01-10-2014, 06:55 AM
Secure the Factory
Other than me accidentally blowing up two team members, including the leader ( :-[ ) It seemed to go okay. I agree that putting us right near that wall is too close to get any sort of tactical overwatch. We were immediately being flanked on both sides like 2 minutes into the mission. Not only that but the medic action bugged out and so I was stuck walking the whole time (same thing happened to me playing as medic in Saboteur).
System Restore
I noticed a lot of random grenade explosions around us in this mission, yet after death I could not see any enemies that were really in range to throw grenades. Possibly Mini-Grenades, but their accuracy would have to be ridiculous. So I'm not sure if it's a bug or just oddness with the AI.
AAC
Fun, but as Alwarren pointed out, the mortar had something like 30 rounds, including more that were smoke and flares, so it was quite easy. Also, I tried reconnecting because the mortar instantly disappeared for me after assembly, and when Alwarren got into it, he also disappeared (but still existed as MK4 HUD showed). Reconnecting didn't fix it, though it did spawn me with another mortar barrel and radio, for some reason (as in, my guy did not turn into AI, he disappeared entirely). Chalk it up to ArmA bugs I guess.
Saboteur
Good one, but that position ended up being bad near the walls (same issue as the first two missions, we got flanked from all around). Having those SMGs makes it hard to get an overwatch position and fire effectively. It might make sense for at least one guy to have a longer-range weapon to provide "sniper" support, or at least have a thermal designator out on a hill somewhere to guide us as to where the enemies are.
Operation Steel Baby
Went on longer than it should have, probably, because I was trying to figure out who we missed in the city, when in reality we completed the task and it just never ended. I never got any sort of indication that the tasks had been completed, either...had to check the map and see that they were marked off. Also, the Commander slot in that tank is the WORST. Unless you are facing directly forward in like a 50-degree arc, you can't actually see past all of the gadgets and doodads that are on top of the tank, so trying to scan for targets all around was impossible. If you turn out you can see more, but of course you are exposed and you lose zoom/thermal capability. Tanks have always been tough in ArmA due to the view perspectives (though I assume that is realistic?), and it's hard to have situational awareness, especially as the driver.
Side notes:
With Task Force Arrowhead Radio, it worked well other than in the Mortar mission, where when using the long-range radio it kept "sticking" open, where I would have to tap CAPS-LOCK repeatedly to get it to close the channel again. I assume that is just an intermittent issue with Task Force Arrowhead. Other than that, it was much easier to handle than ACRE but had more or less the same level of realism.
Other than me accidentally blowing up two team members, including the leader ( :-[ ) It seemed to go okay. I agree that putting us right near that wall is too close to get any sort of tactical overwatch. We were immediately being flanked on both sides like 2 minutes into the mission. Not only that but the medic action bugged out and so I was stuck walking the whole time (same thing happened to me playing as medic in Saboteur).
System Restore
I noticed a lot of random grenade explosions around us in this mission, yet after death I could not see any enemies that were really in range to throw grenades. Possibly Mini-Grenades, but their accuracy would have to be ridiculous. So I'm not sure if it's a bug or just oddness with the AI.
AAC
Fun, but as Alwarren pointed out, the mortar had something like 30 rounds, including more that were smoke and flares, so it was quite easy. Also, I tried reconnecting because the mortar instantly disappeared for me after assembly, and when Alwarren got into it, he also disappeared (but still existed as MK4 HUD showed). Reconnecting didn't fix it, though it did spawn me with another mortar barrel and radio, for some reason (as in, my guy did not turn into AI, he disappeared entirely). Chalk it up to ArmA bugs I guess.
Saboteur
Good one, but that position ended up being bad near the walls (same issue as the first two missions, we got flanked from all around). Having those SMGs makes it hard to get an overwatch position and fire effectively. It might make sense for at least one guy to have a longer-range weapon to provide "sniper" support, or at least have a thermal designator out on a hill somewhere to guide us as to where the enemies are.
Operation Steel Baby
Went on longer than it should have, probably, because I was trying to figure out who we missed in the city, when in reality we completed the task and it just never ended. I never got any sort of indication that the tasks had been completed, either...had to check the map and see that they were marked off. Also, the Commander slot in that tank is the WORST. Unless you are facing directly forward in like a 50-degree arc, you can't actually see past all of the gadgets and doodads that are on top of the tank, so trying to scan for targets all around was impossible. If you turn out you can see more, but of course you are exposed and you lose zoom/thermal capability. Tanks have always been tough in ArmA due to the view perspectives (though I assume that is realistic?), and it's hard to have situational awareness, especially as the driver.
Side notes:
With Task Force Arrowhead Radio, it worked well other than in the Mortar mission, where when using the long-range radio it kept "sticking" open, where I would have to tap CAPS-LOCK repeatedly to get it to close the channel again. I assume that is just an intermittent issue with Task Force Arrowhead. Other than that, it was much easier to handle than ACRE but had more or less the same level of realism.