[Sun] 22 Nov 2015 (Russian into town)

How we died (in the future, but also the past, if that makes sense? OMG! Confusing!)
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Netkev
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[Sun] 22 Nov 2015 (Russian into town)

Post by Netkev » Mon Nov 23, 2015 12:42 am

Another sunday, another 38 courageous freedom fighters. A big thanks to everyone and sorry for the more tetris than usual slotting phase.

Runlist And that's the way it wentsed. Remember to click them links and write about the missions if you have any praise or un/constructive criticism!

Videos are always much appreciated, and will be appropriated by our propaganda departement if you tell us about them.

If you think commanding seems like fun, yet hesitate because you worry that you won't come up with a reasonable plan on such short notice, then check out our leadership programme.

If you want to test out an updater/launcher for all your mod needs look no further than our Comrade head's marvellous contraption.

Did you notice that some vehicles/players had way cool FA Tractors on them tonight? That's because of the power of our squad tags. Get yours whilst stocks last.

And don't forget to get'cha FA 2015 patches! Designed by the lovely Tigershark.

So long!

intel64gamer
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by intel64gamer » Mon Nov 23, 2015 2:04 pm

I only recorded the third mission this time.

Puddle Jumpers

Got (team)killed fairly early on by our very eagle eyed eagle_eye in this one. So not all that much to say from my perspective.

Outpost Victor

I played as MMG. Ended up with almost 35 kills. Guess I shouldn't be given any machineguns...

The Rundown

The title for this really could be "How Alpha 3 almost got wiped out" or "Noyava is such a bad shot (from the skids)" :P. Too much Fallout 4 there?

Last edited by intel64gamer on Mon Nov 23, 2015 10:09 pm, edited 3 times in total.

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Costno
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Location: Coming up Milhouse

Re: [Sun] 22 Nov 2015 (Russian into town)

Post by Costno » Mon Nov 23, 2015 2:43 pm

The Rundown
Well, I am writing this as a companion for intel64gamers (which is in quality vastly superior to what my system can produce, :o ) but I do have a perspective from his chalk:


Anyways, this mission was probably the most intense and fantastic run through I have played with FA, and reminded me of just how crazy situations can develop in Arma, I feel this kind of moment just wouldn't have been possible in any other game. I can't speak for others playing this mission (I know other times I've played this I haven't seen any enemies), but there was a solid 10 minutes of intensity.

AAF A3 FTL, with Noyava(AR), darkChozo (AAR), and Peasant.

We were mounted in th3 flown by intel64gamer, and we were tasked initially with overwatching the northern passageway, but after about 7 or 8 minutes we were called down to the main road where enemies had been spotted. The moment the road came into sight, intel called over the radio "enemy on the road!" and it was on... We flew around shooting, trying to get an angle, and we were taking return fire. This first minute was what I had expected from previous play through of this mission, shooting from the helicopter until we die or the enemy dies. At some point Peasant called out that there was a second vehicle (I did not hear this at the time, only after going back through the recording did I hear it. Also it's very clear in intel's video that there was two), but I was working under the assumption only one vehicle was present. After only a small amount of time, I turned and saw intel with his head in his lap, bleeding out, and knew that we were going down. I figure it was the end, and I said something like "Get us down safely!" (Which, I mean, come on, obviously he was going to get us down safely, he wanted to live too hahaha :siiigh: )

So we set down, unknown how far away the enemies were, but I jumped out and ran to try to pull intel out so we could get him healed and his helicopter repaired. I tried to pull him out but he seemed stuck, and after playing with the action menu another second I had to back off as a hail of FIA tracers hit the side of the helicopter. Peasant and Noyava were already in a position to return fire, and the three of us suppressed the aggressors, who were only 300m away to the East. during this part of the engagement, darkChozo managed to get intel back up, while the other 3 of us started creeping towards the ridge which I though had only 4 contacts on top of. Once chozo rejoined, I kind of forgot what intel was doing, and my fireteam began bounding wall by wall towards the enemy ridge. I knew we had wounded a few, and sent some GLs to try to finish the job on a couple. Before we could get within 150m, a helicopter guardian angel (at the time I didn't know which helo it was, but it looks like it was intel from his video) called out "FIA contact on the road to your North." This is where the adrenaline really picked up.

At this point, I knew that we had 4 contacts to our north about 200 meters, and anywhere from 1 - 4 contacts to our east still. I worked under the assumption here that we were 4 against their 8, and told chozo and peasant to hangout in one spot, while I took noyava further west to get better eyes on the approach from the north. Our helicopter guardian angel was my favorite person alive at this point, warning us about the contacts initially and now telling us exactly where the enemies from the north were. Our position wouldn't catch them before they were about 150m away, but intel kept updating us, and I believe noyava was the first to spot the approaching flankers. I told him to go loud, and was told that three were coming around on my left. I looked north west, through a couple frags, and sure enough, two baddies came around a bush at me. I started shooting and my frags went off, I knew I had downed 1. The other one I did not know the fate of but he seemed to have back off. I looked back and forth along the northwest to eastern ark. Noyava was engaging a couple, and I didn't know what contact Chozo and Peasant could see. GLs were raining on us now, and I turned to see Peasant and Chozo were down.

It was time to move, we had sat in our position for too long, any enemy FTL that was still up could continue to drop GLs on us. After spraying some fire towards the east ridge and towards the north where noyava was engaging, I pushed around to the northwest and set up to cover noyava as he regrouped on me. I couldn't think twice about trying to expose us to save Peasant and Chozo, I still thought that we had 5 or 6 enemies around us. When I moved northwest, I saw that two enemies were down where my grenades went off. As we pushed into the gully where the northern flankers had approached from, I saw one more enemy, shooting at intel. We unloaded on him and saw he was with a dead buddy. 4 confirmed dead, and since fire was dying down from the east I figured at least 2 were down over there. Intel landed and we remounted, worried that the FIA commander may still be driving somewhere. But once we were airborne the game was called, AAF had won!



Puddle Jumpers
Just to add to this, this was fun for me, first time having to be squad lead after Eagle died storming a house. This was a fun mission as well :D

darkChozo
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by darkChozo » Mon Nov 23, 2015 4:06 pm


Noyava
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by Noyava » Mon Nov 23, 2015 6:12 pm

intel64gamer wrote:I only recorded the third mission this time.

The Rundown

The title for this really could be "How Alpha 3 almost got wiped out" or "Noyava is such a bad shot (from the skids)" :P. Too much Fallout 4 there?
You know what threw of my aim? All your blood splattered all over my sight and your guts jamming up my weapon, that's what :argh:

That was a fun mission. At the end I was down to less than 45 rounds for my AR. I might have leaned on the ol' accuracy by volume approach a little too much.


darkChozo, that was an amazing video! Well done!

PhilFlame
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by PhilFlame » Tue Nov 24, 2015 12:01 pm

The Rundown

You know, at times ARMA 3's context menu is the dumbest thing ever. It makes me look dumb. So it's dumb.


Could we at least get a "Are you really sure, you want to commit suicide in the stupidest possible way?" confirmation dialog?

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boberro
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by boberro » Tue Nov 24, 2015 1:04 pm

This is why you should map 1/2/3 buttons to rifle, pistol, laucher.
Delete this marker please. You're scaring the tank.

PhilFlame
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by PhilFlame » Tue Nov 24, 2015 1:15 pm

boberro wrote:This is why you should map 1/2/3 buttons to rifle, pistol, laucher.
True.

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Sparks
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by Sparks » Tue Nov 24, 2015 1:24 pm

boberro wrote:This is why you should map 1/2/3 buttons to rifle, pistol, laucher.
Doesn't help much when you try to reload your UGL. Can only do that on the action menu. Also, switching guns as crew in the larger helos.
What *would* help is if you could disable eject, but you can't (get out can be disabled by locking the vehicle, but not eject - and you'd have to remember to lock/unlock the helo on takeoff and landing)
guns.ie ● stochasticgeometry.ie ● weak.ie

Don't tell mom I'm a pilot, she thinks I play piano in a whorehouse

PhilFlame
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Re: [Sun] 22 Nov 2015 (Russian into town)

Post by PhilFlame » Tue Nov 24, 2015 3:18 pm

The way I see it, Eject doesn't belong in the context menu. I mostly only need to eject in emergency situations. A hotkey would suffice.

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