10-20-2014, 12:54 AM
Man of Faith
I think we could have been more aggressive in places. Obviously, the success makes it more or less a mood point, but part of the reason why the mission took so long was also because we spent a long time in the town without moving.
One thing that annoyed me, though, was the team leader taking over an AT shot. I had one job on this, namely anti-tank, so I should be taken that shot. As a team leader, I always try to make people use their roles, even if I have to step back from something, and this was one of these moments. It also didn't make sense for the team leader to take that shot because it could have easily ended with the shooter dead if the rocket didn't hit.
Zero
Not much to say. Under the competent and charismatic leader, this mission was bound to be a success. Good job on the execution. Too bad we lost Variable.
Alcyon
I have the feeling that the diversion, albeit successful, didn't really have the effect it was supposed to have, namely drawing off the boats. Still, it was one of those moody experiences that you keep in your memory.
A general word
One thing that annoyed me here was getting teamkilled. I don't mind a bit of goofing around at the end, but things went way over the top here.Â
Stop shooting at the end of each mission. I can see that being okay when we are playing Taliban and fire our AK's into the sky at the end, but in this case, so many people shooting inside a fucking building was bound to hit someone, in that case me. I have no clue who did that, and it doesn't matter. Just stop it. I feel like putting an enemy team close to the extraction just so that the shooting attracks them.
Refrain from dropping 150 smoke grenades, or all the chemlights that you have. This happened in the first and the third mission.
I play this game for the experience. That may include waiting at a certain point for regrouping. I like to think of that as a tense moment and I do not like to have that spoiled by nonsense like that.
I think we could have been more aggressive in places. Obviously, the success makes it more or less a mood point, but part of the reason why the mission took so long was also because we spent a long time in the town without moving.
One thing that annoyed me, though, was the team leader taking over an AT shot. I had one job on this, namely anti-tank, so I should be taken that shot. As a team leader, I always try to make people use their roles, even if I have to step back from something, and this was one of these moments. It also didn't make sense for the team leader to take that shot because it could have easily ended with the shooter dead if the rocket didn't hit.
Zero
Not much to say. Under the competent and charismatic leader, this mission was bound to be a success. Good job on the execution. Too bad we lost Variable.
Alcyon
I have the feeling that the diversion, albeit successful, didn't really have the effect it was supposed to have, namely drawing off the boats. Still, it was one of those moody experiences that you keep in your memory.
A general word
One thing that annoyed me here was getting teamkilled. I don't mind a bit of goofing around at the end, but things went way over the top here.Â
Stop shooting at the end of each mission. I can see that being okay when we are playing Taliban and fire our AK's into the sky at the end, but in this case, so many people shooting inside a fucking building was bound to hit someone, in that case me. I have no clue who did that, and it doesn't matter. Just stop it. I feel like putting an enemy team close to the extraction just so that the shooting attracks them.
Refrain from dropping 150 smoke grenades, or all the chemlights that you have. This happened in the first and the third mission.
I play this game for the experience. That may include waiting at a certain point for regrouping. I like to think of that as a tense moment and I do not like to have that spoiled by nonsense like that.
I don't need luck, I have ammo.