[Sat] 16 Sep 2017 (Brothel Night)

How we died recently (please see the historical archives for deaths in earlier times)
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Kefirz
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[Sat] 16 Sep 2017 (Brothel Night)

Post by Kefirz » Sun Sep 17, 2017 9:25 pm

Kicked off the session with Freedom!, where we assaulted the Ghost Hotel in Altis. Against all odds, most of us made it... somehow. As we landed on the beach, I thought this is going to be like 1944 again, but to my surprise, most of us weren't mowed down by angry MG42's and Stukas. Under Fer's leadership, we slowly moved through the housing complex, receiving fire and giving it back. I don't remember how many times I was incapacitated... but it was a lot :D Long story short, we managed to get to the Ghost Hotel, clear it, and do all of the objectives.
It was a great success, the leadership element and many other people totally didn't die at the end from their incompetence.

Next up was Piece of Cake, where we set out to take over the industrial complex from the Gorka wearing bush people. Right after the first engagement, it started to get really bad. Soon there were enemies swarming around us, less than 50 meters away, and the whole A1 element and ASL was incapacitated. But hey, that's ok, we have reinforcements and A2 managed to get away....
Too bad that the incoming reinforcements were killed by the PTSD suffering A2 :commissar:

Shore, was just one of those missions when I thought why the hell I was sweating on this godforsaken island and not chilling with some pretty ladies in a house with AC.
As I got over the fact that there were no females on the island, I told A1 to set up a brothel and we awaited our USMC guests. Confronted by Tigershark, they chose bullets over massages.
Fools! They didn't deserve to live on our island anyway.

Full mission runlist:

- Freedom!
- Piece of Cake
- Shore

Afterparty:

- Weed Whackers I
- Outpost Kamenka

Today we had a total of 13 people showing up. So a big thanks to those that came (Harakka, Thirith, Zitron, Commander Teizan, Bormanov, Pebs, Wolf, Fer, Boberro, Kalelovil, Tigershark and Egg ), I hope you had a good time and please post your screenshots, videos and comments.

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boberro
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Screenshots and videos

Post by boberro » Sun Sep 17, 2017 9:42 pm

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Two russian soldiers using their camo correctly.

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Call of Arma

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Tigershark touching me.

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Our best combat engineers at work


Video footage to come later.
Last edited by boberro on Mon Sep 18, 2017 8:12 am, edited 1 time in total.
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boberro
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Mission feedback.

Post by boberro » Sun Sep 17, 2017 9:54 pm

Weed whackers, two thoughts:
Antonov is a fun plane, but if it's only use it to make people wait for 2-4 minutes until it gets to AO, then jump out of it (including the pilot), maybe it's not really needed? Two times that we played this missions, there were issues with the plane. We have parachute insertion module (used in Su Casa) and it works well for parachute insertions, and it even has a safeguard for people not opening their chutes (happens e.g. when for some reason your game drops to 1fps, like it happened to me twice during this mission).

Second think is about JIP slots - admins have a tool for player respawns. While it takes a while to set up (but not that long, about a minute - still faster than asking people to reslot), it's quite handy and unlike JIP slots doesn't have issues with ACRE.
During this mission JIP slot AI started engaging enemies - I guess that's not really what they should do.
If you want to create specific place where reinforcement should start, there's special logic object in the mission template. It's used to specify a place where dead people will can be respawned by hosts by default. You should probably use that instead.

@kefirz: Two main reasons to use admin tool respawn instead of jip slots is ACRE - it gets borked up by reslotting, but admin respawn works without hickups.
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Teizan
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Re: Mission Feedback

Post by Teizan » Mon Sep 18, 2017 4:22 am

I agree with pretty much everything you said (except for Coconut not attacking - that was a deliberate 0,0,1 command) Boberro. Issue is I had no idea how the para module worked. Still don't, but (now I know about it) without being constrained to a 14 man plane I won't need to make AI into reserve slots anymore, which would also solve that problem. Neat.

Freedom! in which I was a little hard of hearing initially, thoughts occurred to me of whether or not a deliberately slow tactical advance made good camera footage for an action film. Until there was a big chaotic explosion at the end, and all was good.

Piece of Cake, where I was SL. Suffice to say, everyone died. (Should definitely have asked for MAT.)

My experience of Shore could be summarised as 'Goddamnit Bipod', Lots and lots of bullets, and then clearing a jungle at walking pace. Quite good, if lacking a supporting enemy Attack Helicopter to murderise us.

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Kefirz
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Re: [Sat] 16 Sep 2017 (Brothel Night)

Post by Kefirz » Mon Sep 18, 2017 4:53 am

Ah, issues with ACRE.... ok then, I'll use the respawn module.
In weed whackers I, as the SL triggered the AI reinforcements to attack. I figured they were there in case we needed help.

I wasn't a fan of the ORBAT in weed whackers, because there were some slots in A that weren't in B. More specifically there was also a random medic slot that I almost missed it. The Folk ORBAT is there for a reason.... it just makes things easier and simpler for everybody.

Bormanov
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Re: [Sat] 16 Sep 2017 (Brothel Night)

Post by Bormanov » Tue Sep 19, 2017 12:54 pm

A lovely session!
For me it started with a very action-movie-like bullet to the face in Freedom.

Then we approached Piece od cake. This time I decided that driving into the middle of enemy complex is not as fun, as moving down people that decided that approaching my position, and not responding to my callouts is a good idea.
In the end - I made a decision to glory charge spetz-naz troops, therefore not making rest of players wait 40 minutes until the rest od A2 dies out.

Weed Whackers turned out to be much easier than the last time. Maybe it was AK12, maybe the number of Opfor was lower? I say we return to AKMs. They fit that mission's specific uniform better.

And, at the end - a brave middle night firefight at Kamenka. They tracers flying through the night sky, all the unexpected close encounters with assailants that were able to get closer, due to the cover of the dark.. amazing and exciting, eh KEFIRZ :argh: ?

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Kefirz
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Re: [Sat] 16 Sep 2017 (Brothel Night)

Post by Kefirz » Tue Sep 19, 2017 7:42 pm

Yes, very exciting Bormanov :D
But in reality that mission had some kind of an post-processing filter on, that I couldn't get rid of. So we had to deal with the situation we had :(

In other news, it turns out we even have our own cardboard crates :clint:

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boberro
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Re: [Sat] 16 Sep 2017 (Brothel Night)

Post by boberro » Wed Sep 20, 2017 7:57 am

Czernarus is full of them ;)
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Thirith
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Re: [Sat] 16 Sep 2017 (Brothel Night)

Post by Thirith » Thu Sep 21, 2017 9:40 pm

I did join in late due to technical problems, but I enjoyed the missions I played, especially the Vietnam-style tension of the Tanoa missions. I do wish, though, that some day I'll take part in "Piece of Cake" without it going so far south, it doubles back and ends up at the North Pole.

Also, I am proud to have suggested the alternative business model of opening a brothel. Killing may be a means of communication, but there are other means that we may be ready to explore. I'm sure our enemies will thank us for it too.
"Until now we scraped along the ground like rats, but from now on, we soar. Like eagles. Yeah. LIKE EAGLES... ON... POGO STICKS." - Grim Fandango

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