed. Many thanks to both of you for the feedback!
Clu 2 May, 2020 @ 5:39am 
An option to disable the new moves for all players would be nice as it enhanced movement mod is preferred imo. Also with zero weight the new moves feel very floaty. I ask as it may be a hassle to ask all players to unbind/not use them etc. Rush might also be broken? I'm not sure what it is ment to do but after pressing it "Rushing pace" is stuck on the upper right.
El Berl  [developer] 2 May, 2020 @ 8:41am 
The pace modes are meant to give you some pull in the mod's movement speed calculations. Rushing is trading stamina for additional speed. I'll consider a server-level "disable the moves" condition.
Skullbit998 8 Nov, 2020 @ 1:10pm 
Could we get a version compatible with the default ACE stamina model? I like the changes in movement speed, but using Indigo ACE with a ~40 lb kit I was able to sprint for a kilometer and a half with two bars of stamina left, which seems either unrealistic or horribly painful to do.
El Berl  [developer] 8 Nov, 2020 @ 1:21pm 
Originally posted by Skullbit998:
Could we get a version compatible with the default ACE stamina model? I like the changes in movement speed, but using Indigo ACE with a ~40 lb kit I was able to sprint for a kilometer and a half with two bars of stamina left, which seems either unrealistic or horribly painful to do.

UMO operates under the assumption that the protagonist is very fit and capable of passing a strong variety of military programs like BUD/S. Sprinting is one thing, but the speed at which you sprint is another.

It's worth noting that ACE Stamina, even with the Cobalt ACE modifications, has both a short-term and a long-term stamina bar. What you see is the short-term, while the long-term is hidden. Going on a quick pace for a kilometer and a half with a 40lb kit is certainly doable for an adrenalized and well-conditioned soldier, although the penalty to the long-term stamina bar which feeds into your short-term may not be worth the price.

In other words, there are simulated consequences like long-term stamina depletion and even simulated muscle damage to pacing that hard for so long.
Templarhelmet 12 Apr, 2022 @ 2:41am 
Can you give an option for how long you can engage exoskeletons for? 30 is not enough if you're using some heavy gear.
P.S. the exokeleton stamina keeps draining even when I stand still, dunno if it's a bug.
Last edited by Templarhelmet; 12 Apr, 2022 @ 10:35am
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