US Military Gamers - Powered by vBulletin


Results 1 to 2 of 2

Thread: Mods

  1. #1
    USMG [Retired Staff] Member

    Join Date
    Nov 2011
    Location
    Laughlin AFB
    Posts
    10,435
    First Name
    Sam
    Branch
    Airforce

    Mods

    What mods do you guys run (for Arma III)? Which ones are good and for what?


  2. #2
    USMG Member
    Join Date
    Oct 2009
    Location
    Kansas
    Posts
    548
    First Name
    John
    Branch
    Marines
    Quote Originally Posted by iamthesgt View Post
    What mods do you guys run (for Arma III)? Which ones are good and for what?

    Good question!

    My thoughts are:


    Most of the mods basically depend on what the needs are, or style of gameplay as well as content.


    For example, like Task Force Radio which takes teamspeak up a notch for more realistic audio environment and radio functions. This is a good mod, and can introduce the "fog of war" aspects.
    If you are in a fire team or squad, normal audio can be heard only a few feet from each player in that squad. Go beyond that distance then you will have the short range radio. If you respawn then you might have to use the long range radio. LRR are only equipped in vehicles and squad/fireteam leaders by default. Good thing about this mod for example it cuts down on chatter if everyone one is on the same TS channel which usually becomes a huge problem with people blabbing away and no discipline. In a small group one of the downfalls unless the mission builder equips everyone with a long range or has plenty of vehicles available you can be stuck with no comms. From this perspective just depends on what you want to do.

    Another one would be controlling AI behavior like ASR AI. By default AI tend to be super human in some aspects. I think now they tend to be less superhuman but I still think it takes too many rounds to incapacitate AI.

    There are mods for content. Like additional vehicles or uniforms and even weapons.

    The other variables are some mods are only mission related (or built into the mission). Example of that would BTC Revive which added to my mission we played on Saturday. This mod I added to the mission only (you did not need to install it, you get it when the mission downloads to your client).

    Some mods require to be on all clients and server and some are just server side. Depends on the mod. Of course, the more mods you run the more of a chance of having issues and or mod conflicts, people running mods and no one else has it activated, which will require people to be on the same page. There are tools or other 3rd party, like Arma Sync and Play with Six to over come mismatches with groups and mod updates.

    Lastly then you have environment mods which enhance gameplay and put features in that the game is missing or make things a little more dynamic - ALIVE is one and ACE is another. Some of this stuff helps out with mission building to achieve functions or enhance gameplay to introduce more variables instead of just static scripting and construction of missions easier.

    The only thing I can suggest if you see something interesting ... http://forums.bistudio.com/forumdisp...-MODS-COMPLETE We can try it out.

    Personally and just from my experience I tend to want to keep things vanilla and maybe just a few mods. I rather play than spend time testing and or debugging mods which ends being the case for a lot of mods. Also since we are a very small group and no server (self-hosting) its harder to keep a consistent environment. Some of this stuff can turn into a full time job.. LOL

    Anyway, even though I do have some cons about mods, if you want to try some of them, I am game.. For the moment - I am running vanilla..

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •