Arma 3
Liberation RX - Altis
long long comments/bugs/suggestions
first off i just want to say thank you for the work on this gamemode! i see this gamemode as having the most potential for fun at least for me and my friends mainly because of the economy+arsenal system, so thanks :)

note for anyone wondering, ace and ace medical seem to work perfectly fine with this gamemode.

however there is an annoyance for me and my friends that is the respawn button is disabled by something in the mission so when you're downed(unconcious) and there is for whatever reason no hope of recovery but you won't bleed out for potentially many minutes, there's nothing to be done.. not the way we like to play. if anything can be done about that that would be good, like a toggle option in parameters

also there are some really really terribly annoying and gamebreaking issues with the enemy spawning system (and no i'm not talking about the 'you have to be within almost pistol range for a point to spawn units, at all'.. more so an issue where enemy units, infantry and tanks can spawn out of thin air right in front of the player at seemingly completely random times, even when having almost completely cleared a town, bot hi and my friends, plural, have encountered this issue several times in the last few days of playing a few sessions spanning a few hours.

one of my friends had a whole squad of infantry and 2 or 3 tanks spawn 50 meters from him right in front of him between him and the center of a enemy base we were assaulting in a pincer like move

i myself have had a similar encounter twice now when infantry will spawn probably 10 meters in front of me (and behind me, had both happen at the same time)

more so however is that when i and 3 others were trying to take over that same enemy base spoken of above, the enemy kept getting reinforced infinitely time and time again with full on 1-2 tanks, 1 aa tank and handfuls of infantry (sometimes a gunship Helo) every few minutes at most, this happened at the very least 4-5 times ( i assume that it's because no one could get into the capture zone and stay alive long enough resulting in the capture zone essentially being entered and exited time and time again and hence triggering the spawns. it would imo be best if some kind of check function could be put/scripted/coded in place where if there are any already spawned enemy units in a large radius around the point (larger than the capture radius cause the ai really like to go far beyond that sometimes) then to refrain from spawning more enemies)

anyway i get you're just someone who picked this up and modded it kinda but i hope you could maybe make this gamemode great someday :) i and my friends really love the munitions/ammo resource system and the arsenal, how they work together (although ace medical supplies cost a damn fortune like actually wtf :p) wish you all the best either way!
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Showing 1-8 of 8 comments
MachoNatchoMan 20 Jan, 2021 @ 6:07pm 
also if there could be an option in the parameters to not override the server ai difficulty (skill and aim accuracy at least) then that would be really really appreciated. i and my friends play with VCOM AI and are used to really hard ai but the ai in this gamemode is just straight up super aimbot from hell sometimes, really not over exaggerating. no idea if the difficulty option in the parameters changes just those 2 things above or more or less so worried about messing with it, either way i prefer messing with the raw values of the server files themselves (profile file)
pSiKO  [developer] 3 Feb, 2021 @ 3:46am 
Hello MachoNatchoMan !

i didn't saw your long, long post here :)

first of all, thank you for your support and kind words.

I'll try to respond here for each points.


- the respawn button is only disabled for 20 seconds when injured,
then it should be enabled. (you can test without mod)


- I rewrote the enemy spawning system to be more realistic and not pack them.


- I note the idea of not spawning more enemies. (note that the radius of the area is around 600m according to the map)
if you have at least one unit (even wounded) in the area, the Couterbattle group is only called once.


- If you use the "Difficulty" server parameters set to "Normal", you use the Arma3 vanilla skills
note: 7 skills are impacted by difficulty.


you can follow the mission update on the bohemias forum
you found the latest version on the first page

https://forums.bohemia.net/forums/topic/217186-release-liberation-rx/


best regards,
Constant_Corpse 18 Mar, 2021 @ 12:33pm 
Is there a way to set the difficulty to normal and then still adjust the precision of the AI?
Retro 12 Aug, 2021 @ 12:34am 
Having issues with the mission.

User get stuck on a endless tour of locations and cant load in.

Zeus does not have access to all addon's even after changing it to be all official and unofficial.

Unable to move any objects in zeus editor says not insufficient resources.
SeaFalcon 17 Nov, 2021 @ 7:22am 
Got another couple of questions and wishes...

1. how do sunken supply missions work? I couldn't find any loot on the sea floor even with Zeus.

2. to add to one, can there be a better explanation on the side missions? There is no way to prepare yourself now since you have no idea what to expect.

3. can barrels you can pick be on pallets so you can sling load these with the heli's? I know you can load them when landed but that's not as cool :p

4. ghost hawk keeps being reset to the starter island after reloading the game. Is this intentional? ​

6. Grant others access to you vehicles both to drive and to access their inventory. Or is there a good way to share vehicles right now?

7. When in a squad with another player and you as a SL activate halo jump, the other player gets forced to come with the jump but without a parachute. My buddy was not happy that I made him face plant twice :p ​

A couple of pros so far
- I love the use of mines and IEDs on objectives.
- the spawnble barrels are a nice non intrusive way to do logistics.
- save seems very stable, nothing besides some AI went missing.
- ammo (funds) seems quite balanced, you actually have to horde some to get a decent squad together.
aguinan131 17 Sep, 2022 @ 8:58am 
Having an issue to were the hud for checking aggression and supplies fades in and out really quick, leaving me unable to read it
aguinan131 17 Sep, 2022 @ 9:42am 
figured it out, for some reason webknights melee was breaking it. Not really sure why, just was.
WolfGaming281TV 13 May, 2023 @ 6:21am 
Originally posted by pSiKO:
Hello MachoNatchoMan !

i didn't saw your long, long post here :)

first of all, thank you for your support and kind words.

I'll try to respond here for each points.


- the respawn button is only disabled for 20 seconds when injured,
then it should be enabled. (you can test without mod)


- I rewrote the enemy spawning system to be more realistic and not pack them.


- I note the idea of not spawning more enemies. (note that the radius of the area is around 600m according to the map)
if you have at least one unit (even wounded) in the area, the Couterbattle group is only called once.


- If you use the "Difficulty" server parameters set to "Normal", you use the Arma3 vanilla skills
note: 7 skills are impacted by difficulty.


you can follow the mission update on the bohemias forum
you found the latest version on the first page

https://forums.bohemia.net/forums/topic/217186-release-liberation-rx/


best regards,

is there any way you would be able to implement the ai so theyre always on the map just virtualised?

any plans for static AA installations for opfor?

the normal liberation is a dead repetitive game loop this sounds like its on the verge of everything i could wish for but having pure control over the air and having to walk 1km for ai to spawn in and no ability to recon is what kills liberation IMO, be my saviour? lol
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Showing 1-8 of 8 comments
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