America's Army 3 FAQ for America's Army 3 Version 1.03 - August 3, 2009 By: Hybrid Copyleft 2009 E-mail questions and comments to: hybridemail (at) gmail (dot) com ========== Table of Contents 1) Changes History 2) Introduction 3) The Basics 4) Scoring 4a) All Values 4b) Loyalty 4c) Duty 4d) Respect 4e) Selfless Service 4f) Honor 4g) Integrity 4h) Personal Courage 5) Weapons 6) Dealing With The Enemy 7) Dealing With Damage 8) Frequently Asked Questions 9) Conclusion 10) Legalities ========== 1) Changes History July 24, 2009: Version 1.00 July 27, 2009: Version 1.01 - Various minor corrections. July 30, 2009: Version 1.02 - More minor corrections. August 3, 2009: Version 1.03 - Correction for Loyalty Scoring. ========== 2) Introduction Welcome! I am creating this guide as a sort of "manual supplement". I am working under the assumption that you have already viewed the official game manual located at http://manual.americasarmy.com/ This guide will cover various information that the manual does not tell you, as well as providing hints, tips, and answers to frequently asked questions, where possible. This guide is not intended to serve as a walkthrough for online play, or to provide any subjective or in-depth strategies. ========== 3) The Basics Armerica's Army 3 is a round-based, tactical first-person shooter akin to games like Counter-Strike, SWAT 4, Rainbow Six 3: Raven Shield. The player characters have relatively realistic physical capabilities. Contrasted with action games like Quake, Team Fortress, and Unreal Tournament, soldiers are slower, less accurate, and can only absorb a small amount of damage before dying. One of the biggest, yet oft-unspoken gimmicks in the America's Army series is that you ALWAYS see yourself and your teammates as Americans, and you ALWAYS see the opposing team as foreign soldiers. Likewise, your opponents see themselves as Americans, and see you as foreign soldiers. AA3 has a heavy emphasis on completing the mission objective. You are better rewarded for completing the mission than you are for eliminating all enemies. Thus, teams are divided into "Black" and "Gold" teams, and alternate on starting location and mission objective every three rounds. ========== 4) Scoring America's Army 3 uses a unique stat-tracking system based off of the seven army values: Loyalty, Duty, Respect, Selfless Service, Honor, Integrity, and Personal Courage. Your actions in-game will increase these values as you play. There are some other numbers that you see on the scoreboard and the end of each round. Although these numbers are a useful indicator for your performance in the match, they do not have any influence on your army values. Whenever you gain points in one of the army values, you will receive a message on the left side of the screen. The ways to earn various points are as follows: -- 4a) All Values The points of all values (except Honor, explained below) can be raised simultaneously in the following ways. * Complete the mission WITHOUT eliminating all enemies. (+16) * Win at least 4 rounds in a match, and participate in the final round. (+25) -- 4b) Loyalty Loyalty is earned by being "linked" to a teammate as they score points themselves. You are linked to a teammate by staying close to them and in their line of sight. You can tell this by looking at your Blue Force Tracker (radar) and looking for a white outline around your and their icons. Note that if YOU are the Squad Leader, or if your score comes from an action involving the Squad Leader -- like if he's completing an objective or securing an enemy while linked to you -- your loyalty earned is HALVED from its normal value. * Teammate completes objective while linked. (+40-120; half of the objective's base value.) * Teammate secures or confirms an enemy while linked. (+2.5) * Teammate treats an injured teammate (including you) while linked. (+2.5) -- 4c) Duty Earning Duty is based around completing objectives in various ways. * Complete an objective. (+80-240, based on the objective's value) * Complete the mission WITHOUT eliminating all enemies. (+4 per EACH surviving American soldier) * Complete the mission w/o eliminating all enemies, as squad leader. (+4 per EACH surviving American soldier) * Secure OR confirm any enemy. (+5) -- 4d) Respect Respect is based around obeying orders and following army procedure. * Complete an objective that was assigned to your fireteam. (+20-60 based on the objective's value) * Complete the mission WITHOUT eliminating all enemies. (+4 for EACH surviving enemy) * Complete a round after the enemies have won four times in a match. In other words, this is a small incentive to stick around even if you can't get the "match won" bonus anymore. This also appears to require that you win the round via completing all objectives. (+15) * Secure OR confirm any enemy. (+5) -- 4e) Selfless Service You get Selfless Service from healing teammates. * Treat a single injury on a teammate. (+5) * Treat a teammate's injury after they've called for a medic. (+1-15 depending on how long ago it was that they called. This is a cumulative bonus and is awarded seperately for each injury treated.) * Revive an incapacitated teammate. (+50) -- 4f) Honor You can't actually raise your Honor on its own. Instead, your Honor score is the average of the score for each other army value. In other words, every time you raise any combination of six ranks in ANYTHING, you gain one Honor. Raising your Honor will give you a higher military rank and more advancement points for advanced training. -- 4g) Integrity Integrity is the one value that's raised by NOT doing something -- more specifically, by not violating the Rules of Engagement. Yeah, it's a war, but you're the army. You've got rules and standards. Those standards are pretty clear cut: You may NOT injure teammates, and you may NOT harm an incapacitated (helpless) enemy soldier. Doing so may cause you to LOSE Integrity points, as well as forfeit some end-of-round bonuses. If you don't want an incapacitated enemy soldier to be revived, secure them instead. It takes them out of the fight permanently, and it preserves your integrity. Note that if you violate the ROE even once, you forfeit ALL integrity bonuses for the remainder of the entire match. * Harm an incapacitated enemy. (-10) * Injure a teammate. (-0 if forgiven, or up to -100 depending on severity) * Don't violate ROE in a round. (+15) * Don't violate ROE in the entire match, even if you joined late. (+15) * Play all rounds in a match without violating ROE. (+100) -- 4h) Personal Courage Personal Courage is earned by killing enemies and performing difficult actions, especially while injured. * CONFIRM an enemy that you personally KILLED. (+10) * CONFIRM any enemy, while wounded. (+1.67) * Be incapacitated, tap out, and then be confirmed by an enemy. This one is due to a programming oversight or bug in the way that the game assigns credit to kills. Don't expect it to be around forever. Or do. ;) (+10) * Complete an objective, while wounded. (+?-80, based on the severity of your injuries and the value of the objective, up to 1/3 of the objective's base value) * Win the 7th (tie-breaking) round in a match. (+50) ========== 5) Weapons As you can see in the game manual, the USA and the NME use different weapons. Unlike in the original America's Army game, the NME guns are functionally identical to the American counterparts. The sounds of gunshots are different. I've noticed that the Obran series tends to produce a lower-pitched report than the American counterparts. Although you cannot pick up additional ammo, the M16, M4, M16DMR, ObranNP, ObranKNP and ObranMSP all use the same magazine type. If you have ammo for one, you have ammo for all. However, the M249 and the ObranLMK use a box and drum respectively. You can't load one with ammo from the other. So, what does all this REALLY mean? I'll tell you. * Stuck as a grenadier even though you hate the M16 and grenade launcher? Pick up an M4 or an ObranKNP and you'll have ammo for it. * If you already have an M4, there's not much point in picking up another assault rifle. You can NEVER pick up extra ammo, and you don't know how many bullets are left in that gun you just picked up. Or, if you have plenty of ammo and just think it's funny to kill the enemy with an Obran weapon, go for it. * If you are a designated marksman, you can pick up an assault rifle -- any assault rifle -- and have extra magazines for it from your M16DMR loadout. If you are forced to travel in tight quarters, you'll have a more capable weapon. * The M249 and the ObranLMK, with their 200-round box/drum magazines, are good to be picked up by anyone. Although you'll never be able to reload an ObranLMK, it could very well have a large amount of ammo left in it -- maybe 100 bullets or more. If you're desperate enough to scavenge for guns, go for an LMG. * Don't go crazy. These guns weigh a lot and they'll slow you down. Take only what you need. Drop the extra baggage if you accidentally picked one up! ========== 6) Dealing With The Enemy One of the biggest difficulties that new players face is that they can't tell friends and enemies apart. First of all, everyone should study the ID guide in the official manual: manual.americasarmy.com/index.php/Target_Identification:_Know_Your_Enemy Realize that whenever you make a communication over your radio, the enemy can hear it too, rendered in a fictional, but consistent, foreign tongue. Some great OpFor translations have been posted on the official forums: http://forum.americasarmy.com/viewtopic.php?t=303231&page=2 I highly recommend that you learn the most common sayings: Medic, Frag Out, Stop, Enemy Down, Enemy Secured, and Enemy Spotted. Note that you can change "tactical mode" (default key, Left Shift), visualized by a transparent or opaque figure in the bottom-right of your screen. This determines whether you walk or run, and it also also changes whether you shout or whisper all voice commands. The enemy can hear you QUITE clearly if you shout, but the whisper is substantially quieter. Consider whispering when you call in the aftermath of a gruesome firefight. It's bad to give away your position so carelessly! ========== 7) Dealing With Damage Damage in AA3 is rendered with both a standard "health bar" and a silhouette that represents 15 distinct body areas, plus the neck. I assume you're already accustomed with what the manual has to say on this. Bullets to the head are usually lethal, although they are occasionally "merely" incapacitating. Those helmets are for shrapnel -- not rifle rounds. In something of an oddity, being healed for a headshot causes "Gunshot (none)" to receive the treatment. Maybe the game is taking a cheap shot at us? Bullets to the neck are instantly incapacitating and cause an airway compromise. Not good! The first two shots to the chest or stomach will be blocked by body armor, but the third will hurt real bad, causing either a sucking chest wound or massive bleeding. An additional hit to anywhere else will usually drop you. Shots to the pelvis don't hurt too bad initially, but they have a bad habit of either incapacitating or killing you via bleeding. If you only took a single shot to the pelvis, you might still be standing (barely) after the bleeding has run its course, but it'll be close. Get someone to heal you, quick. Shots to the shoulders and thighs might be minor, but they also have a chance to cause arterial hemorrhaging -- nasty! Although any hit can cause bleeding damage, AH is really bad if you don't get someone to heal you fast. Shots to the extremeties of the arms and legs cause lesser amounts of damage. You can take three or four bullets to the limbs and still be relatively fine. However, if untreated, these wounds will cause you problems with aiming and running. Grenades, falling damage, and melee attacks do NOT cause bleeding nor treatable injuries. Do NOT call for a medic if your only damage is from these sources and you are still standing. A medic cannot help you, nor do you need help. One more thing. When you're incapacitated, there are three things that can happen. Your condition can be stable, either by happenstance or by a teammate stabilizing you. You can be bleeding, which will slowly leech your health away until you have none left. Or you can have an airway problem that'll kill you off about twice as fast as bleeding -- this is the case if you can hear your soldier quietly gasping for air. Non-lethal headshots also kill you at an accelerated pace. Please review the "Combat Lifesaving" section of the game manual, along with the in-game training course of the same name for more information. ========== 8) Frequently Asked Questions None yet! ========== 9) Conclusion So, um... that's it. Guide over. You don't have to go home, but you can't stay here. ========== 9) Legalities Hey, you out there. Yes, you. I don't really care what you do with this guide, okay? You can copy it, paste it, print it out and submit it as your doctoral thesis... I don't care. If you remove my name from it and claim it as your own, I'll be very sad. But let's keep this in perspective. I'm not going to send a team of lawyers after you over a goofy little manual supplement. Do what you want.