11-10-2014, 09:32 AM
Big Bird Down
I hope you guys enjoy the quick warm up. I might make more short warm up stuff like these for a little morale boost (maybe some attack too instead of just hold off) plus they're easy and quick for the short amount of time I have sometimes nowadays.
Wetworks
Sounds like you guys at NATO had fun. AAF objectives was a bit long and unnecessary. The other objectives are easier than the airport anyways, but we were low on guys. Before I get to that, on the hill, I think it is best if you are communicating for longer period of time on LR to try in cover and have the rest of the team form a 360 defense parameter. There's a lone soldier who snuck up into our formation at close range and probably kill 2-3 guys in the team. Team leader down then the medic immediately shot afterwards. Also I think some people need to unmap their push to talk and VON keys, hearing constant really heavy breathing while VON lock is irratating, especially when it won't talk. Also making sure you have MK4 HUD up and load out weight stuff or whatever required addon that is required would be helpful... For the mortars, killing the guys isn't enough, you got to shoot them too. After losing a few guys from the lone soldiers, I have to take Etzu's long range. No medic + few guys left means I'll have to be more cautious too. Then on the way to the airfield, we attack from the south, we approach up and theres like 2 full squads of soldiers near each other 75-125 meters away. Overshooting formation was dangerous too... at that point we had casaulties so the bait and lure the enemies to gwnbleidd to snipe didn't work out since a person overshot from the formation. It was the only safe way to take them from the South since we can't watch down on them since we're at lower elevation with a ridge in the way, NATO as i spectate attacked from the North. Anyways, after the first casualty, no medic, low on FAKs, that went to hell for AAF.
- Anyways, I think just the airport for AAF and NATO default missions is enough for that mission. Keep the distance equivalent.
- My views on super long missions:
     - Long and fun are fine like I forgot that one german mission name where you're guerillas but actions throughout and FHQ mission (crap can't think it up from the top of my head at the moment in chernarus as I type this).... the thing about long missions are that, if things goes wrong in the making of the mission or bad design choices or it was just unnecessary, it can easily be more frustrating. Not to mention, they're much harder to debug and take longer to test editing wise to make up for the longer playtime with lower reward unless established properly. It gets ambitious and requires more tests and well done choices to make perfect. I think more short missions are better than long, not that all longs are bad, its just the ratios of time of what should be play at what times too. Its more frustrating when something goes wrong with hours on in.
I hope you guys enjoy the quick warm up. I might make more short warm up stuff like these for a little morale boost (maybe some attack too instead of just hold off) plus they're easy and quick for the short amount of time I have sometimes nowadays.
Wetworks
Sounds like you guys at NATO had fun. AAF objectives was a bit long and unnecessary. The other objectives are easier than the airport anyways, but we were low on guys. Before I get to that, on the hill, I think it is best if you are communicating for longer period of time on LR to try in cover and have the rest of the team form a 360 defense parameter. There's a lone soldier who snuck up into our formation at close range and probably kill 2-3 guys in the team. Team leader down then the medic immediately shot afterwards. Also I think some people need to unmap their push to talk and VON keys, hearing constant really heavy breathing while VON lock is irratating, especially when it won't talk. Also making sure you have MK4 HUD up and load out weight stuff or whatever required addon that is required would be helpful... For the mortars, killing the guys isn't enough, you got to shoot them too. After losing a few guys from the lone soldiers, I have to take Etzu's long range. No medic + few guys left means I'll have to be more cautious too. Then on the way to the airfield, we attack from the south, we approach up and theres like 2 full squads of soldiers near each other 75-125 meters away. Overshooting formation was dangerous too... at that point we had casaulties so the bait and lure the enemies to gwnbleidd to snipe didn't work out since a person overshot from the formation. It was the only safe way to take them from the South since we can't watch down on them since we're at lower elevation with a ridge in the way, NATO as i spectate attacked from the North. Anyways, after the first casualty, no medic, low on FAKs, that went to hell for AAF.
- Anyways, I think just the airport for AAF and NATO default missions is enough for that mission. Keep the distance equivalent.
- My views on super long missions:
     - Long and fun are fine like I forgot that one german mission name where you're guerillas but actions throughout and FHQ mission (crap can't think it up from the top of my head at the moment in chernarus as I type this).... the thing about long missions are that, if things goes wrong in the making of the mission or bad design choices or it was just unnecessary, it can easily be more frustrating. Not to mention, they're much harder to debug and take longer to test editing wise to make up for the longer playtime with lower reward unless established properly. It gets ambitious and requires more tests and well done choices to make perfect. I think more short missions are better than long, not that all longs are bad, its just the ratios of time of what should be play at what times too. Its more frustrating when something goes wrong with hours on in.