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(10-10-2013, 11:35 AM)Outlawz7 link Wrote:There is a 'settings' on the action menu where you can set the view distance for yourself (max. 5000m) and it does override the server. 5km is much better for lazing and spotting than 1600m.

About that: Wouldn't it be a good idea to make the default view distance on the server a bit higher ? Most of us have machines now that can deal with , say 2500 or 3000 even on Chernarus...
Yeah, I have my VD set to at least 3000 at any given time.  Usually closer to 4000 in A2 and like 3500 or so in A3.
We completed ACR Flyboy. The enemy airbase wasn't part of the objectives though. Mission ended for me and Llauma once we took out the last objective, but not for Maverick and Fap.
Actually, Fap and I stuck around and we managed to complete the mission on foot.  We took out all vehicles at the airfield and it actually counted as an objective being completed (as in, the marker on the map went away and we got a popup).  The mission still did not end for either of us, but we count it as completed.

Funnily enough, we managed to take out all enemy vehicles at the airbase, and then refuel and steal an enemy helicopter at the base, all while an enemy plane circled around the base nearby.  We went back to the Opfor base and I hopped in a jet while Fap took the Apache, and by the time we got back to the enemy airfield, the enemy plane had run out of fuel and smashed into the ground (it was circling the entire time we were clearing the airfield).  ;D  It never detected us at any point during the mission.  It may have seen me in a plane, but I think it actually crashed just before I got back to the airfield in the jet.
Completed FHQ Screw Drivin, there was a script error at the 'mission complete' message, something about an undefined variable, not game breaking.

Variable got shot by camp fire sentries and left along with Lefty, I took lead. We stumbled into another pair of sentries by the coast and took their NVGs, then followed the coastline, avoiding a patrol and sneaked onto one of the speed boats and drove off, somehow without alerting the enemies guarding the boats. Tongue

I'd suggest removing the NVs from CSAT or giving them only to select ones, they're pretty much ninjas with them and the current AI accuracy.
Yeah, AI accuracy is a problem right now in ArmA 3.  I think Variable was talking about installing that Zeus mod that makes them a little less precise.

Overall, much more fun than last Thursday!  All of the missions we played were fun IMO, so great work to the mission creators!  It seems ArmA 3 nights are more popular, we had like 13 or 14 people at one point!

Phantom is going to look into his mission and see what was causing the massive lag/AI derpiness.
(10-18-2013, 12:18 AM)Outlawz7 link Wrote:I'd suggest removing the NVs from CSAT or giving them only to select ones, they're pretty much ninjas with them and the current AI accuracy.

Yeah, the mission comes from better times when the AI wasn't iron sight snipers yet...
Dourdan Rescue
My bad judgment made us split too far and thin and we got butchered. Both teams should have deployed where team red got hit. Maybe with the mortar and the Deshka one line back. If we can get there undetected we can disable at least one Abrams and suppress the hell out of the distant Americans. Any more thoughts on this?

Valley of Fear
Well, as much as we fail in this one, it's still intense and lots of fun. The long view distance and the high hills that allow us to take advantage of it give this mission its special scent.
I think Outlawz had a good plan. Too bad we got compromised before all the teams were in place. I guess we must take advantage of our long range weapons and once we are attacked, fall back to a back hill and snipe them.
About fire missions: Some of them were very successful and some were not, I did some homework and I guess my misses were a result of me not calculating and entering the height difference between me and the target. I'll do that next time Smile

Black Pearl
Lightspeed, are you still here? That was a nice mission. I think it went well. What to do when the leader gets killed? Well, I don't like the "whoever has the command bar is the replacement leader" method. I guess whoever feels he has an understanding of the situation (and wants to lead) should take command.

Unsound Track
Loved that mission. The attack on the first town where we had to secure the repair truck was like a scene from Band of Brothers. This try proved that careful operation of that Bradley, if it kept back secure of RPG soldiers it can turn the tide against the overwhelming Soviet resistance in that mission. Good leading by Misha.
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I was late so I jumped straight into


Valley of Fear

To be true, as I joined I didn't know what was going on. Fire missions were being called, and I observed and since it lasted for some time, fell asleep. Level of detail in this map is just too much for my eyes. Particularly if you have to be on constant lookout for enemies. Later, close to the village nearby that sealed my fate. Seems like very hard mission, but mostly due to terrain and enemies scattered all over.


Black Pearl

I had a good time with this one. Seemed too easy at times, we were able to survive although the terrain was difficult. I really think few times AI's should have got us all in few critical situations, but their skill was low so we survived. But generally approach was ok on both objectives.


I am starting to like Lingor, it reminds me more and more on OFP's Tonal island.




Unsound Track

I'm glad we completed this one. Everytime we complete Sander's mission I sense a relief. It's often more frustrating to replay his missions that missions that other people make. This mission was intense for the most part. Bradly and infantry supporting each other for the most time in the second part of the mission. This is what I call combined arms. I thought I was gonna become deaf of all bullets flying around and explosions. Still, we managed without casulties. Good work!
Valley of Fear

First, apologies. That was a disaster IMO, because by now I almost know the whole mission and yet still miss obvious targets (note to self, increase object draw distance  ;D).

For the artillery, we should call the adjustment fire mission first, which fires smoke, then correct it, saves time and shells.

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Nope, i´m playing via PWS and have running V1.62.0.103718. Only extras running besides the obligatory ones are SThud, STmovement, Jsrs and Blastcore. The drop was significant, but I think it was just out of range.
Balck pearl was really good fun, besides that bummer that took me out with a grenade from my left flank Undecided. How did you tick the first objective?



(10-21-2013, 09:23 PM)Fat Tony link Wrote:How did you tick the first objective?
See here.
My connection simply died last night. How did it go?
(10-23-2013, 05:26 AM)Outlawz7 link Wrote:My connection simply died last night. How did it go?

Splintered Forest
The first phase went very well. The two teams covered enough ground but wasn't spread too thin, allowing us to progress slowly through the forest. I think things started to crack when we got too separated. I never meant for the teams to be that far apart from one another, to the point they can't see each other. Indeed, left flank got hit bad when we tried to regroup. In most cases when splitting teams, it's imperative to remain in eye contact.
Another remark - Don't waste valuable AT rockets on vehicles that their gunners are/were taken out.

Air Bridge
Mission was completed with heavy losses. Good job to Kenwort who once again took command after Varanon was taken out, and saved the day.
Guys, please keep your leaders sane and try to be more responsive and cooperative. Every single player should see himself as an aid to the leader. The "I'm just chugging along" mentality should go away. This is a coop, not just some opportunity to follow human players and shoot some AI. Coming back to things I stated in the past; remain vigorous, active and communicative - These three words are the whole game in a nutshell. This goes down also to direct commands. If the leader tells you to move to the right, respond - "Moving right!" and do it enthusiastically! Big Grin
Regarding the tactical aspect - I liked the southern approach. Just as in Splintered Forest, I think the teams should be a bit more closer together, and the vehicles in the middle of the open field. In this way, the infantry would block any flanking attempts on the vehicles, and the vehicles would have clear view and will be able to use their long range weapons on enemies that are trying to counter attack.
The BRDM aspect - I liked acting as bait and drive fast in the open trying to spot enemies. I think it worked fine!

Double Dutch
It's so fun to make a dangerous plan and see it works! Last night, in this mission, two plans like that worked like a charm. For those who played it before, it's that Sander mission where you have to attack a town that is surrounded by an open kill zone, and then quickly defend against a three tank platoon (company?) escorted by lots of infantry. We tried that mission twice before. In both attempts we took casualties while taking the town, and then failed to defend it against the counter attack.

What we did last night was two fold:

Phase one - We positioned a marksman (Maverick), a machine gunner (Lefty) and a LAW gunner (Fap) far and high up on a hill. The rest formed an ambush team that snuck in. took position much closer to the town, with two LAW gunners. The far team opened fire and the enemy, unaware of the ambush team, tried to counter attack, and move right into their sights. It's so cool to see the enemy looking up and firing far away and then moving unaware so close to you... We waited for a BMP to move out and destroyed it once it moved out of cover. That was the signal for the ambush party to open up on the infantry that was moving in the open. We fired at about 100 meters and immediately five Soviets dropped dead.

Phase two - Now we had to clear the town from the buggers that were garrisoned within the buildings. Knowing that clearing the last enemy would trigger the reinforcements, we stopped half way into the town. Before clearing the last enemies in the town, one team took off far away, to meet the reinforcements in a time and place convenient for us. Three guys (Maverick, KmAn and CK) stayed behind. The ambush party stashed a truck for of AT rockets, placed satchels on the road, and took position on a hill overlooking the ambush area. Once the ambush was ready, the guys that stayed behind cleared the rest of the town. The reinforcements quickly responded, unaware of the ambush we prepared for them, far away from the town. They didn't use the road so the satchels were in vain, but we had lots of AT ammo... a battle ensued, three tanks lighted up by accurate AT fire at medium range. However, there were many infantry around them... The guys that stayed behind mounted loot vehicles and tried to flank the enemy from the side, but were spotted and took heavy fire, forcing them to regrouped with the ambush party on the hill. After an extended firefight, we mopped up the rest of the infantry. The results were two casualties on our side, but the the enemy was annihilated, on its three T-72 tanks, and about 25 infantrymen.

One would think that was enough one day work for a nine men team. But Sander had different plans for us. We had to take another town (or maybe just destroy its comm station), which turned out to be a much tougher objective than the first town, with lots of patrols around it, nasty buggers in the windows, and stationary weapons. Long story short, we rushed it a bit, and got all killed.

I'll try to see if I can add a map with the battle plan for this mission, it's worth it.

Great job to all who participated. HKFlash, KmAn and Gwinblied are a great addition to the team, I hope to play more with them!
Double Dutch was damn amazing, it had pretty much everything you could ask for.
Sniping options, suppresive fire, AT rocket launchers, mines/satchels, close quarter combat and some hefty action overall!

I remember partly how the mission went down, locations might be completely wrong..

:edit: forgot to add Lefty to the "piss off" mountain top
:doubledit: i didn't forget Lefty, stupid map markers is blocking his name Tongue
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