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Everything posted by lightspeed_aust
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Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Steam id? -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Just an FYI, i had two white knuckle moments playing the second mission last night. True GR experiences are measured by white knuckle moments so this is a huge tick for me. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
One more tester out there? -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
OK so I ran the first and second missions - first is really a warm up just to get you into it - things get more difficult as the Russians get involved later on. First mission took some hits but managed to stay up and get patched up. Second got nailed in one test but second I made it through ok - things can turn ugly fast if you don't take your time. Got through the second run but lost 2 Ghosts from one of my frags :( and both pilots out safe. Alex I need your Steam ID to add you as friend and will put them up for you to test. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Im going to run some quick tests tonight without the invincibility and if I survive I will hand off missions to beta testers. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Mission 5, the map that inspired me to do this campaign - just ran successfully. Castle at night, it's such a great map with multiple entry points and having to check high and low as you enter the castle tunnel. Played well already, just a few tweaks really. It occurred to me that I play all the missions as Invincible so would have to be extra cautious in the real mission lol. -
terrain [WIP] Terrain "Tembelan Island"
lightspeed_aust replied to -ben-'s topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So glad to hear this is still a go! Keen to do a GR campaign on this. strongly recommend adding some palms to Asianize it. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Ok good news - I ran Mission 4 twice again tonight and completed it both times. Very few lag spikes, I think mainly when zooming while moving through the city. I worked out that putting the squad into 'Crouch' 'File' formation and 'Hold Fire' was the best way to move them together. I would then make them 'Stop' when I wanted to recon, and finally, set new formation, 'Regroup' and 'Open Fire'. Pretty happy with the mission now - 4 objectives to complete and many ways to skin the cat so it's quite enjoyable. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Chernarus. Rig should be able to handle it so could be something else causing occasional spikes. I'll send it to you for testing soon. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Very frustrating map to work on, but it's almost there. Maybe it's my rig but that city with AI seems to throw some lag spikes. I will get it done but I don't think I'll ever be 100% happy with how this map plays out. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
So some pretty heavy testing on Mission 4 today - it's getting there - still AI movement issues, they kinda get tangled up with the buildings but if you stick to the main roads they seem to manage ok. Lots of possibilities to get caught in cross-fire as you try to move through the city so have to take it slowly. I've had to make cut the view distance down to 500m - that's all you'll need anyway for this mission - it should make it less laggy as you move through the city. All in all, it feels like a good embassy map. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Had a funny moment today.... Objective to clear the square so that some VIPs could evac the hotel. So I move to take out a tank cruising down the street, perfect SMAW round into its tail pipe. Tank explodes as it happens next to the hotel, two seconds later, hotel collapses to the ground. :D -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Ok just redid a couple of the mission objectives on Mission 4 to take an area out of play ( I won't tell you bcoz it will give the location away). The AI are completely incompetent in that particular area so I have moved objectives away from it and just ran a test on 1 objective - very positive! Second one needs some tweaking, and I've added a 3rd objective to use a bit more of the map providing many more ways to complete the objectives. Shaping up nicely, and definitely true to the original mission. And every mission I play confirms that 6 Ghosts is the right number. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Thanks mate, I like sharing the journey and providing some insights as to what it takes to bring it all together. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
I'm in to Mission 4 now, Embassy, just had first run through. The challenge with this map is the AI, they just get lost at times so I will have to figure out something to control them. Glad I've done more testing on this mission - it's shithouse with the way the AI perform, or don't perform I should say. I will relocate an objective on the map and see if they cope better. -
[SP/CO6) Ghost Recon: Island Thunder 2 Campaign
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Just a quick update to all the missions - I reduced opfor numbers by around 10-20 per mission - still challenging but not quite as overwhelming. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
I'm in to Mission 4 now, Embassy, just had first run through. The challenge with this map is the AI, they just get lost at times so I will have to figure out something to control them. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Mission 3 - revised to 6 Ghosts and I just got hammered several times in a row. Previously I could complete it after getting to know it but I think I'm having a bad day. However, the mission difficulty is OGR difficulty so it's perfect. Do everything right and use your Ghosts carefully and you'll get through this - miss some key AT rounds as per the original and you're going to fail. Definitely feels like the original mission even though I couldn't use railway bridge - but you'll know once you enter the mission. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Co-op may find it too easy, will be interesting to see how that plays out. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
I ran mission 2 again last night. I made it out with 3 ghosts and the pilots. Demo objective not completed. Feels like OGR to me. :) -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Woah, I think I'm becoming a SP convert - I've gone full circle! It's great to be able to take a small squad through a mission and do all the planning. I just ran through the 2nd mission, Eager Smoke, about four times to test the Revive levels and opfor performance at night. At first a bit too easy, then a bit too hard - then got it right on the sweet spot. For the original Ghost Recon fans who played the original campaign - you will like you just stepped back into the map. It's not exactly the same, but I picked a piece of terrain that felt a lot like the original in layout (except missing a river, something Cherno never had). Once I added the features that made the original what it was, it really brought back memories and, of course, as per the original GR - you choose the order of the objectives so definitely several ways to tackle this mission. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
The new revive parameters - a positive change I think: I'm still using Psycho's Revive for this because it's the only damn revive that seems to work for both SP and MP. But what I want to do in the spirit of GR is make you work for success.... but also give each specialist his designate role.... in this case the Medic. So previously, as in Island Thunder, Viper team could take 1.5 times damage compared to Vanilla to signify the extra armor plating and being more elite. :) All units had some FAKs so could get injured units up a couple of times each but not do a full heal. Only Medic had the Medikit and loads of FAKs so he could do healing 15+ times. This time, only Medic can get the Ghosts up, but will only have enough medical packs for about 6 heals - so if you're clumsy you are going to lose Ghosts along the way. Damage = 1.1 or 1.2 = so you can take a couple of rounds into the body before you're dropped, again so you need to be careful. And Opfor has slightly improved accuracy so they will pick you off if you're not accurate with your shots, or don't position the Ghosts well to take down enemies fast. I will test some more, but given that I'm not loading down the missions with as many opfor as Island Thunder, it feels like a good balance. ............................... Note: I will be givng Island Thunder an overhaul after this campaign is done, to reduce number of enemy and accuracy so it feels more realistic I guess you could put it. Not that I wasn't going for realistic before but I think I could make some good tweaks so it feels closer to what you might expect going in to fight paramilitary. Anyways, that's for another thread. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
Happy to let you run the SP when I think they're ready for Beta - just have to sign the NDA. :) I reckon I can send you Mission 1 by next weekend just as a quick test. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
So I just ran a test on Mission 1 with 6 Ghosts, made a few tweaks here and there - and it was solid! Doing the run through with 6 really hit home that the smaller numbers are what the Ghosts are all about - it's not 8 guys getting in each others way - it's 6 specialists doing what they do best. The other great thing about going back to a mission is you see it with fresh eyes and you can really tighten up what the mission should play like. As such, it is much more like the original than it was on my first couple of drafts and really happy with it now - not loads of opfor but just the right smattering to keep you alert. I would highly recommend for SP, this is for you Jeza :), that you keep your Ghosts on 'Hold Fire' until you as the leader spot the opfor - otherwise, your Ghosts will just be engaging stuff that you may not have spotted. Much more enjoyable to conduct your own recon, spot the enemy, and organize your squad to maximize damage in minimum time. -
Original Ghost Recon Campaign - Released!!
lightspeed_aust replied to lightspeed_aust's topic in ARMA 3 - USER MISSIONS
So I'm going to run with six Ghosts, it just feels like the right number. Unlike Island Thunder where I copped some flak for not using enough RHS content, I will pack as much as I can into the kits.