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BTW, lately I've been using Project Injury Reaction (PiR), and it seems the revive system of the missions (the native one, I suppose) seems to override PiR's one. Am I correct? If so, any plans on creating some compatibility as you did with ACE? (as in, disable the default revive as PiR units also can, and will, carry and resuscitate downed teammates)
For ACE, I don't remember if Insurrection works with it, but I know I worked on Ground Breach and Ground Patrol and Convoy to disable the teammate revive and team switch stuff if ACE medical is enabled. We don't use ACE, but I got some requests so hopefully it's working nicely with it.
Thanks Skull for getting back to me so quick and testing the CUP compatibility out!
Some more questions I where I was not able to find an answer for (but it isn't urgent I'm just curious):
Are these missions compatible with ACE? Should be right?
My group only sometimes plays with it so no big issue if it isn't. If you don't know please don't go off testing unless you really want to, I can test it as well if the bois decide we wanna play with ACE again. Just curious and if you already know I would love to find out.
Is there a way to change what role the AI have?
Like I think I had a heavy machine gunner and that was about it, the rest seemed to be a basic rifleman.
Anyway thank you so much again, me and the bois are gonna have a lot of fun with these, thanks so much for creating this collection! You're the man @Skull
I like the unique (from what I've seen in ARMA anyway) respawn wave system too, especially for solo. I would die being too aggressive so I was persuaded to play safer and in a more realistic way. Going to learn to play as a squad leader and sit back rather than rambo'ing in like I usually do. Overall it felt a lot more like what I imagine a real battlefield is like when assaulting a heavily defended position. Especially with the AI changes; they were laying mines, using a lot of smokes, and I even died to a grenade. XD
But for multiplayer I think I'll set starting and complete objective respawn waves to 0 so that we have to revive each other. We're also kind of used to being able to still revive friendly AI or other players even with respawn tickets left, and it is fun. And even if someone is killed or in too deep they can still respawn. Maybe that is too easy and convenient gameplay-wise? In any case the system here is certainly a bit more unique, for ARMA at least.
The mission brings you straight into the thick of it and you start quite close to the first objective. I found I didn't even have time to recon before my squad was engaging/being engaged. This could be a pro or a con depending on what people prefer. I like it.
Overall the mission felt a bit too hard for me on the base settings, but I was also a noob and rushing it a bit because I never managed to even take the first point. My squad would not move up to support me, because they were pinned down too much. Maybe this is more due to the AI mods I was running though.
In retrospect maybe we gotta besiege for a while first, force a bit of attrition before we can effectively move in to take and hold. But also I will look into changing the parameters, to make it a bit easier. Thanks for providing all the options to tinker with the mission difficulty.
Some thoughts/feedback if anyone is interested.
I did an hour of testing just the Insurrection mission on Malden yesterday and yep all the CUP gear was working perfect. Even the enemies were using it.
It was also my first time playing with Vcom and lambs AI mods. Felt like a different game and in an awesome way.
I set the sides to randomly choose between the factions matching for the map, and each time I played a new game I was spawning with a full USAF or British forces or whatever you choose themed kit. I'm still not that familiar with all the CUP stuff myself, and I don't have many loadouts saved, so it was so cool that it set up a proper matching kit automatically. It got my mind more into it due to the roleplay aspect of it. And all the AI squadmates were all wearing similar themed kits but with some differences in role and weapon. I loved that I didn't have to waste time setting them up like you can in say, DRO or DCO missions.
All the missions except Convoy and Snipers Errand fully support the CUPs units/weapons.
Insurrection Combined full supports the CUPS vehicles as well. The others don't use vehicles for much.
Convoy and Snipers Errand use the base arma units as enemies. You have access to the arsenal so you can use the weapons from CUPS, but the enemy are just the base units from Arma.
I haven't tried these yet but I am planning to. Do all of these missions work with the various CUP weapons/vehicles/terrains suite of mods?
Thanks for developing these mods.