Addon Suggestions

Anything related to Addons on the No.2 Server. Please contact Ben or Rory for more information on Addons.
Post Reply
ashley
Posts: 328
Joined: Mon Jun 01, 2015 1:51 pm
Contact:

Addon Suggestions

Post by ashley »

Any suggestions people have for mods to add to the Number 2 addon server can be posted in this thread. Items posted in this thread are not guaranteed to make it into the pack, but can be further discussed in this thread, to be considered for further testing.

When posting a suggestion make sure you follow this criteria:

-Consider if the mod is suitable and would fit well with the existing mods we have on the server.
-Make sure to post a download link for the mod.
-Research and mod dependencies and post them as well.
-Preferably only post mods that have server keys included.
-In your post listing the pros and cons of the mod and how it can fit into missions will make it easier for people to judge the mod.
-Make sure the mod is of a high enough quality to even consider suggesting in the first place.
EYEDOL
Posts: 35
Joined: Sun Jan 17, 2016 6:22 pm
Contact:

Re: Addon Suggestions

Post by EYEDOL »

i will repost my suggestion here and answer to Blackfire in the end

My request (i already talked to Ben about it ) is about 2 VTOL aircraft gamplay type (vertical takeoff landing ) that we are missing

1 - V -22 Osprey transport ( around 24 seats + pilot/copilot)
Why ? :
- no need for a runway just a small flat spot to land
- very very fast transport aircraft (can reach 400-500 speed in less than 60 sec after takeoff) therefore more secure and allowing long range deployement from aircraft carriers for exemple whithout being long and boring (no more teleport or spawn in insertion point directly or long time to transport the jips)
- can takeoff and land anywhere and fast and use paradrop easely
- new gamplay possibility
- the aircraft mod is very stable with nice textures, size is around 24mo

Link : http://www.armaholic.com/page.php?id=23847
Showoff video here https://www.youtube.com/watch?v=B2iKqTqCqcM

2 - F - 35 Multirole VTOL fixwing
- 1 pilot
- we never play with fixwings in n2 , with this type of aircraft that doesn't need a runway we can unlock more mission types
- can be configured with CAS - Bomber - or Air superiority weapon loadout, it canno't carry alot of ammo thus balancing its firepower (adding resupply point to increase that)
- The aircraft is fast but also fragile => good pilot that must balance between the hovering mode that allows very accurate CAS gun run and flybys
- the mod is also stable and has a small size, the textures arn't that great but who cares its light and does the job !

Link : http://www.armaholic.com/page.php?id=24168
showoff video https://www.youtube.com/watch?v=4yKI_stT3N8

To Blackfire

About the F-35
- You said the F-35 brings nothing new and has low ammo count and it will pose problem with rearming with the new manual ace system coming up :
My answer is that first of all the F-35 is good in dogfight which can allow more mission type , jets are not only about ground support it can be air aswell

The low ammo balances its power, for exemple it has 500 ammo cannon but its incredibly powerful & accurate you don't need to shoot much just shoot accuratly (VTOL mode allows that ), and the resupply is a part of the process , you are trying to bypass the ace feature with a high ammo count on a single aircraft , i am trying to make it work in a balanced way

The F-35 unlike the A-10 can be used in ANY map without an airfield and brings a new gamplay way (VTOL and more agile)

Also notice how we NEVER use the A-10 because it needs a runway and its also very very powerful


About the V-22
About vulnerabilities when you land / takeoff:
1- Small arms fire threats : V- 22 is way better than a chopper , offers armored protection thus its slow takeoff but fast acceleration is better in my oppinion
2- AA threat at landing or takeoff : its the same for chopper or the V-22 , the AA needs little time to lock on you so it won't make a difference in the end , exept the V-22 accelerates much much faster than a chopper so its safer to get out

About the landing :
I never fly above the landing zone i always manage to land while staying at low altitude , ofcourse i have at least like 30 minutes trainning on the aircraft it won't be done on the first try but its possible to fly low at 400 speed at least,then slow your speed to 200 => switch to autohover and lift up your nose slightly to decrease speed faster while not taking altitude => approach and land while keeping low altitude

IF you take small arms while landing then the V-22 is better because it has WAY MORE armor than a chopper and can disengage landing faster than a chopper as long as he is abover 90 speed

IF there is AA missile threat then its the same , you are a sitting duck there in both aircraft types

From my point of view the useless aircraft in this case is the fatass seahawk or stallion that is as big as if not bigger than the V-22 imo
Dmitry Yuri
Posts: 58
Joined: Sun Jan 17, 2016 5:13 pm
Contact:

Re: Addon Suggestions

Post by Dmitry Yuri »

EYEDOL wrote: My request (i already talked to Ben about it ) is about 2 VTOL aircraft gamplay type (vertical takeoff landing ) that we are missing
Both of these mods are pure Arma2 ports. Mods like RHS also use Arma2 ports but they update them to include Arma3 features like working mirrors, physX, working doors and better textures.
Both these mods are not updated in any way. Now we know that BIS will add in a version of the MV22 in the apex update https://www.youtube.com/watch?v=1zhAVub ... be&t=4m24s

with this they will actually add in the VTOL vehicle class. Which is a very important config related part of making a VTOL aircraft function correctly in Arma3, something that currently both these A2 ports do not do very well.
EYEDOL wrote: - The aircraft is fast but also fragile => good pilot that must balance between the hovering mode that allows very accurate CAS gun run and flybys
https://www.youtube.com/watch?v=jlRZuGUzVjQ
EYEDOL wrote: - we never play with fixwings in n2 , with this type of aircraft that doesn't need a runway we can unlock more mission types
The lack of runway isn't the cause of us not using fixed wing aircraft. There are a few Nuttex missions where the aircraft starts already in the air. In my opinion the reason why we don't have more missions with fixed wing assets is that when we have them, we don't use them correctly and the infantry end up sitting in a compound for 10+ minutes waiting for an airstrike to happen. And when we have a competent pilot/Jtac combo the aircraft kills all the vehicles and all the large groups of infantry and the commander ends up having to tell the aircraft to stand down and let the infantry have some fun for a while.

We had the F/A-18 Super Hornet mod for quite a while, upwards of 6 months I believe. That aircraft whilst not being VTOL still had a vast potential for use, I can only remember that aircraft being used in 2 missions.

We have a very similar problem with attack helicopters like the apache, which we also almost never use due to it being extremely hard to balance its capabilities. I agree it would be nice to use a wider variety of assets in our missions but I don't think adding in 2 sub-par VTOL assets will change anything.

I would suggest you politely ask some of our current #2 mission makers to consider making some missions that include a fixed wing asset. Certainly the new map Al-Rayak would be a perfect candidate for a greater focus on this type of asset.
EYEDOL
Posts: 35
Joined: Sun Jan 17, 2016 6:22 pm
Contact:

Re: Addon Suggestions

Post by EYEDOL »

nvm
Last edited by EYEDOL on Tue Jan 19, 2016 9:49 pm, edited 1 time in total.
Bonko
Posts: 8
Joined: Sun Jan 17, 2016 10:06 pm
Location: Scorchio!
Contact:

Re: Addon Suggestions

Post by Bonko »

Dynasound: http://www.armaholic.com/page.php?id=29810
its a clientside addon so server would only need key.
Sounds awesome
Tom
Posts: 477
Joined: Sun Jan 17, 2016 9:14 pm
Contact:

Re: Addon Suggestions

Post by Tom »

Anything to upgrade AI movement / "intelligence"

On the BI forums there is a sticky on the addons sections with every AI mod out there, server and client side
Terox
Posts: 364
Joined: Mon Jun 01, 2015 12:47 pm
Contact:

Re: Addon Suggestions

Post by Terox »

Bonko wrote:Dynasound: http://www.armaholic.com/page.php?id=29810
its a clientside addon so server would only need key.
Sounds awesome
I'll add the key in the next 24 hours
Terox
Posts: 364
Joined: Mon Jun 01, 2015 12:47 pm
Contact:

Re: Addon Suggestions

Post by Terox »

Tom wrote:Anything to upgrade AI movement / "intelligence"

On the BI forums there is a sticky on the addons sections with every AI mod out there, server and client side
You have to be careful here.
ACE, Alive etc may conflict with any ai addon
Tom
Posts: 477
Joined: Sun Jan 17, 2016 9:14 pm
Contact:

Re: Addon Suggestions

Post by Tom »

Yeah for caching that's probably a big issue, but for movement and stuff like that I'm not sure... I guess we could select and review a couple maybe?
Bonko
Posts: 8
Joined: Sun Jan 17, 2016 10:06 pm
Location: Scorchio!
Contact:

Re: Addon Suggestions

Post by Bonko »

Terox wrote:
Bonko wrote:Dynasound: http://www.armaholic.com/page.php?id=29810
its a clientside addon so server would only need key.
Sounds awesome
I'll add the key in the next 24 hours

Thank you :D
cookiemonster
Posts: 76
Joined: Sun Jan 17, 2016 11:08 pm
Contact:

Re: Addon Suggestions

Post by cookiemonster »

Could we add the steyer aug versions to our arsenal.

I do have some nice ideas for some ZEUS missions but i would love them to be as accurate as possible.

http://www.armaholic.com/page.php?id=27928
User avatar
Valkorv
Posts: 10
Joined: Wed Jan 20, 2016 12:58 pm
Location: France
Contact:

Re: Addon Suggestions

Post by Valkorv »

Found some add-ons we could use:

First: Schwemlitz, Germany - Winter
As you can tell, the map is set in the winter. I've noticed that we don't have any Winter maps on Server 2 and this would be really nice on the server.
Runs on a 5 x 5 km terrain.
Unfortunately, it does require some additionnel add-ons for it to run... three to be precise. It requires Thirsk, Mikebart's Vegetation pack and MBG Buildings 3 - Europe. Would like it if someone would look at this.
Links:
http://www.armaholic.com/page.php?id=21837 - Schwemlitz, Germany - Winter
http://www.armaholic.com/page.php?id=9861 - Thirsk Island
http://www.armaholic.com/page.php?id=11602 - Mikebart's Vegetation pack
http://www.armaholic.com/page.php?id=14828- MBG Buildings 3 - Europe

Second: M72 LAW
The LAW is a single shot, single use rocket launcher that is lighter than the AT-4/M136 and uses a smaller warhead.
It also comes with a script so when it is fired and used, the character drops it on the ground and switches to his primary with no massive delay.
Yes, I know it is slightly redundant compared to the M136/AT-4 but it's lighter and would be good on some missions or when you need a rocket but need to be mindful of your overall equipment weight. (Side note: DO NOT use it against a MBT, very bad idea)
Link:
http://www.armaholic.com/page.php?id=27247 - M72 LAW

Third: Killochs Multi-National Pack
Found a camo pack (Uniforms, Vest/Plate carriers/Body armor, Helmets, Backpacks) thats looks interesting.
Countries: US, Germany, Canada, Great Britain, Ireland, New Zealand, Finlan, PRC, Russia, South Korea, Norway, Czech Republic
Once again, "slightly" redundant.
Links:
http://www.armaholic.com/page.php?id=26666 - Killochs Multi-National Pack

Fourth: R3F French Weapons pack
French weapon pack (with scopes and accesories) with includes:
HK416, HK417, FAMAS, McMillian Tac-50, FR-F2, PGM Hetacte II, etc.
Yet again redundancy with: AT4 CS (Might have reduced backblast though), PAMAS (M9), FIM-92 Stinger, MP5, M107(L82 with the 3CB BAF)
http://www.armaholic.com/page.php?id=20128 - R3F French Weapons pack
"Extremis Malis, Extremis Remedia" - "Desperate Times, Call for Desperate Measures"
Godehard
Posts: 3
Joined: Sun Jan 24, 2016 8:31 pm
Location: Austria
Contact:

Re: Addon Suggestions

Post by Godehard »

Hey guys!

I recently joined on this forum. First of all thanks to the whole community. I enjoy playing with you guys and focused playing Arma 3 only in Zeus Community for 1 year now playing on No.1 and No.2 Server.

I would like to make a suggestion for german weapon systems such as HK G36 and HK P8 for example. Therefor I have 1 link to show to you. As far as I have expierenced UK/US/RU weapon systems already do exist inside the arsenal together with a few German weapons like the HK MP5.

It would be very very cool to see these weapon systems inside Arsenal of No.2 Server in future. Of course maybe if you guys agree to add them.

Now looking at the link.

- BWMod:

http://www.armaholic.com/page.php?id=24 ... ONS%2BPACK


Thank you!
User avatar
Valkorv
Posts: 10
Joined: Wed Jan 20, 2016 12:58 pm
Location: France
Contact:

Re: Addon Suggestions

Post by Valkorv »

Godehard wrote:Hey guys!

I recently joined on this forum. First of all thanks to the whole community. I enjoy playing with you guys and focused playing Arma 3 only in Zeus Community for 1 year now playing on No.1 and No.2 Server.

I would like to make a suggestion for german weapon systems such as HK G36 and HK P8 for example. Therefor I have 1 link to show to you. As far as I have expierenced UK/US/RU weapon systems already do exist inside the arsenal together with a few German weapons like the HK MP5.

It would be very very cool to see these weapon systems inside Arsenal of No.2 Server in future. Of course maybe if you guys agree to add them.

Now looking at the link.

- BWMod:

http://www.armaholic.com/page.php?id=24 ... ONS%2BPACK


Thank you!
I did like the BW Mod when it was on Server 2, it was even the first mod-set I experienced on ARMA III. Unfortunately, I don't know why we removed it. Maybe compatibility issues or replaced by other mods (most likely this one) or became buggy.
Would be cool if we brought it back.
"Extremis Malis, Extremis Remedia" - "Desperate Times, Call for Desperate Measures"
Kyoptic
Posts: 216
Joined: Sun Oct 11, 2015 5:08 pm
Contact:

Re: Addon Suggestions

Post by Kyoptic »

My only issue with the BW mod (though it looks good quality) is the amount of overlap. We've got a lot of this stuff several times over, and really with what we have at the moment it doesn't really add much in the way of a difference in mission type. All of the assets (and situations) the BW Mod affords us can be done through RHS/the rest of our modpack. The only difference therefore, really, is the uniform and guns (which are still 5.56 Nato Stanag, just fired from a very slighly different gun).

Now, if it were tiny? Maybe. But it's 700 megs, and I don't think we can really jusitfy 700mb more just so we can give our German friends an equipment boner - no offense X)

((Ditto the French modpack too I'm afraid)
Making the world a better place, by shooting people in the face.
Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest