Arma 3
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[SP] OP Capital Part 1
 
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Infantry
Scenario Map: Altis
File Size
Posted
Updated
0.536 MB
Apr 17, 2014 @ 10:34pm
Apr 27, 2014 @ 10:32am
5 Change Notes ( view )

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[SP] OP Capital Part 1

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Description
Summary: In order for us to finally put a stop the the CSAT forces on altis we are initiating a two part op to take out their capital. We are sending in a Special Forces unit callsign Taskforce Sierra to parachute in to destroy their checkpoint, aa installations, and their communications tower.

To Be Continued... In Part 2
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12 Comments
streetylite Apr 27, 2014 @ 9:07pm 
very very good session.
Panicsferd  [author] Apr 27, 2014 @ 10:36am 
For all those that complained about the starting weapons and that the mission was to difficult I finally gotten to it and updated it. You now start out with a stealth black MX with that double scope attachment (cant think of the name) and I have now disabled the CSAT's NVG capabilities to make it even easier for you.
Panicsferd  [author] Apr 25, 2014 @ 11:51pm 
emshady_87, there is silencers. When you start the mission you start with a silenced vermin and a silenced pistol (don't quite remember what kind) but the csat forces dont have silencers on their weapons since they wouldn't need it.

They just have their regular loadout cause they are not really expecting anything. Like others have stated what I may do since some ppl don't care that much for the vermins I will add the black MXs as the starting weapon. I just haven't gotten to it yet, been busy with other things I will update it when I get to it.
clitpounder Apr 25, 2014 @ 10:03pm 
if its a stealth mission why arent there suppressors. its impossible to engange without the checkpoint sending reinforcments. it has potential but the loadout is ridiculous....
Panicsferd  [author] Apr 23, 2014 @ 5:05pm 
Baddazs, I am using two ai mods together. They are ASR AI 3, and Bcombat. I will get working on this soon. I may add those black MX's near the explosive stash, so if you want you can swap them out.
Uncle Garlic Toast Apr 23, 2014 @ 4:33pm 
Panicsferd:

Thanks for listening man. Yes taking away the NVG's would balance it out nicley. Using MX's would help too but I think with the CSAT troops not being NV capable, the Vermin should be fine.

And out of curiosity? What AI mod are you refering to? I'd like to try it out
Panicsferd  [author] Apr 23, 2014 @ 9:25am 
daveJonesbkk, well I wanted it to be sort of like a complete stealth mission and I figured having the vermins would work, one thing I could do is give you I guess the stealth scars but of the black variety.
davejonesbkk Apr 23, 2014 @ 3:35am 
why on earth are you and your team armed with Vermins?? They are nothing but last resort and light weapons and useless in missions like this, as soon as you blow the first check point the guys at the radio tower are on alert and its impossible to take them out from a distance with the guns you have or get near. This is a spec ops mission and your team should be equpped accordingly. AI is brutal also, their accuracy needs dialling way down. It seems like a well planned mission but I gave up after the first task due to the above reasons.
Panicsferd  [author] Apr 22, 2014 @ 10:18pm 
Baddazs, well I think I can do that. But see for me it may be a littel skewed because currently I am using an ai mod, and have been using that while making missions and that mod makes it so the ai are not so accurate and terminator.

A thing that I kind of forgot to do, but I could still do it to make it somewhat easier is disable the opfors nvg, so its like they aren't expecting company.
Uncle Garlic Toast Apr 22, 2014 @ 7:49pm 
This is a pretty good mission.
I have a couple points to mention though:
1. In your unit init lines, add the ammo first and then add the weapons. Then you wont have to reload the weapons first

2. Maybe it was just me, but I found this mission quite difficult. Partially because of Arma 3's terminator like AI. I would consider maybe making there be less opfor AI in the area or giving the player team better equipment (maybe even just an optic?) Or for a big change, take away the AI nightvision

Just a few thoughts. Overall, I really enjoyed it!