Have enemy patrols in the town, was an easy drive through.
Give enemy better tanks, T-34s don't cut it against TUSKs
enemy air failed hard
Enemy fixed AT positions?
Stronger enemy AT weapons, again what they have don't cut it against TUSKs
Increase the enemy air, or lose the linebackers, no need for them when a normal bradley would do.
Mines? Mines kill tanks
My name: Adept a skilled or proficient person Abyssa deep, immeasurable space, gulf, or cavity
So I'm a very skilled deep hole :D
Dimitrius, you bailed on us so dont even give me that
As for the mission.
-Ive removed the TUSKs and were gonna give regular old M1A1s a shot. Added more T55s and a few T72s which should balance out more.
-Also added more IEDs, tanks, SPG techies as well as hunter-killer RPG teams inside the city itself. No more short cuts. Going through the city is now just as dangerous as taking the MSR straight to the airfield.
-Increased strength and numbers of AI close air support to match the strength of the linebackers.
-Working on making it JIP friendly, where they spawn in at the FOB. Anyone who doesnt get in a tank will be forced to carry AT weapons and ride in humvees for the airfield assault. Or thinking about having them join in where the tanks spawn. Could do either.
-Looking into why the mission randomly ended for some people. Im thinking my end trigger for the airfield is buggered. Going to try something else.
-All players spawn outside the tanks. Tank commanders now have 117 radios and GPS.
Do you really want invincible bears running around raping your churches and burning your women?
Looking forward to it again myself. We tried two more iterations of it late last night and didn't expereince any unexpected issues like before. That said, though, if it helps, we never made it to Charley and all AI slots were closed.
BTW, I couldn't get my 117 to work before in a different mission. Is that a current CBA/ACE bug/issue? If so, prolly a good idea to kit backup radios JIC.
I run my $#@! new school style with old school roots...
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