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03-23-2009, 03:56 PM
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#16 (permalink)
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Join Date: Nov 2008
Location: Arizona
Age: 27
Posts: 233
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Re: Thunder Valley - 22 MAR 09
There was pretty much no time to get organized in game though, and that's a big issue in most missions with time restraints.
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03-23-2009, 04:24 PM
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#17 (permalink)
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Join Date: May 2007
Location: Leavenworth, KS
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by LCpl. Soto
There was pretty much no time to get organized in game though, and that's a big issue in most missions with time restraints.
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So there is no way to get organized until the game starts and then you had a time limit to get to your assign locations? That would be something that the mission designer should figure in on the time limits. I would think at least thirty minutes to get your troops equipment inspected to make sure everyone had what they were suppose to carry.
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03-23-2009, 04:47 PM
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#18 (permalink)
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Join Date: Jan 2009
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Re: Thunder Valley - 22 MAR 09
The mission started with everyone having their assigned gear. You also started with your assigned squad so I really don't know how that went wrong.
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03-23-2009, 04:49 PM
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#19 (permalink)
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Join Date: Nov 2006
Location: Canada
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Re: Thunder Valley - 22 MAR 09
beta already said he changed it so that you can take your time, the arty drops when PL calls it in now.
I agree with JohnO, for these kind of events the PL should be choosen a day or 2 before, and he should be able to know the mission and the breifing.
I also noticed 3rd person view was on for some reason?
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03-23-2009, 05:07 PM
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#20 (permalink)
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Join Date: May 2007
Location: Leavenworth, KS
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by Apocal
The mission started with everyone having their assigned gear. You also started with your assigned squad so I really don't know how that went wrong.
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I agree during the planning stage everyone is assigned to a squad and assigned gear. But it is only during the In-game phase when the time starts that your allowed to get any other additional equipment for the mission. You can never have enough mags for any mission
__________________
Knowing is not enough, we must apply.
Willing is not enough, we must DO.
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03-23-2009, 05:12 PM
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#21 (permalink)
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Join Date: Nov 2008
Location: Arizona
Age: 27
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by Apocal
The mission started with everyone having their assigned gear. You also started with your assigned squad so I really don't know how that went wrong.
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I spawned in a bush, in the dark and saw people moving all over the place but only saw one person from my team. Plus we had 15 minutes to move to position in the dark while half our guys were carrying 40+ kilos, so that's how things went wrong Apocal. When you get a chance try leading a group of 30 people with no time to get organized to their objectives and you will see that having the time to get people orientated and get their bearings after spawning into existance is neccessary.
Beta already fixed this issue so it should be good.
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03-23-2009, 05:33 PM
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#22 (permalink)
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Join Date: Aug 2008
Location: White Bear Lake ,Minnesota
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Re: Thunder Valley - 22 MAR 09
even though er lost the mission was great and exciting. At one point my section leader was killed by one of the BMPs so I took charge and ended up being one last alive in our whole platoon. I for one would like to congratulate our medics for reviving me twice and doing a excellent job.
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03-23-2009, 06:34 PM
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#23 (permalink)
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Join Date: Jan 2006
Location: I jump between Maine and Trier, Germany
Age: 23
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Re: Thunder Valley - 22 MAR 09
We are working on the theory of doing alot of the pre planning in advance of the mission. I personally would like to thank all who are stepping up for the missions. I personally have been very busy with RL and am hoping to attend the 29th event. With the caliber of players we now have it is really handy to pick the commanders, SL's and such before hand, let them see how the mission is designed and let them plan everything from squad layout to picking each soldiers loadout. I don't know how complicated it may get, but hopefully we can get to the level where it is all planned out, every person who has signed up gets to see the roster and their role so that there are ZERO questions as to what everyone needs to do.
Thanks again to the superb AAR's, definently nice to see them being done. Did anyone take any pictures?
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03-23-2009, 07:08 PM
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#24 (permalink)
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Join Date: Jan 2008
Location: Ontario, Canada
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Re: Thunder Valley - 22 MAR 09
For Igor's post:
Yes, the enemy had OP's in the form of MG nests (in pairs) and had foot patrols along their line, pretty sure we were spotted by one of the foot patrols, then once the flare popped, we were being engaged by a pair of MG nests about 700m away on a hillside near Obregan, the AI usually doesn't do that, so I was impressed.
I repositioned a lot of the enemy forces back towards their objectives, more in line with the intel given (NATO infantry marks), they were a bit too far forward I think.
Also, I did remove a good chunk of the enemy forces, as there was simply too many of them and the artillery didn't kill as many as intended (that was also increased).
As for the Weapons Section M2HB, it DOES work, however, there is a specific order in which you have to do it. The GUNNER MUST assemble everything HIMSELF (including the first box of ammo), once the weapon is fully assembled and loaded with ammo, THEN the a-gunner can load more ammo into it. Otherwise, the a-gunners ammo will simply disappear. Like I said, the M2 is just a placeholder until a 60mm mortar is available. Perhaps I should just take it out so people stop complaining about it (it has happened in every single mission where it has been used, getting annoying) and replace it with another GPMG ammo bearer and two riflemen with LAWs.
As for your new plan, go for it! It is a weaker force attacking a stronger, aggressive force, skirmishing with them first is perfectly fine and well within the "spirit" of the mission.
I bumped up the time of the mission from 05:00 to 06:00, starts getting bright at 07:00, so by the end of the mission it should be more visible. I guess you could wait around till dawn, but the intent of the mission is to be a pre-dawn fight, as the AI has trouble reacting to distant contacts properly (ie: they sit there and get shot up) which leads to easy missions. A solution for this is coming, but it will take time.
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03-23-2009, 07:20 PM
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#25 (permalink)
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Join Date: Jan 2008
Location: Ontario, Canada
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by LCpl. Soto
I spawned in a bush, in the dark and saw people moving all over the place but only saw one person from my team.
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For future reference, take good note of the person who is in your fireteam (battle buddy). You can tell at the slot selection screen .. ie: 1 Section 1IC ( Fireteam Alpha).
This will be the person you spawn close to. To find the rest of your Section, simply wait till the in-game briefing is over (you are spawned watching a direction facing the enemy), once it is over, double tap ESC to get your leader's "circle", move to that, then voila, your Section is assembled.
I spent some time laying this out in the editor, so if you wait at your position watching your front, the Platoon won't get disorganized. The only real exception is the Fireteam Alpha members, the Rifleman doesn't spawn within 5m of the other member, but is a bit further away.
In the future, it would be nice to see the fireteams (battle buddies) split up not according to who wants to use what, but according to who is a "veteran" and who is "new". Pair the "new" people with "veterans", then you won't have people running around trying to find their leaders.
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03-23-2009, 09:11 PM
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#26 (permalink)
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Join Date: Nov 2008
Location: Arizona
Age: 27
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by beita
For future reference, take good note of the person who is in your fireteam (battle buddy). You can tell at the slot selection screen .. ie: 1 Section 1IC (Fireteam Alpha).
This will be the person you spawn close to. To find the rest of your Section, simply wait till the in-game briefing is over (you are spawned watching a direction facing the enemy), once it is over, double tap ESC to get your leader's "circle", move to that, then voila, your Section is assembled.
I spent some time laying this out in the editor, so if you wait at your position watching your front, the Platoon won't get disorganized. The only real exception is the Fireteam Alpha members, the Rifleman doesn't spawn within 5m of the other member, but is a bit further away.
In the future, it would be nice to see the fireteams (battle buddies) split up not according to who wants to use what, but according to who is a "veteran" and who is "new". Pair the "new" people with "veterans", then you won't have people running around trying to find their leaders.
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I write down the names and positions of the people in my squad, Marine told me about the escape feature afterwards, i'll start using that. kind of funny we have no maps but magically can find the location of our squad leader. The one guy from my team i did see was my battle buddy. Not sure who you are refering to as new but wasn't familiar with the escape feature in the game. My squad was all people that have played quite a bit.
Don't get me wrong, the idea of the mission seemed cool, just some details of that version needed adjustment. I'd like to try out the new version sometime now that some of the issues I didn't like were changed. If no one else had issues in the dark with getting in formation to move out then I guess I'm just slow and need to work on that. Normally In the day though I see people have an issue forming up to move out, let alone stay in formation.
Last edited by LCpl. Soto; 03-23-2009 at 09:40 PM.
Reason: adding comment
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03-23-2009, 10:12 PM
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#27 (permalink)
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Join Date: Jan 2009
Location: Georgia
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Re: Thunder Valley - 22 MAR 09
Quote:
Originally Posted by BobLeeSwagger
I actually hit that first BRDM that jumped us and stopped him (the crew jumped out and was killed). Only had one LAW though, so was pretty ineffective after the first launch (and yes I think I was the only one who realized the LAWS were on our backs).
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Quote:
Originally Posted by LCpl. Soto
Just wanted to add, Impulse 9 took out around 3 vehicles with the MAAWS, so good job on his part.
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Good shooting bobleeswagger and impulse 9.
I'm not sure what causes lag, but I think the ACE AI is very intense on computers (FPS drops during firefights for me)
Quote:
Originally Posted by JohnO
How much time did you guys have in putting the plan together and disseminate it down to the players?
Was the time planning to long or was the PL rushing to get the OPORD out. Would it be better to know in advance who the PL/PSG/SQDLDR/TMLDR are and they could have ample time before hand lets say one day or two days to come up with the OPORD and then when the players start to join are given slots to play and then the PL starts to give his plan and then the SL/TL start to conduct inspection of the troops to make sure everyone has the right type of equipment and understand how to use them, if the player hasn't use it before.
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I did feel slightly rushed in preparing and issusing my OPORD since I didn't want people to get bored waiting. I think I skipped the tasks to manuever units paragraph and greatly condensed the Service/support to one line and command/signal to only succession of command. My Situation paragraph was also lacking in the enemy department and my mission statement did not really follow the 5 W's. I just stated we would be attacking the OBJs and then performing actions on.
I think the planning process come be completed before game, good idea.
As for organization.
Another future learning point for me.
Next time I will tell everyone to remain calm at the beginning of the mission. Just sit tight
Then one at a time the squads will move out of the AA.
I will probably get the PSG to help me out with this sequence.
Hopefully this process can cut down on confusion and help the medics attach themselves to the correct squad.
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