Arma 3
[SP/CO-OP 06] Chernarussian Uprising: Retaking Green Mountain
15 Comments
marco.toppy 30 May @ 5:15pm 
Good mission with enemies number balanced ! :steamhappy:
Gopan 16 Jan, 2018 @ 1:44pm 
Nice
RandomTShirtGuy  [author] 26 Dec, 2017 @ 5:33pm 
@ShankandaHalf Damn, thanks! This is one of the most positive comments we've recieved. . Remember to check our other scenarios like Adzu_'s 'WW3 Alternate History'-missions or my 'Search For the Jackal'-series :D.
Halfshanks 26 Dec, 2017 @ 4:19pm 
Damn, this is one of the best scenarios i've ever played. This whole series is amazing
OFFA273 11 Dec, 2017 @ 2:17pm 
Good work - really enjoyed the combat. Thanks!
MY MAIN GOAL IS TO BLOW UP 4 Nov, 2017 @ 3:36pm 
verry nice one !!
RandomTShirtGuy  [author] 26 Oct, 2017 @ 3:47am 
@Bob of Mage I did some scenario editing yesterday and saw the CDF in the Blufor list, so you were totally correct, they are also Blufor, just like in Arma 2. During this collection the players will most probably swap between Independent and Blufor depending on the scenario at hand, and what factions need to be friendly/hostile to the CDF (like if say Nationalist Troops (Independent), need to be hostile, then the CDF is Bluofor). If I would've spotted this earlier, then in say this sceario they would've been Blufor, but for the next scenario in Chernarussian Uprising, the CDF will definitely be Blufor. I won't edit them to be Blufor in the earlier missions though (because I think the green of Ind. fits them quite well :D)
Bob of Mage 23 Oct, 2017 @ 7:39pm 
Well the thing was that since I shelled the enemy areas before moving in, there was pretty much nothing intact vehiclewise. What was had no tires so I ingored it. Green Mountain was pretty much leveled when I got there from the shelling!
RandomTShirtGuy  [author] 23 Oct, 2017 @ 2:38pm 
The BRDM at the arty site is now unlocked and can be used by the players! If you want to know all the changes, they can be found on the 'Change Notes' tab (I bet you knew this, but I'm too lazy to list them all here :D).

Oh yeah, before I forget, there are several (as in more than one) CDF trucks that could not evacuate when the insurgents took over, so checking them for some CDF weapons and ammo could be useful ;)
Bob of Mage 23 Oct, 2017 @ 1:08pm 
Yeah a truck at the arty site would be useful. Just make sure it has enough spaces for six people. Maybe some sort of ural since they are fairly common, have tons of space, and could be part of the transport that got those no good insurgents there in the first place.

In terms of locking the arty, it would make sense to some degree since normal troops would not be trained to use that sort of arty. Personally I just love any chance to blow shit up with a really big gun!
RandomTShirtGuy  [author] 23 Oct, 2017 @ 4:59am 
So I decided to settle with the railroadish option. It does contradict what I was trying to do with this series of scenarios, and that is to be more open than my previous missions, "Search For The Jackal" , which are really guided and basically one big railroad that the player must follow. You should totally check them out though, great missions (some shameless advertisement here :D)
RandomTShirtGuy  [author] 23 Oct, 2017 @ 4:35am 
Yeah, the 1000 character limit is stupid... Anyway thank you for the feedback, it is most appreciated! The lack of AKs is purely because of it's an airborne mission, and they use (atleast by default in RHS) the M21s.

You have a good point about the arty, and I'll look into it, by probably locking it, since the whole point is to actually fight in Green Mountain. Same goes for the BMP. Sadly this is the railroadish way to approach the issue, but I feel it may be the best for how the mission "is meant to" be played. Maybe a car at the arty outpost would be nice too, so that players who do that task first won't need to walk the 1km back to Zelenogorsk?
Bob of Mage 22 Oct, 2017 @ 5:11pm 
Damn rules won't let me post all my feedback in one post!:steamfacepalm:
Bob of Mage 22 Oct, 2017 @ 5:10pm 
However there was an issue with the arty. It was unlocked so I was able to use it to shell the other bases and "take Green Mountain" without ever setting foot on it. By the time I got there the BMP-1 had shown up and most of the counter attack was dead.

Might be best to make the capture of Green Mountain require the player to have at least reached it, and not be over a km away. Or you could just lock the arty so it can't be used in the first place, but that seems too railroadish for my tastes.

The BMP-1P also had no gunner or commander when I got to the base. No clue why that happened, but it was weird. I was loading my team into it (it's unlocked so a player can hop in the back and then move to the driver seat) when the other squads finshed off the last AIs.
Bob of Mage 22 Oct, 2017 @ 5:10pm 
So I just finshed the mission, and I enjoyed it. Really enjoyed playing as the CDF. Kind of odd that they were not BLUFOR like in Arma 2. Also sad that I didn't get to play with AK loadouts (yes I can loot some, but it's not the same, and it is only AKMs and AK-103s) but I did feel the airbrone loadouts better fit the mission.