A guide to IceBreakr’s Panthera for Arma 3.
Room clearing as a team is arguably one of the most critical maneuvers of close quarters battle (CQB). Here’s a flexible (and above all pragmatic) standard for room clearing that all gamers can rely on.
Courtesy of Bohemia Interactive, here’s the map legend for Arma 3 made easy to study and reference in the field.
With the Marksmen DLC due out next week, Episode 4 explores how the slick-looking functionality of bipods + weapon resting, along with continued tweaks to weapon sway and AI suppression, will all work to further balance Arma 3’s squad gameplay.
Join Lucky and FelixLegion as they go over the 3 phases of mission development for Arma players wanting to take their mission making skills to the next level. Later on, we talk about optimizing multiplayer missions, what Zeus can and cannot do, and humbly swap stories of lessons learned.
As we start out 2015, the setting in which Arma 3 takes place is only 20 years out. While it’s reasonable to expect that not every current military technology or even bleeding edge DARPA research fits in a game like Arma 3, several should make the cut for official content down the road.
This episode features part two of a discussion on Arma 3’s Helicopters DLC, offering our analysis on DLC strategy and what this means for the community.
This episode features part one of a discussion on the mechanics and feel of new helicopters, sling loading, and firing from vehicles (FFV) all part of the latest DLC for Arma 3.
Attention all snipers: Being in a position much higher (or lower) than your target means your line of sight range does not reflect the actual distance your round will travel! Don’t worry, we’ll handle all the math. Now you’ll be able to quickly and accurately account for this variable during zeroing.
We developed the “S.N.I.P.E.R. Sequence” as an acronym to aid in the systematic functioning of a sniper team as they operate, transitioning from objective to objective.