Nearblind, leading the mission, had planned a path to the target area earlier and we were able to continue using this route and bypass the BTRBMP.I do not consider myself a first person shooter as that implies Battlefield whatever or Call of Duty whatever.I never really feel that I can hold my own, even in a cooperative versus AI situation, without a ton of additional practice and preparation.I joined SimHQ a long time ago, lurking in the background for years reading article after article, post after post, but even with all that I always felt too far behind the curve to get my feet more than a little wet.
I always held back from becoming a regular in the multiplayer world. Arma3 has a flight simulation component, albeit a lighter weight flight sim portion that I was hoping for but it was at a time and place where I could go through the learning curve with everyone. I mean come on, ground pounding cant be that tough can it Point the sharp end of the stick at the bad guys, stay with your assigned squad and try not to shoot them or do something monumentally stupid to get them all killed. And every now and then you get to take a helicopter up to insertextract some troops or maybe get to fly some CAS for troops on the ground. What I found with the SimHQ Arma3 community were copious amounts of patience and perseverance. This allows you to get help without feeling guilty about it and take a supporting role and work your way along at almost your own pace something that is more difficult to do in a pure flight sim community where flight and mission times are longer with a few, rare exceptions. Additionally, a group showing patience with long-term members means that they are willing to tolerate mistakes and work with those players to help them adapt to changes and be better. Look for a group that shows patience with new members and, importantly, patience with long-term members. The implications mean that the environments gets more confusing for everyone at the risk that the game-play (i.e.: fun) gets reduced or eliminated. With the added complexity come extra responsibilities that require extra discipline. There is a learning curve that everyone needs to adapt to and losing members because of a change diminishes the game-play as a whole. Radios have frequencies, line of sight, range issues and squadteam leaders need to carry and manage two of them one to talk to their squad and one to talk between the squads. That increases the work load on practically every member of the team. Members now will need to parse the incoming audio messages (who said what on which radio and does it involve me or not), learn to talk in 3-4 different ways (local chat, short-range radio and up to two long-range radio options). Complicated weapons get more complicated (i.e.: AT rockets, demolition charges, etc.) and wounds taken from enemy (or friendly) fire need to be treated in various ways. The interaction changes introduced by ACE occur in two formats, self interaction and target interaction system. ![]() Although we called for people to clear the back blast area, thinking ahead based on previous experience, we did not take into account the proximity of the building behind the AT trooper. Well, thats what we think happened (Arma3ACE3) And it has taken a few weeks for us to start to adapt our game-play to take these changes into account and, in my opinion, it has lead to some of the most immersive gaming that I have ever been a part of in a multiplayer environment. The squads loaded up on an Mi-8 (from the Red Hammer Studio Russian forces mod) and we headed for the LZ. I had been practicing with the Mi-8 during our warm up period the current format of which is a simple open mission to give everyone a chance to log in and work through TFAR and ACE issues before we start the main missions so I managed to snag the pilots seat.
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