Arma 3 German Armed Forces
- The digital extras, such as the soundtrack, maps and tactical guide, will be downloaded to your Steam installation directory for Arma 3, in the Bonus sub-folder. Example path: Steam steamapps common Arma 3. This is the same for people who bought Arma 3 from Store.bistudio.com, directly on Steam, or selected Deluxe.
- Jan 05, 2017 I would like to present to you our first mod for ArmA 3. It is a compilation of different parts of gear, ranging from headgear over uniforms all the way to vests and radios. The goal is to give players the possibility to look ingame like a German soldier between 1995-2015 (No IdZ).
No edit option?Anyway. If you go into the combat with a bad tactic and inferior plan you will die to the AI. I always assume that every singe AI soldier has the same right to kill me with his rifle as I do.
ARMA 3 is an open-world, realism-based, military tactical shooter video game developed and published by Bohemia Interactive.It was released for Microsoft Windows in September 2013, and later announced for macOS and Linux in August 2015.
So I try to utilize every possible means (split groups, covering fire with heavy weapons) to get the edgde above them.Of course you will still use men, that not a super duper american special forces game where you are not allowed to loose a single member of your team.Adapt or die.- 01/18/07 07:52 PM Re: Armed Assault = Not GoodJoined: Dec 2001Posts: 4,784Senior MemberSenior MemberJoined: Dec 2001Posts: 4,784. Yes, I agree with what you're saying but I saying that the game sucks because it has some 'problems' or 'bugs' (which I hope that get solved in the future) is I think too much even because it seems to me that the 'basis' of ArmA is excelent which is contrary to many other games that exists nowadays.BTW, that problem you mentioned did (and unfortunally) exist in OFP and did that prevented OFP from being the one of the best if not the best tactical shooters? I guess not!- 01/21/07 11:45 PM Re: Armed Assault = Not GoodJoined: Dec 2001Posts: 2,458MemberMemberJoined: Dec 2001Posts: 2,458. Never said 'it sucked'. Check my post:It just seems it was designed within a very narrow definition of realism that caters to an even narrower target audience.
United Kingdom Armed Forces
Not exactly the smartest thing to do imo. When some of the necessary 'concessions' that would have made the game accessible to a wider audience aren't really realism-related in the first place, e.g. Poor AI accuracy at the lower difficulty settings or more streamlined AI command interface.As for OFP, that's your opinion, not mine. I never played it so I don't have an opinion on it to begin with. The problem about 'streamlined' games is that they ultimately become arcade or arcadish, examples of this are like I previously said GRAW or the newest R6 series (Lockdown and Las Vegas) and personally I'm tired of 'streamlined' tactical shooter games and I'm happy that BIS didn't go into the streamlined path as other tactical shooters devs went.Well you said that you never played OFP and I haven't played ArmA yet so what I can say is that (from what I read) is that OPF AI seems to be as deadly and accurate as it is in ArmA.
I agree that OPF (and now ArmA as it seems) may be sometimes a bit too hard (shouldn't a real war be very hard too?) but it was this 'dificulty level' together with many other great features that made OFP a sucess in terms of sales! Once again, there is nothing wrong with optional masochism.
What concerns me isn't that the AI are dead-eye sharp-shooters, but that they're that good at even the lowest available setting.As for 'streamlining', there's a difference between streamlining the controls and streamlining the game itself. ArmA has about 8 different options under the combat/stance menu including such idiocies as 'stay crouched' AND 'keep low'. Things like that should be the AI's job. They should be autonomous enough to figure out when to crouch or go prone. The player should only bother with setting the basic ROE.
Or is it realistic for commanders to be telling soldiers, individually whether to lie down, crouch or stand up? In this particular case, 2 or 3 primary 'modes' would be far more preferable:- Recon: Weapons hold, unless directly threatened.- Armed Recon: Weapons hold, unless a stealth kill is possible.- Weapons Free: Kill anything that moves.Whether these modes are carried out standing up, crouched or prone should be a situational choice made autonomously by the AI.Of course this is all redundant.
It's obvious ArmA isn't my cup of tea so I'll just move on. @ricnunesGenerally, I like either fun-shooters OR realistic shooters. Very seldom do I like the 'in-betweens' or as you say 'streamlined' versions.In general, I prefer the more 'serious' kind of shooter/sim, but I believe the fun you can get from a game depends a lot on the expectations and the mindset with which you approach the game.
I bought R6:Lockdown for 10€ from ebay and was not very disappointed, BUT only because I knew what to expect and I treated it as a pure 'Run & Gun' Fun-Shooter. Would I have tried to play it, like I did Raven Shield (which I played extensively), I would have been severely disappointed.E.g. I have played OFP when it came out and also played all extensions. I own ArmA and I fly IL2 (and BoB2). Most of the time though, I play Red Orchestra. I currently don't play Single-Player ArmA anymore, mostly because of the problems Pritzl mentioned.I don't think the 'magic hit' problem was such a problem in OFP, as it is currently in ArmA. I too believe the AI sees and shoots much too good to be a realistic simulation.It's a bit like a discussion I had with someone, about Red Orchestra.
He was complaining that one should be able to run much faster and longer, reload faster, jump over obstacles, shoot much more precise, basically do everything like one does in 'fun-shooters'. His argument was, that RO was 'unrealistic', because he once saw a Specnaz-Demonstration Video, where they performed all sorts of dramatic feats.I had to explain to him, that there.might.
be a difference, between a promo video for extensively trained and perfectly nourished, rested and supplied special forces and playing a russian or german soldier, who was drafted from his desk half a year ago, had no or very little training at all, was constantly on the march or in battle for the last weeks, had to sleep on the wet ground for the last 3 days and has eaten his last ration a day ago.Well. What am I trying to say with this rant?The gist is: don't forget who you and your opponent are supposed to be in the simulation.
If the enemy is meant to be a perfectly trained specnaz: not much problem if he drops to the ground and kills me a second later with a well-placed single shot from 200 or more meters, while I lie prone in the grass. If the enemy is supposed to be a normal soldier: No way does this happen. And it is very annoying if the enemy consists completely of SpecnazSure is war 'very hard too', but mostly for very different reasons than unfaillable enemies with magic eyesight and aiming.I do.not. think, that OFPs success stems from it's difficulty. Much more from its 'modability' and the constant development and support of the developers and the community.
Also, in it's time it was truely unique for the use of infantry, vehicles and aircraft/helis in one game.Sure, sniper-AI is a well-known problem with IL-2 too. But in which way does this make ArmAs problems better?And: I'm playing IL-2 since the original 'sturmovik' and frankly I do not see any problems, which are even close to ArmAs problems.ArmA is currently (1.02 german) a very unfinished product with a huge potential, with lots of scripting and other bugs. I do not see this in IL-2.
@ II./JG1Pritzl,I understand your 'streamlining' comments regarding the AI accuracy, in OFP I sometimes would also like to be able to reduce the AI accuracy at great distances (such as 200 meters) but like I previously said there this isn't a 'bug' or 'problem' that kept me from playing OFP and will certainly will not keep me away from ArmA when I buy it (waiting for the 505 version). @ricnunesGenerally, I like either fun-shooters OR realistic shooters. Very seldom do I like the 'in-betweens' or as you say 'streamlined' versions.In general, I prefer the more 'serious' kind of shooter/sim, but I believe the fun you can get from a game depends a lot on the expectations and the mindset with which you approach the game.
I bought R6:Lockdown for 10€ from ebay and was not very disappointed, BUT only because I knew what to expect and I treated it as a pure 'Run & Gun' Fun-Shooter. Would I have tried to play it, like I did Raven Shield (which I played extensively), I would have been severely disappointed.Well like I previously implied, I hated for example R6:Lockdown very much because of it's 'streamlined phylosophy'. If I wanted a streamlined shooter I would have bought something that wasn't called Rainbow Six. I don't have any problems with or even playing 'streamlined' games, but I do have a big time problem when a 'realistic' or 'hardcore' game 'transforms' into a streamlined game (again like the R6 series) and I very happy that BIS didn't take the streamlined path (specially because there are very few 'realistic' games nowadays). I don't think the 'magic hit' problem was such a problem in OFP, as it is currently in ArmA. I too believe the AI sees and shoots much too good to be a realistic simulation.I really can't compare OFP with ArmA in terms of 'exagerated AI accuracy' but I do know that it existed in OFP and like I previously said I agree it's quite exagerated. Fortunally and unlike many Tactical Shooters (specially the most recent ones) you can use vegetation (such as bushes) to conceal your movements and together with the total freedom of movements you can overcome the AI 'super accuracy' quite well.And from what I read the concealment part in ArmA works very well and quite better than in OFP which was already very good.
For me when I first started to play OFP I admit it was frustrating fighting against the AI because I 'always died' but once I discovered that I could use bushes or obstacles to conceal myself I started to survive much longer to the point that I rarelly needed to restart many of OFP missions. This I believe is very realistic - Stay in the open for long in a modern battle and you'll die quickly, use concealment and you'll live longer!So for me and like I previously said the good parts such as the already mentioned 'concealment' and the full freedom of movements (not limited to corridors like in most of the Tactical shooters or FPS) and many other excelent features (such for example being able to man helicopters, planes, tanks, etc.) overcomes IMO and by a very large margin the 'over accurate' AI and other issues that OFP/ArmA have or may have. I do.not. think, that OFPs success stems from it's difficulty. Much more from its 'modability' and the constant development and support of the developers and the community. Sure, sniper-AI is a well-known problem with IL-2 too.
But in which way does this make ArmAs problems better?And: I'm playing IL-2 since the original 'sturmovik' and frankly I do not see any problems, which are even close to ArmAs problems.ArmA is currently (1.02 german) a very unfinished product with a huge potential, with lots of scripting and other bugs. No one's asking for incompetent AI. (though the friendlies certainly do a good job of providing that!) But, if I can't hit a bad guy with a sniper rifle at over 500m, on any difficulty setting, it borders on S&M.Oh, and I can't hit them at more than 200m with a regular assault rifle, but they sure can, even on rookie settings.Uhm then your are doing something entirely wrong ingame.However I am the type of person who usually blames his lack of own skill instead of AI/bugs/cheats. I just noticed that this kind of approach improves my ability to survive alot, especially in PvP games. Change your tactics, use new approches to the problem and learn to shoot alot!The best tactic is worthless if you lack the 1st shot/ 1st hit capability (in an ambush, else its more a 1st mag/ 1st kill )Would feel abit stupid blaming these cute helpless AI soldiersMaybe thats S&M for some.
25 JuneTogether with its third-party developer Vertexmacht, we are pleased to announce that the optional data for the Global Mobilization DLC (GM) is now available for download on the. Subscribing to this Workshop item does NOT give you ownership of this DLC, but it will make it possible for those who do not yet own this DLC to join multiplayer servers that make use of GM assets, such as its weapons and vehicles.Please be aware that to the use of DLC assets will apply to non-owners (for example, premium weapons cannot be picked up, premium vehicles can be primarily used as a passenger, and you receive DLC purchase notifications when using premium assets). Also note that access to the GM DLC's Weferlingen terrain remains fully exclusive to owners of the DLC (similar to default Arma 3 DLC with premium terrains such as Arma 3 Apex/Tanoa).
Frequently Asked QuestionsWhen should I subscribe to this item?If you subscribe to this as a non-owner of the Global Mobilization Creator DLC (GM), then it will adopt the same that is also used for default Arma 3 DLC. About This GameExperience true combat gameplay in a massive military sandbox. Deploying a wide variety of single- and multiplayer content, over 20 vehicles and 40 weapons, and limitless opportunities for content creation, this is the PC’s premier military game.
Authentic, diverse, open - Arma 3 sends you to war.Key Features in Arma 3. Altis & StratisDefeat your enemy on a richly detailed, open-world battlefield – stretching over 290 km² of Mediterranean island terrain.
From expansive cities to rolling hills, whether steamrolling your tank across the dusty plains, flying a transport helicopter over the dense forests, or waging asymmetric warfare from the rocky hills, the islands of Altis and Stratis are dynamic worlds, which lend themselves to the most varied engagements in gaming. Weapons & VehiclesHead into combat on foot, drive armored vehicles, or take to the skies in helicopters and jets. Conduct a combined arms attack over air, land, and sea, with over 20 vehicles to drive and pilot, 40+ weapons to pick from, customizable loadouts with short- and long-distance attachments, and various types of gear to suit your needs on the battlefield. With a massive arsenal at your disposal, Arma 3 moves you into a world of tactical opportunities. SingleplayerFollow the story of Ben Kerry, a soldier who gets caught up in a Mediterranean flashpoint, across three gameplay-driven campaign episodes: Survive, Adapt, Win. Immerse yourself in Arma 3’s diverse gameplay by completing the focused showcase scenarios.
Run through the competitive firing drills to hone your shooting and movement skills, and complete your training by signing up to Arma 3 Bootcamp, which features SP and MP tutorials, and a dedicated Virtual Reality practice environment. MultiplayerFight online in the massive military sandbox that is Arma 3. Form a squad and team up against your enemy in the official Defend and Seize multiplayer scenarios. Or jump into one of the many popular unofficial game modes developed by the Arma 3 community. Experience a new form of multiplayer in Arma 3 Zeus, where Game Masters have the ability to influence the battlefield of other players in real-time. Content CreationStart creating your own experiences with Arma 3’s intuitive scenario editor and powerful modding tools. Enjoy a platform filled with player-created content, ranging from custom weapons and vehicles, to intense singleplayer scenarios and entirely new multiplayer game modes.
Share and discover content on the Arma 3 Steam Workshop, which lets you install player-created content with a click of a button. Revamped EngineNavigate the battlefield with fluid new animations; feel the devastating power of combat with the upgraded sound engine, new ragdoll simulation and PhysX™-supported vehicles. Pushed forward by game-changing innovations, the highly moddable Real Virtuality™ 4 engine powers a new generation of Arma with even more stunning graphics, broad simulation gameplay, and massive sandbox terrains.