02-15-2016, 04:00 AM
Quick notes from fresh memory:
Brief post chat AAR turned out to be a very good experiment. It takes only couple of minutes, free speech, constructive spirit and everyone learns.
CSI OPFOR
I was Ammo bearer in Alpha under Evans' command. Textbook performance in first 2/3ds. Very good bounding overwatch and movement. Only issue was chain of command. No one noticed for several minutes that A-actual, aka Evans, is KIA. It led to confusion, cluster, and we completed mission only because there were relatively few enemies left. I thought he was just pondering next move, until we learned he was killed.
Good practise is, first person to notice it, announce in group as soon you see leader go KIA. Simple 'Leader KIA'. Takes < 3 seconds. Often we are in urban grid or we have no LOS to leader. As soon people knows it, something can be done about it.
Day on a farm
Weather conditions in this are challenging, but illumination flares helps a lot. Start in the farm is confusing, but setup of the mission is very simple. This time enemy fireteam managed to flank on you which caused casualties, but you handled that one.
The task about locating and destroying enemy mortar team was easy to miss and acting leaders missed it. I gave you verbal warning as curator but it was already too late. Some of you managed to take it out with long range rifleworks, but it had already adjusted fire and gotten rounds to air which destroyed supply trucks.
Technically: Mortar fires several 'bracketing' rounds, which are possible to spot with audio/visuals, when you know what to look. You have 3-5 minutes to locate it, and eliminate it one way or another.
I adjust mission parameters slightly to give more time to figure out the situation at the farm, and give more clear notification, possibly voice script, about the mortar task.
Lead the charge
Again, weather isn't easier, but it was least of concerns. This mission was witched.
http://feedback.arma3.com/view.php?id=27846
Vote it, if you can. You were supposed to have friendly tank platoon on your left flank to support you but the buggers refused to move. I manually added new support, which refused to engage enemy armor until at point blank range. This effectively destroyed the Bradley to mission start and it made it much more difficult. Etzu, Mjolnir and Lego had a long wait in the lobby. Mission author was not pleased.
Another issue was the medipack was missing from medics loadout. Medic is a standard RHS medic. No custom loadout scripts is used. I can't explain that. Brad did not have support module synced. Den also ran to RHS MG bug with wrong ammo. Curator placed AI also had considerable issues. Some people had to reconnect to get the briefing visible.
I will dig into this, but my guess is, something just didn't initialize right. We had two 'mission failed' bugs at mission starts before this. I recommend if that happens to people, restart server, just to be sure.
I had constant red chain with > 500ms and I missed the apparent curator call about the issues. Even if I had provided medikit, the Waypoint bug essentially screwed the mission.
We play missions as a default once, and I want them to be played as they are intended by author. I should have announced this right away and recommended abort.
Akala Situation
Finally beat this. Excellent mission by Etzu.
B-actual (that's me) thanks Manuel, Suchy and Unnamed for patience and absolutely top notch job. From my viewpoint all teams did great, especially A-actual aka McGregor, in a very tough mission.
It isn't like I haven't gotten lost before, but I don't usually read map this bad. One can't expect a trained team leader to tell difference between blue line and green line in broad daylight. As a icing to cake, after finding right line, we checked buildings on wrong side of a road and almost resulted a little blue on blue in process. Not like this.Â
There wasn't really that much to do for us, some short firefights and plenty of hiking but overall it was quite pulse raising experience considering we lost 2 vehicles and survived. It always feels good to complete a tough mission after several attempts.
Prodigal Son FHQ
Ugh. Bloody. Anyone surprised?
This is one of my favourite snack missions. Nice mood/setting/milieu, tough challenge with sane odds and several ways to complete.
B-actual (guess who) thanks Phantom, Valhalian and Alwarren for another top notch job and Misha for giving us very clear orders and letting us take our time. Our sneak and surprise attack to BMP crew was almost flawlessly executed (Fuck, Alarm! Chargeeee!!!! isn't probably best military command unless you serve in Wellingtons army). We also got the BMP running, killed the Hind with it until it was resurrected (you wouldn't believe me if I told you), took a little urban stroll with it, broke some walls, and got nuked to particles.Â
If I can suggest very small changes (I stress this is certified FHQ quality as it is and works just fine)
- Add ACOG/UBL and couple of illumination flares, maybe 2-3 40mm HEs to team leaders. Usually TL's have such a loadout, and it would give us a bit more LR punch, notch of firepower and alternate option to deal with certain encounters. Illum flares arent technically necessary but they are my personal pets.
- Adding one marksman to other team with just a basic..say...M14 might be ok. This is so-so and I can really see both sides of this. This isnt a sniper mission, point is to go down and get dirty but it adds some tactical options and isn't unreasonable slot considering we are Force Recon.Â
- Keep the Hind. I'm with Phantom with this. It really isn't unreasonable obstacle and this is supposed to be tough. Add 1-2 Iglas to 1-2 crates or add enemy AA specialist. That forces player to keep moving and put pressure to locating launchers.
Seriously, I like this a lot and can't wait to try again.
Brief post chat AAR turned out to be a very good experiment. It takes only couple of minutes, free speech, constructive spirit and everyone learns.
CSI OPFOR
I was Ammo bearer in Alpha under Evans' command. Textbook performance in first 2/3ds. Very good bounding overwatch and movement. Only issue was chain of command. No one noticed for several minutes that A-actual, aka Evans, is KIA. It led to confusion, cluster, and we completed mission only because there were relatively few enemies left. I thought he was just pondering next move, until we learned he was killed.
Good practise is, first person to notice it, announce in group as soon you see leader go KIA. Simple 'Leader KIA'. Takes < 3 seconds. Often we are in urban grid or we have no LOS to leader. As soon people knows it, something can be done about it.
Day on a farm
Weather conditions in this are challenging, but illumination flares helps a lot. Start in the farm is confusing, but setup of the mission is very simple. This time enemy fireteam managed to flank on you which caused casualties, but you handled that one.
The task about locating and destroying enemy mortar team was easy to miss and acting leaders missed it. I gave you verbal warning as curator but it was already too late. Some of you managed to take it out with long range rifleworks, but it had already adjusted fire and gotten rounds to air which destroyed supply trucks.
Technically: Mortar fires several 'bracketing' rounds, which are possible to spot with audio/visuals, when you know what to look. You have 3-5 minutes to locate it, and eliminate it one way or another.
I adjust mission parameters slightly to give more time to figure out the situation at the farm, and give more clear notification, possibly voice script, about the mortar task.
Lead the charge
Again, weather isn't easier, but it was least of concerns. This mission was witched.
http://feedback.arma3.com/view.php?id=27846
Vote it, if you can. You were supposed to have friendly tank platoon on your left flank to support you but the buggers refused to move. I manually added new support, which refused to engage enemy armor until at point blank range. This effectively destroyed the Bradley to mission start and it made it much more difficult. Etzu, Mjolnir and Lego had a long wait in the lobby. Mission author was not pleased.
Another issue was the medipack was missing from medics loadout. Medic is a standard RHS medic. No custom loadout scripts is used. I can't explain that. Brad did not have support module synced. Den also ran to RHS MG bug with wrong ammo. Curator placed AI also had considerable issues. Some people had to reconnect to get the briefing visible.
I will dig into this, but my guess is, something just didn't initialize right. We had two 'mission failed' bugs at mission starts before this. I recommend if that happens to people, restart server, just to be sure.
I had constant red chain with > 500ms and I missed the apparent curator call about the issues. Even if I had provided medikit, the Waypoint bug essentially screwed the mission.
We play missions as a default once, and I want them to be played as they are intended by author. I should have announced this right away and recommended abort.
Akala Situation
Finally beat this. Excellent mission by Etzu.
B-actual (that's me) thanks Manuel, Suchy and Unnamed for patience and absolutely top notch job. From my viewpoint all teams did great, especially A-actual aka McGregor, in a very tough mission.
It isn't like I haven't gotten lost before, but I don't usually read map this bad. One can't expect a trained team leader to tell difference between blue line and green line in broad daylight. As a icing to cake, after finding right line, we checked buildings on wrong side of a road and almost resulted a little blue on blue in process. Not like this.Â
There wasn't really that much to do for us, some short firefights and plenty of hiking but overall it was quite pulse raising experience considering we lost 2 vehicles and survived. It always feels good to complete a tough mission after several attempts.
Prodigal Son FHQ
Ugh. Bloody. Anyone surprised?
This is one of my favourite snack missions. Nice mood/setting/milieu, tough challenge with sane odds and several ways to complete.
B-actual (guess who) thanks Phantom, Valhalian and Alwarren for another top notch job and Misha for giving us very clear orders and letting us take our time. Our sneak and surprise attack to BMP crew was almost flawlessly executed (Fuck, Alarm! Chargeeee!!!! isn't probably best military command unless you serve in Wellingtons army). We also got the BMP running, killed the Hind with it until it was resurrected (you wouldn't believe me if I told you), took a little urban stroll with it, broke some walls, and got nuked to particles.Â
If I can suggest very small changes (I stress this is certified FHQ quality as it is and works just fine)
- Add ACOG/UBL and couple of illumination flares, maybe 2-3 40mm HEs to team leaders. Usually TL's have such a loadout, and it would give us a bit more LR punch, notch of firepower and alternate option to deal with certain encounters. Illum flares arent technically necessary but they are my personal pets.
- Adding one marksman to other team with just a basic..say...M14 might be ok. This is so-so and I can really see both sides of this. This isnt a sniper mission, point is to go down and get dirty but it adds some tactical options and isn't unreasonable slot considering we are Force Recon.Â
- Keep the Hind. I'm with Phantom with this. It really isn't unreasonable obstacle and this is supposed to be tough. Add 1-2 Iglas to 1-2 crates or add enemy AA specialist. That forces player to keep moving and put pressure to locating launchers.
Seriously, I like this a lot and can't wait to try again.