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fa3_cz43_pickup_artists
Posted: Wed Jan 06, 2016 12:56 am
by Pooter
Sadly I missed the first play through of this. It was intended for a larger player count than 19, but I'm still interested in hearing how it went.
Re: fa3_cz43_pickup_artists
Posted: Wed Jan 06, 2016 1:39 pm
by AmishStrikeForce
I was company medic, generally stayed behind the front lines (so I survived to the end), and actually had quite a bit of fun. Especially when I got a 6.5mm w/ UGL off a dead EI. *flex* At the end, I was trying to get to a downed comrade and kinda yolo'd it across a street, not expecting EI to be idly standing right beside the other EI I'd just capped. I had a ded. :-/
I'm not being helpful am I? lol I understand that the crates were indestructible or some such, but I thought we were supposed to deliver them somewhere anyways. Kefirz was Zeus, I believe. DarkChozo was CO, he might be able to provide more input. Overall, I enjoyed it, so good work.
Re: fa3_cz43_pickup_artists
Posted: Thu Jan 07, 2016 1:05 am
by boberro
I drove our vehicle through the wall in front of the church. I guess that's when script attached the cache to our vehicle or something?
Because I didn't know that and I pressed the action menu option with something about the crate in it. Then I realised it was "let go of the crate", but no worries - script told me that it can't do that because there's no empty spot around.
Few seconds later we were flying...
Re: fa3_cz43_pickup_artists
Posted: Thu Jan 07, 2016 1:53 am
by Pooter
Oh jeez, I'll have to take another look at the scripts. I think someone put the cache into your IFV, then when you tried to take it out it somehow decided that inside your IFV was a valid place to put the cache, and hilarity ensued. Oops.
Re: fa3_cz43_pickup_artists
Posted: Thu Jan 07, 2016 1:59 pm
by AmishStrikeForce
boberro wrote:Few seconds later we were flying...
That was pretty amazing. That you all survived just fine is more amazing. Pooter should leave it in as a "feature."

Re: fa3_cz43_pickup_artists
Posted: Thu Jan 07, 2016 4:18 pm
by darkChozo
In terms of how the mission went overall, it was a bit weird. Basically we only had one fireteam, everyone else was either command, in a vehicle, or an attachment. As far as I know, the attachments never were able to do anything particularly attachment-y (MMGs never had good lines of sight and MAT never saw any enemy vehicles), so they eventually just transitioned into a second, weirdly-equipped fireteam after the first fireteam started taking losses.
So honestly, I don't think we gave it a fair shake. The only feedback I really have is that it seemed (from the back lines mind you) that the enemy distribution seemed tilted a bit too far in the direction of dudes sitting in buildings. I feel like at least a few more guys in the street would keep things feeling a bit more dynamic.
Re: fa3_cz43_pickup_artists
Posted: Thu Jan 14, 2016 3:30 pm
by SuicideKing
Pooter, you may want to reduce the extra ammo and medkits that the ARs get. I was fully loaded, as a result I was out of stamina and unable to regain any, right from the mission start.
long live the new stamina system

Re: fa3_cz43_pickup_artists
Posted: Sun Jan 17, 2016 4:52 am
by Pooter
new version: Auto-switches PCMLs for RPGs
Makes gorgons durable enough to survive 3 rockets, but their components break more easily.