Coop: Welcome To The Jungle

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

My map was pretty as fuck. Also, I hate the jungle, both since AI surprises and since the framerate at some point really tanked.

Engineers didn’t have enough training to adequately start mine clearing until later on in the mission.

[quote user_id=“10762588” avatar=“https://assets-cloud.enjin.com/users/10762588/avatar/medium.1554908371.jpeg” name=“Demzee”]My map was pretty as fuck. Also, I hate the jungle, both since AI surprises and since the framerate at some point really tanked.

Engineers didn’t have enough training to adequately start mine clearing until later on in the mission.[/quote]

I think we might have a dynamic view distance module that could help with this. I think I might have had a minimal frame rate of about 40 in the entire mission and I know it is personal preference but I find that perfectly acceptable.

Yeah there were some little idiosyncratic features with the detectors and defusing that needed a bit of on the job training. However, now I might write up a hands on guide that we can put in the training manual that includes these features.

Very good mission for me, enjoyed that. :thumb:

Jungle maps are greate and I have been missing this till today. Would like to see more in future.

The mines were pretty good idea, and it spiced it up. Hope everybody survived those explosions (I dont know but maybe it s needed to lay on ground while approaching and defusing).

Had in average about 45 FPS with view distance 750m, did not met any problems/bugs during game.

[youtube]TGL5LG8OyAU[/youtube]

Hello all,

I really enjoyed the mission, the mines were great at creating tension and making us deal with them was really interesting. The knowledge on what to do when you come across mines was a bit lacking but to be expected as we have never really used them before.

Bravo and Alpha both did great jobs given the hard terrain, fighting in the jungle on Tanoa is crazy, spotting targets and the general confusion in such dense terrain really ramps up the tension. All in all a great first OP on Tanoa, hope to see more.

Little thing I picked up Zeus wise was the spawning or de-spawning of enemies within eyesight of players breaks immersion a bit.

Something I picked up in players was the use of smoke in the Jungle, it is good in open ground to cover movement but when used in dense terrain like this with threats of mines it is bad and only really blinds our platoon as we are essentially immobile until we can safely move on because of the mines threat/casualties.

The Platoon as a whole and Medics especially did and awesome job throughout given the terrain and mines, really well done to all who attended!!!

Here is my video from the event should be finished uploading by this afternoon:

[youtube]i_Su4cKcflk[/youtube]

p.s. I bloody hate mines I was always the one setting them off even if I was following others :cry:

Absolutely a great map to play on. The main thing I noticed is that we will really need to practise some way or another on how to play on this map as it is something we are not prepared for.

The mines were awesome. I had such a blast hearing them explode and the ambushes in the jungle made me feel like I was part of the US 'nam squad. The mine detectors are a bit strange seeing as they turn off when you unequip them for your gun. Maybe this is changable in the code to be always on seeing as it is a bit strange.

Both teams preformed well and considering the situation I loved how we had to change our formations a bit. It was strange to run in front of SQL as a member of engineering team.

I think if we do these apex missions every now and then and don’t spam them they will be great fun in the future. As for the mines in specific, I think using them more in missions wouldn’t be a bad thing. It requires the whole team to play differently and coordinate better.

One important thing I feel is needed to mention is that after I died and got in the chopper with the fast rope system my fps went from around 50 to 18 which made the game really horrible to enjoy, I am not sure if it was a client sided thing from my end but perhaps some more of you had this issue as well.

I also enjoyed the mission quite a bit, FPS was good (above 20-30) on my 2017-high-end PC while running at 1000m view distance - it also dropped below 15 when the helicopter started fast-roping people and remained like that for a few minutes.

At one point, I was concerned we would be bumping into arbitrarily placed traps all over the jungle (contrary to how these traps are/were deployed IRL), but they definitely concentrated on the paths and likely approaches, which was good. ACE mine detectors were less good and maybe they would benefit from a slightly larger radius (can be done) to account for Arma animations and glitchyness.

I also noticed that we (intentionally or not) were given time to treat the wounded when an "accident" has happened. This is fine when getting to know the medical system and on medical training ops, but IMHO shouldn’t always be the case on real ops. The fact that you can bring 3 almost-dead people back to life shouldn’t automatically allow such situation to happen - the enemy shouldn’t stop attacking just because we need to bring 3 people back to life (even though it’s stressful). We, at times, should be forced to abandon heavily injured people if we cannot secure the site well enough for medics and others to work.
Not criticizing this mission (I got fired upon while treating, good!), just providing a PoV on these situations in general as, when people go down or are resupplying, we seem to be magically immune from any attacks.

One big issue (for us, as players) is spacing. Especially across squads. Alpha and Bravo were interweaving all the time, nobody knew why - "just following the guy in front of me on sthud", and if the enemy made use of that (UGLs), a single grenade would kill at least 5 people. Because, in addition, the spacing between each member of each squad was way too small, considering a mined area. And people kept bunching up.
It got better in the last third of the mission as both squads separated, but we still need to watch it. One mine "killing" 5 people in Bravo is just the proof of this.

Also, more Tanoa missions for me!

Need to remember to use grenade launcher next time as GM. (evil laughter)

:slight_smile: