Road to Redemption (SP)
51 Comments
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mrobertnoel May 24 @ 5:43am 
It doesnt look like the auther is supporting this anymore......I love this Scenario and the only thing I would like is a VAS box (makes it easy for the player to choose his loadout, and players wont complain about lack on benny's and range finders. (+ OMAC) Also an ammo truck + repair truck waiting with me, the commander on top of the hill so i can order it to support vehicles or switching to that unit myself.
a.castelnuovo Nov 14, 2013 @ 3:21pm 
I can't clear Lakka completely... I cleared every other sector but there must be someone still hidden in Lakka area and is getting frustrating finding him...
Gandalf the Grey Nov 6, 2013 @ 6:42pm 
Had to restart a couple times due to a bridge in Kore dissapearing and all my tanks falling into the ditch left by the bridge that dissapeared
armapirx Oct 29, 2013 @ 12:26pm 
Fantastic mission! I lost only the UAV (kamikadze on purpose when fuel went critical) and 10 men (firefights with the enemy, some were run over by our vehicles...). It took me almost six hours to finish it. UAV reconnaissance and careful movement were the keys to victory. Please make more High Command missions, possibly with on-call supports.
OMAC Oct 6, 2013 @ 9:41am 
Very nice mission, quite difficult and time consuming. Ammo truck (and possibly ambulance and repair, but those aren't as important) should be added as another HC subordinate that you can move forward along with combat troops. Or at least have a base in the rear with support trucks that you can drive back to if necessary. It can get desperate and/or not as fun near end if your Hunter has run out of ammo and you haven't found a damaged Panther or Marshall that has been abandoned which your engineer can repair. It is always more fun to engage in combat yourself than it is just to send other troops into battles you cannot see with HC.

Or you could add an option in second half of mission to call in a reinforcing Marshall that is playable, so that you and your HQ unit could command it and raise hell.

Good job! :-)
Bernardo_Gui Sep 30, 2013 @ 3:47pm 
hi, what you were thinking when you were creating this mission? where are the high commander's pair of binnoculars or range finder ??? thanks.
alarm Sep 29, 2013 @ 11:07pm 
I gave it a second try after the recent patch. Vehicles behave much better now indeed, but... there is still much to improve regarding them. Nonetherless I was able enjoy the mission finally! Though I had to save often and load when someone got stuck in ridiculous positions. It's really what Arma 3 is all about (or supposed to be) -- combined assalt, recon, flanking, air support, sniping -- all in one.

I just couldn't figure whether I can aquire UAV control (since I have a UAV terminal in my inventory) or I can only set waypoints for it. Does anyone know?
Melchizdech Sep 29, 2013 @ 3:03pm 
RE Panthers and Marshalls, the recent update from BI seems to have ironed out the vehicles getting stuck!
alarm Sep 23, 2013 @ 5:24am 
It seems that vehicles (Panthers and Marshalls) cannot move in formation properly. Even if I order them to move in a column formation the second vehicle in a group doesn't stick to the road and of course gets stuck against a wall or a fence. What's worse is that the first vehicle starts to move at a lower speed when they get too far from each other (like waiting for the second one to catch up). A vehicle moving at 5 km/h is a sweet target for AT soldier :(
Melchizdech Sep 22, 2013 @ 12:08pm 
Round Two - I revisited this after earlier frustration and with more planning, care and some Bohemian fixes I managed to complete it. Utterly absorbing, tmospheric and unforgiving! For my level of play this was a very taxing mission which took me on my second visit at least 15 painstaking hours and three attempts to complete. Completion requires huge amounts of recon, probing, pre-emptive capture or destruction of enemy vehicles with commando style raids in order to conserve resources. I do hope you make more missions. Inmy opinion this was better than any mission I played in Arma 2. Really good work!
Merlyn Sep 22, 2013 @ 12:19am 
This seems cool but I find it frustrating that I keep failing for heavy casualties. I don't know what the limit is and, maybe I'm just terrible at commanding, but no matter how tactical I try to be with my forces, the AI are just terrible and get murdered. The helicopter in particular I cannot stop getting shot down as it won't do as I say even when I try to get it to leave a danger zone. Any tips?
ben Sep 21, 2013 @ 7:57am 
Well-made mission, but half of the stupid AI vehicle drivers got stuck against buildings or on walls, making it unplayable. I found one team standing next to their burnt-out Hunter, with the commander repeating "Get in vehicle", and his men saying "No sir!", over and over. Hilarious :D
Megagoth1702 Sep 21, 2013 @ 4:05am 
amazing mission.

problem with the UAV though, i am not sure whether this is a BIS bug or not.

open UAV terminal, make UAV go somewhere, in high command eventually a target will get revealed. in high command map mode, order the UAV to attack a target (a HMG jeep for example), it will attack it and then continue flying in a straight line to the edge of the map if you dont give it a new waypoint. so after every UAV attack make sure to re-assign it a new waypoint somewhere.
Ubiquitous  [author] Sep 21, 2013 @ 3:13am 
Thanks for the feedback folks. I will look more carefully at these issues once I finish work on my current project.
H.o.p Sep 21, 2013 @ 2:36am 
Great mission with solid atmosphere. I really enjoyed every minute of it. Teamswitch would be an awesome addition and maybe a way to refuel the UAV too. AI sometimes freaks out but there's probably not a solution for that. I'm looking forward to more from you!
ferocious_imbecile Sep 19, 2013 @ 5:27pm 
I liked Village Sweep, I'm looking forward to this one.
alarm Sep 19, 2013 @ 9:18am 
Terrible vehicle AI. Helicopter does not follow waypoints when I try to pull it back. It keeps flying around the enemies and gets shot down eventually. Sometimes one of the IFVs in a group drives kilometers away from the first one for some reason, then gets stuck somewhere. Infantry pathfinding is much better though. But since I couldn't use vehicles normally I gave up on this scenario. But I enjoyed Village Sweep!
Amadeus Sep 19, 2013 @ 6:06am 
In my opinion, this mission is one of the best on the Workshop ATM. It is hard, it is away from known Arma gamplay, it conveys the ambiance very well and you need to have a lot of tactics. It is *very* long, so a saving method could be cool. (Like the Sitrep from CLOS AIR SUPPORT (Day2) which you can find in the workshop)

The only thing really holding it back is Bohemia's UI or High Command.

I love it.

Cool stuff to add :

- Team Switch with anybody in the map.

- Co-Op. (Make every soldier playable)

Also, choosing a grey sky with a bit of fog was perfect. Really feel like I am alone and I need to save my men.
Aoshi.S2 ҉҈҉҈҈҉҈ Sep 17, 2013 @ 11:34pm 
Man I really need to lern how to use high command, only played tutorial on arma 2 forget all about this... But cool mission!
sandynathan Sep 17, 2013 @ 11:29am 
3rd objective then lost heli due to(unseen hillside!!!) then pretty much got hammered, good mission WELL DONE!!!suggestion to players, use your command hunter for the first objective..you pretty much can eliminate everyone with the HMG.
¿DIDDLER? Sep 16, 2013 @ 3:12pm 
http://community.bistudio.com/wiki/onTeamSwitch

lol just kidding, maybe I should've looked harder. Have you tried using enableAI commands on the unit you switch out of?
¿DIDDLER? Sep 16, 2013 @ 3:09pm 
I've been looking into solving the same issue you are having with teamswitch. I think we might be able to solve it using enableAI commands but I'm not sure how to tell the game when to fire them. There's no eventhandler for swapping out of a unit.
Melchizdech Sep 8, 2013 @ 4:03pm 
Great work UbiquitousUK!
I really enjoyed this mission; this was my first 'High Command' scenario and I have learnt a lot but obviosuly I still have much to learn!

I have had three attempts and only managed to secure 4 zones before pretty much running out of steam, or more accurately, men or the ability to command teams after a certain point. Any hot tips greatly appreciated; especially how to conserve recon and helio.
bibi_fr Sep 8, 2013 @ 10:14am 
They have nothing haha forgot to remove civilian mod haha
Ubiquitous  [author] Sep 8, 2013 @ 9:35am 
There re no civillian cars in this mission.
bibi_fr Sep 8, 2013 @ 9:19am 
That a great mission:) Except 50% of my soldier are killed by civilian car and army car by roadkill except that great fun on it :)
Ubiquitous  [author] Sep 8, 2013 @ 7:46am 
I have updated this mission with a little bit of voice acting.

I would like to include teamswitch for men outside of your squad but this is technically problematic because teamswitch does not function properly with the high command module. Basically, if I allow the player to teamswitch to, say, Bravo team leader then it becomes impossible to give Bravo team commands. I am looking for a solution to this.
11_Harley_11 Sep 6, 2013 @ 10:16pm 
Great mission. +1 for team switch.
Wouldn't hurt to have more enemy AI in there too, imo.
[WDZ-RR] Velvet Llama Sep 6, 2013 @ 4:39pm 
I'd also agree that teamswitch would be a nice touch. It can be quite a bit of work to babysit the various mounted AI units to prevent them all from getting wasted by an anti armor unit. Being able to use the sniper team to identify and eliminate some of the anti armor units would make things much more managable once the assault beings. All in all though this is a fantastic mission. Keep up the great work!
Manzilla Sep 4, 2013 @ 8:55pm 
I agree with the team switch. IMHO it always makes it more fun. I always have to include that in my missions but that's just me. And just in case the AI gets stuck sometimes switching fixes it, not always though.

I enjoyed this mission. I'll play thru it again one of these days and give some better feedback. Too tired at the moment but I wanted to say thanks
3instein Sep 4, 2013 @ 7:21pm 
Would there be any way for you to include a teamswitch option? I think if you could teamswitch it would make the mission even more awesome, keep up the great mission type.
3instein. :)
Ubiquitous  [author] Sep 4, 2013 @ 12:48pm 
@OUTSIDEEARTH if the driver dies then a new one should be assigned from within the group. If you have spotted a but with this then please let me know and I will fix it.

@Rondor At the moment, the only trigger in the whole mission is the heavy casualties trigger, which fires under three circumstances: (1) if the commander (you) dies (2) if fewer than 12 infantrymen are left alive on your team (that would mean losses of about 66%); or (3) if three or more of the five APC or Helicopter vehicles in your task force die. In the next update I will look at taking this trigger out altogether.

@operatorc Great hint! I guess I should put this as an ingame hint in the next version too.

Thanks all for the feedback. Expect a new version in the next day or two.
operator_C Sep 4, 2013 @ 7:09am 
For the players new to ARMA, or commanding in ARMA, I hope that info helps. Love this series, but you often have to babysit the AI as they're prone to getting stuck or lost.
operator_C Sep 4, 2013 @ 7:07am 
Aside from Echo, all teams in this mission are mounted in vehicles. When you give them a waypoint (a MOVE command by default), they will travel mounted and stay mounted upon arrival. Great for long-distance travel, but it makes them less combat effective and more vulnerable, and they have a habit of getting stuck.

On the map screen, right click on a waypoint to change its parameters. The first option is type. Using this option, change a waypoint to UNLOAD or GET OUT. At an UNLOAD waypoint, everyone except the driver and gunner (if applicable) will dismount. The vehicle will move in formation with the rest of the squad. This is useful in assaulting open areas with an armed vehicle; otherwise, it's better if the full team dismounts and leaves the vehicle behind. That's what the GET OUT command is for. The LOAD command will order the full team to mount the vehicle, and a GET IN command will order the team to mount into the closest, applicable vehicle.
Rondor Sep 4, 2013 @ 7:00am 
Further to below I had not hit the loss cap and the Mission Failed screen did not specify that I had.
Rondor Sep 4, 2013 @ 6:26am 
Was having fun and moved through secxuring the first two objectives at just before 45 minutes had elapsed. Then, poof! Mission Failed popped up while my troops were disengaged and in manuever to our next point along the road. No explanation was forthcoming. I will play from my save securing Kore but has anyone else experienced this?

I was having a blast too. Felt like command.
neut Sep 3, 2013 @ 11:00pm 
One question. If a driver of the truck team(delta team) is killed what should I do to keep taking them around?
3instein Sep 3, 2013 @ 6:35pm 
Awesome mission really enjoying it and have not yet finished,but as what has been said,this is what missions should be more like,far too mant "capture this town" or "rescue this hostage"
Your mission clearly shows what is doable and obviously a lot of work went into it.
I hope you keep what you made but maybe expand it a little with your ideas and maybe some side mission of the beaten track kinda thing.
Anyway cangrats on an awesome mission,will keep going till I finish.
Cheers,
3instein. :)
neut Sep 3, 2013 @ 8:23am 
Ahhhhh I was just about to give up in Kore, I realized just now that I've had more squards than the four...thanks anyway!
ZEA Sep 2, 2013 @ 4:49pm 
Thanks for the quick answer Grunt456!
Grunt456 Sep 2, 2013 @ 4:44pm 
Zea hit left control+spacebar.
ZEA Sep 2, 2013 @ 4:34pm 
Sorry for a noob question but how do I command more than my 4 initials soldiers? I can't find controls for it anywhere, help!
Vilos Cohaagen Sep 2, 2013 @ 3:08pm 
Really enjoying this mission! Of course I only realised half way through that I had command of more than just my 4 man recon team, but that was just a bonus. It would be great if there was a rearming truck handy (KarelMoricky's comments are spot on). Regardless, any future changes would be icing on what is already an outstanding mission. Thanks for making it!
Ubiquitous  [author] Sep 2, 2013 @ 1:10pm 
@KarellMoricky. Firstly, thanks for perservering and finishing the thing! Your feedback is very reasonable and includes a number of things that I am considering putting into an update in the near future.

* The rationale for the 'approach' points was two fold. Firstly, I wanted to make thepoint that you have to secure the whole route, and secondly the stretches of highway between towns are a little long and I was worried that players would get bored en route between objectives. Now that I think about it, I could leave the hostile forces for entertainment along these stretches of road without forcing the player to completely capture them. Perhaps you are right to say this makes for a better experience.

continued below...
Ubiquitous  [author] Sep 2, 2013 @ 1:10pm 
...continued from above

* I will think about a better solution for ammo / repair. Right now each squad has a repair man that it relies on. One alternative (to work around the shortcomings of the high command interface) would be to script in a supply truck that dispatches men to repair and rearm units within a certain radius.

* This mission has a surprise or two coded in, although they may hve been missed in all the action. At one point, for instance, an APC should show up in a flanking maneuver and unloads a load of opform men. I didn't want to go over the top becasue the mission is already quite demanding, but if I drop the 'approach' tasks then I can perhaps replace them with something a bit more dynamic.

* Reinforcements/artillery/removing dead units should be doable and I will take a look at this.

Thanks for the thoughtful feedback!
KarelMoricky Sep 2, 2013 @ 12:16pm 
THIS IS WAR_
Your mission shows perfectly what Arma is about. Combined arms operation, clear objective, wide range of tactical opportunities, responsibility. Took me more than 3 hours to finish it, lost both Panthers and most of one infantry squad, but managed to capture the airport without further loses after I finally called Blackfoot to the party.

Some feedback:
* 7 areas to capture is perhaps too much. Both "approach" zones felt like fillers and the scenario could work even without them. Focus on truly strategic points - villages, factories, etc.
* Reammo and repair trucks are missing.
* Surprises would be welcome. Enemy counter-attack, ambush from sides or similar unexpected event could give player feeling he's not fully in charge.
* Consider reinforcing player's forces mid-mission, to bring something new as a reward.
* Artillery support would be also handy.
* Deleting killed enemies after some time could help with performance, FPS was getting low towards the end.
Ubiquitous  [author] Sep 1, 2013 @ 11:49pm 
@MarkC81, The only trigger that will fail the mission is the "heavy casualties" task. This fires under three circumstances: (1) if the commander (you) dies (2) if fewer than 12 infantrymen are left alive on your team (that would mean losses of about 66%); or (3) if three or more of the five APC or Helicopter vehicles in your task force die.

I will double check that there isn't some bug that causes the mission to end premeturely, but I'm pretty sure there isn't because the trigger is very simple. Regardless, if people think that the mission fail trigger is too hard then please post so here and I will make it a bit more forgiving.
J. Colin Sep 1, 2013 @ 9:52pm 
Testing it, I'll post back shortly.
MarkC81 Sep 1, 2013 @ 3:00pm 
Nice work, though can't work out why I failed the mission after 30 mins of making a small amount of progress, (I'm still getting used to Arma). Was I just progressing too slowly? I don't think I took any losses so far.
lsoulliere Sep 1, 2013 @ 11:32am 
Great job on this mission man!