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fa3_a69_the_3way
Posted: Sun Apr 19, 2015 9:56 pm
by audiox
This is a thing we play, how is it?
Re: fa3_a69_the_3way
Posted: Sun Apr 19, 2015 10:07 pm
by Sparks
The transport helos are next to useless - both CSAT and NATO take the hill overlooking the town and after that, the helos can't land at the town, they'd have a survival time measured in nanoseconds. There's no cover there at all for non-Dslyexi level pilots. Pawnees might be useful but would more likely just be awfully OP even if you limited their ammo a lot and took away their rockets (and I don't know if you have that level of inventory control).
I suppose you could mount up a team on the skids and shoot from the air, but... well... actually, that would have worked fairly well in tonight's run of it.
Also, I get the feeling that if we had three even teams instead of two even teams and one INDFOR VIP target, this would get.... interesting

How you'd prevent the INDFOR VIP from shooting you I don't know, unless he was unarmed to start with and forbidden from picking up a firearm and you just had to kill his escorts.
Of course, that could lead to sneaky side deals and INDFOR defecting to either BLUFOR or OPFOR, but that's a whole social engineering thing

Re: fa3_a69_the_3way
Posted: Mon Apr 20, 2015 5:29 am
by Aqarius
I disagree. The chopper has perfectly fine usages, and arming them would be absurd. Littlebirds are fine.
Re: fa3_a69_the_3way
Posted: Mon Apr 20, 2015 6:52 am
by wolfenswan
Storm made this one a very nice experience.
I agree the helicopters are fine but the approach could be put further away. I'd also stick to the thematic vehicles for the factions rather than offroads.
Every time I play this one, CSAT moves to the hill north and NATO sits on the southern hill. I'd consider removing the "minefield" area. It's too far away as a good BOF but can serve CSAT as a staging and navigation area.
Interesting idea might also to move CSAT further east (NE or straight EAST). That would mean they'd come in in a sharper angle to NATO but it wouldn't be a hill-on-hill shooting palooza and both sides had more unique terrain to navigate.
UAVs would be very useful in this one.
Re: fa3_a69_the_3way
Posted: Tue Apr 21, 2015 6:40 pm
by audiox
I really can't be blamed for people not even trying to use the choppers. As is i think they're fine. They can be used for scouting, sneaky ambush things, heliborne shooting, rapid retrieval of exposed units to alter the battlefield, et al.
But yeah, if you say "stay there until needed" its a bit of a bummer.
The offroads are there because i don't want armored vehicles. That would make it to easy to just bum rush the town. As is you will come under fire if you try to drive into town and you will most likely lose a fireteam at least whilst trying.
Might try to move CSAT to the east and prop up the mountain and the northern compound with some AAF. Would be kinda interesting to see how that would work.
Just for kicks i might entertain the idea of putting a tank/ifv thing in there to see how people utilize it. Dunno if thats worth trying though.....
Re: fa3_a69_the_3way
Posted: Tue Apr 21, 2015 6:49 pm
by Sparks
audiox wrote:But yeah, if you say "stay there until needed" its a bit of a bummer.
Oh, don't take the boredom bit as being a bad thing. Helos have basically two modes when I fly - boring; and cinematic, dramatic, exciting, burny explodey. There's not much in between, so I don't mind boredom.
It's the hovering a km away hearing my squad being picked off one by one and not being able to do anything about it that bugged me.