fa3_c48_infantry_fighting_vehicles

Help make Party-approved missions harder
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Pooter
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Joined: Tue Jul 28, 2015 2:26 am

fa3_c48_infantry_fighting_vehicles

Post by Pooter » Sat Oct 31, 2015 9:44 pm

CSAT races to destroy some AAF IFVs before they come online.

Pooter
Posts: 96
Joined: Tue Jul 28, 2015 2:26 am

Re: fa3_c48_infantry_fighting_vehicles

Post by Pooter » Mon Nov 09, 2015 4:06 am

v3:
Narrowed the gap through which the 50cals fired
lowered the barriers on the side of the 50cals so you can see the gunner's head

Fixed 2x locality issues

Added a fireteam each to the 4 external bunker complexes
Moved around some of the AI
Slight modifications to the briefing.

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Kasmeister
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Location: The plumber land

Re: fa3_c48_infantry_fighting_vehicles

Post by Kasmeister » Mon Nov 09, 2015 2:39 pm

It was fun except for the part when we get killed by AI with Xray in their eyes.

Pooter
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Re: fa3_c48_infantry_fighting_vehicles

Post by Pooter » Mon Nov 09, 2015 8:16 pm

Yeah, I now realize why we typically don't see AI in elephant grass situations, their behavior is really inconsistent. Half the time you can sneak right up on them and the other half they'll laser eye you to death.

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Kasmeister
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Location: The plumber land

Re: fa3_c48_infantry_fighting_vehicles

Post by Kasmeister » Mon Nov 09, 2015 9:43 pm

Yeah if not that it would be perfect :)

I really like the idea with the fuel trucks activating APCs. Made for some interesting situations.

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