[Sat] 02 Dec 2017 (After the disaster...)

How we died recently (please see the historical archives for deaths in earlier times)
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boberro
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[Sat] 02 Dec 2017 (After the disaster...)

Post by boberro » Mon Dec 04, 2017 1:38 pm

Missions:
  • Fly Swatter
  • Point Break
  • Point Break (we know about mortars edition)
  • Tidal Force
  • Guardians II (locked doors edition)
Afterparty:
  • Arbitration
Two days after Bohemia dropped a massive update, that afaik came out without any RC version, we tried to play Arma. This is how we failed...


I like the Fly Swatter, it's quick and fast, while stealing 42kg of cocaine is satisfying even for most hardcore milsim enthusiasts. With one team spreading death from the rocks, and my team rushing to secure the cargo we were on a good way for finishing it in high speed, low drag fasion, but... police reinforcements had more people than our support team had ammunition. This meant support team had to come close, loot ammo from fallen enemies and help with securing the goods. We still managed to finish it without any loses on our side, though.

Second mission this evening was selected in a popular contest: I asked only one person, so 100% of my respondents selected Point Break! We tried this mission twice, after our first attempt ended 30 seconds in, with deaths of everyone but Kalelovil. Second attempt meant we actually knew about that mortar position 200 meters from mission's start, so we were able to come up with a strategy (aka Operation Humanshield). We still died terribly - who'd think russians teach their soldier how to operate their grenade launchers?

Tidal Force was never played before. Selected mainly to please Tigershark (sorry Teizan, but that's true), it made us join the navy, and look for enemies in a jungle. With modern weapons instead of AK's! TBF I don't know much about how this one went - I died first, with BrightCandle following me seconds later, and we spent rest of the mission bitching about changes made by last game update. We all died in the end, though, so I guess it went as expected :clint:

Guardians II used to be a classic - one of these that never let you down and you know what to expect from them. This time though, enemy decided to lock all doors to their houses and shoot at us through walls. We died.


So, what was so bad about this update?
  • Cigarettes mod stopped working! How am I supposed to look cool while walking away from an explosion without cigs?
  • AI spotting range changed. Now AI won't react at all to enemies (players) if distance is further than 350 meters. Not apparent in missions selected, but still weird.
  • How engine reads AI skill values changed. This lead to situations where AI had pinpoint accuracy when firing GP-25 at 300 meters, while two magazines is not enough to hit a standing target 10 meters away.
  • Permanently locked doors...
Let's hope this stuff will get sorted out till next session.
Delete this marker please. You're scaring the tank.

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Teizan
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Re: [Sat] 2 Dec 2017 (After the disaster...)

Post by Teizan » Tue Dec 05, 2017 3:14 am

Must point out: The locked doors things isn't new, it happened the last time we played Guardians II as well.

It might be because of an attribute issue (Simple object maybe?), or CUP might have broken something - We never really use CUP placeable buildings in other missions, so it wouldn't have been noticed for a while.

Anyway.

Fly Swatter went the same as it always does now, except this time Base of Fire ran out of ammo, and the Littlebird actually landed. Didn't bother turning off it's engine though (we sat there for a long time with that thing being very loud), and none of the passengers got out so I guess it's still not working as intended. :|
Highlight of the mission was trying to drive using a different method than usual on the Exfil. Palm was not amused.

On the other hand, Point Break, one of mine, was interesting. I was the Medic.
It started on a craggy hilltop, with much admiration of PRC-77 backpacks. (I also immediately started spotting brand new bugs to be fixed after the update.) With that done, we marched off in single file down hill, to where we would set up to open fire on the checkpoint on a flatter bit of hill. It had not been mentioned in the briefing (since rectified after much complaining), but that flatter bit of hilltop was already occupied by a Soviet mortar crew and some garrison overlooking the checkpoint. Shooting began immediately, and we all bunched up for better shots and cover while we neutralised the point.
That was the moment I discovered that AI actually can use Mortars without scripting them to do so :fry: , and after the brief screams of "Mortar Mortar Mortar Mortar!" went either unheard (Because ACRE) or misunderstood (Because we've never actually been hit by non-Grenade artillery ourselves and had no idea what to do), we were all shortly taught a fundamental lesson in spacing. Except for Kalelovil, who was too far back to be hit. :owned:

My best death in Folk to date. :D

At that point while Kalel was fumbling around being the only survivor, Boberro restarted the mission. Having gained another person to fit into a slot, Wolf (or Shock?) was evolved from a meagre Team Lead guy into the Glorious Leader. Now equipped with the knowledge that Mortars are Dangerous, the plan was modified so that while an undermanned Human Shield element (MMG) would attract the Soviet's attention from the high ground, everyone else would sneak up from the low ground and neutralise the Mortar. For whatever reason, I (the Medic) was attached to the Human Shields. (Apparently this decision was later reversed, but nobody told radio-less me about that.)

We managed to kill the Mortar and it's guards, but then every Soviet in the region was alerted to our presence and began picking us off one by one, until a Hind(Boberro) came along and terminated sole survivor Bormanov by rocket strike.

Tidal Force, another one of mine, was a new one.
http://steamcommunity.com/sharedfiles/f ... 1219519559
Here, we were Newfangled NATO (except Green) with a Speedboat armed with a GMG. I was the Driver/Commander. Never before had we been given such awesome power, so Victory was Obvious.
It turns out that having never before been given such awesome power Wolf (my Gunner) had no concept of Ammo conservation, and we ran out on the first to second objective. After killing fifteen civilians and only the same number of Syndikat.

I didn't know much about how the actual Infantry got on, until I got out of the boat and got myself shot into Spectator.
(Mission notes: Radios were only 343s (which caused part of the above), and there were too many objectives for too few people.)

Guardians II went on next. Having experienced locked-door syndrome the last time I'd played it, I wasn't hopeful. It turns out the Locked doors had evolved into Bulletproof windows, so I was right not to be.

The highlight of the mission was when I tried to throw a Grenade through a wide open hole and it bounced off a patch of thin air right back at me. :suicide:

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boberro
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Re: [Sat] 2 Dec 2017 (After the disaster...)

Post by boberro » Tue Dec 05, 2017 9:15 am

Commander Teizan wrote:
Tue Dec 05, 2017 3:14 am
It turns out that having never before been given such awesome power Wolf (my Gunner) had no concept of Ammo conservation, and we ran out on the first to second objective.
Nope, it sounds like how Wolf normally behaves..
Delete this marker please. You're scaring the tank.

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