Fighting 99th Forum
CDN MSO
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-Reverted HMWWV inventory to non-virtual
-Removed some gear from HMWWV so it's not completely full
-Fiddled with some init code and module configs and fixed the save game.. At least it's working for me right now.
-Turned off dynamic weather because the blue line was annoying
Looks like it's all good now.. I'm sure we'll find more though.
Also, if anyone is using any mod at all that isn't in the official pack, please disable them because they potentially break the save game and can cause performance issues.
EDIT: I saved the mission, restarted the server, and loaded the mission again 3 times without any issue. Looks like it's unbroken now.
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http://images.akamai.steamusercontent.com/ugc/158027122755725773/25F6DAF7F2B748929E517D81514DC265A73A2CC6/
http://images.akamai.steamusercontent.com/ugc/158027122755725681/25D839A432F0CA674453134CF751BC6B6BEF1239/
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I don't think we'll play today as I'm gone, but the next op we will move east towards Green Mountain to stifle the flow of reinforcements flowing out of that area and from there we will follow up North behind them until we reach the airport again.
Depending on how many players we have, we might split that into 2 simultaneous tasks so that we don't just jump into the flow of reinforcements and be surrounded just as we surround the enemy. It would be beneficial to leave a squad near Green Mountain to recon exactly the route the enemy is using and to disrupt it as much as possible. I'm talking mines, ambushes, and scouting.
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Mines, ambushes, and scouting sounds great. Excited to get back in it when we can.
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There are more tanks though, I know that much. Most of them are defending high-priority objectives although in testing they've been known to patrol as well.
Keep in mind that the entire eastern part of the map, especially the main cities along the coast are also actively being fought for even though we're not in that area. OPFOR is definitely sending a lot of their resources that way too, including the bulk of their air power.
I see the point you make and I agree though. Sometimes it seems like BLUFOR is overly aggressive and too spread out while OPFOR spams reinforcements which results in a train of vehicles YOLOing into players. These vehicles normally don't do this but since the drive is so far from base, their normal behavior to disembark before reaching contact is disrupted because we've pushed beyond their waypoint in the time they took to arrive. This is due to a rather slow AI commander cycle time and I've suggested a solution to the ALiVE developers.
What I've been doing to try combat this is to call a lot of reinforcements to help hold objectives so we're not stuck just defending against the hoard. That said, it's not like the waves of reinforcements are just being mowed down at no cost to BLUFOR. I called about 6 12-man squads and 3 machanized infantry squads onto the airport along with 2 M1A2/M2A2 mixed platoons and 3 squads of infantry onto Grishino. All that's left is about 1.5 squads on the airport and a low health mechanized infantry squad which left of push south. I think the tanks were interdicted while in transport by trucks. I should mention that those aren't free reinforcements. When I call things in, they are removed from a pool that the commander is using to reinforce. At no point can either side have more troops than they started with so they're actually technically replacements.
All that and we still don't have Grishino back and the airport is still very heavily contested.
Last night we took the western towns up to Zelenogorsk which wasn't all that eventful but strategically it's very nice to have that out of our hair, plus it's just more things for OPFOR to think about.
To me that's the beauty of this mission, it's not just a one-off butt kicking, it's dynamic and strategic as well as tactical. Sometimes things feel slow or uneventful but there's a reason to take objectives beyond just shooting bad guys. When we scout it's for an actual purpose beyond just 'oh I want to play scout-sniper'. That intel is actually useful to myself and our AI commander in order to develop strategy. Also, any disruption of enemy logistics is saving someone down the line from having to fight them.
Basically there's a lot more to it than meets the eye. At the end though, gameplay rules.
I'm open to criticisms on the mission though. I want to hear what you guys would change or would like to see even if you don't know how exactly to do it.
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Otherwise, I can't think of anything in particular to change with the mission.
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