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Elicit Diversion

When I made the mission, I hoped the American team would join the FIA team in grabbing RPGs from the supply dump. I think the US team would not have gotten annihilated at start if there were more guys who could fire at the BTR.

We barely made the mission and I can't figure out if it should have been harder or if it was just hard enough, considering we aborted the assault from the west.

Foehammer

I wanted to push for a way to "complete" it. We played it several nights in a row and it felt very zero sum. Either the Apache does all of the killing for us or the BMPs shoot it down and roll over the infantry. We save Charlie but can't figure out a way to kill the Blackhawk without spending AT weapons we don't have enough of until we have the Apache do it for us again. We all fly out or both Alpha and Charlie perish in the castle.

I thought about this and I guess this one is like LZ Under Fire. The first time we played it, we just walked out to an LZ because the enemy was too slow. After that it was spectacular show of downed helicopters and jets until one time you guys completed extracting while next to the starting point building and had the mission live up to its name.

So apologies to Misha for leading him on how to lead the mission and anyone whose experience was ruined.
:-[

My next idea, in stark contrast, is of course landing Alpha at the castle and then staying there until we kill all the enemies. However while we should still keep the Apache destroying the Blackhawk for us to save the AT weapons, the Apache should then fly away and stay on call 1.5-2Km away and only come in once the BMPs roll in or enough enemies gather. Alpha and Charlie should stay safe and let them come to us. And stay away from that damn west wall.

Thoughts?  Smile
(05-04-2015, 12:19 PM)Alwarren link Wrote:Elicit DiversionGreat mission, good execution, except that the BTR-80 pretty much wiped out almost the entire NATO team. Our final stand was commanded very well by Den, after all team leaders were dead. Those pesky Russians kept us running for our lives more than once.As the medic, I had a lot of work. The way up the hill was murder. Once we got spotted, they really seemed to be everywhere. Some good firefights there.

Thanks  . We were unlucky at the start when the first BTR rolled upon us since we weren't ready with AT nor in a good position with it. Leachyboy unfortunately got killed straight away, but lucky that I was close to his body and had one lucky second to get and to shoot the M136(?), which surprisingly managed to hit and explore the btr (the zeroing/distance was spot on luckily).

The mission was very tricky to get up the hill due to lack of AT missiles and the pesky second BTR kept chasing us and murdered alot of our guys. There was no other alternative to complete the mission and I was surprised that we managed to clear the area (minus the BTR which was about the be shot by Outlaws anyway shortly after) but we would've likely succeeded once we reached the fence anyway.

Bad time to not have AT launchers during this mission.

(05-04-2015, 11:13 PM)Outlawz7 link Wrote:My next idea, in stark contrast, is of course landing Alpha at the castle and then staying there until we kill all the enemies. However while we should still keep the Apache destroying the Blackhawk for us to save the AT weapons, the Apache should then fly away and stay on call 1.5-2Km away and only come in once the BMPs roll in or enough enemies gather. Alpha and Charlie should stay safe and let them come to us. And stay away from that damn west wall.

Thoughts? 

I think trying to clear enemies (presuming they don't keep on respawning or something like that) would be interesting to try though likely could lead in failure.

Apache could also aid in the fight against the BMPs once they show up through the guided Hellfire Missiles(?).
We did make it before back to the base with Charlie, so I don't see why we couldn't attempt it like that again. Obviously, using the Apache to kill the Black Hawk was the way to go, but in reality nobody would have taken the risk of landing directly in the castle. It made Alpha completely redundant, they didn't even fire a single shot.

Yes, we played it quite often, because it is a good mission.
(05-04-2015, 11:13 PM)Outlawz7 link Wrote:We barely made the mission and I can't figure out if it should have been harder or if it was just hard enough, considering we aborted the assault from the west.
I'm going to up the AI precision a bit, so better check after.

(05-04-2015, 11:13 PM)Outlawz7 link Wrote:My next idea, in stark contrast, is of course landing Alpha at the castle and then staying there until we kill all the enemies. However while we should still keep the Apache destroying the Blackhawk for us to save the AT weapons, the Apache should then fly away and stay on call 1.5-2Km away and only come in once the BMPs roll in or enough enemies gather. Alpha and Charlie should stay safe and let them come to us. And stay away from that damn west wall.

Thoughts?  Smile
Sounds good to me, although I might suggest sending in the Blackhawk before all the enemy infantry is down, more existing if you see it taking fire while ingresing!
Bloodlines

I really don't know what I should do with this mission, it's starting to seriously annoy me (more on the dedicated thread).

I noticed the following concerning the UAV's/Remote Designators: They kept disappearing from my terminal! What I think is happening that unless you explicitly disconnect from a remote controlled vehicle or designator, you will continue to hog it and not allow others to connect.

In other words, when you are done with a designator, disconnect from it via the action menu entry ("Disconnect from UAV"), otherwise the UAV will be flagged as occupied and nobody can connect to it.

One more thing. At the end of this mission, someone shot me. I don't know if this was intentionally or not, but I certainly do not appreciate this. It happened to me before. Well, let's put it into perspective. "Not appreciate it" is an understatement, I motherfucking hate it, and I was royally pissed off. I greatly dislike the shooting at the end anyway, but shooting one of your fellow players is behavior that will not be tolerated if it happens more than once, and intentionally. So let me iterate, if you aim a gun and shoot at a fellow player intentionally, you'll get a warning. Do not do it again.

Felis Infernalis

Looked like this is a tough one Smile There are no real MANPADs in the city, but the .50'ies will go straight through the cockpit window of the Hellcat, and that will pretty much be the end of CAS. bCombat really shines in this mission, there is plenty of flanking opportunity and the AI did a good job with that. I loved how the last two guys (leechy and Teck 9 I think) were next to that broken building oblivious to the guys on top of it, and one guy from the group actually came down to investigate the shooting.

I think the most important thing for the APC is to get the 50cals down ASAP, at least to a level where the CAS can be more effective. Although I have to say that the CAS attack on the wooded hillside was a real sight to see Smile

Steal (Steel?) Beasts

Not much to say about this, the mission was good and the execution was alright. For those of you that have trouble with the current version of TFAR (it seems like Alias had some problems), let me explain:

There is a bug in current TFAR that will manifest like this: You talked on short range, and then want to use long range. Although you press the right button, it will still transmit on short range. The initial beep will be the short range one, the ending beep will be the long range one, but you have transmitted on short range. If you subsequently try to transmit long range again, it works as expected, but going short range again will not transmit at all.

Solution: Always listen to the first beep. If you are using my modified radio sounds, it will be a click for short range and a "Boop" for long range. Make sure you hear the right one, and if not, release the button and do it again.

Freedom Fighters

I believe it was Leechy flying that chopper, and he did a great job at that.In general, I found the mission a bit confusing TBH, there were (IMO) too many markers on the map, and I was getting kind of confused with all the flares and smoke grenades going off everywhere.  See my comments on the dedicated threat as well.
My plans to come to play earlier than I usually come somwhow always fail. And finally we you do come to play something happens and you have to postpone playing even more. I swear from now on I'm going to cancel everything on a coop day, turn off my phone and email and lock myself in a room with my computer. 

Freedom Fighters

Another good mission from Alias. I found even more enjoyable because I played previous one (while I skipped quite a bit from the series and don't know the plot that well). Wish I had more work in this mission, as firefights were from a range and I had no scope. Expected more action towards the end, but chopper support was too good it seems Smile What happened to the rescue party?

Didn't lose connection for the first time in a while after reinstalling all of the addons from scratch, but maybe I didn't play enough to claim that issue is resovled.

Looked at my rpt afterwards and it was spammed with this message (while playing Freedom Fighters): 1:20:20 WARNING: Function 'name' - B Alpha 1-1:7 REMOTE (nar2) has empty name
Bloodlines

Acting as logistic unit was interesting for me, gave me the chance to practice flying.
I like the mission and few tweaks can make it awesome.

I was luck enough to spot an APC in time when he was about to enter defensive position from north. I had time to land and take it out. Can't say the same about the APC who got in base tho Sad I saw it too late when i was trying to reach bravo not knowing we have enemies behind the lines already.

The main problem here is that we lose sight of enemy vehicles due the terrain and meteo condition, to avoid this in current settings the only way i see is to spread all players so we have view angles on all routes and choke points.
More suggestions on dedicated thread.


Felis Infernalis

This reminded me of Rabbit Hole. Crossing town with civilians and CQB. Too bad revive script didn't work.
Half of my team was wiped out close to the starting point and one by one we bit the dust.
CQB has a lot of potential for surprises, i would definetly play this one again.


Steel Beasts


Pretty stright forward mission, good one with CQB potential as well. Is nice to play it once, but is not the kind i'd play again as oposite to some missions which even if we won i'd play them again and again.
Something mised from it but i can't tell what exactly.


Freedom Fighters

Sad Too bad the rescuers died at the begining. Fortunatelly Lechy did a great job with CAS.
I'd give him a medal for his service Smile

The rescue convoy needed CAS and overwatch more than the team which needs to be saved.
Convoy had to cross the village and without CAS we were easily surprised by an APC coming around the corner.

I didn't expect survivors to take northen route which is a bit longer and you missed some nice action Smile
This will be fixed in the final version Wink
Bloodlines
Man... That Spetsnaz team really snuck up on us and shot me while I was operating a remote designator. I was pissed but I have to hand it out to that Spetsnaz team, they really knew what they were doing. We need to work more with overwatch in this mission, especially since we position ourselves on hill tops that are rather visible.

(05-08-2015, 01:03 PM)Alwarren link Wrote:when you are done with a designator, disconnect from it via the action menu entry ("Disconnect from UAV"), otherwise the UAV will be flagged as occupied and nobody can connect to it.
Oh right. I'm glad that wasn't a bug.


Steel Beasts
(05-08-2015, 01:03 PM)Alwarren link Wrote:There is a bug in current TFAR that will manifest like this: You talked on short range, and then want to use long range. Although you press the right button, it will still transmit on short range. The initial beep will be the short range one, the ending beep will be the long range one, but you have transmitted on short range. If you subsequently try to transmit long range again, it works as expected, but going short range again will not transmit at all.
I don't think I have that to be honest... I'll try to pay attention tonight. In any case, that's not the problem Alias is experiencing. Alias, you definitely have a problem with your TS and/or your TFAR settings or installation. Whenever you are leading a team, more than half of the times you don't receive the transmission and about third of your LR transmissions just go silent - the initial and the concluding bops are heard, but no speech in the middle. Your transmissions are the only ones that have this problem. Maybe it happens also in SR but becomes more obvious when you are using the LR as a team leader. Please, until you sort out this problem, avoid team leading or assign a radio operator to handle communications for you.
Can't wait to see the videos for Oil Leak!


In the mean time... I think Varanon needed surgery, not first aid.
(05-22-2015, 12:07 AM)SPhoenix link Wrote:In the mean time... I think Varanon needed surgery, not first aid.

Agreed O.o
(05-22-2015, 12:07 AM)SPhoenix link Wrote:Can't wait to see the videos for Oil Leak!

In the mean time... I think Varanon needed surgery, not first aid.

Thy wish is my command with this 4/10 video. (Excuse the shitty bitrate at times, I have no idea on cause of issue but it's caused by Sony Vegas)

This is from the first attempt. I kind of went off on my own I guess.

(Should be live once it finishes uploading in like an hour  :-\ )

Guys,


Clean Sweep Infinity is arguably our most consistent "training" tool.
It is always the same situation but not really, which is why it's so perfect.


Given this, do you think we could make use of this?


http://www.armaholic.com/page.php?id=27640


I'm thinking specifically in terms of movement, approach, kills, tk and everything. Also would make this thread a lot more visual.
What do you think?
(05-25-2015, 05:35 PM)SPhoenix link Wrote:do you think we could make use of this?
http://www.armaholic.com/page.php?id=27640
Up to the mission makers as this is a script that goes into the mission folder.

Quick Response
Great mission! At first I was a bit disappointed when the initial resistance to our insertion was rather soft. When the mission progressed more I thought my team is going to merely use the mortar here and there, and fight off some unorganized attacks on the courtyard we took over to deploy our mortar. However, not long has passed before Bravo team was right in the thick of things. We have been ordered to move in and destroy the tower with our backup explosive specialist (SPhoenix), and then things started to get hairy. As we moved the AAF pushed forward with their counter attack and a Strider almost overrun us. Some M203 did the job on its wheels and its dismounts and we carried on. We rigged the comms tower to blow and moved towards Alpha who were pinned down. As we moved we were attacked by multiple infantry from the main coastal road and used our mortar to good effect to break their attack. After regrouping with Alpha and Charlie we extracted safely, but before that we saw how our Blackfoot shoots down the AAF Hellcat that was strafing our LZ. Wonderful mission, expect a video shortly.
Can someone from Alpha and Charlie tell us how this mission went down for these teams? Due the fog of war I I have no idea what was going on with them. Great leading and team management control on this one Sithis.

Lost in Paraiso
This one was a bit uneventful for my team, we just covered Alpha's egress with the hostages and scuttled the downed chopper. Good leading on this one SPhoenix.

Eponi Express
Nice flying Etzu! We make a good pilot-gunner team!
The FAB Hind we operated (the type that carries two free-fall bombs) is rather limited. It has no serious optics, no enhanced vision such as thermal sights and its gun has a wild dispersion (actually not bad against large groups of infantry). Its missile guidance system is a bit broken, too. Its Spandrel missiles are very inaccurate. They follow the chopper's designation system but land about 20 meters off of the target in most cases. They also had zero effect over the downed chopper. Only Etzu's rocket runs did the desired effect on it.

Versus campaign, Episode 17 - Operation Excitandi Infernos
Oh my I can't believe that ATGM BMD took us out in the end. A price for my feeling of confidence at the end of the mission... Up until then, great job everybody. The BMD crews were very effective and our tactic to attack from east to west proved to be the right one for this mission (almost forgot to take out the northern Shilka SPAAG before we rode east). If you find it hard to listen to comms over the vehicle engines, alt-tab and use windows mixer (left-click your speaker icon) to temporarily lower the game sound and up Teamspeak.
(05-26-2015, 10:26 AM)Variable link Wrote:If you find it hard to listen to comms over the vehicle engines, alt-tab and use windows mixer (left-click your speaker icon) to temporarily lower the game sound and up Teamspeak.


I use a ts plugin for that:
http://addons.teamspeak.com/directory/ad...ly%29.html


only lowers the games (and all other applications) volume when somebody speaks...
Quick Response

As Alfa we were first to land and immediately took defensive positions to protect die LZ for bravo and charlie. When everyone was on the ground we moved into the city and split into team blue and team red with  blue taking point. Sithis had us move east to circle the radio tower covered by the city. When I just crossed a road I heard a Truck coming towards us from the east, reported it, turned around noticing the rest of blue was still with red (yeay -.-) and took a position on a corner of a building watching the street while the others set up on the other side of the road. when the truck was 30m out we opened fire and were able to destroy the truck with all personnel swiftly. on the other side of the road we were then attacked by a lone enemy which was quickly killed and moved into position east of the target. When everyone was set we engaged the enemys in the  compound and I moved Blue up into a guard tower for overwatch. while bravo swept the compound and set their charges an unarmed strider showed up which we destroyed before it deployed troops on us. Blue  was then ordered to set up for engaging the roadblock to the south, which we did. afther that we regrouped with red to defend and push against the ever growing mass of enemys coming from the east. a part of Alfa pushed up to a little shed from where we had plenty of targets to shoot at but our forward part of Alfa and the remaining to guys a bit back behind a little wall were wounded on by one which I only noticed when every one but me was wounded. I tried to revive our Medic and Sithis inside the shed , but I was out of first aid kits and wasn't able to find any in their backbacks. I then ran back to the other two guys behind the wall only to notice they were down as well and had no FAKs for me either. East of the hut I was able to scavenge FAKs from killed enemys running out of rifle ammo and going through one magazine of pistol ammo in the progress an d taking a bullet which kept me from running. I slowly made my way back towards the hut 5 meter from which I was headshot by someone from Bravo or Charlie who just stepped out of the hut.


Lost in Paraiso

we set up inside the inner compound of the embassy to minimize our exposition to enemy fire and defended our selves until the rescue team came in and led us out loosing one man during the wait.


Eponi Express

sithis and me flew over the eastern part of the city engaging targets inside the city, especially towards LZ Alfa, and the overrun base. while we were turning back towards the city after a pass we took what felt like one hit which disabled all systems  and we went down.