Public Beta — This Feedback Tracker is currently in public beta. For most issues, please visit feedback.bistudio.com
1
Issue Key
State
Access
Public
Project
Creator
Created
Apr 16, 2026
Views
4Attachments
No attachments
Experimental Version
If modded, list mods
No mods
Description
The Conflict section of the in-game field manual has some details that are outdated or could use tweaks for correctness or clarity:
In the explanation of radio encryption, Russian radios should be changed to Soviet radios, as this is more correct.
Each of the radio types has the range and type listed, but the formatting of the Command Truck (Mobile HQ) section is different. It should be changed from -Relay to Type: Relay, in order to match the others.
As there is only ever one Main Operating Base per major faction, I would recommend switching a Main Operating Base to your faction's Main Operating Base or the Main Operating Base.
Mobile Command Units are mentioned alongside the Main Operating Base, and before supply consumption for spawns are mentioned. Since the wording after is that other military locations consume supplies, this implies that MCUs provide respawns without consuming supply, which is incorrect.
The screenshot provided is of an older version of legacy Conflict, and presents a different set of bases and respawn interface than in Conflict HQC today. I think this is especially relevant when the current interface typically has more loadouts, and the supply cost of the chosen loadout is listed.
The radio operators respawn/radio deployment mechanics are no longer present in Conflict HQC. It might be appropriate to add a disclaimer that some servers may have these features enabled, or to move this section out of Conflict (and into a different top-level section of the field manual).
It mentions replenishing respawns with supplies, but this depends on the deployed radio being set to use supplies instead of tickets.
It mentions deploying radios, but not spawning on radio operators.
It might make sense to mention that MCUs require supplies to provide respawns.
It might make sense to mention that MCUs can be used to obtain a manpack radio for supplies.
The second screenshot is outdated, as it shows different actions when interacting with the back of the truck than on modern Conflict.
It might make sense to mention the difference between the small and large living quarters (most importantly, different groups available to them), and to mention that the basic groups' AI cannot be recruited by group leaders (they are dedicated defense/logistics groups).
Better vehicles are explicitly mentioned as a benefit to ranking up. I think it would make sense to additionally explicitly mention more equipment being available from arsenals, since this is the most visible change to the average player.
Accepting secondary objectives from the objectives menu is mentioned as a way to rank up. It might make sense to change this to something like completing assigned secondary objectives, visible in the objectives menu, since only group leaders and commanders can accept/assign objectives, not group members.
Under the list of conditions for creating a group, it should be corrected from You cannot establish a new group if your faction already has an existing group of the same type at 50% strength or higher. to You cannot establish a new group if your faction already has an existing group of the same type at 50% strength or lower. .
Engineer Team should have the dismantle base task and the new clear obstacle task listed in the description and responsibilities.
Mechanized and Medic teams are listed as handling transport/pickup requests, but the Support Requests section only mentions Transport and Heli Transport teams as being able to respond to these (I haven't tested in-game or checked the workbench to check which is correct right now).
The Anti-Tank, Heli Transport, and Reconnaissance teams are missing the leading - on some/all lines in the lists of their responsibilities.
After the list of how resupply tasks are completed is a note that they are completed when the total supplies reach a certain percentage. This has little visual separation from the above list, and looks like it could be included in it. I would suggest adding a newline before this sentence.
In the section about rank requirements, there is a paragraph that describes the impact on groups. An example of Heli Transport groups is provided. I believe that it should be made more clear by specifying that Heli Transport groups can't be created by someone who doesn't have the rank to request a helicopter, but that it it can still be joined by those of lower ranks.
It might make sense to write more about MSAR. For example, MSAR is consumed upon spawning with a loadout, preset group loadouts can bypass your max MSAR, and some equipment (like basic ammunition and some support equipment) do not consume MSAR.
It might make sense to mention that (if I remember correctly, I haven't checked in the workbench/in game recently) the frequency of requests made by group leaders is also affected by rank.
Supply Caches are listed as needing to be accessed on foot, but I don't think that any supply caches still exist that are accessed this way.
Fire support requests say that they are successful when the requested payload type is delivered. As I understand, you cannot select the payload type when requesting it, and completion actually depends on rounds landing and damaging enemies in the area.
Pickup requests mention transport and heli transport teams, but the group types page mentions mechanized and medic teams completing these requests, too.
You are not signed in. Please sign in to see more details.
Issue Key
State
Access
Public
Project
Creator
Created
Apr 16, 2026
Views
4Attachments
No attachments