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Discussion: Game Forum Archives / Operation Flashpoint - Dragon Rising - My 3 biggest beefs with the SP campaign... - Not talking about the multiplayer issues here... hell theirs so many of those I don't
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    Magnum50's Avatar

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    My 3 biggest beefs with the SP campaign...

    Not talking about the multiplayer issues here... hell theirs so many of those I don't even play MP much, waiting for the patch for that...

    But I do have three huge beefs with this game, in reference to playing the campaign in SP, meaning with AI.

    1. Stupid teammate AI: Sometimes they can be good, sometimes great... the move command, flank commands, fire commands, suppress commands all work well... but my number one beef with the AI is that you will send them on a flank or behind some cover like a wall or rock formation, and they move to the area but do not use any of the provided cover, instead they just stand out in the opening and engage enemies till they drop one by one.

    2. Round drop: Sure it is cool and correct that a round will drop over distance, (but as a ex-sniper for the US Army, (not the infantry sniper school, but the military police SWAT sniper school), I know all about rounds, drop, windage, etc etc... In the military most regular infantry rifles are zeroed in at 200 yards, civilian police rifles are zeroed in at 100 yards... so the sights should be dead on with most weapons up to 200 yards... only after 200 yards do you have to adjust the sight for drop and windage.
    In game anything over what seems to be 50 yards or so you have to manually adjust for drop... this causes a single shot kill to take about 5 rounds as you try and adjust the solution.. ridiculous and NOT real.

    3. Timed missions: Now I can understand have time sensitive missions, like at the beginning when we had a certain about of time to take down radar and some AA missiles, etc etc... thats realistic/real world... but to put time missions into a compound assault, or an actual battle is ridiculous. I'm current stuck on mission 7, played it for 5 days strait, "load last checkpoint" at least 10 times a day, trying to get through this mission...
    The mission to take out perimeter guard units, then move in and take out guards on the other side... after 30 to 45 minutes each time, I get to one of the last enemy targets before mission complete... and get the message, "took to long, mission aborted", reload, repeat... their is no reason why a mission likes this needs to be done in the amount of time they give, sure re-enforcements can arrive, but not in that short of time, and we have units on the outside perimeter waiting to come in.
    It's like they put ridiculous time restraints on missions that didn't need them, just to get you to play it a little less tactical and more run and gun in.

    Rant over, lol... 2 and 3 can probably be fixed via a patch (but won't), but 1 can't be fixed via a patch, that requires new/more programming.

    IMO
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  3. #2

    HiTest's Avatar

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    Re: My 3 biggest beefs with the SP campaign...

    Wait till you have to take out the mobile AA in under 10 minutes. I think its mission 8.


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    WarProphet's Avatar

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    Re: My 3 biggest beefs with the SP campaign...

    Wish the ACOG reticule worked right. I use it in ArmA 2 and can get head shots routinely. In OFPDR it's there strictly for appearance sake.
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    Re: My 3 biggest beefs with the SP campaign...

    On main thing on my wish list is the ability to call in fire support on your map, rather than having to maintain contact with your target.
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    Re: My 3 biggest beefs with the SP campaign...

    Well actually... your a small unit fireteam... you would in actually have to observe/confirm target then call in HQ for permission and priority... so I think it's fair and well balanced... you never call in artillery without a visual conformation of target.

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    Re: My 3 biggest beefs with the SP campaign...

    Quote Originally Posted by Magnum50 View Post

    2. Round drop: Sure it is cool and correct that a round will drop over distance, (but as a ex-sniper for the US Army, (not the infantry sniper school, but the military police SWAT sniper school), I know all about rounds, drop, windage, etc etc... In the military most regular infantry rifles are zeroed in at 200 yards, civilian police rifles are zeroed in at 100 yards... so the sights should be dead on with most weapons up to 200 yards... only after 200 yards do you have to adjust the sight for drop and windage.
    In game anything over what seems to be 50 yards or so you have to manually adjust for drop... this causes a single shot kill to take about 5 rounds as you try and adjust the solution.. ridiculous and NOT real.
    Have you used the M82? The bullet drop on it is insane. Can't even really use it at any larger ranges than the M21....


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  13. #7

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    Angry Re: My 3 biggest beefs with the SP campaign...

    Quote Originally Posted by Magnum50 View Post
    Not talking about the multiplayer issues here... hell theirs so many of those I don't even play MP much, waiting for the patch for that...

    But I do have three huge beefs with this game, in reference to playing the campaign in SP, meaning with AI.


    3. Timed missions: Now I can understand have time sensitive missions, like at the beginning when we had a certain about of time to take down radar and some AA missiles, etc etc... thats realistic/real world... but to put time missions into a compound assault, or an actual battle is ridiculous. I'm current stuck on mission 7, played it for 5 days strait, "load last checkpoint" at least 10 times a day, trying to get through this mission...
    The mission to take out perimeter guard units, then move in and take out guards on the other side... after 30 to 45 minutes each time, I get to one of the last enemy targets before mission complete... and get the message, "took to long, mission aborted", reload, repeat... their is no reason why a mission likes this needs to be done in the amount of time they give, sure re-enforcements can arrive, but not in that short of time, and we have units on the outside perimeter waiting to come in.
    It's like they put ridiculous time restraints on missions that didn't need them, just to get you to play it a little less tactical and more run and gun in.

    Rant over, lol... 2 and 3 can probably be fixed via a patch (but won't), but 1 can't be fixed via a patch, that requires new/more programming.

    IMO
    I so agree with you. I'm no wizard with this game for sure. Only been playing for 3 days but one of my first big beefs are "timed missions". If I can go tactical for the most part I don't mind getting killed a few times and restarting. But trying to take out spotters and AT positions in some ungodly short time is a giant pain in the a.. I'm frustrated as hell and about to go buy a different game or shelve this thing until someone comes up with a decent strategy guide with some workable solutions. A patch would be nice.

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    Re: My 3 biggest beefs with the SP campaign...

    Quote Originally Posted by HiTestFest View Post
    Wait till you have to take out the mobile AA in under 10 minutes. I think its mission 8.
    That 's the last one, mission 11. Played it like 10 times last night on hardcore with a friend and it 's bloody hard. One time we were stuck because one of the AAV 's refused to blow up, even after 3 hits with the Queen Bee. The friendly AI kept emptying clips on it like a bunch of retards (hitting an AAV with bullets??) and when I finally found an ammo crate with another Queen Bee, there were like 10 bodies around the AAV from friendly fire. We managed to blow it up with 4 rockets... It 's like the rockets are less powerful when shot from close range, even though the other AAV blew up after one hit.

    I must say I really had a WOW moment in the mission before that, where you have to clear out the mortar team at the monastery. There 's two AAV 's down in the valley and my friend measured the range with his binocs, I took them both out with the Queen Bee from 750m and 800m in only one attempt... we calculated the drop (one line = 200m) and it was frikin awesome.

    Agree about the time limits though, it really makes you run and gun sometimes... rediculous. In the last mission there 's no need for that 10 min time limit. The choppers should just wait till you take down the AAV 's.

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    Re: My 3 biggest beefs with the SP campaign...

    The timed missions make you feel like a rat in a maze, scurrying to finish, but not enjoying the mission because of it.
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  19. #10

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    Re: My 3 biggest beefs with the SP campaign...

    Quote Originally Posted by ChiefBoatsRet View Post
    The timed missions make you feel like a rat in a maze, scurrying to finish, but not enjoying the mission because of it.
    Yeah, now I'm doing the fuel dump assault and keep either getting shot or the mission gets canceled. Tried everything, I think, but the stress of the timing thing really takes the fun out of it, at least for me. I think I'm going to shelve this thing for awhile. My VN PTSD is starting to flare up again. lol.

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