PvP - Phantom Limb

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

First off, it was my first PvP event so the following feedback might not be too helpfull.

Let me start with the positive. I had fun, mostly due to the mission that we played after the first mission. The problem I had with the first mission was that it all felt a bit too ‘made up on the spot’ if you catch what I am trying to say. Where as we started off the normal operations with a lot of strategic planning we started this mission with. "Where the hell are we, oh Im a rifleman? Do we have a medic? Oh I am a leader." Followed by a "Lets figure out what equipment we have and where to find it". All in all this made the mission feel chaotic, madeup and personally to me not too much fun.

After that mission we moved to the dessert. That mission we actually planned stuff (atleast in the OpFor team, cannot speak for BluFor) and stuff went quite well for us. The map was smaller and more close / quick combat oriented. This worked extremely well for the PvP setting. Even when we died we had some fun back in the base. We ended the day by having a Littlebird shootout.

If in the future the events would be more like the second half, and less like the first half, I would assume things could only go better from there. I do like to compliment the gamemaster, for listening to what people want and making the next mission accordingly. It takes some skill to do that.

Feel free to give feedback on my feedback as well. :slight_smile:

I played as BLUFOR first and I really enjoyed it. For once I got to shoot at unaware players rather than AI although it seemed a bit unfair.

However playing as OPFOR was not that great. After first playing as blufor I realised how vague the opfor objectives were. It seemd like the two positions were the main objectives so why bother accomplish any of the secondary ones ? The opord said that opfor was low on supplies but there was enough ammo to fight 3-4 enemies imo. In the end there was no incentive to do something else than just waiting for the enemy to come. Opord also sated that opfor would lose if any position is compromised but blufor still had to evacuate after that, which is something opfor was unaware of. This mission seemed like it was a small part of a bigger campaign. Some information was given on the background but it was not relevant to the mission itself and caused some confusion.

I’ll rejoin what is being said in Tropical’s thread about PvP: we whould keep PvP mission simple. Giving clear and simple objectives that still allow for some good tactical planning. Having some short rounds with more action and no respawn is more suited for the attendance we get on PvP.

Unfortunately, the loadouts I had designed for OPFOR didn’t end up working, and it ended up with just the regular CNTO Russia setup. The loadouts I had made were much simpler, and had much less ammo. In the end though, I think OPFOR was already at enough of a disadvantage. The fact that OPFOR were already fairly well equipped aside form the lack of Night Vision kind of made the side-objectives that I’d prepared absolutely pointless.

The mission definitely ended up being very BLUFOR sided. It’s very difficult to balance an inherently unbalanced game-mode like this without actually running it at least once with a full set of players, so it was kind of a one-take thing. Basically an experiment that ended up not being very fun for a lot of people.

All that, combined with the ACE and CBA issues that prevented certain people from actually playing, added up to a bit of a shit-show, admittedly. I would like to apologise to anyone who feels like their night was wasted.

Thanks to BananaPeel for stepping up to sort us out something that actually worked afterwards.

Basically three or more good PvP ideas mashed together to make something that did not play well. OPFOR split between two bases both of which were BLUFOR objectives meaning that half of OPFOR was not going to be playing because BLUFOR was so small they would be mad not to attack only one objective and win. This meant 1/3rd of players roughly were just wasting their time.

Plus there was unnecessary and confusing objectives to do with AI enemy forces which were just another distraction. I may be coming along as a bit bitchy but I am a bit annoyed that such a nice idea of a better equipped small force opposing a less high-tech one was not given a chance to shine!

I have written it elsewhere, but will mention it again here - when customizing loadouts, please use GitHub - CntoDev/compositions: A collection of various EDEN editor compositions for Arma 3. if you can - these are vanilla NATO/CSAT/AAF units all Arsenal-modified to have the loadout of our standard US/Russia/TFN loadouts, incl. platoon structure, resupply boxes, etc. You can place and modify these at your will.

The advantage is that you would be just modifying the (working, tested) Arsenal loadouts, not adding another layer on top of modded units with custom loadouts (there are a few corner cases where this could potentially cause issues, although none have been reported until now).

Video showcase available in the RnD status-report thread.

In retrospect, Teddy, you have a great point. I was definitely trying to do too much all at once. Hopefully we’re not put off asymmetrical PvP forever.