Leave all your feedback here.
I think the Crippling blow here was more dealt to your blood supplies…
(For reference, in addition to our Standard Blood, I spawned an extra 12 1000L Bags and 24 500ml Bags)
Leave all your feedback here.
I think the Crippling blow here was more dealt to your blood supplies…
(For reference, in addition to our Standard Blood, I spawned an extra 12 1000L Bags and 24 500ml Bags)
It was ok. Joke feedback :thumb: from TS CHAT.
The Op was really fun I enjoyed it a lot and MAT did a great job the whole OP. Thanks to Shiny for leading as this was a tough one. Thanks to skippy for not punishing us too much with the mortars.
The only real feedback is to move off objectives faster.
Okay, so the mission was fun. I do have some feedback.
Mission feedback
MMG team in the first part of the mission was located in a poor location, which we should have abandoned. We had poor sightlines everywhere, even had the convoy stopped in the right place we would have had a poor angle on them. As it was, the enemies were actually on roughly the same altitude as us on the side of the hill, so they could snip us off of that building.
In the second part, we were to go on top of a hill and shoot down a forested hill. We (me and Confox) knew ahead of time that this was an issue, but we went there anyway and it was indeed a problem. We basically had to move all the way top of the ammo dump before we could support.
Medical
Felt good to me, got downed but back up a few times. I feel like it might’ve been a little more deadly, but in general, I’m good with where it is at right now as a non-medic. One suggestion perhaps is to just have troopers carry a small saline bag (500ml)? That would take some strain on the medical personnel.
Mission had a good concept, the ideas were definitely there. This was my third OP, so take my feedback with a grain of salt.
Feedback:
1.The realism felt off. I realise this wasn’t a campaign mission or anything, but randomly killing 5-10 Russian platoons on an island without any BluFor support like CAS or Artillery seemed odd. Unless this mission was meant to be in a guerilla style, in which case it would’ve been better suited it to be at night time without a loud MMG or the need to blow up the outposts, rather focusing on hit and run tactics.
2. Two out of the three missions I have attended had zeus mortars spawned in on top of us, both mission makers at the end saying they were expecting to speed up the game. Dropping ordnance on a squad does not make the squad get to the objective faster. Russians that have 2-3 companies stationed on that island would not blindly mortar their outpost after losing contact with their forces there. They would have sent hinds and light infantry after us, if anything.
3. Buildings that the AI can shoot through are no bueno. Not an issue with the mission per se, but rather the map.
I don’t want any of this to seem like whining, I did genuinely have fun until the mortars dropped. It’s a pleasure playing with you guys, your tactics are definitely on point. I just think the missions could be a bit more fleshed out. Looking forward to tuesday!
Operation
The mission had a nice flow and I enjoyed. Generally, I think the operations went very well, with some hiccups here and there. I believe this operation also showed that if a PL and SL know what they are doing the mission flows well with little downtime. Furthermore, I believe the op showed that medics who know what they are doing can massively increase the enjoyment of the other players. Most casualties were up within 3 minutes, resulting in a good flow of the operation. Only once the mortar or Alpha got overrun at the end of the operations things stopped flowing for some time.
Mission Lore and Mortars
I agree with Baegel that missions in general recently were a bit light on the lore and explanation why we are where we are and why are we doing what we are doing. Also if Zeus’ could stop using mortar to directly target players every 2nd mission, I’d greatly appreciated. I am not sure where this has been coming from, but getting downed and staying unconscious for 10 minutes does the opposite of what Zeus probably intends to do with those mortars, namely to get us moving. Getting downed by a bullet I can at least say. the enemy bested me, but getting down from a mortar, even while being spread out, is not fun or fair.
Medical
As I noted in the last op, I still believe the current system is too bloody (too much bloodloss) and too deadly. I think we should limit ourself to one of the two. Being down for 10 minutes is one way to punish this or being straight up dead is the other. Having both seems to me too punishing and not fun. In all fairness, there was a stupid amount of enemies that caused a stupid amount of wounds this operation. I don’t think I’ve ever burnt through so many bandages, it must have been 80+ running out. In the end, I had barely any bandages and morphine left and no epinephrine as well as no blood even though I’ve gotten 2 medical resupplies.
Here are the changed I propose to fix this:
Honestly i feel like the current medical is not deadly enough.
During this OP I was down for a signifacant amount of time, but was fixed every time.
However, with wounds affecting your character permanently, i was barely able to point my gun straight.
I liked the mission! I loved that we had so many elements to play with and taking them over Bravo made this mission so much more enjoyable at least for me. I hope it was the same for you all.
We had expertises in infantry fighting, vehicle fighting and explosions/defense as well as a pure assault team. This made us incredibly versatile. I hope I put all elements to good use.
Long range was a bit cluttered as I was constantly talking. If we had the talk graphs I would probably be number 1 as I was constantly checking in and giving orders as well as keeping everyone as informed as possible.
Really good job everyone and thanks so much for playing and making this mission super fun. My feedback later on might make you feel like I only have bad things to say but trust me, I had a lot of fun and thought this mission was great. I was actually sad it was over because I wanted to hit more objectives.
Now let me address some feedback.
MMG/anyone, If you think a position is not right for you. Let me know. Engi did this and that made us move them around during the convoy ambush. At other locations I always tried to have MMG to a OW position before we started the assaults. Unfortunately getting shot or having a wounded slows us down. If you are not the lead then feel free to transfer your message to your lead who can then send it to PLT.
Lore/Story, I mean I don’t really care. Hardly anyone reads OPORDS and if you did you actually had a bit more background which was not relayed during the mission. I think making a story for a mission that is 3 hours is the hardest part unless it’s a story involving multiple missions. With the amount of missions and preplanned missions we currently have you will hardly see coherent stories unless they are weeks apart. (besides for the campaign coming up).
Mortars, I completely agree. Even though it kinda made sense as the last outpost we hit had 3 mortar positions, it just feels super boring and there is no counter play. We had to blow up the ammo dump, however our trigger man was hit by a mortar. While treating him more guys got hit by more mortars. This caused a 15 minute delay.
My own feedback.
MMG, You had confirmed my orders to just move and secure the last dismount marker. Yet while we were being hit by mortars I suddenly get the call that MMG has 2 wounded. They moved themselves up a hill in plain view of the enemy that they themselves spotted before.
Disregarding direct orders, One of MMG decides to climb up a tower to expose himself even more. According to the lead of the team this was not ordered or asked by either one of them. Really stupid mistake/play and this deserves to be addressed. That member is never ever allowed to climb up that tower. Then someone from Engi climbed up to try and save him while others were telling him off. If you guys want to play sniper/machine-gun on a hill and take out tons of enemies alone I would suggest loading up sniper elite. I would love to have a chat with these 2 members to see if we can address this because this is not how we play missions and this actually slows us down as well as makes your team and the overal force less effective. These decisions caused MMG to lose their gunner basically rendering them useless as MMG. And Engi to a 3 man fire team. If you are one of these 2 please send me a message to see how we can correct this sort of behavior in the future. Also that third guy that climbed up to get MMG weapon which was fine with your lead. But later on going back up to get more ammo while others are telling him off. Shame on you. Another lead and platoon were both telling you not to do it. You got shot because of it. You can also send me a PM.
Communications, please confirm the orders you get as soon as you get the chance. If you are down, report in when you get back up. In certain parts I had to give orders 3 or 4 times before they were confirmed. We had 4 other elements on the long range and I have no time to keep worrying about wether or not your team has heard and is executing the orders. Especially in pincer movements and flanking maneuvers I need to know when every time is executing.
Convoy procedures, If a car is hit while driving in the open. Do not stop 1 other car to try and rescue them while they are being barraged by rockets. Follow convoy leads orders to push through, park in defilate and then double back to save them while all other elements can lay down supressive fire. Also don’t forgot to pop smoke if you are dealing with wounded and if you are unable to fire back at the enemy.
Enemies, How many bullets can these fuckers take??? Last mission we one tapped them. This mission it took 4 to 7 bullets to kill one guy. This feels SUPER dumb. I would even propose with this current medical system to not fight armored enemies anymore.
Medical, Weapon sway after a single small wound is insane. Feels super weird how after my one wound I got in the beginning I was basically combat ineffective as my weapon went all over my screen. To combat this we can do the following. PAK bandages in newly proposed medical box. PAK bandages are basically a zeus heal and would only be used when we request this medical resupply. If with the possible more changes (blood loss) we would still need such a box. We can also add these to the big resupply if we don’t need the separate medical box.
This might be down to body armor. I don’t know what the difference is between what they wore yesterday and the op before that of the top of my head, but with new ACE body armor is much more important. It might’ve been a simple case of having enemies with chunky armor.
In the medical thread it was identified that it looks to be an armor value issue rather then anything else. Which is why we will ban this armor type in the future for missions makers. Atleast until it’s fixed ![]()
It was a good op to be a medic. Noone died after I reached them, I never ran out of blood and I think the patient that was down around me longest was Teddy with it taking about 7 minutes for me to get him up (though I left him unattended with low-ish blood for a long time after first aid since others needed me).
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