Announcement

Collapse
No announcement yet.

Enemy Assault - CSAT edition

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

  • Enemy Assault - CSAT edition

    Tested out the specialize arsenal script in version 2 tonight. It works great for most things. Here are my Suggestions:

    1. Expand backpack options on all roles to include field packs and carry alls. No reason I can think of to restrict this and it will just cause people to ask for them from roles that can access and slow down pre mission stage.
    2. Add ACO Green and Holosight. The are all just "red dot" sights, but some people prefer one over the other. I find firing at range with the ACO Green to be much easier than with the Red personally.


    Issues I am not sure how to resolve:
    1. Ammo Bearer and Assistants AR, Assistant AT can't fill their packs with ammo suitable for their roles. As far as I know this is a BIS Arsenal limitation, you can't get ammo for a gun you aren't carrying. Generally a good feature that keeps people from accidentally getting the wrong mags, but difficult in this case. If you are gearing up at the same time as the gunner/launcher its not a huge issue, just have them fill the pack, then take it from the ground. But if the assistant is a JIP, they can't fulfill their role...



    Arsenal errors (maybe?)
    1. Grenadier has access to Titan Compact
    2. UAV Operator has access to Katiba GL, but not grenades.
    3. Pilots and Crewmen can't get GPS devices.
    4. Missile Specialist AT can access GL and grenades. (Evanovich was able to do this, but when I tested I could not).
    5. Conner was able to get a Carry All pack as the Chief Medical officer, but I was not.
    6. Based on issues 4 and 5 it might be that when the arsenal is called, if someone from another role is in the arsenal it gives extra item access? Not sure if that's possible but we had trouble reproducing 4 and 5 so I am partaking in the time honored troubleshooting tradition of a wild guess ;)


    In closing, I love this idea. Should be faster and less confusing for new people than the previous version while still accomplishing the same objective.

  • #2
    Re: Enemy Assault - CSAT edition

    Thank you for the feedback. This means that arsenal did not work as intended and class based restriction implementation attempt has failed. I have to look at more stuff. I will consider your suggestions on adding some of the items.

    1. Expand backpack options on all roles to include field packs and carry alls. No reason I can think of to restrict this and it will just cause people to ask for them from roles that can access and slow down pre mission stage.
    1. The reasoning behind this one is that I wanted to highlight the need for the role of the assistants, ammo bearers. If everybody has large backpacks, then there is no need for ammo bearers.


    The role restricted ammobox system really shows performance hit when the list gets longer. Everytime 20 minutes, my game would jitter and I know it is because of that ammobox. Also, something must have changed with the recent patches. What used to work fine is not working anymore. The ammobox gets full and you no longer can dump your gear after playing a while.

    These are the reasons why I am pushing arsenal version. It is doable as I have seen it done. I just have to make the system a little more complex.
    Last edited by hedgehog; 09-01-2015, 01:18 PM.

    Comment


    • #3
      Re: Enemy Assault - CSAT edition

      It seemed to work for the most part. Each role had a completely different arsenal. It just seemed to either bleed over with multiple people accessing it, or occasionally bug. I'll test more to see if I can pin down which.

      Comment


      • #4
        Re: Enemy Assault - CSAT edition

        Thanks B and all others for the work on this mission. I really like the resulting play style from the ammo restrictions et al.

        I just wanted to add that the heavy mg role doesn't seem to have access to rangefinders or binocs. Rangefinders would be best of course. I think this role would have them on the battlefield or at least the assistant heavy machine gunner. (honestly...the assistant might have them, Idk.
        sigpic
        |TG-1st|Grunt
        ARMA Admin (retired)
        Pathfinder-Spartan 5

        Comment


        • #5
          Re: Enemy Assault - CSAT edition

          Oh...I forgot...I did have more to add about another subject. Not a complaint at all, just a report on game play to be sure assets are behaving as you intend or if you want to tweak.

          I was alone on the server on this mission so I decided to set up an FOB that people could use as they came in. I was only a 8 minute or so drive from the main airfield so I ferried an armed hunter, ammo truck and a couple of atv's to a convenient location near the AO.

          I loaded gear into the hunter and the ammo truck manually. This included a mortar and a UAV set up, a bunch of ammo, rockets etc and a tent to use as a spawn point at the FOB.

          I couldn't find an ammo truck stocked with ammo, even parked on the tarmac near the repair trucks etc...is that a part of the ammo restriction system as well.

          The ATV's respawned after a short time and the ammo truck as well, after a longer time. The ATV's I don't care too much about but can we adjust the timer on the trucks and other vehicles? That would help in the FOB establishment process.
          sigpic
          |TG-1st|Grunt
          ARMA Admin (retired)
          Pathfinder-Spartan 5

          Comment


          • #6
            Re: Enemy Assault - CSAT edition

            Ammo trucks should be stocked once you service them at the service station. It does not start with ammo in its inventory.

            ATV s respawn after you abandon them.
            I think all vehicles respawn after you abandon them with varying distances. I believe for ammo truck a person must be 2000 meters near it. You being by yourself and going back and forth might have triggered the spawn.

            I meant to include bonics and rangefinder for everybody. Some roles must have gotten left out. Version 3 is slowly being worked on, hoping to fix these issues.

            Comment


            • #7
              Re: Enemy Assault - CSAT edition

              That would be the service station on the NW corner of the perimeter road? Ill try that out next time.
              Thanks B. You are a treasure for this community.
              sigpic
              |TG-1st|Grunt
              ARMA Admin (retired)
              Pathfinder-Spartan 5

              Comment


              • #8
                Re: Enemy Assault - CSAT edition

                Grunt, there is a small square Helo landing pad marker just behind the trucks that has some flashing lights. Pull the truck into that square, stop, and watch the magic happen :)

                Comment


                • #9
                  Re: Enemy Assault - CSAT edition

                  Well there must have been some "race condition" with the previous implementation as they saw some restricted items being available. I believe it still exists, but I made the interval of opportunity so much smaller by changing the order of a few things. To truly overcome, there must be an implementation of a concept of "mutual exclusion" which is a bit more complicated and resource/network hoggy... Either way after playing for a while on the new version, I think restricted arsenal is working alright. Let me know if you encountered something unusual.

                  Comment


                  • #10
                    Re: Enemy Assault - CSAT edition

                    Some changes I would like to see to the mission (of course up to the mission maker in the end):

                    *no nightstalker scope for marksman or any role
                    *remove marksman from infantry squad and make a seperate recon/scout or sniper team consisting of suppressed weapons to create a variety of leadership (assault and support), here I'd also like to see a JTAC/FO role (either jtac or spotter depending on what type of team, team size can go from two to six in my opinion)... I joined in last night and saw nothing but marksman slot available, I actually wanted a regular fireteam role but nope! personally I think I'd rather lead a recon team than an assault team so that's a bonus.. maybe some people feel the same way
                    *I dont know how limited backpacks are but I'd like to see no carryalls at all and only assault packs on heavy roles like AT/sniper/heavy marksman
                    *infantry 8-man squads with two grenadiers and an AR in each fireteam (FTL + GR as grenadiers) plus AT and ammo bearer..

                    edit: and maybe a box dedicated to ammo bearers and the like? one where you can grab anything and bring it to the field no matter your role... one filled with ammunition only
                    Last edited by Xorilliz; 09-18-2015, 01:18 PM.
                    - Current ArmA Pathfinder

                    sigpic

                    Comment


                    • #11
                      Re: Enemy Assault - CSAT edition

                      Without nighstalker, nigh ops become very difficult for marksmen. I am open to suggestions on how they should operate at night

                      I thought about sniper/spotter/JTAC team in there. I just have a bad experience with pubbies going straight for it and going lonewolfing with some justification. Plus as snipers they will be limited to stock sniper rifles. No DLC marksman rifles for them. I still have clear distinction between marksman and snipers. Marksman should be with a team, while Snipers do their thing. If my understanding is incorrect, feel free to correct me. I think Marksman as part of a section is quite useful. But I will consider this suggestion of eliminating it altogether.

                      CarryAlls are only available to assistants and Engineer I think. Most everybody else have the assault pack.

                      The base ammobox is implemented on the new enemy assault. Should sort out probelems with low number and assistants/ammo bearers.

                      Can you detail this 8 man team makeup? For now I am going by BI default Rifle Squad makeup. But removing their rifleman and adding one grenadier.

                      Comment


                      • #12
                        Re: Enemy Assault - CSAT edition

                        me and B talked about this and we got to the conclusion that
                        1) he may have a look at and add the NVS Night Vision Scope instead of current Nightstalker which has less efficiency in terms of ranging (up to 600m but effective to 800m on high velocity rifles, max around 1200m). It can be compared with the zoom and ranging of the MOS marksman optic scope.

                        2) team setups, we never figured out what's best and we can only see how things end with this... maybe it is good as it is with just the regular assault team or maybe we can look into recon teams that are useful outside of towns so that we can change the roles in the assault team around to fit the CQC environment only?
                        sniper teams are no fun to control, I know that myself... if it were to be added I think I'd prefer a more modern approach with a 4 or 6-man sniper team with various roles, the downsides of this team in a public game are many and one bonus is that this .50 caliber rifle (CSAT/AAF version) would have APDS rounds that can disable plenty of light vehicles with rounds which barely weighs the sniper down, plus that we can have a JTAC working with all aircrafts from afar safely, and that we can use this team to call for aerial insertion or extraction


                        During tonights game I think we all noticed that we had I think 22 people on at max, that's almost three times more people than there are infantry squad roles... maybe we need another assault/recon/scout/sniper team whichever?
                        - Current ArmA Pathfinder

                        sigpic

                        Comment


                        • #13
                          Re: Enemy Assault - CSAT edition

                          Current make up of ratio between infantry roles and others is: 24 to 7. I consider the specialized roles such as AA, AT as infantrymen. When I was making the mission, the server barely hit 15 on good nights. Yesterday night was an exception, but still does not justify adding more infantry slots. The limited infantry fighting man slot is to encourage a combined ops gameplay so that we would see everything from infantry to armors in the field.

                          Another thing is that since Enemy Assault gives us one AO, one infantry squad is sufficient to do the real infantry work, clearing houses.

                          If we get more nights like yesterday night, it will justify adding a recon team with marksmen and JTAC.

                          Comment


                          • #14
                            Re: Enemy Assault - CSAT edition

                            Originally posted by |TG| B View Post
                            Current make up of ratio between infantry roles and others is: 24 to 7. I consider the specialized roles such as AA, AT as infantrymen. When I was making the mission, the server barely hit 15 on good nights. Yesterday night was an exception, but still does not justify adding more infantry slots. The limited infantry fighting man slot is to encourage a combined ops gameplay so that we would see everything from infantry to armors in the field.

                            Another thing is that since Enemy Assault gives us one AO, one infantry squad is sufficient to do the real infantry work, clearing houses.

                            If we get more nights like yesterday night, it will justify adding a recon team with marksmen and JTAC.
                            I support changing the nightstalker to a NVS scope. But as a rule I support the removal or any/all thermal optics that aren't on UAVs.

                            I think the number of roles is fine as is. Worst case we have crewman grab a rifle and be rifleman.

                            Comment


                            • #15
                              Re: Enemy Assault - CSAT edition

                              B, quite normal for an Infantry squad to have a 'sharpshooter/marksman' even within a 4 man 'brick' though generally you would expect to see them a bit less perhaps, very situation dependent, i.e. terrain and expected engagement distances, enemy disposition and operating methods. As for a GL/M320, that's often a team or squad leader bit of kit as it's an escalation of force and therefore more appropriate for an NCO to have it in some ways than a private as it's not something you just spamming of your own accord. You will see squad members/private carrying them but their implementation usually requires senior approval, if I understand things correctly.

                              Having a lot of marksman/sharpshooters does introduce problems depending on the tasking of the squad though and it's not always the desirable option. Essentially DMR's type weapons are a soft support platform for want of a better word in as much as they share one key similarity with other support weapons platforms in that they operate best in a semi static role, much like a squad automatic weapon, light machine gun or man portable mortar. If you have a significant proportion of your squad, platoon etc adopting these type of standoff weapons you are effectively determining your tactics by your gear as opposed to adapting your tactics to the situation at hand. You immediately have less mobile force you can effectively deploy on your objective.

                              Now most modern DMR type platforms are semi-automatic and provide some form of CQB back up sights to enable closer integration of the sharpshooter into a fireteam. That doesn't change the fact that the weapon is not suited to house to house fighting in the same way an AR is and to be honest if it is employed in that fashion in anything other than unusual circumstances, well, what's the point of having it as it's not being used to it's strength.

                              Having too many 'special weapons' available can lead to people wanting to 'level up' and get a bigger gun because they can't hit what they aim at. "Oh I missed that guy at 300m, I must have the wrong gun, maybe I need a DMR, no...I need a sniper rifle", me "No, you need to learn how to shoot before I give you a more expensive rifle that we have to get shipped out here. Why do you want a DMR, so you can miss from further away?"

                              Lastly I would be wary of adding 'Recon' squads at times. People always request them with suppressed this and special that and generally you end up with a rogue squad that wants to go off ahead of the main force, off mission and basically sneaking about engaging the enemy well before the main force's timetable. "But we've got suppressed weapons, we're ghosts, they won't even know we were there". Me, "If you shoot people while doing reconnaissance you're doing it wrong. They will know you were there and then the main force will walk into a well prepared opfor, dug in and ready to defend the objective".

                              You know what I use suppressors for, killing muzzle flash when wearing NVG's (because BIS haven't made a flash suppressor), that's it.


                              Comment

                              Connect

                              Collapse

                              TeamSpeak 3 Server

                              Collapse

                              Advertisement

                              Collapse

                              Twitter Feed

                              Collapse

                              Working...
                              X