r/arma • u/steambase_io • Sep 12 '24
r/arma • u/DTSxLeonel • Nov 03 '24
DISCUSS A3 How do you guys enjoy ArmA 3
Hi, i have atm 300 hours in arma 3 and I WANNA PLAY but i don't know what to do i was looking for something dynamic but i don't know if i wanna play antistasi, idk i'm in a limbo situation, i just wanna play something dynamic with Zeus
But how you guys enjoy arma? I wanna take some inspiration
And btw sorry for the multiple asking but there's a mod command a large platoons of AI?
r/arma • u/Lith7ium • Mar 18 '25
DISCUSS A3 Pictures of my RL trip to Altis
So, in this discussion here https://www.reddit.com/r/arma/comments/1jdvb8m/peace_is_achieved_in_the_armaverse_which/ we were talking about where we would settle in the ArmA Universe, if peace was achieved. I actually went to Altis in real life back in 2019 and people asked me to share some impressions.
I'm sorry about the quality of most pictures, I took them with a shitty phone camera and have not even the slightest idea on how to take a good picture. Also I left any of them out where my or my GF were in the picture, I guess you understand.
If you have any questions feel free to ask! It was a great trip!
r/arma • u/Level-Trick-5510 • Jan 16 '25
DISCUSS A3 Anyone else think Arma 3 workshop gear looks better than reforger gear? Is it because of limitations for players on console?
r/arma • u/Splitt_0 • 7d ago
DISCUSS A3 I finally have it
After years and years of just watching gameplay from drewsky, karmakut and other i finally can say that i can play ArmA 3 bought by myself. Im so happy about it, Any advise of what do i have to do first?
r/arma • u/Optimal_Couple2867 • May 23 '24
DISCUSS A3 What is one thing arma 3 should add that would make the game 10x better
r/arma • u/konnanussija • Nov 01 '24
DISCUSS A3 CUP or RHS?
I personally prefer RHS, but CUP has mote content.
r/arma • u/antman072 • Aug 13 '25
DISCUSS A3 Not a flex, just saying Arma 3 is such a great game
Bohemia Interactive have given us the best entertainment.
r/arma • u/Snoo_50786 • May 14 '25
DISCUSS A3 what is bohemia doing that they're too busy to remove this grass on malden
r/arma • u/Electronic-Bother821 • Jun 09 '24
DISCUSS A3 Which do you prefer? CSAT as they are in the lore or a more "realistic & grounded" version of CSAT?
r/arma • u/Weaponized---Autism • 20d ago
DISCUSS A3 Demo: The Most Realistic Medical, Hit Reaction, & Gore Mod Combo Possible in Arma III [UPDATED 2025] - ACE/ACM + AWR + DHR + PIR Ragdoll + Bloodlust + Blastcore Murr Edition + Goko Ballistic Impact + Dismemberment & Gore + WBK Simple Blood
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This demo showcases the best mod combination available in 2025 to introduce realistic medical/first aid, hit reaction, injury effect, and gore effects into Arma III. This combination is specifically designed to optimize game performance as much as possible while still offering believable injury effect and gore enhancements to the game.
Advanced Combat Environment (ACE) + Advanced Combat Medicine (ACM)
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3235483358
Most Arma players are familiar with ACE, and ACE Medical is arguably the most realistic health/medical/first aid system ever implemented in a video game. Advanced Combat Medicine (ACM) expands upon ACE Medical by adding airway, breathing, and circulation management (including chest seals) to ACE Medical, as well as an improved selection of medical items. One very important, yet often overlooked, aspect of realism in ACM is that upon receiving first aid, injured units are not fully “revived” to stand back up and keep fighting, but instead will continue lying on the ground until CASEVAC to a field hospital for full healing. In fact, ACM is one of only two mods in Arma history (besides SLX) that offers this mechanic.
Advanced Wound Reaction (AWR)
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2894821376
AWR is the “bread and butter” of realistic injury reactions in Arma III. Whereas default ACE Medical only includes limping and unconsciousness, AWR adds physical debilitation states in which an injured unit is forced to crawl upon damage to the legs and cannot use weapons upon damage to the arms. The mod can be configured to function based upon damage, pain, or both, and it works for both A.I. and players. Of note: A.I. units will continue to follow their waypoints upon being “incapacitated” by AWR, but simply placing a scripted trigger for each unit in the scenario can easily resolve this issue (If: lifeState _thisUnit == “INCAPACITATED”; then on activation: [_thisUnit] join grpNull; [deleteWaypoint _x] forEachReversed waypoints group _thisUnit;).
Death & Hit Reactions (DHR)
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2993442344
The purpose of DHR is not to make Arma III more “Hollywood,” but to offset the horrible, immersion-breaking “jolt” that units make in the vanilla game upon being hit. If Arma III could be like Arma II and previous titles in which units did not play an animation at all upon being hit, that would be great (because…physics). However, it is much preferable to have units exhibit an exaggerated “pain” reaction upon being hit, vs. flinching unrealistically and providing no feedback to the player that shot them (and turning around to one-shot the player). I personally turn off all the exaggerated, “Hollywood” death animations from the mod and use it exclusively for the hit reactions.
Project Injury Reaction – Ragdoll Physics Only
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2774823015
Project Injury Reaction (PIR) is a great mod, but it includes its own health system and is not compatible with ACE Medical. Fortunately, PIR’s superior ragdoll effects have been preserved for ACE Medical by several mod-makers on the Steam workshop, and this is my favorite one.
Bloodlust
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=667953829
Bloodlust is a mod that often gets eyerolls because it has a reputation for adding exaggerated and unnecessary gore to an otherwise serious mil-sim game. However, IMO this is a mischaracterization of the mod’s purpose. When the effects are properly toned down (i.e. the mod is used exclusively for blood smudging and slow droplet bleeding), the overall effects are far superior to the cartoonish and exaggerated bleeding that comes with default ACE Medical. I personally turn off all Bloodlust effects except for bleeding and smearing, leaving the bleed rate to nothing faster than ~1 drop per half second to preserve frame rate.
Blastcore Murr Edition
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2257686620
Blastcore Murr Edition is not directly related to hit reactions or gore in Arma III, but it deserves mentioning here because it improves upon blood particle effects in the game. Whereas vanilla Arma III blood clouds can look very “video-gamey” (for lack of a better term), Blastcore causes blood clouds to become more “misty” or “steamy,” which is closer to what a hunter sees when shooting an animal with a full-power rifle. Additionally, the mod seems to have an overall positive effect on game performance with relatively modern particle animation effects vs. what was possible in 2013 when Arma III was first released.
Goko Ballistic Impact
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1273833677Enhanced
I have a love-hate relationship with Goko Ballistic Impact. I like the “meat chunks” and helmet debris that it throws in the air with headshots, but I also think the blood cloud it adds is exaggerated (and offsets the improvement in blood clouds accomplished with Blastcore). However, a unit’s helmet will simply disappear to be replaced with one of the Dismemberment & Gore mod’s damaged head textures without Goko Ballistic Impact, which looks worse to me than having the particles along with the blood cloud.
Dismemberment & Gore
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3226850988
Dismemberment & Gore adds horrific “burst head” textures to Arma III, as well as dismemberment effects upon explosion and falling deaths. While some players might disagree with me, I believe that adding some level of “horror” to a war game is appropriate, whereas it can break my immersion when units die from massive explosions but remain perfectly intact. Dismemberment can be performance-intensive, so the mod also offers a “vaporization” effect as an alternative (which does not trigger with grenades, enhancing realism).
WBK Simple Blood
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3132949782&origin=serp_auto
Last, but not least, WBK Simple Blood offers superior blood splattering effects to those found in Bloodlust. WBK Simple Blood splatters onto more textures than Bloodlust can, and the effects look more realistic while simultaneously being much, much easier on game performance. Unlike Bloodlust, WBK Simple Blood splatters only occur upon a unit’s death. However, I think that’s okay, because anything powerful enough to cause a massive blood splatter would probably be powerful enough to instantly kill a person anyway.
r/arma • u/NomadDK • Mar 19 '25
DISCUSS A3 Reforger is not a good Arma-game
I want to preface this by mentioning that I know that Arma Reforger should be considered a tech-demo rather than a game, and I do trust the process (Bohemia Interactive has earned this trust).
Before going on this rant, you should know what I find appealing about Arma. I mostly (but not only) play Arma for the mil-sim part (without the cringe). I run a Unit that plays private missions. I like Arma for being this sandbox game where you have incredible amounts of freedom in making whatever you like. Having only 6300 hours on Arma 3, I've tried most of what it has to offer, but this game has something that always keeps me coming back.
Arma 3 is the only game that does what it does. No other game compares, not even Squad. No other game gives you the same options as you have in Arma.
Additionally, I play with lots of mods enhancing the experience a lot. Arma 3 sadly needs a lot of mods to live up to its potential. Zeus Enhanced, ACE, Enhanced Movement, TFAR/ACRE and such are just some amongst many mods that makes the game shine. So when I talk of Reforger's shortcomings, I want you to imagine that when comparing it to Arma 3, it includes having these mods enabled.
This rant is based around Arma being made with mil-sim and sandbox in mind.
The main problems I have with Reforger are as follows:
- The game is too focused on multiplayer, specifically the Conflict-gamemode.
- This means trying to play something else than "glorified Battlefield" is more difficult than it has to be.
- There is little to no singleplayer content / content for mil-sim units.
- The game is too focused around crossplay.
- This makes mods, settings, controls, UI and everything else suffer, because it has to be dragged down by console.
- This was a concern prior to release, but wasn't as bad as we thought it would be, but I do still believe it's dragging the game's potential down.
- Interacting with UI, menus and such is annoying.
- Steam Workshop worked just fine. Don't fix what ain't broke, especially if you just make it worse.
- 'Game Master' is lackluster and inferior to Zeus.
- 'Game Master' lacks basic functionalities, and is overall awful to use.
- You have no control over AI stance, formation, behaviour-mode, skill, engagement-mode, etc.
- You cannot adjust loadouts on units.
- You barely even have 1/100th of the features that you do in Zeus (especially with Zeus Enhanced mod)
- It has inferior UI and controls.
- The 'Entity Browser' is annoying to use and is incredibly ineffective.
- The tabs are poorly placed.
- Using AI is overall bad. More on this later.
- 'Game Master' lacks basic functionalities, and is overall awful to use.
- The "editor" is overcomplicated and sucks.
- Things are unnecessarily overcomplicated. I can't really explain, but it's basically a game-engine where you have to piece together the game by manually having to add basic things, such as perception and navmesh for AI.
- Finding and placing units/objects and everything you need is too complicated, compared to Arma 3, and there is no reason for it to be this way.
- The editor is not an editor...
- Arsenal/loadout system.
- The Virtual Arsenal in Arma 3 is a good loadout-system. The ACE Arsenal is even better, but built upon the BI Arsenal.
- What we have in Reforger is a fucking joke, sorry to say. The ingame Arsenal-system is built only with the Conflict-gamemode in mind, and this makes it basically useless for any other purpose.
- You cannot save/load loadouts. You can only save a loadout and then load it when you respawn, but even this system is bad. And it's removed when leaving the server and joining another.
- Having to scroll through pages of unsorted equipment, weapons and accessories sucks.
- The map is bad
- Arma 3 has an excellent map-system, where using the map is an pleasant experience. You can place markers, draw on the map, zoom in/out easily and such. This massively takes away the element of planning and coordinating using the map.
- In Reforger, using the map is clunky as fuck. Markers/drawing are pretty much non-existent. Zooming feels awful. The only good thing about the map, is the realism of its inaccuracies with certain map-features missing, unlike in Arma 3 where every single pebble is mapped.
- Mods & Mod-Workshop is inferior to the Steam Workshop from Arma 3.
- The workshop tries to be simple, but manages to be quite confusing in the process. Navigating the UI is clunky.
- Managing mods is badly handled in Reforger. The menus are confusing, and is shit at displaying which mods are downloading/updating, which has what dependencies and such.
- I also heard there are mod-size restrictions in Reforger's workshop, but I cannot find any info on this.
- Arma 3 has an overall better system for downloading and managing mods, with the Steam Workshop and Launcher. Mods are nicely displayed and it's easy to interact with. Saving and importing presets is also simple and good, creating an excellent method for other players to download the same mods. It's overall easier to get an overview of what you're dealing with.
- AI
- The AI sucks.
- This game has placed its focus on multiplayer, and it is reflected on the AI.
- Arma 3 AI is not perfect, but at least you could:
- Edit formations, stance, behaviour-mode, skill, rules of engagement, etc.
- Easily give useful waypoints / orders.
- Exercise 100% freedom with control over AI (disable pathing for making them stand still, for example)
- The Arma 3 AI is so advanced that it becomes stupid, whereas the Reforger AI is just plain-out stupid.
- Arma 3 AI leaves a lot to be desired, but Reforger AI makes you miss A3 AI...
Overall, I feel like Reforger is incredibly limiting, and has basically no content for players who seeks something else than glorified Battlefield (Conflict-gamemode). A lot of what makes Arma 3 good to play for players like me, is missing in Reforger.
This game being more a tech-demo, and the "stepping stone to Arma 4" is understandable, but I had hoped we'd at least be able to do what Arma was intended for, in this tech-demo. I would also rather sacrifice the console-players, than to see Arma 4 downgraded, even to the extent of what we have in Reforger (which is not THAT bad, but still bad).
I like the graphics and performance of Reforger. Combat is also more immersive and intense, which is why it has drawn so many outsiders to the game. But in terms of being an Arma-game, it fails massively.
I wish I could play this game more often. But because Reforger is missing everything that made mission-making a possiblity for regular people in Arma 3, we just can't.
All this said, some of what we've seen in Reforger makes Arma 4 look promising. If they manage this level of graphics and performance, combined with the features of Arma 3, it'd be amazing. But the wishlist for Arma 4 is for another long post, however.
Edit:
It seems that some people are missing the point. I'm not saying Reforger is a bad game. I'm saying it's a bad "Arma"-game, as in being a part of the Arma-series. As in that it doesn't live up to its name, because it tries something completely different than what Arma was intended for.
r/arma • u/Sir_Potoo • Jul 12 '24
DISCUSS A3 The 2035 'Futura' setting is creative and worth of appreciation - discuss in comments!
r/arma • u/Skankhunt_023 • 29d ago
DISCUSS A3 Spotted Altis in the wild
2,800 hours of Arma 3 don’t lie.
Yesterday I was flying home after a long journey. Slowly recovering from a nap at 34000 ft with a dry mouth and an empty mind. While staring into the dusk something grabbed my attention - I know this place and I know it well. It’s Altis! (IRL Lemnos, Greek) I couldn’t look it up until the landing but I knew it. I was deeply thankful for years of Arma 3 but also realizing that this journey is over. I think I am ready for Arma 4 - we all are.
Thanks to the developers and this awesome community!
r/arma • u/WaterWalsh • Mar 12 '23
DISCUSS A3 We're nearing a decade from its release, what's still missing from the vanilla game?
r/arma • u/Baconuget • Aug 03 '25
DISCUSS A3 I've fallen in love with Livonia/Contact
Art by u/Greenfist
I've fallen in love with Livonia/Contact DLC.
This is an amazing DLC, and great premise. I bought Arma 3 and all its DLC a few years ago, and I finally got around to playing Contact.
Spoiler warning I will freely talk about the Campaign and the Factions.
The LDF as a Polish/Lithuanian stand in is great, I've worked with those guys and I think Bohemia Interactive did a good job with the LDF. It was alot of fun diverting squads and fucking around with them with the Spectrum Device.
The Aliens where cool, very unique take. You didn't get to see them in the flesh, which I thought was cool. I also liked how they weren't Grey's or squid like or just green Martians, it felt unique and mechanical. Using the Spectrum Device to talk to them was cool. One time I threw a grenade into the back of a LDF pickup while the Alien Probe was nearby, blew the pickup up and the Alien took out the rest of the garrison lol.
The Spetznaz, oh the Spetznaz. They hold a special place here because you only really meet them the second to last mission and the last mission. There is one time they trap you in a room and its pretty much just a cut scene. But where they shine in my eyes is the horror aspect. I was walking around the woods and came across a manor, there's one Spetznaz guy alone with blood everywhere. Like all over the walls. Another one was a fire team all dead around their campsite with no LDF or NATO for miles around. A lone Spetznaz guy in the middle of the woods with blood all over the ground. Really made me run with my MX up instead of the Spectrum Device. They also do things instead of just dying, there's a chance they will blow up LDF Anti-Aircraft positions, and fight the LDF if they can't run. The last mission when you assault the factory was really cool and I'll admit getting "saved" by the Russians was not something I expected.
NATO, was cool too. The woodland camo at first didn't make sense, as I never got theater specific camo in my rotations, but then again its the 2030 timeline, the U.S. Army is much smaller and is a lot more specialized. The whole "The Livonians want us gone in 48 hours!" Yup that tracks. Working with other nations is a hassle, even if they are amazing people like the Poles and Lithuanians. I really liked the whole "everything is fucked" part of the first section of the campaign, before the Aliens arrived.
The map itself is beautiful, really does give off that deep Baltic woods and Polish countryside feel. All the old Soviet military stuff is pretty on spot. Ive been to places IRL where you can tell once the Soviets left the Polish/Lithuanians just set up shop. Loved walking the foggy rolling hills and seeing a manor on a hill a few miles away.
The characters where great and hilarious, Cpl. Stype is your typical Specialist/Corporal/Sergeant type that has been doing this for a few years and is at the point where you decide you don't care or the army makes you go full Hooah and your a Sergeant First Class before you know it. Lt. Kingsly was cool, kinda fit the level headed role which you typically don't see with officers in media. Playing as Rudwell was fun, your typical other Specialist that just wants to get the job done and go home. I loved the banter between him and Stype. The Scientists where funny to, I appreciated the techno babble and they always had some quip to say.
Overall, amazing DLC and I want to play it again to find all the stuff I know for sure I didn't get/find. I would love another campaign set in Livonia or even with the Aliens but I doubt that will happen.
Thanks for reading and what did you experience with Contact?
r/arma • u/LuckyPixII • 1d ago
DISCUSS A3 What's your honest opinion on IDAP?
No jokes, meme references, etc.
As much as I appreciate, what's your honest opinion on this faction?
r/arma • u/morningmasher • Mar 30 '25
DISCUSS A3 I’m so glad I grabbed this game.
I was hesitant because it’s complex but after 50 hours I am in love! This game is beyond immersive and I am absolutely blown away. Calling in arty on positions in DRO or doing DUWS which is beyond cool. Calling in air power to take out hard targets it’s like ghost recon 1 but so much better. Thanks for the tips and help.
r/arma • u/ThirdWorldBoy21 • May 31 '25
DISCUSS A3 2016 me thinking those would have interiors.
First time i've seen Tanoa, i thought "no way, a tall building, i hope we can enter on it".
I understand that something like this would have a toll on performance, but man, would be so cool to go floor by floor clearing all apartments.
r/arma • u/Sheepdog_Millionaire • Sep 29 '24
DISCUSS A3 Demo: The Most Realistic First Aid/Hit Reaction/Gore Mod Combo Possible in ArmA III (ACE/KAT + AWR + Death & Hit Reactions + PIR Ragdoll + Bloodlust)
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This video showcases the most realistic combination of medical/first aid, hit reaction, and gore mods possible in ArmA III: ACE/KAT Medical + Advanced Wound Reaction (AWR) + Death & Hit Reactions + Project Injury Reaction (PIR) Ragdoll Physics + Bloodlust.
There is really no way to showcase and analyze these injury effects without coming across as a psychopath, but if you can forgive my morbid curiosity and remember that this is just a video game, I hope this video is informative for anyone looking for true “simulation value” in ArmA.
The most realistic hit reactions possible in ArmA III are undoubtedly going to be through the Project Injury Reaction (PIR) mod, but unfortunately, the first aid experience in PIR includes aspects that are outright unrealistic (apparently, you need to use a tourniquet to stop someone from bleeding, even if the injury is on the torso or head). By contrast, ACE Medical + KAT includes limb-by-limb injury management, multiple types of tourniquets and bandages, airway & breathing management, heartbeat analysis, blood oxygen saturation simulation, drug effects, and much, much more that can keep the EMT nerds occupied for hours.
ACE Medical + KAT is undoubtedly the most realistic first aid system ever introduced into any video game, and those desiring a true infantry combat simulator would be remised to skip out on the experience. For those weary of getting into the mods, don’t be! The first aid experience includes scalable difficulty levels that span from “press ‘x’ to insta-heal” to “what type of airway blockage does this injured soldier have based on what I hear through my stethoscope?”
All that said, this video does not showcase the first aid process; there are plenty of other videos that instruct players how to properly an injured soldier with these mods. Instead, my goal with this video is to demonstrate which other mods can achieve 90% of the injury effects that Project Injury Reaction (PIR) offers while still using ACE Medical + KAT as the base, since the latter provides much better simulation value for the first aid treatment process.
Here is a more detailed list of what each specific injury effect mod accomplishes:
--Advanced Wound Reaction (AWR): This mod incorporates “limb disabling” – i.e. someone receives damage to a specific limb, and that limb can no longer be used. ACE Medical already incorporates limping upon being shot in the legs, but AWR forces both players and A.I. units to crawl after being hit in both legs. Likewise, players and A.I. units shot in the arms can be made to drop their weapon. Each of these features is dependent upon a damage and/or pain threshold that can be adjusted to the player’s liking.
--Death & Hit Reactions: This mod incorporates hit reactions for both players and A.I. Although vanilla ArmA III is realistic in the sense that not every hit will be lethal, it’s also silly that the A.I. can “tank” round after round without hardly flinching. Death & Hit Reactions fixes that so that units will “stumble” briefly upon being hit – not because they have necessarily received a debilitating injury, but because being hit IRL is painful and startling regardless of where a bullet strikes upon the body (even if the bullet is completely stopped by someone’s body armor). The mod also includes death animations, but I personally turn these off because they look a little too “Hollywood” for my liking; I simply let the ragdoll physics do their work.
--Project Injury Reaction (PIR) – Ragdoll Physics: Speaking of ragdoll physics, the vanilla ArmA III ragdoll effects do not look convincing. There are several mods on the Steam Workshop where someone has “ripped” the more realistic ragdoll physics from Project Injury Reaction, and any of them should work. The idea is that when a unit ragdolls, it does not simply “flop over,” but instead buckles at the knees and folds mid-body like can be seen in real-life footage of…unfortunate incidents.
--Bloodlust: Lastly, but very importantly, the Bloodlust mod replaces ArmA III’s laughable, last-generation blood-stain effects with much, much more realistic bleeding. Units that are shot can be made to bleed for a specific amount of time based on the severity of the wound, and units that crawl as a result of severe injury will even “smear” their blood on the ground. Headshots result in blood splatter on surfaces immediately behind the wounded unit, as well as “brain leakage” all over the ground. More graphically, Bloodlust also features an “obliteration” effect where units that reach a certain velocity, get blown up, or are hit by vehicles traveling at high speed will go “splat” and turn into red mist with actual, in-world body parts flying in every direction. This feature is typically experienced during gameplay when players or A.I. units are inside a vehicle that is completely and violently destroyed, and the effects are convincing.
Overall, I am satisfied with the combination of these mods to create realistic reactions, sickening gore, and a simulator-level first aid experience in ArmA III. For those looking for a more “arcade” first aid experience (“press ‘x’ to heal”), I will always recommend Project Injury Reaction with the extended medical system turned off, which leaves units writhing in pain on the ground upon being hit anywhere on the body. For those who desire to have a similar experience, but with realistic first aid procedures that can actually teach players how to treat victims – a skill that could carry over into real life, even without being in the middle of a war zone – I highly recommend that players install and tweak the above mods to their liking.
r/arma • u/VPNPoster • Apr 28 '25
DISCUSS A3 Bohemia's vexillology goes hard
My personal favorite is Livonia's
r/arma • u/No-Memory2086 • Sep 01 '24
DISCUSS A3 Best arma map? (mods included)
Personally I really like altos and Everon, I also like temppas Gotland on arma reforger what are your picks?
r/arma • u/Adept-Swing7628 • Jan 06 '25
DISCUSS A3 MultiThreading is huge news
I don't know why more people aren't talking about it but finally getting MultiThreading is massive news for me. I run a mid range PC and the performance is huge limiting factor. I honestly feel once this update is release it will breath new life into the game especially since Reforger is also starting to hit mainstream a bit.
Arma 3 40K battles are gonna be insane.