03-13-2016, 02:17 AM
Sorry plz replace files on server with those added 13 march - I may have forgotten to copy the other files into mission 2.
Campaign CO@12: Island Thunder 2 (Operation Powderburn)
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03-13-2016, 02:17 AM
Sorry plz replace files on server with those added 13 march - I may have forgotten to copy the other files into mission 2.
03-14-2016, 12:00 AM
2nd mission was nice. Had fun playing it.
03-14-2016, 12:02 AM
Second mission: Lightspeed, are you using UPS or UPSMON ? When we arrived at the objective, it was totally deserted. I don't know if that would happen with default AI, but I definitely saw it happen with UPSMON. Apart from that, good mission
We played the second mission and it was a solid fun! Few comments:
1. The boats at the start started in midair and dropped right into the sea. I managed to get in them and make them float back up. We used them to cover some of the distance to the objectives. However, we had to spawn another boat, it didn't fit us all. I suggest to have enough boats that could have carried the team to the starting point. 2. The enemies at the airbase probably left their posts and engaged us. Once we got there it was deserted. I suggest to have some guys, especially in the buildings and warehouses, that will stay put and fight the players once they move in. 3. Mixture of weapons - we suggest to keep to one type of mod: RHS or CUP or Vanilla, having them mix feels a bit stale.
The fewer men, the greater share of honor
03-14-2016, 12:06 AM
Really liked mission 2, there is only one thing that annoyed me (and I am really nitpicking here), and that's the fog/haze. I would cut it back by 50%, it just is annoying to not see them while they seem to see you.
I don't need luck, I have ammo.
03-14-2016, 05:43 AM
(This post was last modified: 03-14-2016, 05:53 AM by Lightspeed.)
Thanks for the feedback.
Not using upsmon but usps script. Even so i had units in guard mode so they shouldn't have left their posts. Will make all of the necessary updates. Interesting that you took the boats, I hadnt even considered that lol.
03-14-2016, 07:00 AM
Out of interest, what am I using in the way of weapons load out that is stale?
Pretty sure it should all be RHS for weapons. (03-14-2016, 05:43 AM)Lightspeed link Wrote: Even so i had units in guard mode so they shouldn't have left their posts. This is how Guard works: Quote:Guard I think that you need Sentry if you want them to hold position and not desert their post. Quote:SentryGuys please correct me if I'm wrong. About the weapons, I had an RHS M4 with a vanilla Hammer scope (Alpha lead slot).
The fewer men, the greater share of honor
03-14-2016, 01:14 PM
ok so all rhs weapons with rhs optics now.
mission naming in .sqm fixed fog fixed. boat added and floating fixed. less patrols likely to lose their position and more units should stay at base. mission should be good to go now. thanx for the feedback!
03-18-2016, 12:13 AM
3rd mission was fun!
03-18-2016, 12:14 AM
Awesome missions. Thank you! Let me know when you publish them on workshop.
03-18-2016, 12:17 AM
Good & fun missions!
On 3rd mission we ran to following issues: - Locked boats (possibly intentional). Boats are also only for 5 and we are 12. - Indestructable trawler. Task did not tick. - Medic had 2 medikits. - Mixed loadouts (RHS/CUP weapons + vanilla optics) On 4th mission: - No medikit on medic - Also mixed loadouts (vanilla / RHS) - Haze divided opinions. Otherwise loved the missions, thanks!
03-18-2016, 12:19 AM
Lighty I apologize, I might have missed your last update from the 14th. In any case, both missions were great! I might add that to add some illuminations on the enemy camps and strongpoints, it makes more sense if it's at night.
The fewer men, the greater share of honor
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