Arma 3
Chemical Warfare PLUS
Maybe some longer reviews should at here?
Sorry for starting this disscussion part,but steam don't allow a longer review.
Awesome mod!However I still want this mod available with KAT medical,KAT got more ways to drop a Chemical warfare agent(aerobombs and rockets)and gived another way to treat a chemical exposure(atropine),but its classification of lethal gas is poor.
BTW and with all due respect,both your mod and KAT didn't give a "real life" chemical warfare environment--it isn't a good idea to treat a blister agent victim with a ATOA--it is more used for nerve agent victims.Moreover a blister agent actually don't have such a lethal speed compared with nerve agent--if not,the Aum Shinrikyo(japanese aum doomsday cult) should use blister agent to launch a terrorist attack in Tokyo underground instead of sarin gas--a kind of nerve agent .Same things happend in KAT--atropine doesn't work well with blister agent victims--only solves ophthalmic diseases caused by blister agent.It is also not comprehensive to treat a nerve agent victim--a atropine-pralidoxmine chloride-diazepam administerded in combination is needed.At here you ATOA has scored--usually it includes atropine-pralidoxmine chloride ingredient and the purpose of diazepam is to treat brain damage caused by nerve agent,which goes out of the field of TCCC.
Despite there's still lots of problems both in you mod and KAT,but it doesn't stop your mods from being two of the best batch of mods.Like Leo tolstoy once said:Don't be afraid to revise, but change the same thing ten or twenty times.I believe in your mods' great expectations
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Phenosi  [developer] May 28 @ 6:04am 
Hey, thanks a lot for the thoughtful comment! No need to apologize; it's always great to have deeper discussion around the mod and its core design.

Arma 3 has never been a hyper-realism simulator, the core idea of that definitely carries into this mod's development. We're not aiming to make a 1:1 representation of real-world chemical warfare (which would be its own spaghetti code of a sim); instead, the goal is to enhance the Arma experience with an extra layer of gameplay, tension, and tactical depth; without turning it into a strict training tool.

As for the KAT Medical integration; yeah, we’re aware that their chemical agent implementation covers some great ground (aerosol bombs, rockets, etc.) and that the medical side introduces useful concepts like atropine. That said, the handling of agents, symptoms, and treatments (like ATOA use or agent classifications) often leans more toward what's gameplay-feasible than clinically accurate.

That said, this mod was built with the mindset of "Arma 3 with chemical warfare"—not "Chemical Warfare Simulator featuring Arma 3." It means we'll always aim for a balance: gameplay functionality over deep military realism.

Still, your points are genuinely helpful. We’ll keep them in mind for possible refinements; realism can absolutely be improved without breaking gameplay. Feedback like yours helps the mod grow over time. No Promises, but know you are heard.
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