Announcement

Collapse
No announcement yet.

Sunday Oct18 - MCC event

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [AAR] Sunday Oct18 - MCC event

    I would like to start this AAR to drop some of my experience during the first town fight.

    Started out with about 8 guys as we deployed to the AO with an Marshall APC. As we drove in, we could see a massive presence of AAF forces all over the field. We took up a position on a hill top and initiated contact confronting the Eastern side of the AO. With the Marshal APC gun and the Pawnee attack chopper, we inflicted quite a bit of damage. Civilian causality was minimal by my estimates.

    We repositioned to change our perspective. Somehow, our APC moved to the other side of the hill exposing its body fully. An enemy Strider MRAP attacked the hilltop we were in, and our APC blew up at the same time. As our Rifleman AT was driving the APC, I called the CAS to attack the MRAP. Within seconds, the machine gun went off with a few rockets and I saw the enemy MRAP without wheels in front of us.

    Fortunately a four man reinforcements were being dropped off at the APC destruction site. They were able to recover the crewmen from the APC and join us as we prepared for the push into the town. By this time, the team has grown into about 10 men infantry. I split the team into 2 fireteams. I kind of assigned the leaders of the fireteams, but thank you Garthra and MPL Trace for taking on the responsibilities. I stuck with Garthra's team as they pushed up to a roadblock. At this roadblock we were confronted with a persistent small arms fire as we lost a few guys. Recovery was in process and was doable. Then, I heard "Allah Akbar". I tried to shoot the civilian next to us, frantically spraying in his direction. BOOOOOM. The rest of green team got blown up. Evanovich bled out, while Red team pushed to us and recovered everybody else. As soon as I got up, I called in the trusty CAS once more to silence the small arms fire from two directions. After the initial strafe, the small arms fire quieted down.

    As I try to coordinate the fireteams and their field of engagement I found myself between the two teams in a small compound. lolzsomething player was lifted in via helicopter and found me. I was about to tell him that he is in red team and he should move up. A civilian ran up to us and blew himself up. BOOOOM second time. Luckily the lolzsomething guy revived me and green team caught up shortly after.

    We pushed into the town and held up in a warehouse compound. I sent the red team with their explosive specialist to destroy the first objective. Enemy reinforcements via trucks, helicopters were coming in like crazy. Luckily CAS was keeping them at bay. Engaging them from the air. We finally sweeped the area once the gun fire became a little more manageable and took the town. An RTB was attempted. But too many players shot civilians, including the CAS/Transport pilots. Nobody was able to get in the helos. The problem was widespread enough that I called for a mass respawn to fix that issue. Once we were back at the staging point, two dudes went on a TK streak. Killing each of us as spawned back in. TG regulars were very good, they did not TK back, while Connor dealt with the trolls.

    I separated the fireteams into their own teams and left the game. I am interested in how the second town went.


    A few gameplay comments:
    • Initial AAR from Connor states that there were a lot of civilian casualties. I believe this is due to the large presence of them in the AO as well as amount of enemy forces in the AO. When infantry is under constant fire, there is no time to nitpick the targets. CAS also played a big role in taking down a few civilian casualties. On top of it all, the suicide bombers made things that much more complicated. For the first part of the town, with the constant new player joins and the large enemy presence in the AO, a chaotic yet powerful assault was necessary with every arsenal being used to take the objective including the armor and CAS and aggressive infantry advance. Although, I did mention the presence of civilians, it just was not to be helped with the setup.

      I would be interested in how many civilians were present and how many died, and by whom if that is available. For hindsight.
    • The performance of the mission suffered as we went into the town. Increased number of enemy by the reinforcements was taking a toll on my computer.
    • The TK-ers...............................................
    • Thanks to Connor for the Sunday event. I had a blast.


  • #2
    Re: Sunday Oct18 - MCC event

    Yes B I had realized it spawned too many Civilians for the area however a lot of deaths were by people just put right shooting civilians out of about 30 civilians 25 were killed if my memory is right. However I understand your position just for you info in that first AO you fought about 75 infantry and 5 or so vehiclas. I am still trying to find a good balance between A tough fight but not to hard and keeping good performance. Hopefully in further missions I can find that balance.

    Comment


    • #3
      Re: Sunday Oct18 - MCC event

      Thing about performance for me talking out of Zeus experience is, it has to be entirerly dynamic. We never fight 100 AI at once, there may be that many out there but we are only in visual of a handful of them at once. When I zeus'd my primary concern was always about getting a task set and then spawning in AI individually as the players entered the area and then as the current AI's die I would spawn in new ones from somewhere out of sight. I saw it as a challenge to catch up quickly by replacing dead units and placing them realistically... maybe you already do something similar I don't know, I hope this helps in some way at least. AI dead bodies of course also makes a big performance hit but I know you were deleting those.

      20 AI in a smaller area can be tougher to take down than 100 in a bigger area depending on varieties.

      As for the event, it was looking good for the brief moment I was there. Except for the fact that we killed the innocent civilians and looked the other way when a different civilian screamed two well renowned words out to us :)
      - Current ArmA Pathfinder

      sigpic

      Comment


      • #4
        Re: Sunday Oct18 - MCC event

        Tthanks for the tips Zor appreciate any help and yea I see your point in just letting more flow in but my problem was a had some set to fortify the town cause I wanted there to be a fight in town and not have all the AI attack out but oh well and yea performance can be a issue.

        Comment


        • #5
          Re: Sunday Oct18 - MCC event

          Sounds fun. I had family obligations so couldn't make it. Hope to make the next one.

          I've been playing around with MCC Editor in the SP editor. It's fun.
          sigpic
          |TG-1st|Grunt
          ARMA Admin (retired)
          Pathfinder-Spartan 5

          Comment


          • #6
            Re: Sunday Oct18 - MCC event

            Originally posted by |TG| Connor View Post
            Tthanks for the tips Zor appreciate any help and yea I see your point in just letting more flow in but my problem was a had some set to fortify the town cause I wanted there to be a fight in town and not have all the AI attack out but oh well and yea performance can be a issue.
            In my experience, using Zues to hand place fortified units yields better results. MCC Forify units move to "a building" and occupy it, but its hard to get them into buildings that make sense or matter. A few hand placed units actaully guarding entrances or covering roads works out better than a squad filed into a two room house. It does take more of your time though.

            Another useful trick is to set a zone that fits around the town closely and put units inside on Defensive, that way they won't leave that zone but will move around the town. Then place a second bigger zone to assign units to patrols the outskirts (but still respond to enemy sittings INSIDE the town.

            Comment


            • #7
              Re: Sunday Oct18 - MCC event

              Originally posted by Noyava View Post
              In my experience, using Zues to hand place fortified units yields better results. MCC Forify units move to "a building" and occupy it, but its hard to get them into buildings that make sense or matter. A few hand placed units actaully guarding entrances or covering roads works out better than a squad filed into a two room house. It does take more of your time though.

              Another useful trick is to set a zone that fits around the town closely and put units inside on Defensive, that way they won't leave that zone but will move around the town. Then place a second bigger zone to assign units to patrols the outskirts (but still respond to enemy sittings INSIDE the town.

              Oh yea I do the Zone but I will definitely try using the Zone as defensive and hand placing some for a more key fortification, haven't tried the double zone but it sounds good will definently try that next time, thanks Noy.

              Comment


              • #8
                Re: Sunday Oct18 - MCC event

                All of this discussion of how the sausage is made makes me feel like the mystery is being lost, and with it, the realism.

                But I may just be an old man I guess.

                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

                Comment


                • #9
                  Re: Sunday Oct18 - MCC event

                  Originally posted by Noyava View Post
                  In my experience, using Zues to hand place fortified units yields better results. MCC Forify units move to "a building" and occupy it, but its hard to get them into buildings that make sense or matter. A few hand placed units actaully guarding entrances or covering roads works out better than a squad filed into a two room house. It does take more of your time though.

                  Another useful trick is to set a zone that fits around the town closely and put units inside on Defensive, that way they won't leave that zone but will move around the town. Then place a second bigger zone to assign units to patrols the outskirts (but still respond to enemy sittings INSIDE the town.
                  Translation For [MENTION=17278]Dimitrius[/MENTION]:

                  <Suspension of Disbelief>In my experience, the commander must take pains to order his defensive troops. Taking care to clearly instruct each one in his desginated field of fire. If you count on NCO's they'll make a hash of it and the troops will end up playing cards together in one building, rather than covering expecteds routs of enemy advance.

                  Another useful trick is to order part of your troops to patrol inside the town you need to defend, but with strict orders to not leave the town to engage enemies sighted outside it. Then order the remainder of your troops to patrol the area around town, with contingent permission to pursue attackers inside the town as well. </Suspension of Disbelief>

                  Comment


                  • #10
                    Re: Sunday Oct18 - MCC event

                    May I return to being shocked now?

                    And I was referring to zues mechanics.

                    The more you discuss it, the more it feels like the realism is fading.

                    Where's my cane?

                    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

                    Comment


                    • #11
                      Re: Sunday Oct18 - MCC event

                      :)

                      I think my joke failed to land where I was aiming. I tend to agree and do my best to keep this sort of thing in the mission dev sub forum.

                      Comment

                      Connect

                      Collapse

                      TeamSpeak 3 Server

                      Collapse

                      Advertisement

                      Collapse

                      Twitter Feed

                      Collapse

                      Working...
                      X