Arma 3
Dynamic Recon Ops
Marcomies 3 Nov, 2016 @ 5:18am
Dynamic Recon Ops and mods
Thought it might be usefull to start a discussion about how various mods work with Dynamic Recon Ops missions. These are the three mods I have played the most with.


Red Hammer Studios (AFRF, USAF, GREF):

RHS mods work very nicely and without issues with the Ops. Both player and enemy factions can be selected on branch level or lower (US Army, USMC, MSV, VDV etc). Most of the factions offered by the mission generator work as enemies apart from Eastern Militia (only has two IFV's in roster), VVS-Grey (only has aircraft and pilots), Chernarus Air force (only aircraft and pilots) and US Navy (only has medics).

Enemy forces are usually a good balanced mix of units. Player can select wheeled vehicles from APCs to unarmored cars and enemy will have comparable vehicles in use. Enemy doesn't seem to use helicopters with RHS factions for some reason. Artillery and CAS supports both seem to work without issues most of the time (there might be some problem with airstrikes).


Community Upgrade Project (CUP):

CUP units and factions work quite well with the ops. All available factions should have at least a decent selection of units and should viable as enemy factions. For the most parts, factions can only be selected on nation level (Takistani army, Russian Federation etc) with the exception of US Army and USMC.

With CUP the player can select helicopters as starting vehicles (in addition tot the usual wheeled options) and the enemy will sometimes have helicopter support circling the map. Artillery sometimes has issues where the the dialogue claims that the ordered shells were fired but they never arrive. CAS usually works.


The Unsung - Vietnam War mod:

Unsung factions work with the ops but there are a few significant issues to keep in mind. All the available factions have a large roster of units. Especially in case of US forces this leads to the unit type selection list being cluttered with hundreds of different units from various military branches and regiments in no particular order, which can make it hard to try and build a cohesive squad out of them.

The biggest problem with Unsung mod is that if you use NVA faction as enemy, it will often have extremely well fortified positions with several S-60 anti-aircraft guns that can easily dominate the entire AO. This combined with the artillery support not working (and even player used mortars having some weird issues) makes NVA an almost impossible adversary in ops missions.

Player can select a starting vehicle from the usual wheeled APCs and unarmored vehicles. Additionally the tracked M113 APCs are available to US and ARVN forces. Sadly the numerous helicopters available in the mod can not be selected as starting vehicles.
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Havok 8 Nov, 2016 @ 4:13am 
ASR AI - An AI improvement mod I always have enabled, no matter which else mods I have running. It works great and adds a bit of nuance; no two missions are alike - you never know what the enemy will do.

Edit:

My own faction mod. It works great, and makes each mission start really fast to start playing.

- I made my own faction, which uses VSM camo and gear, as well as some CUP vehicles. It also uses custom loadouts and weapon configs, so that I basically can just choose my faction and press play - instead of fiddling with loot crates at the start of each mission.
Last edited by Havok; 8 Nov, 2016 @ 4:17am
Gubernaut 13 Nov, 2016 @ 4:04pm 
I got to have Blood Mist so I can really tell when I hit someone.
Gubernaut 21 Nov, 2016 @ 4:04am 
Heyy some other mods I've been using with DRO is JSRS4:Apex and Virtual Projectile Sound Reality. But I was wondering about how ACE works. I really just want some earplugs but figure I'll try out more ACE features while I'm at it. But are there some features that don't work with DRO yet such as the medical? Should I remove the module from the ACE addons folder?
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