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  • [AAR] CO_30_Steel_Nightmares

    Alright guys, the first run through my tank mission. Submit your thoughts, suggestions and feedback.

    Thanks :D
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    Do you really want invincible bears running around raping your churches and burning your women?

    Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

  • #2
    Re: CO_30_Steel_Nightmares

    needs more tanks


    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 Abyss a deep, immeasurable space, gulf, or cavity
    So I'm a very skilled deep hole :D

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    • #3
      Re: CO_30_Steel_Nightmares

      I enjoyed it.

      I mean I would have enjoyed it.

      Next time include me.

      Current ARMA Development Project: No Current Project

      "An infantryman needs a leader to be the standard against which he can judge all soldiers."

      Friend of |TG| Chief

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      • #4
        Re: CO_30_Steel_Nightmares

        Dimitrius, you bailed on us so dont even give me that :D

        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.
        sigpic


        Do you really want invincible bears running around raping your churches and burning your women?

        Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

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        • #5
          Re: CO_30_Steel_Nightmares

          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.
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          I run my $#@! new school style with old school roots...

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          • #6
            Re: CO_30_Steel_Nightmares

            Alright more updates.

            M1A1s didnt stand a snowballs chance in hell against T72s so we got the tusks back. I couldnt get far by myself in one tank so we'll have to play test it again with a full crew.

            Hopefully fixed the random debrief screen (possible screwy trigger)

            Working on the JIP/Respawn script with a respawn of 8 people, or two tank crews. They will respawn along with their tanks at the FOB.
            sigpic


            Do you really want invincible bears running around raping your churches and burning your women?

            Intel i7 3930k @ 4.4ghz, 8gb RAM, 2x GTX 570 1gb, OCZ Vertex 3 120 gig SSD

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