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I've seen Storm Chaser get more playtime on
TG lately than any other single mission. Pretty odd, because it's a) TvT and b) very slow at times, which usually tends to cause a huge fuss whenever such missions are selected. There's usually not much complaining when it comes up, though, which hopefully means everyone's having enough fun.
I don't know if Inq's still working on this, but it could be further polished to weed out some bugs and make it even more fun, hopefully making it run a little bit smoother.
Currently, the main gameplay issues are related to BLUFOR/Independents communication (has to go over Global, or Direct if a member of BLUFOR hooks up with Tesla's group), and the BLUFOR insertion.
For the first issue, I'm not sure if it's even a problem... was the BLUFOR/Indie comms problem by design? One way to "fix" it would be to add an extra "Liaison" slot to BLUFOR and have him spawn at the Lab with Tesla's group, using Direct to report back to the rest of BLU, stressing in the mission notes that the guy needs to know what he's doing.
The second issue, well... HALO insertions seem to end badly no matter which mission they're in. After you're used to it you can land in the right spot pretty reliably, but there's usually a few people on your side that have never done it and end up on the other side of the country. There's not really much wrong with this, the more confusing part is where BLUFOR is expected to be. The "radios are tapped, try and get Tesla's location somehow" is for the most part ignored as people are already familiar with the mission, and they either head straight for Berezino or Novy. If nobody on BLUFOR knows where they're supposed to meet the Dr., it's usually to Tesla's advantage to keep quiet and do his objectives quickly, so BLUFOR (and OPFOR, if they're not too bright) are left wandering around the map for 40 minutes while the Independents make it to the border.
The terrorists are fine for the most part... I don't know if a carbomb would make some of their job more fun, though it might make it too easy for them. Their changing respawn points are a nice, boredom-relieving touch.
Known bugs:
- The "Independents spotted" trigger area for Orlovets, a hamlet south of Berezino, triggers the message for Tulga. There might be other bugged triggers.
- (?) Dying and respawning makes you no longer receive "Independents spotted" messages. This led to Scope having to relay the messages over Global himself, a less, ahh, scrupulous leader might not have bothered.
Since it's been played quite a few times I figured a thread for it would be nice, as it's quite a unique mission, both in being different from your standard-issue infantry assault and also using the entire map in a way that doesn't make you wish you were watching paint dry instead. I'd like to know if anyone else has opinions or comments.