Arma 3
[SP] Armor Piercing
Showing 1-10 of 11 entries
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Update: 10 Sep @ 7:54pm

Replaced the PCML with the MAAWS, because the PCML is crap

Update: 10 Sep @ 7:48pm

Doubled the health regen and greatly increased the armor because too difficult

Update: 16 Nov, 2024 @ 9:24am

Moved the checkpoint Ifrit nearer to the front to make it easier to shoot.

Gave the teammate Juggers AT launchers back because the PCML launcher is frustratingly hard to use as it depends on lockon and doesnt travel in a straight path often hitting obstacles

Changed the damage event handler to increase resistance when damage > 0.5

Update: 13 Nov, 2024 @ 9:29pm

Raised the damage modifier from 40 to 50 to make the player a little more tanky. Testing shows that player survivaibility depends primarily on ai accuracy, cover and not on damage modifier. The effect this change has on survivaility in a firefight is smaller than the numerical change suggests. It's main purpose is to help out players who are taking constant heavy fire from multiple AI and pinned down

Update: 11 Nov, 2024 @ 7:12am

Removed a critical trigger

Update: 11 Nov, 2024 @ 7:07am

Removed the Ifrit near the end because it was making the mission too hard. Changed the beached ifrit from HMG to GMG to make this mission easier, this is a big target that is easy to shoot.

Balacned by inc the number of enemies in the base and added more snipers inside the tower

Added a save checkpoint just outside the base

Changed the conclusion to have one more task of resting at the beach and the debrief screen.

Update: 11 Nov, 2024 @ 5:43am

Removed the GM6 Lynx snipers because they were killing the player in 1 shot if they were less than 90% health. Moved them to the outpost as a final boss.

Added 7 more health packs to the juggers because they will need it badly.

Added 4 save checkpoints along the way because they plauyer will not remember to save

Fixed a typo in briefing and told player to use smoke when needed

Update: 10 Nov, 2024 @ 8:18am

Moved the friendly fireteam to a safer starting position behind some trees so they don't die as quickly when following the waypoint to the direction of the enemy.

Allowed the transport Heli to take damage for a more realistic opening where the heli may crash but the juggs live

Update: 10 Nov, 2024 @ 7:51am

Added the health regen to friendly juggernauts because the AI has problems with automatically healing itself so that they will live longer and are more likely to make it to the end of the mission.

Update: 10 Nov, 2024 @ 5:34am

Moved the position of the Ifrit at the end to have better view of the area, and moved the zamak to a place where it does not block the ifrit. Consider moving the ifrit at the end behind cover while the turret sticks out, but it will be too difficult for players.