Coop - Medically Brainwashed

I just wanna say that alpha was not in the middle of the fire when we took this picture, they were not dying…they were all safe…really…

Oh yeah, and if you’re wondering why there were no ACE-injured villagers and ambient civilians…
When saving the mission with the new VISCOM test, I didn’t include the code needed for these things.

A lesson learned, I hope it didn’t influence the mission too much for the worse.

Sorry I missed the debrief, I had been have mic and headphone issues tonight and the last couple of events. This didn’t help where the radio issues were concerned. Was it only with me that people were struggling to hear on the radio or was it others too?

The other bug/issue a lot of us encountered was with stamina. You got tireed really quickly in this one. Is that something to do with the last ACE update? Will this be fixed/changed for the next event?

As for the mission itself I thought we were a bit slow at clearing the first town and prepping up at base. Is it possible to have engineering equipment and ammo/medical crates already loaded in vehicles for this kind of mission? It would save a lot of time.

We were much quicker after that and more efficient, the second patrol village got a little hectic for A2 while engineers were building the post and A1 were helping villagers. We could have easily got isolated and wiped but it went ok thanks to some good support fire from MMG. I think we needed to be under more pressure when we were all at the outpost, a few more attacks from multiple directions along with some more arty fire aimed at us would have made it more hectic, but the pottential IED and ambush in the pass were great and proved we needed to clear it before send the engineers through it.

The final patrol village was good but a little rushed and we were low on ammo with many wounded and radio issues at this point which really didn’t help but we did pretty well here. The attack on the artilery was a bit confusing due to radios and the point blank artillery or whatever taking us all out? I’d likd to have been able to use free look in VISCOM at that point to see what was up, but VISCOM seemed to be okay besides that.

All in all, a very good mission with a work done by everyone on the ground. Well done guys :slight_smile:

Am I going crazy or have we played that mission before? I don’t mind repeats if the’re about 2 years apart which this one would have been. Just curious is all, and I wouldn’t mind playing some of our older missions now the game and mods are more developed/stable.

To Ozzie:
yep, it was played some time ago, you can compare it bc there is a video from the past:

Maybe even somebody made a video from yesterday action.

The mission itself was pretty good, the map area looked really very very nice. After about 900m the ground was like disappearing in fog (OVD 2300m) and it s what I like a lot, doesnt matter if it was or not on purpose. (I like foggy and limited view distances quite a as it gives me some feeling that simply I can not see everything, so I stay more sharp)

The engeneering and MMG team was working well together, even when some of us, only 29Kg loadouts, had stamina limitations. Which I did not mind so much, just I think it grows too slow and can not imagine make a CQB with this stamina as it would go on 1/3 speed. I assume it s everything possible to manage in the Ace add-on settings. For the Takistan hills it was quite appropriate.

Have to say too, that I had some feeling that the sounds changed (?) I had feeling like ppl speaking close to me are more quiet and distant. I had to lower the ambient sounds on like 15% and VOIP on 100%, +TS +6Db to actually hear ppl well.

I was happy to have some tracers too, as it s not ussual for us to have them, so it was cool to see my falling bullets 900m from me + possibility to easy mark targets and somehow "lead fire" on them by "tracing" them.

First time had long range radio and had no idea how to lower the volume on it :slight_smile: My right ear had bad times. :LOL:

So, even on OW all the time, it was very good mission to play, did not expected it will go so "smooth" and engeneering was fun :slight_smile:

Thanks for the feedback! Yeah Ozzie this is indeed a re-run of an oldie, from about 1.5-2 years ago! Good memory :-d

Its a shame new ACE/ACRE bugs overshadow the good stuff, but oh well it’s ArmA :sunglasses:

Lovely mission, well balanced I’d say. Shame ACRE had issues, we might want to look into it. Speaking of the new stamina configuration I think it was an interesting setting: it makes you think of your moves and adapt your pace (something we rarely do but which is extremely important to me) to preserve your stamina; I wouldn’t completely scrap it but we need to squeeze some bigger lungs into our soldiers, not necessarily huge ones but at least somewhat bigger because it’s dangerous as it is right now, you can’t sprint in emergency situations for more than 50m.

Small PSA concerning the stamina problem: It appears either we have activated the ACE advanced stamina system or ACE made it standard. This means stamina will drain much faster when running especially when you have your gun up. What can you do about? Easiest thing is to lower you weapon (2x Ctrl) when it’s not really necessary to have it up. If you want to cover big distances without stopping you can in addition slow down you speed by 2x ‘C’ in combination with a lowered weapon.

Good tip although I’d rather have a more balanced system, not necessarily rolling back to the old one but having a bit more stamina would help.

My PoV as Alpha SL: https://media.lastmikoi.net/player/20180216-CNTO-COOP_Operation_Medically_Brainwashed.mp4

Expect outstanding convoyeering, routine send-one-fireteam-to-certain-death doctrine as well as suicide assault on point blank suicidal artillery. Also a log of framelag when in vehicle…