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The Debriefing Thread - Printable Version

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Re: The Debriefing Thread - MavericK96 - 01-13-2014

Yeah, we definitely would have finished Dourdan Rescue had it not been for the warlord AI being stupid.  Another thing that was really a "WTF?" moment was me lying prone behind the stone wall, never firing, and then the humvee driving up and instantly one-shotting me, despite not having ever seen me prior.  Usually you can just shrug it off due to, "ArmA AI being ArmA AI," but when you're the medic that really sucks, and it feels like you're letting the team down.

Rolling over Xmas (comments moved to mission thread)  Long story short, good mission but too many enemies with too little support.

The last mission I played, the one with the convoy attack and raid on the town, was some nice quick fun, though I did get killed trying to cross rocks while prone (so thanks for the heads-up about that addon, Variable).  I also felt like we didn't have much AT for that mission considering the number of vehicles.  Probably if we had spaced the satchels out more we could have taken out much more of the convoy right off the bat, though we barely had time to place what we had before the convoy was on us.


Re: The Debriefing Thread - Variable - 01-13-2014

Guys please keep mission editing reviews and comments to the mission's releases threads, that's what they are for and we don't want to send our mission makers reading two threads to fix their missions. Maverick please cut your review of Rolling over Christmas to Phantom's mission thread.

(01-13-2014, 06:17 AM)MavericK link Wrote:Yeah, we definitely would have finished Dourdan Rescue had it not been for the warlord AI being stupid.  Another thing that was really a "WTF?" moment was me lying prone behind the stone wall, never firing, and then the humvee driving up and instantly one-shotting me, despite not having ever seen me prior.  Usually you can just shrug it off due to, "ArmA AI being ArmA AI," but when you're the medic that really sucks, and it feels like you're letting the team down.

The mistake I made was to get too close to the enemy Humvees. We could have conveniently launch RPGs on them from the first line of stone fence and didn't have to get to the closer one. We might had missed an RPG on two but definitely cut them to pieces without them detecting us while half of the team was in the open.
Other than that, we did great on this mission. Shining moments - Freeman detects enemies on our right flank and saves us all from certain death. Team Blue (Misha's team, or was it Red) taking out the marines that came to investigate where that Metis was fired from. Closing on the church and nading the guys that found themselves trapped within the church premises, along with some very nice shooting ans suppressing units which tried to counter attack. I like this mission. Just let me know if you've had enough of it next time I select it Smile

(01-13-2014, 06:17 AM)MavericK link Wrote:The last mission I played, the one with the convoy attack and raid on the town, was some nice quick fun, though I did get killed trying to cross rocks while prone (so thanks for the heads-up about that addon, Variable).  I also felt like we didn't have much AT for that mission considering the number of vehicles.  Probably if we had spaced the satchels out more we could have taken out much more of the convoy right off the bat, though we barely had time to place what we had before the convoy was on us.



Guys that addon Maverick mentions is called slx_anim_steeplying.pbo and you can get it from channel Alpha on Teamspeak. It's in the "Recommended Addons and Plugins" folder. It will eliminate auto-stand when crawling in the vicinity of rocks.


Lesson learned - Even if the road is masked with bushes, don't attempt to take concealment by the road. the damn AI will see you through it. That's what happened to me as I was waiting for them to pass and shoot RPG up their ass. The BTR detected me and opened fire. I managed to hit it once and died right after.



Re: The Debriefing Thread - Variable - 01-15-2014

Daium! I loved playing the forgotten few. Well balanced missions and highly immersive. Too bad it does not support JIP since it can consume the whole night once we start it. Maybe it's worth setting a special date for it...
Any comments on the execution of the missions? I think we did great. However, maybe we need to rethink the way we operate when acting as covert forward observers as we were on the last mission. Sometimes we call out targets but these are not translated to actual fire missions, although they might be worth it. Initial thought -
When taking the role of a forward observer team, each player should do his best to spot enemy contacts. Once spotted, do your best to mark its position accurately on the map. Add to your mark a percentage, indicating the how sure are you int he position you marked.


Re: The Debriefing Thread - Rund - 01-15-2014

(01-15-2014, 05:49 PM)Variable link Wrote:Daium! I loved playing the forgotten few. Well balanced missions and highly immersive. Too bad it does not support JIP since it can consume the whole night once we start it. Maybe it's worth setting a special date for it...
Any comments on the execution of the missions? I think we did great. However, maybe we need to rethink the way we operate when acting as covert forward observers as we were on the last mission. Sometimes we call out targets but these are not translated to actual fire missions, although they might be worth it. Initial thought -
When taking the role of a forward observer team, each player should do his best to spot enemy contacts. Once spotted, do your best to mark its position accurately on the map. Add to your mark a percentage, indicating the how sure are you int he position you marked.


Sure thing, but for me it wasn't clear we were going to use all the mortars on there, so I didn't really bother marking them, as they were on the move anyway.


Re: The Debriefing Thread - maullin - 01-15-2014

Really enjoyed the Forgotten Few last night. It felt like we were in a real ongoing campaign. The balance of forces felt right. Can you change the difficulty, and do the missions get harder as you get near toward the end?
Some of the transports were slow and the pickup by the Hind was hilarious. will it come back...won't it come back....... :o


Re: The Debriefing Thread - Variable - 01-15-2014

Yes, we can increase the difficulty, but the missions get harder anyway as the campaign progresses.


Re: The Debriefing Thread - Alwarren - 01-17-2014

Assault the factory:

Great mission, near-perfect execution. The ambush at the beginning got us running right into a second party of enemies, resulting in my untimely demise and rebirth as an Assistant Autorifleman.  Love this mission.

"Coop/Paratroopers regroup":
...

Round Defense Drimea:

As I found out in a later mission, these dratted motherloving tripwire mines are completely fubar. Other than that, the mission went well, although I feel there are way too many missile launchers and rockets available, we could dish out capital punishment to every vehicle with ease, even missing a few times.

Camp Raid:

Two things here. First of all, when the team leader assigns team colors, PLEASE pay attention, especially when he asks for confirmation afterwards. I suppose I need to do something similar to the addon I made for Arma 2 showing the team color. The fuckup wasn't necessarily a determining factor, though.

Second: ID your targets. I was shot by a team member, even though I hadn't moved. Admittedly, the situation was pretty chaotic.

Also, when I ask for the direction of a contact, please don't answer "behind us". These are two words and both are ambiguous. "Behind" isn't a direction, and "us" could be either the whole team, red team, or anything in between. Give me a bearing, or a landmark ("Between red team and the town" would have been more informative).

Lost Squad

Worked okay, but then, two of the tanks apparently got stuck. It's important to note that if there is a set perimeter like the walls around the mansion, do state when you leave that perimeter.

Steal the Bomb

Initial attack on the convoy went well. I am thinking, though, that it would be better to just approach the camp and start shooting shit instead of trying to get in. I have no idea what gave us away (must have been the bullet holes in my uniform Big Grin) but once we were in the thick of it, there was no real chance to get out.

Saboteur

Getting the guards worked every time, although once they actually spotted us because (surprise) you still get up automatically when you get too close to a wall) Anyway, taking them out worked, but the APC was the bitch every time. On our last try, we didn't trigger the explosions fast enough; my choice to take cover on the west side of the crossroad proved to be not a good one. I think it is better to place the charges and then run back up the road to the east and hide somewhere on the right side of the road to have a better view on the crossroad. Great mission, though. Looking forward to our next try Smile

I enjoyed the evening though. Good missions overall. Arma 3 is starting to grow on me.


Re: The Debriefing Thread - Variable - 01-18-2014

(01-17-2014, 01:38 PM)Alwarren link Wrote:Assault the factory:Great mission, near-perfect execution. The ambush at the beginning got us running right into a second party of enemies, resulting in my untimely demise and rebirth as an Assistant Autorifleman.  Love this mission.


Great mission indeed. The thing I liked the most was actually disengaging the guys who ambushed us. The reason is that most of the times we conclude contacts with either us or them being wiped out. Actually breaking contact adds immersion, makes it feel like we are being chased and there's danger everywhere. I'm really looking forward to more from Windies now!

(01-17-2014, 01:38 PM)Alwarren link Wrote:

Round Defense Drimea:
As I found out in a later mission, these dratted motherloving tripwire mines are completely fubar. Other than that, the mission went well, although I feel there are way too many missile launchers and rockets available, we could dish out capital punishment to every vehicle with ease, even missing a few times.

Yeah it was a tad too easy imo, but I think Varanon did a good job with assigning the teams to the two attack sectors. It is less trivial than what it looks. About the Apers mines, from the little I gathered, the way to put them is place them and move backwards. If you move forward you die. Having said that, I rather avoid using them since they are highly unsafe in their current condition. Is there a ticket for that?

(01-17-2014, 01:38 PM)Alwarren link Wrote:
Camp Raid:
Two things here. First of all, when the team leader assigns team colors, PLEASE pay attention, especially when he asks for confirmation afterwards. I suppose I need to do something similar to the addon I made for Arma 2 showing the team color. The fuckup wasn't necessarily a determining factor, though.

Second: ID your targets. I was shot by a team member, even though I hadn't moved. Admittedly, the situation was pretty chaotic.

Also, when I ask for the direction of a contact, please don't answer "behind us". These are two words and both are ambiguous. "Behind" isn't a direction, and "us" could be either the whole team, red team, or anything in between. Give me a bearing, or a landmark ("Between red team and the town" would have been more informative).

There was not much we could do. The reinforcements came close from our 4 oc' while we were engaged at the front. That's a death sentence in any case. The only thing that saved the day for us was that we've found the friendly sniper rifles and managed to snipe the guys on the hill. Without we wouldn't have made it. Loved that mission by the way...

(01-17-2014, 01:38 PM)Alwarren link Wrote:
Lost Squad

Worked okay, but then, two of the tanks apparently got stuck. It's important to note that if there is a set perimeter like the walls around the mansion, do state when you leave that perimeter.

That was very fun. What we need to remember is that we have three tanks, and each one has only one cannon round. However, one round destroys a tank completely, and hitting it with an AT disables it, what might give us the opportunity to take over an enemy tank with full ammo. Need to consider initiating such attempt for the next time. it's quite an insurance plan in such a mission.

(01-17-2014, 01:38 PM)Alwarren link Wrote:
Steal the Bomb
Initial attack on the convoy went well. I am thinking, though, that it would be better to just approach the camp and start shooting shit instead of trying to get in. I have no idea what gave us away (must have been the bullet holes in my uniform Big Grin ) but once we were in the thick of it, there was no real chance to get out.

Arma 3 vehicles can now finally flip! Another gripe I had with the game is gone. Loved that mission. I have a feeling that there's a timer to our undercover phase, I don't think we did anything that blew our cover, we were all dressed with CSAT uniforms. An option to consider is having only some guys in disguise while the others engaging openly from the outside.

(01-17-2014, 01:38 PM)Alwarren link Wrote:
Saboteur
Getting the guards worked every time, although once they actually spotted us because (surprise) you still get up automatically when you get too close to a wall) Anyway, taking them out worked, but the APC was the bitch every time. On our last try, we didn't trigger the explosions fast enough; my choice to take cover on the west side of the crossroad proved to be not a good one. I think it is better to place the charges and then run back up the road to the east and hide somewhere on the right side of the road to have a better view on the crossroad. Great mission, though. Looking forward to our next try Smile

That is definitely a great mission, one of the best we have on the server. Atmospheric and challenging, really makes you scratch your head in several points. About the patrolling APC, Valhalian said that there's an AT mine in the trucks we need to take out. This negates having to place a trigger-man. We'll try that next time. The biggest challenge is to take out the choppers. Once the alarm goes off about 20 defenders get out from their barracks, what makes the mission impossible. We need to find a way to get close without getting detected, place the explosives (on timers) fast and bug out.


(01-17-2014, 01:38 PM)Alwarren link Wrote:
I enjoyed the evening though. Good missions overall. Arma 3 is starting to grow on me.

Same here. The only thing I'm worried about is the availablility of missions, especially since lately we complete three Arma 3 missions a night.



Re: The Debriefing Thread - Alwarren - 01-18-2014

(01-18-2014, 09:02 AM)Variable link Wrote:[font=verdana]

About the Apers mines, from the little I gathered, the way to put them is place them and move backwards. If you move forward you die. Having said that, I rather avoid using them since they are highly unsafe in their current condition. Is there a ticket for that?

Have to check for a ticket. When I tried to place it in Saboteur, it immediately blew up. I was standing, bending down to place it and it was already going off before I was standing again. No chance to move. These things are botched.


Re: The Debriefing Thread - Valhalian - 01-18-2014

The missions I was able to participate on this Thursday were good fun as usual  =)

On explosives, mines and traps. (tested this in open terrain and even surface with current 1.11.114344 development build - so it may change)

APERS Tripwire
-is armed immediately after setting and is triggered by moving over wire
-after setting, move back immediately, don't turn until you've moved back
-if you're any sort of an explosive specialist, you're safe to crawl over it, without setting off
-explosion is lethal to about 4m on standing personnel and is centered on the actual explosive (the can =)


APERS Mine
-is armed only after moving away 1m or so after setting and is triggered within 1m
-after setting move away
-if you're any sort of an explosive specialist, you're safe to crawl over it, without setting off
-explosion is lethal to about 5m on standing personnel

APERS Bounding Mine
-is armed only after moving away 1m or so after setting and is triggered within 5m
-after setting move away
-if you're any sort of an explosive specialist, you're safe to crawl over it, without setting off
-explosion is lethal to about 12m on standing personnel

AT Mine
-is armed only after moving away (when put under a vehicle it doesn't explode) and is triggered by moving over with vehicle heavier than a offroad or a civilian truck (so anything as heavy as a Zamak or HEMTT or heavier)

Tips
-all of the above explosives (except for AT mine) can be set off with M6 SLAM, Satchel, Explosive Charge and Claymore, but not hand grenades
-they can also be set off by rifle fire

Hope it helps


Re: The Debriefing Thread - Variable - 01-18-2014

Thanks Valhalian, this is very useful. Print and save!


Re: The Debriefing Thread - Phantom - 01-20-2014

Museum Tour

Nice fun with T34s. I came in during the middle of the fight behind the smoke, but got in the first T34 to take 2 T34s out. I probably was taken out by a lone RPG gunner somewhere (good thing Variable jumped out before the tank blew up). Nice job with sneaking the satchel Gwynbleidd. Also good spotting freeman through the gap where I drove the tank to you and Variable shot the other tank through the gap.

Tank Bush

Nice easy quick mission I mash up in an hour and 30 (got a couple typo with the debriefing message on what if convoy escape so that doesn't display). Another problem I notice about convoys, sometimes, some of the convoy move, sometimes, they stay there and I wonder why, but I thought it might be related to some problem CK might have with the tank on graveland, not sure.

Ocean Forge

Seems to went pretty well in the beginning. I'm so sorry for shooting you Blindog, I should've asked if anyone was inside the building first. It was a good time for me to take a break at that point, dizziness probably acting up again. Looks like shooting all the boats wasn't necessary but the approach from the eastern side of town was a great approach.

Gunship Wreck

A typical way to die from a sander mission Tongue . After running away after taking out the enemies inside the base and fleeing far west, we pretty much got shot up through the trees and shrubs by some AIs far away and it became a healing and trying to flee relay. In the end we all got shot.


Re: The Debriefing Thread - Varanon - 01-23-2014

Wasn't there from the start, so here's what I participated in last time:

Just a routine day

Well,, 170 enemy AI vs us... what can go wrong ? Everything of course. Sorry to say, a rather stupid mission.

Radar Defeat

Ultimate undoing was me staying too long in the open. Of course, we couldn't move while we had people bleeding, but it was a mistake to cross the open like that. I take full responsibility for the failure.

Four Camps

Variable's leading was quite solid on this one. Unfortunately, we lost too many people to a lone sniper somewhere in the bushes. The remaining team, lead by me, managed to finish the mission, but at high cost. I think it was a good idea to just snipe the target in one camp and move off before they noticed us.

Hydra Exposure

Strange mission, and the results weren't good, of course. In the end, attacking the tanks was probably a mistake, but we all assumed they would be moving in to rund's teams satchels... too bad they just stood there and shot us to shit.

This is a hard nut to crack, I remember trying this several times before. The key is likely not to be detected and getting the alarm system disabled ASAP.


Re: The Debriefing Thread - Alwarren - 01-23-2014

Concerning Hydra Exposure, we triggered the alarm too early. I think the best course is to go around the southern end of the island to the helicopter base comms tower first. We did that the first time we played, and it worked quite well. We had losses, but at least we made it up to the town . Stealth is the only thing that can work, at least in the beginning.


Re: The Debriefing Thread - Rund - 01-23-2014

Four camps:

After playing this mission a dozen times, I think it's the first time we manage to get the first, without loss. The sniper In the bushes really surprised me, as we took the same route on the way in, but we were lucky then I guess. Too bad the 4th target decided to wander off... Anyway, I like this kind of missions, where you don't have to kill everyone.

Hydra exposure
I like the sheer scale of this mission, and the tactical options it gives us. It delivers replayability, which is required for such a hard mission.  We triggered the alarm, even by using the boats, so the heli's are note recommended  ;D  Attacking the armored column as an ambush was a good idea, but we have no clue when they will move...