01-22-2016, 01:11 PM
Lost Squad
With a leader as seasoned as he is ruggedly handsome, this mission was a no-brainer and of course, as usual (stop laughing) no one died on my watch. Good job, me... (I know we didn't meet any enemies *stomps foot*)
The Wood Route
This mission was pure stop and go. That's the problem with this kind of mission. I've checked the setup, and it was basically one enemy soldier every ten meters. This mission needs some work to be playable.
Ammo Run
I was in Alpha with Alwarren and Unnamed under the leadership of Variable, and the first phase went very well, we got to the church near the coast, got to an overlook, and managed to annihilate the outpost without losses on our side. When we first approached, I saw a truck parked there, but once we were engaged (by a patrol that sneaked up on us), we heard engine sounds, and later didn't find the truck anymore. It was Zamak, a covered transport variant, not a troop transport, so I guess it was carrying some cargo. Too bad we didn't get this one, might have proven valuable.
In any case, after we seized the boats, bravo radioed in with the information that their car was wrecked, and a similar report came from charley who lost their truck to a patrolling helicopter.
So from there on our, Alwarren and me took one of the speedboats and drove all around the southern coast of the peninsula to bravo's position, and ferried them all the way back, running half a mile to the camp with full backpacks to drop off what we collected (it was a sizable chunk of the necessary STANAGS, but more than half was still missing).
After faffing around a bit, it was decided that the mission would take too long to complete without the cars, and was aborted.
The important part is really to preserve the cars. One team wrecked theirs, so basically, it was someone not paying attention to the terrain. It's hard to do so, especially if a rock suddenly pops up in front of you. Go slowly.
Charley loosing the truck was basically the death of the mission. Not blaming anyone, but the truck must survive. If there is a helicopter, it needs to be taken out. I guess the sharpshooter team could have gone ahead and scouted out the terrain. They would surely have spotted the helicopter, and that would have prevented the truck from becoming a target for it in the first place.
Sar-E Sang Interception
We drove around a corner, there wasn an APC, Variable destroyed it, mission failed... That's it basically.
Jackals
Ah, we finally beat this one. Splitting the teams was probably the best idea, although it meant that Alpha took a lot of fire without Bravo being able to assist. When we reached the target, I shot an RPG at the plane, which stopped it, and Etzu sneaked in and planted charges. Den did the same on the A-10s. Unfortunately, we lost bravo one actual to a Hummve's machine gun patrolling around, so we left the area with one man short, fighting our way back to Alpha and exfiltrating SUCCESSFULLY and totally without bugs in a helicopter...
Overall, good games last night. A few things I would like to get off my chest, though:
With a leader as seasoned as he is ruggedly handsome, this mission was a no-brainer and of course, as usual (stop laughing) no one died on my watch. Good job, me... (I know we didn't meet any enemies *stomps foot*)
The Wood Route
This mission was pure stop and go. That's the problem with this kind of mission. I've checked the setup, and it was basically one enemy soldier every ten meters. This mission needs some work to be playable.
Ammo Run
I was in Alpha with Alwarren and Unnamed under the leadership of Variable, and the first phase went very well, we got to the church near the coast, got to an overlook, and managed to annihilate the outpost without losses on our side. When we first approached, I saw a truck parked there, but once we were engaged (by a patrol that sneaked up on us), we heard engine sounds, and later didn't find the truck anymore. It was Zamak, a covered transport variant, not a troop transport, so I guess it was carrying some cargo. Too bad we didn't get this one, might have proven valuable.
In any case, after we seized the boats, bravo radioed in with the information that their car was wrecked, and a similar report came from charley who lost their truck to a patrolling helicopter.
So from there on our, Alwarren and me took one of the speedboats and drove all around the southern coast of the peninsula to bravo's position, and ferried them all the way back, running half a mile to the camp with full backpacks to drop off what we collected (it was a sizable chunk of the necessary STANAGS, but more than half was still missing).
After faffing around a bit, it was decided that the mission would take too long to complete without the cars, and was aborted.
The important part is really to preserve the cars. One team wrecked theirs, so basically, it was someone not paying attention to the terrain. It's hard to do so, especially if a rock suddenly pops up in front of you. Go slowly.
Charley loosing the truck was basically the death of the mission. Not blaming anyone, but the truck must survive. If there is a helicopter, it needs to be taken out. I guess the sharpshooter team could have gone ahead and scouted out the terrain. They would surely have spotted the helicopter, and that would have prevented the truck from becoming a target for it in the first place.
Sar-E Sang Interception
We drove around a corner, there wasn an APC, Variable destroyed it, mission failed... That's it basically.
Jackals
Ah, we finally beat this one. Splitting the teams was probably the best idea, although it meant that Alpha took a lot of fire without Bravo being able to assist. When we reached the target, I shot an RPG at the plane, which stopped it, and Etzu sneaked in and planted charges. Den did the same on the A-10s. Unfortunately, we lost bravo one actual to a Hummve's machine gun patrolling around, so we left the area with one man short, fighting our way back to Alpha and exfiltrating SUCCESSFULLY and totally without bugs in a helicopter...
Overall, good games last night. A few things I would like to get off my chest, though:
- Make sure you are set up when joining. Test you TS setup before you come in, make sure the plugins are installed, make sure your addons are installed. There's always the possibilities for problems, and I don't blame anyone, just make sure you do test before. Join the server before the beginning of the COOP night, load a mission, and see if it works. You can vote yourself admin if nobody else is around, so you have basically full control over the server.
- If you have contacts, REPORT THEM. A report is NOT "I killed him". If you are in immediate danger, of course go ahead and shoot, but if not, make a report. We are not playing to rake up kills. This is a coop game, and communication is a key part of coop play.
- Report use of heavy weapons if you use them without prior command, like, if you throw grenades, shout "frag out". If you don't, people will possibly walk into the line of fire, and step into your grenade. Don't tell me that won't happen, it did happen, and it will happen before.
- Stick with the team. unless ordered to, stay within, say, a 50 m radius. Make sure you see at least one team member, and make sure the one team member can see you. If you need to move, make sure to communicate this. Yesterday, I nearly shot someone because I wasn't aware of the fact that he was there. Sure, could have used mk4 hud, but that would be a misuse of the functionality. It's for identifying friendlies, not determining whether a unit is friend or foe.
- And finally, the most important one: Have your head in the game. If you need to do something else, skip the round. But be present, mentally and physically, during the game. It can't be that you need to radio someone 10 times until you get an answer. If you can't answer right away, say "Hold on" or similar.
Case in point, Charley squad on Ammo Run. Variable called Charley several times, without answer. Charley later explained that their messages were probably not coming through. If you suspect that is the case, do ask the other for confirmation. If you don't get confirmation, chances are you are not coming through. Check the popup in the lower right corner, and make sure that you see the correct channel you are transmitting on. Ask team members if they heard you on alternate channel. If they didn't, you were not transmitting on LR. Learn how to use the radio settings. If you transmit on alternate, you should see the LR frequency. Check if you are using that frequency on the LR. Check if you use the right channel.
If a specific team can't be raised, try to raise another team. Maybe the team you are trying to raise is out of range for your radio, so if a second team copies you, they can relay messages.
Honestly, use your head.