Leave your feedback and comments, tell me what was going on from your perspective!
Really tense mission, with the mortar bombardement, casualties that needed treatment and poor visibility at night.
Really fun mission, though it would have been nice to have some small light sources inside our compound, so you don’t go totally blind when there aren’t any flares flying around
That was some of the most intense action I’ve seen in a while. I loved the night theme and the flares to illuminate our positions and their positions. The best part was that the mortars and artillery were actually hitting us and they made us take casualties. Banter was good and the firefights great. Look forward to more stuff from you Price.
After red storm part 3 i was really looking forward to a night OP without nvg’s.
I agree with lupus that it would have been nice to have a couple of small lights in the camp, i remember that i ran into the tent ( where we moved all our supplies to) as soon as i got in my screen faded to black then came a message like "2 hours later" and i got stuck in that tent for 5-10 minutes because i couldn’t find my way out.
Communication was really good even tho we didn’t have radio’s.
Maybe next time we can use the mortar a bit more. Or maybe have some flares for it (if that is possible).
We also had lee enfield rifles but we didn’t have the right ammo for it.
All in all i really enjoyed this mission, i think this is my favorite OP so far (maybe because i prefer defending)
Looking forward to your next OP
Agree with most said here, But regarding the mortar i purposely ordered NOT to use it to save it for when we needed it, And when we needed it we did use it. Both flares and HE. We actually ran out of ammo on it on both HE and flares, So it would have been very hard to use the mortar "More"
But yeah price. Good job, And great movie it was based off. (Siege of Jadotville)
I really enjoyed the OP too and like everyone else before can only praise the firefights in the dark with only flares to spot enemies.
One other improvement I would suggest is the fact that we may have had too much ammo. I was never feeling like I was going to run dry. This is probablye due to the fact that I died 3 or 4 times and so had 7 fresh mags every time. I don’t know if it is possible but maybe it would be interesting to have the people resurrecting to only hold 2-3 mags to enforce this struggle for ammo that, I think, is one of the good points of this scenario.
All in all, it was very good fun. Thanks a lot Price!
Thanks for your feedback. In the future I plan on doing another besieged style miniop, however I will:
-Balance ammo supplies for ammount of attendees in advance
-Make players only have a few magazines so most of their magazines come from the ammo pool.
-Make more mortar rounds available
-Let people get settled in before advancing time.
-Better lighting. Some options for navigating the base at night
-Create designated "Citadel" for the wounded, and hopefully with more attendees, have more medics available who are able to treat and revive them more efficiently.
-Throw more artillery at you now that you’ve mastered putting something between yourself and it.
-Make better looking trenches. Perhaps use APEX trenches, or make do with vanilla.
What did you think of the medical system I used? Do you think it requires further testing?
Some light tips from what I remember when I last played Arma:
- ACE3 has trip flares
- ACE3 also has high-intensity glow sticks, … they’re not anything amazing, but shine definitely more than vanilla ones
- attaching glow sticks to oneself improves CQB (in-building) orientation a lot compared to flashlights
- ACE3 (not RHS) incendiary grenades are a super awesome cool way of lighting (and burning) enemies
- RHS handgun-slot flares are using very custom config and are unaffected by my flare improvement addon, so unless you want super dim flares, don’t use those
- RHS throwable flares are OTOH great, they work like very high intensity glow sticks, but can be thrown much further away and cannot be attached
- vanilla starter pistol "flares" are complete garbage when it comes to illumination, though they are great for long-distance signalling if you lack radios (6 flares in a "magazine")
- all players by default spawn with one flashlight in their uniform - this can be used as map flashlight or be attached on a weapon, not both at the same time (intentional limitation, hehe) – MMs should reconsider giving players more flashlights