10-09-2015, 02:01 PM
One thing from last couple nights missions:
Squad/teamleaders/grenadiers: If illumination flares for UBL's (GP-25 for Russian stuff/M203 for US) are available, use them when in contact with enemy if light conditions are poor!
We have had couple of missions now taking place at night with no nvgs. In last nights airbase capture mission I had hard time spotting targets, and it wasn't the foliage this time. I have crappy monitor and not-so-good vid card and playing with gamma feels a bit of cheating. Sure, you can make a guess with muzzle flashes/tracers, but if flares are there, use them. RHS flares are already pretty good, and now we have serverside add-on to make 'em even better.
Airfield capture mission was pretty epic although 9 Shilkas is almost two AD battalions worth of hardware . Well funded insurgents have all the toys : )Â Maybe few less Shilkas might have been better. Solid lead Variable/leachy, unfortunately Shilka shredded team blue badly and I watched bulk of mission from the sky. I liked the sense of combined arms operation, great ambient lightshow and illusion of player team being a part in a bigger machine.
In episode4, the 6-shilka mission, we had NVG's but with rain/nvg mod it might have been better to use flares in some firefights. Otherwise the mission premise was good. Simple objectives, close to target. It was fun and solid leading doveman. However it would have been better with..say.. 3 Shilkas, and maybe one patrolling AA-specialist team to send the message about AA- threat home. Like doveman pointed out, we had to rely for battlefield capture tools and 6 Shilkas is a lot. Current bug/feature of RHS didn't help either. In RL Shilka has quite thin armour and it should not survive 3-4 rpg7vs and 1-2 RPG-26s : ) (Or then we just missed and won't admit it. Bit like "Yeah, don't worry guys, the chopper is definetely unarmed - kaboom")Â
Squad/teamleaders/grenadiers: If illumination flares for UBL's (GP-25 for Russian stuff/M203 for US) are available, use them when in contact with enemy if light conditions are poor!
We have had couple of missions now taking place at night with no nvgs. In last nights airbase capture mission I had hard time spotting targets, and it wasn't the foliage this time. I have crappy monitor and not-so-good vid card and playing with gamma feels a bit of cheating. Sure, you can make a guess with muzzle flashes/tracers, but if flares are there, use them. RHS flares are already pretty good, and now we have serverside add-on to make 'em even better.
Airfield capture mission was pretty epic although 9 Shilkas is almost two AD battalions worth of hardware . Well funded insurgents have all the toys : )Â Maybe few less Shilkas might have been better. Solid lead Variable/leachy, unfortunately Shilka shredded team blue badly and I watched bulk of mission from the sky. I liked the sense of combined arms operation, great ambient lightshow and illusion of player team being a part in a bigger machine.
In episode4, the 6-shilka mission, we had NVG's but with rain/nvg mod it might have been better to use flares in some firefights. Otherwise the mission premise was good. Simple objectives, close to target. It was fun and solid leading doveman. However it would have been better with..say.. 3 Shilkas, and maybe one patrolling AA-specialist team to send the message about AA- threat home. Like doveman pointed out, we had to rely for battlefield capture tools and 6 Shilkas is a lot. Current bug/feature of RHS didn't help either. In RL Shilka has quite thin armour and it should not survive 3-4 rpg7vs and 1-2 RPG-26s : ) (Or then we just missed and won't admit it. Bit like "Yeah, don't worry guys, the chopper is definetely unarmed - kaboom")Â