Arma 3
Faction Plus
LucSon 27 Mar, 2024 @ 5:18pm
Bug reports + faction idea
Hey, been playing with the mod for a few hours, and I like it! Should point out a few issues coming from a firearms + gear nerd, and some QOL things.

- For one, a lot of the weapons just straight up don't have names, and some of the 'base' versions of weapons are now visible. In fact, some of the ones that don't have names just don't work (like the M1014 that 'shark' mentioned). Same goes with magazines, attachments, and equipment, should really fix those ASAP. Also, a lot of the weapons are also just renamed and edited versions of RHS/3CB weapons, but I presume you know that. I feel like if you just used the ones from the dependencies, either unedited or with different ammo types, then it'd work way better.
> Should also note about those renamed weapons, the 'AK-12' series in your mod are actually just AK-74s with Zenitco furniture (and the AK-200 has the AK-74 universal upgrade kit), I think you know that however. Same thing with the AK-X but with the AKM. CUP has some of the newer AK-12s although if you do decide to add CUP as a dependency, you'll probably have to give them RHS mags to keep the balance up.
- I also have a few faction recommendations, both new and existing. I noticed that the USSOCOM units (75th, CAG/Delta, DEVGRU) all have STANAGS for their 5.56 weapons, when they've mostly swapped to PMAG M3s. Also of note, Delta and CAG have all upgraded their HK416s to have Midwest Industries or Geissele handguards, which are not in RHS. However, there is a mod named Tier One Overhaul that adds firearms used by JSOC. Maybe consider adding that?
> If you do add T1O as a dependency, I also have another idea for a PMC faction, 'Generic Western Mercenaries'. Think of it as a mix of Forward Observation Group (if you've heard of them) with the budget of mid-2000's Blackwater, and gucci'ed-out SR-16s, MCXs, and whatnot, while they wear flannels and/or t-shirts, Plateframes (and similar) as well as FAST Ballistic helmets.

Sorry for the length of the post, since it's a mix of things that might bother people, as well as suggestions, but hope you take this into consideration. Really good for a first mod, though, and hope you take all of this into consideration!
Last edited by LucSon; 27 Mar, 2024 @ 5:21pm
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Showing 1-1 of 1 comments
OrkunHub  [developer] 29 Mar, 2024 @ 1:55pm 
Hey dude first of all thanks for the feedback! To address everything:
-I did fixed the no name weapons. The ones that were already part of the 3CB/RHS is there because normally if you take a base weapon from those mods they do not use the custom added foregrips but the ones that I've added from source codes use the specific hand animations that make them look like they use the foregrip of those weapons.
-The AK's are named that way so I can quickly arm the units so basically they are more like a code name and less like a IRL comparisons.
-Those USA SF units use stanag because their body armors has stanag models on'em that is the only reasoning for it lol. I also love PMAGs more than anything.
- I personally love Tier 1 but it's just gucci HK's and I don't think making a mod a dependency that hyper focuses on only the certain types of weapons is not fair.
-I'm working on many more PMCish factions that I think will scratch your itch so stay tuned :)
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