Good morning everybody,
as you might remember me and Unnamed joined the Coop night on Thursday for the first time.
We were both pleasently suprised how organized and focused everything was and we will both try to be back tonight to join the fun again.
For the missions:
1.Flycatcher:
Sorry we fucked up at the start when the group that we thought would go east of town stayed west of the other team so we just followed the eastern most group which turned out to be the wrong one. The HUD display helps a lot. Please forgive our noobishnes.
After we joined the right group the mission was intense. Really enjoyed beeing in a firefight with the constant "Oh shit" feeling. Sadly got killed by friendly fire, but hey shit happens.
Recovery:
When we reached the castle our assault wasnt really smooth. I dont recall who our leader was, but you cant tighten a formation while in full sprint with heavier people following you . Also after forming a line we just kind of kept stumbling into the enemy on the open ground. Smoke and bounding overwatch would have worked wonders, but now Im just nitpicking. Overall the mission was good from my point of view until I bugged through a wall and died.
On The Point:
I was the medic in the mortar team and didnt really get anything to do until I kept sticking with the team that was covering the east(?). The firefight was intense and I think this mission would benefit a lot if the mission macker would switch from the current Squad makeup to a more realistic structure.
Operation Fast Hammer:
Yeah we played my mission. I was a little suprised when my Teamleader decided on a different ambushpoint than intended, but it worked just as well if not better. I felt like my teamleader did a great job in general. Just coms with the third team sadly didnt really work, but hey thats the kind of stuff that makes it interesting.
I now updated the mission so that it has the revive scipt, you get a notification when an objective is complete and the mission autoends when all objectives are complete.
Blue line to Therisa:
I really liked the concept of the mission, however it was dragged out to long with to little ammo. Espacially AT ammo was lacking considering we were up against tanks at the end. Triggers are also flawed, but it was fun nontheless.
I was in the team that was playing the waiting game. Which I personally didnt mind. For me that is part of the experience and I can sit there for quiet a while just giving position reports.
So yeah all in all I totally loved it. I started making a few more missions build around the CIA required mods pack and with a 10-14 player count. Also if anybody has ideas or wants to play a certain type of scenario let me know and ill see what I can put together.
as you might remember me and Unnamed joined the Coop night on Thursday for the first time.
We were both pleasently suprised how organized and focused everything was and we will both try to be back tonight to join the fun again.
For the missions:
1.Flycatcher:
Sorry we fucked up at the start when the group that we thought would go east of town stayed west of the other team so we just followed the eastern most group which turned out to be the wrong one. The HUD display helps a lot. Please forgive our noobishnes.
After we joined the right group the mission was intense. Really enjoyed beeing in a firefight with the constant "Oh shit" feeling. Sadly got killed by friendly fire, but hey shit happens.
Recovery:
When we reached the castle our assault wasnt really smooth. I dont recall who our leader was, but you cant tighten a formation while in full sprint with heavier people following you . Also after forming a line we just kind of kept stumbling into the enemy on the open ground. Smoke and bounding overwatch would have worked wonders, but now Im just nitpicking. Overall the mission was good from my point of view until I bugged through a wall and died.
On The Point:
I was the medic in the mortar team and didnt really get anything to do until I kept sticking with the team that was covering the east(?). The firefight was intense and I think this mission would benefit a lot if the mission macker would switch from the current Squad makeup to a more realistic structure.
Operation Fast Hammer:
Yeah we played my mission. I was a little suprised when my Teamleader decided on a different ambushpoint than intended, but it worked just as well if not better. I felt like my teamleader did a great job in general. Just coms with the third team sadly didnt really work, but hey thats the kind of stuff that makes it interesting.
I now updated the mission so that it has the revive scipt, you get a notification when an objective is complete and the mission autoends when all objectives are complete.
Blue line to Therisa:
I really liked the concept of the mission, however it was dragged out to long with to little ammo. Espacially AT ammo was lacking considering we were up against tanks at the end. Triggers are also flawed, but it was fun nontheless.
I was in the team that was playing the waiting game. Which I personally didnt mind. For me that is part of the experience and I can sit there for quiet a while just giving position reports.
So yeah all in all I totally loved it. I started making a few more missions build around the CIA required mods pack and with a 10-14 player count. Also if anybody has ideas or wants to play a certain type of scenario let me know and ill see what I can put together.
It cant be any better, it cant be any worse, because thats how it is. Quit the bitching.