Coop: Diggy Diggy Trench

Please leave feed back, stories or videos about the event here!

Mission
In alpha-2 I had a lot of fun. Most of the mission we were on our own clearing trenches in buddy teams of 2 or 3 because we were stretched so thin with the wounded and casualties we had all the time.This really made it a situation where it was just you and 1-2 others facing the trenches and nothing else complicated to worry about. We had awesome teamwork and I don’t think the trench clearing could’ve been done much better given this is Arma.

I do think we should not wait for the "perfect" reinsert, and that if we have several people dead at xx:30 we call in the wildcard so people aren’t out for up to an hour. If people still die after the wildcard is called in, they still only have to wait for 30 minutes max.

Map
The map worked fine for me. FPS was pretty stressed at some points in the trench, but i still had ~40ish with 1000m view distance. I’ve been having connection/lag problems with the server all afternoon as well while we were testing Seb’s pvp mini-op, so the lag people had might be related to that.

Trenches
The trenches worked well, and I founds only two small problems:

  1. Trench soil does not block projectiles (or nades), only the trench walls do this.
  2. Jumping into a deep trench (anywhere except the entry points) can cause severe wounds from the 2m fall. This put 2 people in Alpha into cardiac arrest with many wounds and required Zeus heals to fix. Only enter trenches at the designated areas.

Medical
The system worked alright I think, there are still some issues I have with it, but I think much can be fixed as people get more comfortable with the system.
The main reason for people staying unconscious is their vitals (heart rate and blood pressure) not being in the right window.
Therefore, I would maybe suggest giving everyone one epinephrine. In general epis are the best way to stabilize a person’s vitals (of course always check for heart rate and BP before administering). Often more than 1 is needed, and if everyone carries an epi, anyone treating an unconscious person can always administer 2 (the downed person’s and their own), as well as there being more around in general so the medic can use them more freely.
This would rely on people knowing how to use epis pr

[justify][youtube]COCsf9cAWnA[/youtube][/justify]

Question here, do we want to keep the map and add it permanently to our repo or was it having to many issues?
Well played everyone! It was a joy watching you from the sky.

[quote user_id=“3602631” avatar=“https://assets-cloud.enjin.com/users/3602631/avatar/medium.1411590107.jpeg” name=“Shiny”]Question here, do we want to keep the map and add it permanently to our repo or was it having to many issues?
Well played everyone! It was a joy watching you from the sky.[/quote]

[quote user_id=“3602631” avatar=“https://assets-cloud.enjin.com/users/3602631/avatar/medium.1411590107.jpeg” name=“Shiny”]Question here, do we want to keep the map and add it permanently to our repo or was it having to many issues?
Well played everyone! It was a joy watching you from the sky.[/quote]

The only issues I had was with the trenches. FPS was fine. I am pretty sure the majority of people had average to good FPS, so the map Performance seems reasonable for its size.

The DC issues can’t really be equated to the map as there are too many variables to clearly link it to Rosche. Lag spikes are easy to link to zeus spawning in units.

The fact we were fighting next to a large town and a very large editor placed trench system I was actually very surprised that my FPS was good at all. If you want to test it further we should have a mission on it with a normal amount of editor placed objects. It will be interesting to see if anyone had major FPS issues.

The goal was to make a heavy stress test. But good to hear it was good FPS for you. Like I said, I had no issues from zeus perspective in the mission while in the editor without any objects I did. I also was asked to clean up all dead bodies half way in the mission because people were having serious fps issues. There were less enemies then normal I would say so that definitely weighs in as well.
So it would be interesting to hear from the people who did have issues and what type of issues they were.

I lagged out just before the debrief (teleport), so just a couple of points from RED.

Mission: Awesome mission, had lots of fun in the trenches

Mortar: From my, POV had little effect (apart from smoke) unfortunately. This is due to the OBJs e.g trenches (protection from IDF) and town (which we don’t want to level)

Daggar: Similar to the above

Reinforcements: Not sure if there is a different way to do this but red had 3x people (including myself). We took 2x casualties during the initial assault. Which left red with just me. Unfortunately, it seems the reinforcements were used as a resupply for bravo (much needed by the sounds of things). This meant they only re-joined alpha/RED at the very end of the mission (approx 20mins to go). Just in time for a near-suicidal 3 man assault into the town :stuck_out_tongue:

Ideas/opinions:

  1. I think reinforcements should be used for resupply but only to there own squad or when the squads are closer
    together
  2. If the PLT has requested resupply could the reinforcements be allowed resupply then return to base/holding point until the hour?
  3. 3 men cannot assault a town :stuck_out_tongue:

I don’t really understand that Mattdogs. And correct me if I missed something. But we had a huge crate that was full of resupply at the mortar location. Dagger dropped that off. Is this the crate you are talking about? Or was a separate crate brought in? Because if a separate crate was brought in that was completely unnecessary since we already had a resupply. Or were they ordered to drive to Mortar, load shit into their vehicle and drive past Bravo on the way? Because if so then that should not take long. I think it did not take more then 5 minutes, however the 2200 reinsert is a bit useless on Tuesday missions as we stop at 2230 anyway.

Not sure, sorry Shiny :frowning:
All I heard was they were dropping off medical. I’m not sure of the reinsert time but was to guess was it 2100 or 2200? The large time without my guys would make sense if they die at 2105 say and then the reinsert was at 2200. Just seemed like a long time without them and more importantly without them having fun :slight_smile:

2100 had Arba and Dachi only in the reinsert. 2200 had 3 people I believe. But yes it can be they died at 2105. In that case they were gone for an hour. But due to our rules and not calling in emergency reinsert we had to wait for 2200.

I don’t know what this means

I don’t know what this means[/quote]

I think what he means is: using the people that are waiting for reinserts as couriers for resupply. They don’t get to participate in the combat, but just drive from base to PLT with resupply and then RTB until reinsert happens.

Dusty did this a couple times with me when I was the only person dead, but idk if there’s clear rules about it.
This is more something Zeus decides on than PLT though.

I don’t know what this means[/quote]

I think what he means is: using the people that are waiting for reinserts as couriers for resupply. They don’t get to participate in the combat, but just drive from base to PLT with resupply and then RTB until reinsert happens.

Dusty did this a couple times with me when I was the only person dead, but idk if there’s clear rules about it.
This is more something Zeus decides on than PLT though.[/quote]

Koffer is correct Zeus can use dead members of the platoon to perform resupply runs if required because they are not staying in the AO but it gives them something to do.