Wraith recon campaign, episode 3:
I really liked it. The mission punished us twice. On the first attempt for not keeping on moving when facing an armoured platoon. At the second attempt for not checking our backs and not realising fast enough that we have enemies that close and at an unexpected direction. I really have no problem with that type of revive that doesn't let you die from a headshot, as long as the mission Is designed with that in mind, like this mission was. Sure, it's a bit of an immersion killer, but that mission in particular compensated for it by being fast paced and eventful. Really, the only damage it did was extending the end of us part by two more minutes. I'd say it's definitely worth it, and I would really like to try to beat that one, if no one objects.
Dogged Prospector:
It went well and also showed how much ASR contributes to a fun game (by the lack of it last night). I think we did good up to the hostage part. Let me illustrate a quick guide for handling a hostage AI once it's rescued:
First, if the situation allows, try to give him a weapon. It will allow him to defend itself but more importantly, Arma's AI behave much better when armed in terms of movement, cover and formation.
Second, DO NOT let them keep formation ('return to formation' order) until you are certain the area is clear from enemies. Keep it in cover and gradually assign it waypoints until you are ready to transit away from the area. If multiple AI units are involved, assign a different waypoint for each one instead of moving them as a group.
Third, if the situation permits, assign the AI with a babysitter to keep tight with him, be his bodyguard, and letting you know of any problem that requires your attention or commands.
Chesty campaign, episode 2:
That was a fun mission! I wish we hadn't lose three guys(!) due to Arma glitches. It was quite cool taking that town and using the bobcat to push the containers.
It was long and gratifying but I was left a bit unsatisfied with how it ended. I made errors there at the convoy ambush part: not preparing for the possibility they will so effectively return fire from that distances and taking proper cover, not assigning targets and by that ending up firing two rockets on one target. Not telling rund to just let the other CSAT forces to take care of the remaining vehicle for him after we all died
Too bad we didn't see the "mission accomplished" screen, but given the mission's extended length, I guess we can call that one completed. Good job everybody!
I really liked it. The mission punished us twice. On the first attempt for not keeping on moving when facing an armoured platoon. At the second attempt for not checking our backs and not realising fast enough that we have enemies that close and at an unexpected direction. I really have no problem with that type of revive that doesn't let you die from a headshot, as long as the mission Is designed with that in mind, like this mission was. Sure, it's a bit of an immersion killer, but that mission in particular compensated for it by being fast paced and eventful. Really, the only damage it did was extending the end of us part by two more minutes. I'd say it's definitely worth it, and I would really like to try to beat that one, if no one objects.
Dogged Prospector:
It went well and also showed how much ASR contributes to a fun game (by the lack of it last night). I think we did good up to the hostage part. Let me illustrate a quick guide for handling a hostage AI once it's rescued:
First, if the situation allows, try to give him a weapon. It will allow him to defend itself but more importantly, Arma's AI behave much better when armed in terms of movement, cover and formation.
Second, DO NOT let them keep formation ('return to formation' order) until you are certain the area is clear from enemies. Keep it in cover and gradually assign it waypoints until you are ready to transit away from the area. If multiple AI units are involved, assign a different waypoint for each one instead of moving them as a group.
Third, if the situation permits, assign the AI with a babysitter to keep tight with him, be his bodyguard, and letting you know of any problem that requires your attention or commands.
Chesty campaign, episode 2:
That was a fun mission! I wish we hadn't lose three guys(!) due to Arma glitches. It was quite cool taking that town and using the bobcat to push the containers.
It was long and gratifying but I was left a bit unsatisfied with how it ended. I made errors there at the convoy ambush part: not preparing for the possibility they will so effectively return fire from that distances and taking proper cover, not assigning targets and by that ending up firing two rockets on one target. Not telling rund to just let the other CSAT forces to take care of the remaining vehicle for him after we all died
Too bad we didn't see the "mission accomplished" screen, but given the mission's extended length, I guess we can call that one completed. Good job everybody!
The fewer men, the greater share of honor