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Full Version: Co-18 Approaching Kavala
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[Image: msPTx12.jpg]

***Summary***

With Turkey pledging protection from Greece to the Altis claim to sovereignty, CSAT have been granted authority to fight alongside AAF in the war for this crucial Mediterranean port. NATO's forces on the island were attacked by surprise a few months ago. This attack was condemned by most of the Western world, and a deployment of a battalion of US forces was precipitated in order to ensure peace on the island. Whereas the campaign to secure the eastern half of Altis was fairly swift, capturing the western part has proven much more of a challenge, in part due to the more pronounced terrain, where NATO loses its advantage of superior armor to the infantry and mobility of the AAF, supported by the CSAT technology.
A recent push by NATO allowed them to capture the old AAC airfield and severely diminish the combined OPFOR combat readiness by undermining their deployment capabilities. Next step for friendly forces is to capture Zaros, a task made excruciatingly difficult by the terrain, favoring CSAT artillery and AAF infantry garrisoned in the city. NATO commanders refuse to risk civilian casualties and will not fire on the city blindly - thereby creating a stalemate. An effort is currently underway to cut the OPFOR supply route, first by capturing the Xirolimni Dam and then circling back south to isolate Zaros and starve them out. While the dam was taken, the AAF is currently staging a counter-attack.

This is taking far too long to the taste of USMEDCOM, which is why at the same time, we have managed to sneak a Marshall IFV and a Bobcat engineering vehicle by boat deep into enemy territory in order to capture and restore a former NATO FOB that would make it possible to take Kavala in a matter of days instead of weeks. Since this is a high-risk operation, behind enemy lines, a unit of US Special Forces have been assigned to open the road to the engineers.

***About the mission***

Combined Arms-type mission whereby infantry must work together with two armored units to take a heavily fortified position. Most of the action happens within a kilometer-long strip; so don't expect to be too tired from running, but make sure you do not make a single tactical mistake, or you will meet a very swift death!

***Features***

- Voice acting
- Custom loadouts
- FHQ Task Tracker
- Psycho's Revive Script
- Zenophon's OccupyHouse script

NOTE: NO ADDONS ARE REQUIRED.

Check out my other missions for squad to platoon-sized fun!

Please message me for any bug report and/or feature request.

Available through Steam Workshop and as a standalone download from Dropbox.
Bring it on! Uploaded.
Sweet, someone tell me when we're gonna try this, i am a huge fan of combined arms missions. Ill get my mods ready by hook or by crook to be ready. Also keen to try the mic recording quality on my Asus Xonar DGX that i still have not yet done till this day.
We can't anticipate when a mission will be played as it depends on variables we can't dictate such as participating players. In any case, we are doing many combined arms scenarios lately.
It generally happens that new missions get played sooner than older ones played before, no? In any case what i meant to convey was just a sense of excitement, of course i dont expect a precise answer
Yeah, you can expect this mission to be played in one (or more) of the next few coop nights, as it can pack the number of players we get lately.
Peace!
Updated - edited loadouts so that the soldiers don't shout "No ammo" and brought the exfil a little closer.
Thank you all for the fantastic feedback after yesterday's playthrough!
Mission updated, see the first post for links.


Changelog:
- Reduced the use of UPSMON - should see increased performance.
- Fixed ammobox script error.
- Added friendly Hunter for the engineering team.
- Fixed the First Aid System.
- Added ammo crates at spawn.
- Removed tracer effects in the background - should see improved performance.
- Transferred the Bobcat crew to the engineering team for more efficient use of players.
Uploaded!
I have updated the mission on Dropbox and Steam Workshop (links updated).


I don't know what caused the missing voice or the performance issues; my local version missed the briefing file for some reason so this is fixed, and the rest all works. So let's see if this works as it should...
Updated!
Just played again. As some feedback might be lost in debriefing thread here and there, some recap:

- Still FPS issues to lot of players. When observed through thermals from the death sky, it was like Stalingrad. I think UPS is still causing issues, and in general, slightly, at least 30% lower body count would make this better. Now we're against..what..almost 2 companies? : ) 
- Adding limited mortar support (module), or portable mortar, wouldn't ruin balance, but it would add extra tool to leader's deck. If you are worried it is too OP, add static mortar to ground, and adjust ammo slider. Now it can be disassembled, moved, but it has limited round count. Now part of our firepower is unusable as Bobcat is a golden goose and we have to keep it safe.
- Some loadout issues (nvgs missing) , and adding GPS to APC crew/cargo bay would help.

Don't mean to sound like nitpicking, I think this is a great mission as it is. Just fine tuned, and it is a gem!
Imo way too many RPG Gunners.
A darter would be great, too! Smile
Also - you better get rid of UPSMON completely, it lags and it makes all the AI in the world aware of you.
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