jw custom 56 Posted May 25, 2013 (edited) Operation Ground Breaker: Changelog: v0.1 - Initial release v0.2 - Added parameter to set "enemy strength" - Added parameter to enable/disable tags - Added a backpack to medics so they can have a medikit(there is some problem directly adding a medikit to vest/uniform it seems) - Changed all units skills (except aimingAccuracy) from 1.0 -> 0.85 General info: Parameter setting for aimingAccuracy(default = 0.3) No respawn No revive Briefing: First step in controlling Stratis is to control Stratis Air Base, but before sending in the marines your job is to destroy the communication tower. You will be inserted by boat and extracted by helicopter. Download: Download v0.2 from filedropper Download v0.2 from armaholic Edited May 29, 2013 by JW Custom Share this post Link to post Share on other sites
the.d 0 Posted May 26, 2013 Awesome atmosphere, JW! Really eery twilight. You come and play that mission with us though, good sir! - I would love to see you explain to us how in the hell we are supposed to survive this onslaught! :-P How did you do the player markers? Share this post Link to post Share on other sites
jw custom 56 Posted May 26, 2013 I would love to see you explain to us how in the hell we are supposed to survive this onslaught! :-P How did you play it? Did you just burst forward? Which aimingAccuracy did you use and did you try adjust it(mission parameter)? Are you using and AI enhancement mods? How many players were in? I only tested on a local dedicated on "regular" difficulty with standard values. In mission i tested with aimingAccuracy on 0.3(all other skills is set on 1) and as i was playing solo and was able to pick off quite a few enemies i found it managable. If you have time today then let's give it a go on my server and see if it plays different. Anyway i will add parameters for the rest of the enemy skills and add a parameter for aprox. how many enemies there will be. How did you do the player markers? Did them with drawIcon3D see here: http://community.bistudio.com/wiki/drawIcon3D Share this post Link to post Share on other sites
Variable 322 Posted May 26, 2013 Glad to see you back in the Arma 3 scene. Loved your work in Arma 2. Thank you very much for making no respawnvive missions! Share this post Link to post Share on other sites
the.d 0 Posted May 26, 2013 It was rather late so I kept my reply (too) short. Let me reply to your questions: How did you play it?Did you just burst forward? We tried stealth, got compromised and once a firefight starts, you are done for. This is GREAT! You created a classic "sneak" mission and that's just awesome, man! Which aimingAccuracy did you use and did you try adjust it(mission parameter)? We usually use skillEnemy=0.88; precisionEnemy=0.23; and found this to be a good balance for most missions Are you using and AI enhancement mods? No. How many players were in? Four. Although one of us seemed to have felt a slight ethanol-induced sensation of tipsiness ... and another one was temporarily blind (long story..) I only tested on a local dedicated on "regular" difficulty with standard values. In mission i tested with aimingAccuracy on 0.3(all other skills is set on 1) and as i was playing solo and was able to pick off quite a few enemies i found it managable. Two factors are important here: 1) Sneaking through to the radio tower on your own is arguably easier than sneaking as a group. 2) We suck. I mean, really. My description of "onslaught" wasn't meant as criticism, however. This mission rocks! We'll definitely play it again. If you have time today then let's give it a go on my server and see if it plays different. Anyway i will add parameters for the rest of the enemy skills and add a parameter for aprox. how many enemies there will be. No need, JW! The mission is challenging, exciting, quite original and highly re-playable as it is! Considering the overall quality of current user missions I couldn't agree more with Variable; glad to see you back in ArmA3! Did them with drawIcon3D see here: http://community.bistudio.com/wiki/drawIcon3D Cool thank you! These tags are a nice touch. MAYBE add an option to remove them for the ACRE players out there, though? :) Anyway, thank you for sharing this with us! Share this post Link to post Share on other sites
jw custom 56 Posted May 26, 2013 1) Sneaking through to the radio tower on your own is arguably easier than sneaking as a group. 2) We suck. I mean, really. 1) When i tested i engaged the enemy to see if the aimingAccuracy was acceptable and i managed to kill quite a few soldiers(7-8 soldiers, maybe just luck) before i got killed so i figured it was a okay setting with more players. 2) I vividly remember back in A2 we rarely completed missions hehe :p (it was great fun) MAYBE add an option to remove them for the ACRE players out there, though? :) Will do, thanks for your input :) Share this post Link to post Share on other sites
the.d 0 Posted May 27, 2013 Hey JW! Quick update on my feedback: We played the mission again yesterday; we won - but mostly due to the fact that the mission seems to end shortly after you blew up the tower. Any chance you might find the motivation to add an 'extraction' goal to 'properly' end the mission? It was utter excitement to get to the tower and we had a lasting firefight, barricading ourselves inside the building next to the tower then slowly probing the vicinity to plant the charges. It would be really cool to have the mission 'succeed' only once the team makes it out of the base alive. Another (unrelated and probably unimportant) 'issue' I noticed: The squad leader, for some strange reason, does not have a radio when playing with ACRE. Any idea as to why this is in this particular case? (this is a problem that arises from using additional addons and I do not expect you to 'look into it' or anything - just through I'd mention it quickly) Anyway, I am REALLY looking forward to trying this mission again.. great job! Share this post Link to post Share on other sites
WCG 1 Posted May 27, 2013 Nice mission, as far as we got. I tried it yesterday, but we were just two players (both newbies), and without revive/respawn, it's no fun for either of us when one is killed. So we just quit. (I wish revive/respawn could be made optional for that reason.) However, we'll probably try it again sometime, especially if we get more players. As I say, with just two newbies, we tend to die occasionally. :) And when that happens, it's just not worth the remaining player continuing. Oh, we had one other problem. My teammate took the role of leader, while I was a medic. However, that was a complete waste, because the medic doesn't have a medic kit (just a first aid kit). And neither one of us had explosives, which might have made the mission a bit difficult. :) We continued, because we hoped to find explosives somewhere on the base, but we hadn't found any when we stopped playing. I really liked the mission - the idea behind it, the setting, the lighting, etc. It didn't work for us, mostly because of the respawn issue, but it really has promise. Thanks! Bill PS. I never change mission parameters. Frankly, I never even think to look at them. Share this post Link to post Share on other sites
jw custom 56 Posted May 28, 2013 while I was a medic. However, that was a complete waste, because the medic doesn't have a medic kit (just a first aid kit). There's some issues adding that medikit to a vest/uniform which is why the medic was missing it. I have now given the medic a backpack and added the medikit to that. And neither one of us had explosives, which might have made the mission a bit difficult. :) We continued, because we hoped to find explosives somewhere on the base, but we hadn't found any when we stopped playing. I thought it was given that with the objective to destroy the communication tower you would need the demo guy :p Mission updated to v0.2 Share this post Link to post Share on other sites
the.d 0 Posted May 28, 2013 My, you are quick, JW. Can't wait to get back home and try it. Defeat ALL the enemies! \o/ Thanks for the update! WCG: Join us for a game sometime. A proper coop with a few players and no respawn is quite awesome :-) Share this post Link to post Share on other sites
WCG 1 Posted May 28, 2013 I thought it was given that with the objective to destroy the communication tower you would need the demo guy :p Heh, heh. I didn't know what the objective was before choosing my character. And I didn't know the AI wouldn't be coming with us (although I much prefer that they don't). If I remember correctly (I might not), there were two medics available, which seemed to imply that they might be particularly important for the mission. But there was an AT guy, too, and I almost picked him. Nothing is more frustrating than to face armored vehicles without a rocket launcher! Well, nothing except needing to blow up a communication tower without explosives, I guess. :) IMHO, it would be nice to have supply dumps we can raid for such things, in cases where there aren't the full complement of players. WCG: Join us for a game sometime. A proper coop with a few players and no respawn is quite awesome :-) Thanks, The.D. I've played with the Comrades in Arms group a few times (wrong timezone for me, most of the time). Yeah, it's fun. I still prefer a revive option, I think - making death annoying enough to be avoided, without requiring that you skip the rest of the mission entirely - but different people have different tastes. No problem. Definitely, the game is more fun with more people. And it's more fun when there's proper teamwork, too - which is easier to ignore when there's just two of you, I suspect. Bill Share this post Link to post Share on other sites
CubicVirtuoso 10 Posted May 29, 2013 Our group played it last night, we didn't take it too seriously since it was our second mission of the night, but we actually found it quite hard. We tried the stealth approach first, really sneaky and such. Ended up getting spotted pretty early on and then all hell broke loose. We used some of the hangers as cover but our guys were quickly dropping. Tried it a second time going balls out and we actually made it further... I think when we were sneaking we pretty much went straight into the bees nest, got surrounded, whereas when we went balls out we only had what was in front of us. The third time, we took over the patrol boat and blasted everything using the weapons on the PT boat :P Share this post Link to post Share on other sites