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ArmA 3

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    Arma 3 Exile Guidebook (FAQs)

    This is a list of compiled tips and tricks from current and former players in Arma 3/Arma 3 Exile Mod. The majority of it is still pertinent to the current versions of the mod; as a disclaimer, I will warn you to take each tip on this list with a grain of salt (as it may have changed with recent patches or additions to code.) This guide is a living document, which means as time goes by I will continually edit and update this list as new ways to play Exile are found and made method.

    EXILE GUIDE - By Reichtangle

    1. Servers with more realism-themed mods will make parachute jumping more risky. Initial jump to approx. 120m before ground and pull your chute - high altitude and low opening jumps ensure the largest chance of survival and not being shot out of the sky. Reverse method to high altitude jump if you know there's no threat nearby, especially if you're observing the ground for particular places to hide or vehicles. Landing speed should be somewhere in between 5km/h and 20km/h, this varies depending on how close to real life the mod gets. Any faster and you'll either take damage or die.

    2. Most windshields of vanilla Arma vehicles will resist calibers up to 7.62; 9.3 and up will go straight through with exception of the Strider which requires 12.7 to ensure you're getting through to what you're aiming at, meaning the Lynx and .408 LRR are your best bet.

    3. If you don't have a night optic (NVS, Nightstalker, Thermals) the next go-to is to switch to fullscreen non-windowed and turn the gamma up to max; This will bring moving objects into higher contrast and make it easier for you to see despite not having night vision.

    4. Most armored vehicles will turn into a paper tiger if you knock out the tracks/wheels, so aim for those first if you're without a launcher. They can't hit what they can't see and not being able to move is a "mobility kill" i.e. they can't really chase you down. Most tires take anywhere between 5 and 9 shots to blow out, tracks you have to aim for the small "bogeys" or support wheels.

    5. Long distance shooting will pose a problem when the target "landsharks", or appears submerged in the dirt. At max magnification for an LRPS this means you have to aim ~6 inches higher, or approximately the height of the head on most Arma actor models. The hitbox is raised but what you see in the server in real-time is not, therefore six inches means you're hitting where the server thinks they are and not where they look like.

    6. Suppressors are not 100% silent and nor is it a good idea to put one on a machine gun like the SPMG or Navid. If you do use them, do not fire in bursts as this will completely negate the purpose of having the suppressor in the first place.

    7. Auto-hover in vehicles is both your friend and your enemy. If you ever feel like you've lost attitude or collective control (vertical/horizontal balance and momentum), press the auto hover button to level it out. Using it at high speeds will force it to push upward (if moving forward).

    8. If you're having trouble seeing people at long distances (in daytime or night), turn down your texture and particles settings -- this will smooth out the terrain past what your objects view distance is set to, narrowing down what is a bush and what is wearing a ghillie suit at an attempt to hide.

    9. Firing from a helicopter is neither accurate nor a good idea; but if you've got no other choice (or you want to use the mounted guns) the rule of thumb is to aim and fire in a "box" or "lead" pattern. Box pattern means you're firing at a spot they're moving to, lead is adjusting as they're moving and sensing your shots as you fire to zone in on the target.

    10. If you've got an armored vehicle with a turret, it's best to use your terrain to hide it. That means if you crest a hill, make sure only the turret is visible (if at all) in "defilade." When in defilade, the majority of your vehicle isn't going to be hit by launchers, and it gives you a pretty good head start to back up if they get serious about killing you. Even better if you have a driver -- make sure to tell them when you can see over a hill or around a corner of a building.

    11. Most Exile and vanilla Arma servers have custom controls enabled. Your custom hotkey #2 is linked to the team pointer, meaning if you press the key you have it hotkeyed to it will provide a 3D marker for the rest of your squad to see. Limit of one marker per person, and you can move it around to spot for other people who may or may not have the same line of sight you do.

    12. Do not underestimate the threat level of a guy who took the time to set up a tripod and machine gun at a set distance from a target area -- Most tripod HMGs have a nasty fire rate and can really reach out and touch you if you're not prepared or aware of where they are. If you're the guy with the HMG, even better. Just don't stay in one spot for too long.

    13. Exile specific servers -- If you're a fresh spawn or "bambi", your first priority should be finding equipment in this order: Gun, armor, backpack, vehicle. Switch that up and you're taking risks, especially if you know people are also around the same spawn zone you are.

    14. Helicopters with an independent gunsight (that is, a gunner seat) will sometimes have the gun pointed upward at a ~15 degree angle, simulating an attack run angle for the gunner as if the helicopter was tilted forward. If flying solo, it's probably a good idea to get into the gunner seat before you take off to lower the gun so that the reticle for the gunsight is aligned with or close to the center of the HUD. This makes it easier to manual/command fire from the pilot seat.

    15. Laser designators are a spotter's best friend, especially when the laser is visible to your friends wearing NVGs. Use that to your advantage when spotting AI/players, or lasing a specific target for weapons like the Javelin.

    16. Mods added on a server in addition to Exile sometimes come with different weapons/gunsights. Keep in mind that they are not always perfectly zeroed to the weapon of the same caliber, i.e. mounting an LRPS on an RWS sniper rifle which will produce a huge shift in zero that does not match up with what you have set. Yes, this does mean you have to fire shots at a known distance to fix this zero.

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