Coop - Blue Sky

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Getting pulled over:

[youtube]_7_dQvasH0M[/youtube]

Shails and I wrecking a friendly totally enemy MBT

[youtube]qmpfCwao3Jw[/youtube]

Sorry for leaving so early, I was very tired and my net crashed 5 minutes after reinsertion.

It looked like a good mission to me. Though I don’t understand the meaning of artillery firing on spawn?

Cool mission! Too bad you couldn’t play Highway…
From the outside, it looked like the platoon net was a bit messy, a few conflicting orders occurred and even a friendly fire incident. Still had great great fun in A2, excellent fire team and squad with good movement and coms. Once more, it felt like we took out a great deal of enemies.

[user avatar=“https://assets-cloud.enjin.com/users/13688253/avatar/small.1433248519.jpeg” name=“Highway”]13688253[/user] That was a mistake on my end. I aimed near the city where the base was, but the arty is so inaccurate that most of the shots landed on the base. You were unlucky enough to respawn just as the rockets were landing.

A few screenshots I grabbed before my laptop started playing up:

https://postimg.org/gallery/1fejufx8c/

[quote user_id=“13688253” avatar=“https://assets-cloud.enjin.com/users/13688253/avatar/medium.1433248519.jpeg” name=“Highway”]Sorry for leaving so early, I was very tired and my net crashed 5 minutes after reinsertion.

It looked like a good mission to me. Though I don’t understand the meaning of artillery firing on spawn?[/quote]

Highway, you served extremely well in death. DMT found your body and used your AR and supplies to help repel an enemy attack on our position. By the time we left, you had barely anything we hadn’t used.

Was a fun mission overall, I must tip my hat at [user avatar=“https://assets-cloud.enjin.com/users/17914993/avatar/small.1493754072.png” name=“Arba”]17914993[/user] for the attention to details and now that I know the base bombardment was unintentional I have a better opinion of the mission as an overall scenario :slight_smile:

However, I believe there are two major points of improvement as far as how we dealt with the mission is concerned.

  1. Get better at radio communications.
    Having 6 stations on net (HQ, PLT, MAT, DMT, Mortar, Alpha) was bound to create issues which I warned against. Radio communications aren’t abysmally bad but we need to make sure that stuff is being communicated and don’t assume the station you’re trying to reach is immediately available. I’ve heard PLT address MAT then after the message asked Alpha if it copied (for coordination purposes), which is a bad way to go about in a communication heavy environment.
    We actually came up with a solution to have MAT on Alpha’s net when we were moving together but this lead to an increased confusion as MAT used the short range to transmit SL info to Alpha, rather than simply coordinate attack and movement as a fireteam inside Alpha.
    What I did as Alpha SL was in my opinion too demanding of a job. I was fine with it but honestly if we are to have good squad leads and not a "wall" between the FTL and the SL experience we should make it easy on the SLs, hence my suggestion of having one squads rather than 3 support elements. Keep it simple.
  2. Consider reinforcements and resupplies as first-class citizens of our missions.
    The resupplying fiasco should not have happened. As Alpha it was a big blow not to have been re-supplied, which motivated the looting debacle (which was, I need to remind everyone, cleared by PLT and definitively in the realm of force majeure). [user avatar=“https://assets-cloud.enjin.com/users/12591864/avatar/small.1526326563.jpeg” name=“Dachi”]12591864[/user] mentioned this in another thread and we really do need to have proper logistics unless the unit we play is specops or marines.
    When you are leading a resupply you need to have complete communication with the resupplied element. A resupply truck being lost in the middle of an AO is definitively not the way to go.
  3. Be mindful of the mission objectives
    We could have called upon friendly forces to help for the last objective, it was mentioned in the text briefing but I don’t think it was speaked about (I’m not going to repeat my opinion on the need of having someone go through the whole briefing by voice). I actually asked PLT about us doing so but it was lost in the communications chaos. We spent a lot of time just wandering around trying to find the supplies that Seb and Argon provided, only to get flanked and myself getting killed while PLT was driving a truck around as a consequence of us not being able to do the objective.
    After being reinserted I took control of the elements at the objective after which HQ coordinated with me the activation of friendly forces, which allowed us to escape and deal with the objective.

There’s also the topic of having, as a SL, to alter PLT’s plan to make it work (looking at the actual elevation changes, popping binoculars to look for cover, etc…) but I’m not sure if it’s actually PLT’s job or not, and if so I’m expecting our dear [user avatar=“https://assets-cloud.enjin.com/users/3891983/avatar/small.1499981339.jpeg” name=“Racoon”]3891983[/user] to improve on his PLT skill as he’s already been doing in the past.

Just remembered; playing as mortar team, we noticed Artillery computer was still enabled. Afaik it should be disabled by default as per guidelines. [user avatar=“https://assets-cloud.enjin.com/users/17914993/avatar/small.1493754072.png” name=“Arba”]17914993[/user] was it intentionally left on?

Some RHS mortars inherit the proper Mortar_01_base_F:

class Mortar_01_base_F : StaticMortar
class B_Mortar_01_F : Mortar_01_base_F
class O_Mortar_01_F : Mortar_01_base_F
class I_Mortar_01_F : Mortar_01_base_F
class I_G_Mortar_01_F : Mortar_01_base_F
class B_G_Mortar_01_F : I_G_Mortar_01_F
class O_G_Mortar_01_F : I_G_Mortar_01_F
class B_Mortar_01_support_F : Bag_Base
class O_Mortar_01_support_F : B_Mortar_01_support_F
class I_Mortar_01_support_F : B_Mortar_01_support_F
class B_Mortar_01_weapon_F : Weapon_Bag_Base
class O_Mortar_01_weapon_F : B_Mortar_01_weapon_F
class I_Mortar_01_weapon_F : B_Mortar_01_weapon_F

but some others don’t and are based on StaticMortar directly:

class rhs_2b14_82mm_Base : StaticMortar
class rhs_2b14_82mm_msv : rhs_2b14_82mm_Base
class rhs_2b14_82mm_vdv : rhs_2b14_82mm_Base
class rhs_2b14_82mm_ins : rhs_2b14_82mm_Base
...
class rhs_D30_base : StaticCannon
class rhs_D30_msv : rhs_D30_base
class rhs_D30_vdv : rhs_D30_base
class rhs_D30_ins : rhs_D30_base
class rhs_D30_AT_base : rhs_D30_base
class rhs_D30_at_msv : rhs_D30_AT_base
class rhs_D30_at_vdv : rhs_D30_AT_base
class rhs_D30_at_ins : rhs_D30_AT_base

and the ACE3 code checks for Mortar_01_base_F: ACE3/fnc_handlePlayerVehicleChanged.sqf at 81e02a73369d341ef21d0b8fc1ad9c62e1688f2e · acemod/ACE3 · GitHub

I guess the proper way would be to file a new issue with ACE3 so they check for the more basic StaticMortar instead.

[user avatar=“https://assets-cloud.enjin.com/users/11355973/avatar/small.1413104263.jpeg” name=“Ryujin”]11355973[/user] It wasn’t intentional, I forgot to remove it.