12-04-2015, 05:39 PM
CSI:
Bread n butter. Good start to get to the mood. Hollywood stuntmen falling from tower due McGregors and Alwarrens accurate MG fire was fun.
Firebird
Despite full moon the night was dark and full of (t)errors. Joking. I think all teams did pretty well.
It is very easy to give debriefing when you are all seeing and all knowing eye on the sky : ) Situation on the ground must have looked quite different. Sniper team had one casualty as they had skirmish with enemy recon team in the start of the mission. APC team did very well and managed to take out Bradley (with just a bit of divine intervention) which was the most serious threat in the scenario.
It was great to watch you trade shots with it. You scored 2 hits with ATGM which was real nice shot in those light conditions. Russian optics and all that. During their transit they ate a Javelin which meant good night. I don't think it was leaders fault. APC couldn't really do much from their initial position after eliminating Bradley and they had to move to be effective. It was a transit in open ground and only thing I can think of would have been to rush under smoke to cover by the big barn in western end of town or maybe clear the outpost and put fire to town from there. BMP driver can create continous unlimited smoke screen! However infantry was on other side of a town and I don't know how well sniper team had managed to provide intel. Rush with a vehicle to spot of which you have no intel about it also a risky move. Overall vehicle crew did great under difficult conditions. There was no one right option, only tough choices.
Alwarren's plan was sensible and pretty much how I envisioned smart player would approach the scenario.
While I do heartily applaud the command 'Stay out of the <adjective> crate' and got a chuckle out of it...if it is night mission and you have UBL, grab flares if available. Grab several and use them liberally. Thats why they are there. Night was darker than intended and many buildings in town were black. It was real tough to spot targets.
Infantry team did well and managed to avoid some perverse surprises in eastern end of town, but got to tough firefight at first buildings. I provided bit of extra help and commander on ground called fire accurately and neutralized lot of infantry with the mortar strike. I don't know if you saw them, or was it educated guess but coordinates Alwarren provided were spot on.
I thought you were actually going to make it until the .50 cal down the road butchered the other team. Not much to add to Alwarrens comments about that. If you really have to cross road and you know something is down there, put at least thick smokescreen and then make a rush. Happens. We learn. The other surprise was perhaps a bit too brutal but I feel also twisted perverse satisfaction that for once my mission wasn't a park walk for CiA.Â
Again it is very easy to give perfect advice when you see it from sky. SItuation on the ground is quite different.Â
I likely make minor adjustments to scenario and add automatic illumination firemission script for night operations.
Routine patrol
Yeah, pretty much what was said above. I understand 90% of Arma players don't bother about briefings but for me it is important immersion element and it just doesn't make sense that you have no idea what to do. Even a task with 'Go there. Patrol. Friendlies about' will do. Now you know your job and that there are friendlies about. That's it! I think reason is that most WS authors just don't understand that BIS modules have issues on dedicated servers.
Otherwise mission was atmospheric and I liked it. I look forward to try again if author polishes it a bit.
Missing in action
I suppose taking the curator slot is symptom of some kind of a god complex and deep underlying psychological issues (mission makers are perverse lot anyway) but I had fun. AI got stuck in oil pipes and I had to micromanage it more than usual. I was also on different LR channel for first half so I missed the radio chatter and didn't notice that helicopter is unusually later. Then I investigated and got a chuckle of rescue chopper being in wrong oilfield. I think you did quite well and I deny knowledge of any HE RPG fired at thick juicy cluster of targets.
I modify mission a bit and add some kind of buffer against turning hostile if crashing the chopper. I also add 'tech sergeant' as co-pilot who can do field repairs and check the end trigger.
Black Gold
It was nice mission, a bit 'different'. I sat most of the mission in vehicle. When we got to assault positions behind the crest I dismounted and observed the action with Manuel and Hellhammer from the ground. Not sure how it was for vehicle crews but was fun to watch you taking targets down. When we moved to oilfield we got bit of a surprise, lost our vehicle and got to use our RPGs. Was fun.
Bread n butter. Good start to get to the mood. Hollywood stuntmen falling from tower due McGregors and Alwarrens accurate MG fire was fun.
Firebird
Despite full moon the night was dark and full of (t)errors. Joking. I think all teams did pretty well.
It is very easy to give debriefing when you are all seeing and all knowing eye on the sky : ) Situation on the ground must have looked quite different. Sniper team had one casualty as they had skirmish with enemy recon team in the start of the mission. APC team did very well and managed to take out Bradley (with just a bit of divine intervention) which was the most serious threat in the scenario.
It was great to watch you trade shots with it. You scored 2 hits with ATGM which was real nice shot in those light conditions. Russian optics and all that. During their transit they ate a Javelin which meant good night. I don't think it was leaders fault. APC couldn't really do much from their initial position after eliminating Bradley and they had to move to be effective. It was a transit in open ground and only thing I can think of would have been to rush under smoke to cover by the big barn in western end of town or maybe clear the outpost and put fire to town from there. BMP driver can create continous unlimited smoke screen! However infantry was on other side of a town and I don't know how well sniper team had managed to provide intel. Rush with a vehicle to spot of which you have no intel about it also a risky move. Overall vehicle crew did great under difficult conditions. There was no one right option, only tough choices.
Alwarren's plan was sensible and pretty much how I envisioned smart player would approach the scenario.
While I do heartily applaud the command 'Stay out of the <adjective> crate' and got a chuckle out of it...if it is night mission and you have UBL, grab flares if available. Grab several and use them liberally. Thats why they are there. Night was darker than intended and many buildings in town were black. It was real tough to spot targets.
Infantry team did well and managed to avoid some perverse surprises in eastern end of town, but got to tough firefight at first buildings. I provided bit of extra help and commander on ground called fire accurately and neutralized lot of infantry with the mortar strike. I don't know if you saw them, or was it educated guess but coordinates Alwarren provided were spot on.
I thought you were actually going to make it until the .50 cal down the road butchered the other team. Not much to add to Alwarrens comments about that. If you really have to cross road and you know something is down there, put at least thick smokescreen and then make a rush. Happens. We learn. The other surprise was perhaps a bit too brutal but I feel also twisted perverse satisfaction that for once my mission wasn't a park walk for CiA.Â
Again it is very easy to give perfect advice when you see it from sky. SItuation on the ground is quite different.Â
I likely make minor adjustments to scenario and add automatic illumination firemission script for night operations.
Routine patrol
Yeah, pretty much what was said above. I understand 90% of Arma players don't bother about briefings but for me it is important immersion element and it just doesn't make sense that you have no idea what to do. Even a task with 'Go there. Patrol. Friendlies about' will do. Now you know your job and that there are friendlies about. That's it! I think reason is that most WS authors just don't understand that BIS modules have issues on dedicated servers.
Otherwise mission was atmospheric and I liked it. I look forward to try again if author polishes it a bit.
Missing in action
I suppose taking the curator slot is symptom of some kind of a god complex and deep underlying psychological issues (mission makers are perverse lot anyway) but I had fun. AI got stuck in oil pipes and I had to micromanage it more than usual. I was also on different LR channel for first half so I missed the radio chatter and didn't notice that helicopter is unusually later. Then I investigated and got a chuckle of rescue chopper being in wrong oilfield. I think you did quite well and I deny knowledge of any HE RPG fired at thick juicy cluster of targets.
I modify mission a bit and add some kind of buffer against turning hostile if crashing the chopper. I also add 'tech sergeant' as co-pilot who can do field repairs and check the end trigger.
Black Gold
It was nice mission, a bit 'different'. I sat most of the mission in vehicle. When we got to assault positions behind the crest I dismounted and observed the action with Manuel and Hellhammer from the ground. Not sure how it was for vehicle crews but was fun to watch you taking targets down. When we moved to oilfield we got bit of a surprise, lost our vehicle and got to use our RPGs. Was fun.