- User Since
- Mar 4 2013, 8:55 AM (411 w, 2 d)
May 10 2016
This should be fixed as of the latest dev branch update. He was getting stuck on a LOITER waypoint. He now unloads his cargo and continues in the direction of Charlie.
This is the same issue as here, which is now fixed: http://feedback.arma3.com/view.php?id=15755
This should be improved as of the latest dev branch update. However, keep in mind: the mortars are intended to be a threat. If you stand still in the open, they will eventually kill you. Once you're in cover, however, they'll have way less of a chance.
Thanks for reporting! This should be fixed as of the latest dev branch update.
Thanks for reporting! After much investigation, this should hopefully be fixed as of the latest dev branch update.
Same issue as here: http://feedback.arma3.com/view.php?id=15763
As correctly described by JoeOBrien, the paratroopers are kept on captive until they hit the ground. This is used to stop your AI from engaging them before then, as they will then switch to combat mode and are more likely to get pounded by the mortar fire.
Other than technical reasons, real soldiers in such a situation would rather rush for cover (the trees) than be caught by mortar fire out in the open. Being in the trees does indeed significantly decrease the chance of being hit by the mortars.
Thanks for the feedback, but this is a subjective issue. Outside of the technical reasons for making them go this route, there is a deliberate feeling that I'm going for here; desperate, overwhelmed, disorganized. I feel the current setup accomplishes this.
You must remember, these are not organized teams under stable, structured command. These are bands of survivors cut-off from the outside world. More than any other time, they aren't going to follow what may seem like more conventional military tactics, and that's not taking into account that they don't know they're going to be hit by mortars. These are decisions being made under pressure on the fly, and they suffer the consequences.
Thanks for reporting! You were never supposed to be able to get into the other boat. However, vehicle locks behave differently dependent on if you are or are not the only person in your squad. Now, you should only be able to get into the correct boat you are assigned to.
Unfortunately, I'm not able to reproduce this problem in Radio Silence. What's most strange is that it works after you save, exit, and then continue. Are you able to provide a more detailed account of what happened during your playthrough that might help isolate this issue?
This should be fixed in the release version. Please verify.
Thanks for the report! A condition was firing too soon if you disembarked early, thus he would not move anywhere. This should be fixed as of today's dev branch update.
This is a knock-on effect of this same issue, which is now fixed: http://feedback.arma3.com/view.php?id=15755