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08-06-2011, 11:36 AM #161
- Join Date
- Jun 2011
08-06-2011, 11:37 AM #162
Mabe adding a mortar stryker, with much more limited ammo, as well as the bradleys could prevent massive mortar overkill. Just having 12 rounds of Mortar ammo for the entire mission essentially makes the mortars useless, as they do need to be guided onto the target and first round hits on vehicles and infantry formations are rare unless marked accurately. As it is, I think we need to either replace the Mortar entirely with mechanised support, or reduce the ammo moderately, so instead of 100x8 rounds we have 10x8 rounds, or stick in a mortar stryker with lower ammo to keep up with the bradleys and infantry.
08-06-2011, 11:43 AM #163
08-06-2011, 11:44 AM #164
One example: We spotted a BMP behind us, I move to engage (as the AT guy) and the Tusk comes tearing back to deal with it (from the front line), leaving me to watch. I get back to the attack and the tusk has beaten me to it, with Bravo squad flushing the village.
The adversarial missions were really fun and I dont think that the rest of my squad felt this way, but I felt a bit like it was Bravo+Charlie against the mission with me doing a dead body viewing simulator. I wasnt happy about how my concerns were treated by certain people either (basically I was ignored or laughed off.)
This post is a bit overly-negative as this wasnt reflective of the night at all really, just my experiences with Domi. I still had fun. The sabotage mission was great to try out from the saboteurs perspective. Apologies for my flying and deciding to turn off my engine mid hover in Jolly Green too.
08-06-2011, 11:48 AM #165One example: We spotted a BMP behind us, I move to engage (as the AT guy) and the Tusk comes tearing back to deal with it (from the front line), leaving me to watch. I get back to the attack and the tusk has beaten me to it, with Bravo squad flushing the village.
I agree with the general flow of the mission not being too action-rich for alpha (possibly both squads due to mortar shelling). Attacking with separate squads from two sides might have been the better option in terms of play fun.
08-06-2011, 12:11 PM #166
Making the infantry more mechanized would work a lot better than removing the mortars from charlie, I think. That way we could do a quick barrage, taking out key targets, and then rushing in with IFVs before the enemy has time to recover. After that, both the IFVs and the mortars could provide support, the IFVs by generally blowing things up, and the mortars by doing precision strikes on targets called out by the infantry on the ground.
Also, different approaches for the infantry would help with making it more action-rich, since both squads would have to deal with their own problems. This would also help with the intersquad comms, since we wouldn't need as much.
08-06-2011, 12:12 PM #167
I also recognise that what is fun for me (killing everything) makes the game terrible for everyone else.
Limitless ammo for the mortar squad is one of those things.
e2; Bakke, links to those explosion and sound mods, please.
Last edited by Ansob; 08-06-2011 at 12:16 PM.
08-06-2011, 12:18 PM #168
Just got SThud, st movement and noblur from the first post. They look really good. Will have to try them out with an arma session soon.
Is Invasion 44 and noblur compatible?
08-06-2011, 12:47 PM #169
08-06-2011, 12:56 PM #170
I have been trying to get some practice in at anti-tank stuff, but honestly, 9 times out of 10 some other bastard or five will fire from 800m away as soon as I get a shot lined up. The other time, I'll get the hit (or a passing fly will detonate the rocket early) and then be torn to shreds before I can leg it. Woe.
08-06-2011, 01:17 PM #171
Sinister, I was talking about levelling a town in an MLRS, although it was less fun than the hostage night...
08-06-2011, 01:34 PM #172
First thing - Ice, this is the second (or third) time you've managed to ruin Escape. I don't care if you had tried to stop killing me, it still ruined the experience. Sort it out, or I'll just have a general rule of not playing with you anymore.
Second thing - That was one of the most enjoyable nights I've had with Domi, due to how coordinated, disciplined, and yet, fun it was.
HOWEVER - there were lots of improvements I felt were needed:
- The mortar completely ruined things. The point of the mortar is to be called in for specific targets - So, for the infantry on the ground to spot, observe, and call in a strike on a target, making adjustments to the zone of impact.
The problem wasn't that Charlie had plenty of ammunition for the mortar, and plenty of rockets. The problem, was that Charlie were like a dog that had been let off its leash; they were running wild around the map, taking out all targets before we could get there, so that when Bravo and Alpha moved in, we had to deal with about 10 insurgents per town, with maybe a helicopter or two.
I was under the impression that Charlie were supposed to be a squad that would be called in to deal with certain things, not just the squad that would get all the toys and then be unleashed. Sure, an Abrams and a Linebacker were sent in near the end, but all they did was shoot down some helos, and take out about 5 infantry because everything else was dead, leaving Charlie with ~150 kills, and Bravo with ~20. I cannot account for Alpha's kills.
So perhaps in the next domi we play, we could have Charlie sitting back, and waiting for an FO from Charlie attached to another squad, calling in strikes on a target, like a mosque, or tank (Edit: That the current troops are having difficulty with); otherwise, it's no fun for the footsloggers.
- I feel that Bravo and Alpha were too close together; whether that's a symptom of poor squad management (Which I don't think is the issue) or poor planning, we were overlapping most times, with Alpha just following Bravo, not really getting involved. GraveyardJimmy has suggested that Bravo and Alpha take separate choppers, possibly Black Hawks, and assault from different locations. Otherwise there's a risk of one squad sitting out. If there hadn't been a mortar squad however, then there may have been more for Alpha to kill, and they wouldn't have felt so left out - Not sure.
But an alternate approach by one of the squads would have been fun, and supertactical etc. There were enough people in each squad to hold our own against whoever's in the town, so I think it could work. Possibly even moreso if we adapt the mechanised inf. role that Ansob and a few others were talking about.
- There was no point having a designated marksmen in the squad, as we didn't have the DMR which gives increased zoom. The rifles we could use didn't zero to a high enough distance for the DM role to be worth it. If we had DMRs or M24s, then happy days.
- Not having a dedicated AA trooper really punished us at the beginning, with the Mi-24 and the Su-25. We were only saved really, by Joseph being lucky enough to spawn in just after it killed a load of us, so he could pick up a Stinger and try to take it out.
- AT troopers were completely (In Bravo's team at least; Alpha did have a use for it, but the Abrams killed the target first.) redundant. A complete lack of intact targets meant that it was just a better option for me to fire off MAAWS rockets at Helos.
Ansob: I use WarFX: Blastcore, and VOPsounds.
Blastcore - http://www.armaholic.com/page.php?id=12975
VOPsounds - http://www.armaholic.com/page.php?id=5885
Although with VOPsounds, it doesn't have that much for OA. GraveyardJimmy recommended JSRS, so I'll czech that out.
Re: Adversarial T-55 mission
Sorry that we went past the boundary, but don't get mad at us - it was marked incorrectly.
Last edited by Alex Bakke; 08-06-2011 at 01:52 PM.
08-06-2011, 01:38 PM #173
08-06-2011, 01:40 PM #174
08-06-2011, 01:42 PM #175
08-06-2011, 01:43 PM #176
08-06-2011, 01:48 PM #177
A note about Charlie that isn't meant to be as bitchy as it sounds- I noticed Charlie as generally made up of regulars using the big guns, isn't this what people were annoyed about on Sunday?
08-06-2011, 01:49 PM #178
08-06-2011, 01:50 PM #179
08-06-2011, 01:52 PM #180