01-11-2016, 04:45 PM
Crash Site Red
Things worked until the APC decided it didn't like my face and put a shell into it. I had seen the crew get out before (at least that is what I thought was jumping out) so it came as a surprise to me that the turret still moved. Then it replaced my head with a face-sized hole.
Goram Interdiction
Having just finished a mission at that place myself (Prodigal Son), I know how hard it is for the AI to use the road from the riverbed, so the convoy of Doom never even arrived at Goram. BRDM took me out as well. I love FATA, but the map has severe AI issues. Need to see what can be fixed within CUP Terrain Pack.
Valiant Hammer
I had considered adding GPSes but I didn't really want to since I thought the confusion would be part of the appeal of the mission, but I am not too sure anymore.
It was pretty close. I am contemplating to add a bit of time to the convoy - right now, it really takes about eight minutes between the radio message and the convoy passing the marker on the map. I guess extending that to 12 or so minutes would make it easier. The mission hinges on capturing transports, but there are plenty of them around. Again, lack of GPS makes it difficult to find the ammo dump - I might add a smoke grenade or chemlight to make it easier.
TBH, I did not expect players to actively attack the sentry camps. There was a wide gap inbetween two of them which I expected us to try and sneak through, but then, my missions are rarely played like I expect them to be played And those parts worked really well, good leading by Den and the three team leaders - I admit that navigation in that environment is pretty damn hard.
Prodigal Son
The setup made it look easier than it is. As a matter of fact, there aren't THAT many enemies, mostly small 2-3 men teams here and there, but the issue are the vehicles. I don't know if you noticed, but there are two APC's, a BTR-80 that comes up from the riverbed as well as a parked BMP-1 with crewmen next to it. Taking them out before the alarm goes off will make this available for players to use, good against the Hind if you can manage to hit it fast enough. Other than that, there are launcher crates around, but finding them is difficult in the chaos.
Gloomy Morning
Apart from one of the tasks not work, this was a very solid mission. I don't think I made any grave mistake leading this one. Under circumstances like these, I like to try and reduce the distance to enemies since we were underpowered when it came to long range capabilities, so I like to get into M203/GP-25 range/Iron sight range for more effective targetting, since the enemies were also occupied with the rest of our guys.
Luckily there were no fixed gun installation at the enemy camp, might have gone much worse there. A few nice OG-7 shots took out quite a lot of enemies, and team Red did a good job at suppression.
Things worked until the APC decided it didn't like my face and put a shell into it. I had seen the crew get out before (at least that is what I thought was jumping out) so it came as a surprise to me that the turret still moved. Then it replaced my head with a face-sized hole.
Goram Interdiction
Having just finished a mission at that place myself (Prodigal Son), I know how hard it is for the AI to use the road from the riverbed, so the convoy of Doom never even arrived at Goram. BRDM took me out as well. I love FATA, but the map has severe AI issues. Need to see what can be fixed within CUP Terrain Pack.
Valiant Hammer
I had considered adding GPSes but I didn't really want to since I thought the confusion would be part of the appeal of the mission, but I am not too sure anymore.
It was pretty close. I am contemplating to add a bit of time to the convoy - right now, it really takes about eight minutes between the radio message and the convoy passing the marker on the map. I guess extending that to 12 or so minutes would make it easier. The mission hinges on capturing transports, but there are plenty of them around. Again, lack of GPS makes it difficult to find the ammo dump - I might add a smoke grenade or chemlight to make it easier.
TBH, I did not expect players to actively attack the sentry camps. There was a wide gap inbetween two of them which I expected us to try and sneak through, but then, my missions are rarely played like I expect them to be played And those parts worked really well, good leading by Den and the three team leaders - I admit that navigation in that environment is pretty damn hard.
Prodigal Son
The setup made it look easier than it is. As a matter of fact, there aren't THAT many enemies, mostly small 2-3 men teams here and there, but the issue are the vehicles. I don't know if you noticed, but there are two APC's, a BTR-80 that comes up from the riverbed as well as a parked BMP-1 with crewmen next to it. Taking them out before the alarm goes off will make this available for players to use, good against the Hind if you can manage to hit it fast enough. Other than that, there are launcher crates around, but finding them is difficult in the chaos.
Gloomy Morning
Apart from one of the tasks not work, this was a very solid mission. I don't think I made any grave mistake leading this one. Under circumstances like these, I like to try and reduce the distance to enemies since we were underpowered when it came to long range capabilities, so I like to get into M203/GP-25 range/Iron sight range for more effective targetting, since the enemies were also occupied with the rest of our guys.
Luckily there were no fixed gun installation at the enemy camp, might have gone much worse there. A few nice OG-7 shots took out quite a lot of enemies, and team Red did a good job at suppression.
I don't need luck, I have ammo.