08-22-2014, 01:59 PM
Choplifter
Not much to say in terms of debriefing. I loved the mission, even though it killed me. When I was dead, I had the chance to spectate some of the awesomeness.
Supply Interruption
A good mission utterly ruined by one too many objectives. It all started out nicely, and it took a good while to get to the power grid and airport. And then it slaps another completely useless and overspawned objective on top of it. A typical example of a mission overstaying its welcome. It's the tipping point were a good mission becomes bad.
I would guess this was very much made with respawn play-style in mind. Move fast, and if you get killed, just respawn and repeat. I noticed that in the Zeus launch livestream as well, one of the comments went something like "they go much slower than we usually do" and Moricky replied "they don't want to get killed, they're all used to play without respawn and they are not going to just keep throwing themselves at it and respawn if it didn't work", or something of that nature. Showed again here, and the main reason I dislike respawn.
Shapur Assault
First of all, too many effing magazines. I was carrying a load of 60 kg, five missiles, 16 mags. Granted, the mission was probably done before the fatigue cam in, but five missiles and 16 mags never were a realistic loadout, and I wish people would adjust their missions so that you don't need that amount, or you can scavange, or get supply drops etc.
Not really much that was done wrong in this mission, it was mostly bad luck. I was killed by the stupid action menu because it started to heal me instead of reload.
Overall, for the scope I had, the engagements were too long, making this a pretty bland mission for me.
Red Herring
A really well done mission. No idea how Variable died, I took over command and I do think I did mostly well. My demise was stupid though... I knew there was a guy directly ahead behind the building I was taking cover, and instead of ordering a team around the building to flank, I peeked out myself and immediately got shot. Doh.
Hope the author makes more missions. This wasn't the usual overspawn shhotfest you see so often.
Saving the SEALs
I really liked the first part of the mission up to the point were we attacked the Russian comms. Dodging the patrols was fun, and sometimes it was so damn close that you could smell their farts. The part after that got a drag. Too far to walk, too boring, no patrols anymore. And then when we finally freed the SEALs, up comes the next extra task that, again, made the mission tilt over and fall flat on its face. If there is such a gap between tasks, don't overstretch the mission by adding Yet Another Task.
It's too bad Etzu got jumped by that patrol, with one man down we didn't really have a lot of a chance. Good work Variable on freeing those hostages, but in the end, there were too many enemies coming out of nowhere.
Not much to say in terms of debriefing. I loved the mission, even though it killed me. When I was dead, I had the chance to spectate some of the awesomeness.
Supply Interruption
A good mission utterly ruined by one too many objectives. It all started out nicely, and it took a good while to get to the power grid and airport. And then it slaps another completely useless and overspawned objective on top of it. A typical example of a mission overstaying its welcome. It's the tipping point were a good mission becomes bad.
I would guess this was very much made with respawn play-style in mind. Move fast, and if you get killed, just respawn and repeat. I noticed that in the Zeus launch livestream as well, one of the comments went something like "they go much slower than we usually do" and Moricky replied "they don't want to get killed, they're all used to play without respawn and they are not going to just keep throwing themselves at it and respawn if it didn't work", or something of that nature. Showed again here, and the main reason I dislike respawn.
Shapur Assault
First of all, too many effing magazines. I was carrying a load of 60 kg, five missiles, 16 mags. Granted, the mission was probably done before the fatigue cam in, but five missiles and 16 mags never were a realistic loadout, and I wish people would adjust their missions so that you don't need that amount, or you can scavange, or get supply drops etc.
Not really much that was done wrong in this mission, it was mostly bad luck. I was killed by the stupid action menu because it started to heal me instead of reload.
Overall, for the scope I had, the engagements were too long, making this a pretty bland mission for me.
Red Herring
A really well done mission. No idea how Variable died, I took over command and I do think I did mostly well. My demise was stupid though... I knew there was a guy directly ahead behind the building I was taking cover, and instead of ordering a team around the building to flank, I peeked out myself and immediately got shot. Doh.
Hope the author makes more missions. This wasn't the usual overspawn shhotfest you see so often.
Saving the SEALs
I really liked the first part of the mission up to the point were we attacked the Russian comms. Dodging the patrols was fun, and sometimes it was so damn close that you could smell their farts. The part after that got a drag. Too far to walk, too boring, no patrols anymore. And then when we finally freed the SEALs, up comes the next extra task that, again, made the mission tilt over and fall flat on its face. If there is such a gap between tasks, don't overstretch the mission by adding Yet Another Task.
It's too bad Etzu got jumped by that patrol, with one man down we didn't really have a lot of a chance. Good work Variable on freeing those hostages, but in the end, there were too many enemies coming out of nowhere.
I don't need luck, I have ammo.