(01-17-2014, 01:38 PM)Alwarren link Wrote:Assault the factory:Great mission, near-perfect execution. The ambush at the beginning got us running right into a second party of enemies, resulting in my untimely demise and rebirth as an Assistant Autorifleman. Love this mission.
Great mission indeed. The thing I liked the most was actually disengaging the guys who ambushed us. The reason is that most of the times we conclude contacts with either us or them being wiped out. Actually breaking contact adds immersion, makes it feel like we are being chased and there's danger everywhere. I'm really looking forward to more from Windies now!
(01-17-2014, 01:38 PM)Alwarren link Wrote:
Round Defense Drimea:
As I found out in a later mission, these dratted motherloving tripwire mines are completely fubar. Other than that, the mission went well, although I feel there are way too many missile launchers and rockets available, we could dish out capital punishment to every vehicle with ease, even missing a few times.
Yeah it was a tad too easy imo, but I think Varanon did a good job with assigning the teams to the two attack sectors. It is less trivial than what it looks. About the Apers mines, from the little I gathered, the way to put them is place them and move backwards. If you move forward you die. Having said that, I rather avoid using them since they are highly unsafe in their current condition. Is there a ticket for that?
(01-17-2014, 01:38 PM)Alwarren link Wrote:
Camp Raid:
Two things here. First of all, when the team leader assigns team colors, PLEASE pay attention, especially when he asks for confirmation afterwards. I suppose I need to do something similar to the addon I made for Arma 2 showing the team color. The fuckup wasn't necessarily a determining factor, though.
Second: ID your targets. I was shot by a team member, even though I hadn't moved. Admittedly, the situation was pretty chaotic.
Also, when I ask for the direction of a contact, please don't answer "behind us". These are two words and both are ambiguous. "Behind" isn't a direction, and "us" could be either the whole team, red team, or anything in between. Give me a bearing, or a landmark ("Between red team and the town" would have been more informative).
There was not much we could do. The reinforcements came close from our 4 oc' while we were engaged at the front. That's a death sentence in any case. The only thing that saved the day for us was that we've found the friendly sniper rifles and managed to snipe the guys on the hill. Without we wouldn't have made it. Loved that mission by the way...
(01-17-2014, 01:38 PM)Alwarren link Wrote:
Lost Squad
Worked okay, but then, two of the tanks apparently got stuck. It's important to note that if there is a set perimeter like the walls around the mansion, do state when you leave that perimeter.
That was very fun. What we need to remember is that we have three tanks, and each one has only one cannon round. However, one round destroys a tank completely, and hitting it with an AT disables it, what might give us the opportunity to take over an enemy tank with full ammo. Need to consider initiating such attempt for the next time. it's quite an insurance plan in such a mission.
(01-17-2014, 01:38 PM)Alwarren link Wrote:
Steal the Bomb
Initial attack on the convoy went well. I am thinking, though, that it would be better to just approach the camp and start shooting shit instead of trying to get in. I have no idea what gave us away (must have been the bullet holes in my uniform ) but once we were in the thick of it, there was no real chance to get out.
Arma 3 vehicles can now finally flip! Another gripe I had with the game is gone. Loved that mission. I have a feeling that there's a timer to our undercover phase, I don't think we did anything that blew our cover, we were all dressed with CSAT uniforms. An option to consider is having only some guys in disguise while the others engaging openly from the outside.
(01-17-2014, 01:38 PM)Alwarren link Wrote:
Saboteur
Getting the guards worked every time, although once they actually spotted us because (surprise) you still get up automatically when you get too close to a wall) Anyway, taking them out worked, but the APC was the bitch every time. On our last try, we didn't trigger the explosions fast enough; my choice to take cover on the west side of the crossroad proved to be not a good one. I think it is better to place the charges and then run back up the road to the east and hide somewhere on the right side of the road to have a better view on the crossroad. Great mission, though. Looking forward to our next try
That is definitely a great mission, one of the best we have on the server. Atmospheric and challenging, really makes you scratch your head in several points. About the patrolling APC, Valhalian said that there's an AT mine in the trucks we need to take out. This negates having to place a trigger-man. We'll try that next time. The biggest challenge is to take out the choppers. Once the alarm goes off about 20 defenders get out from their barracks, what makes the mission impossible. We need to find a way to get close without getting detected, place the explosives (on timers) fast and bug out.
(01-17-2014, 01:38 PM)Alwarren link Wrote:
I enjoyed the evening though. Good missions overall. Arma 3 is starting to grow on me.
Same here. The only thing I'm worried about is the availablility of missions, especially since lately we complete three Arma 3 missions a night.
The fewer men, the greater share of honor