Holy Stones - ASL
A pretty simple mission, I spent most of it sitting on a 3 storey building taking pot shots at the enemy with my medic. The plan was to eliminate their rushers by fire an counter attack, but the timer ran out!
Eagle's Nest - BSL
Tigershark wrote:Seeking feedback on the plan for Kale's new mission last night (under my command).
I'd say from Bravo's perspective it went fairly well. Our approach was a mixed bag, we had complete concealment from the target for the whole approach thanks to the hills and valleys, but it also meant our attack point had zero visibility to the target. We had to get to within 50m to actually engage, and as we moved up we took fire from hidden targets shooting us as we skylined. We also took casualties in groups, so whole Ft's were effectively pinned at a time even with medic helping get people up. Given that there were at least 2 heavy weapons on the other side of that, our push was basically dead in the water.
I'd say that if we had been re-oriented to attack alongside Alpha or Charlie it may have gone smoother but given the opportunity to attack from 3 sides I can see the merits of the plan. Also, I should probably have requested a repositioning once it became clear that the whole base of fire task would be a no-go.
As for getting stuck in the camp, that's more on my head. I should have yelled more at my FTL's to stop looting and start shooting!
Although putting boxes of toys down as part of the objective probably didn't help either...
The second camp went pretty well. Once Alpha folded in to us we had the numbers to strom this one, as well as the position to actually see the target. To say that we made an open ground charge without loosing anyone (I think) was a nice change. After that we rigged the caches and fell back. This did get a bit disorderly because I didn't realise you can blow satchels from inside a vehicle so I took the wrong helicopter out (my choice) but at least we blew up the objective.
Overall? Yeah, it could have gone smoother (Bravo's approach, comms fail with Alpha) but we got two objectives and personally, I think we could have done the third. Good job.
Goose Chase - Blufor A2 AR
Yay, minimal responsibility! After a bit of flying around and getting in and out of the chopper, we unloaded at whichever town had the vehicle cache east of the Opfor star and proceeded to get murdered by enemy on the hill. Somehow, despite everyone dying around me and never moving position whilst firing a SAW almost constantly, it took so long for the enemy to find and kill me that I ended up in charge of the survivors, which promptly got me killed as I looked at my map. Still, at least I kelled one of them, and didn't get carjacked!
Finale XL - MAT Gunner
Shabaz is not a good place for MAT. I could only see the tops of the turrets and got shot at by EI really close to us. I ended up dying out in the fields desperately trying to get a clear shot on the tanks that are swarming the bridge.
Hail Mary - A2 FTL
One of my favourite missions. As SL of the 'quiet side' squad last time, I was ready and willing for the new "more death" edition. Then I accidentally clicked respawn when trying to fiddle with my volume and got kicked off the mission. I spent the rest of it hiding in in limbo in shame.
Low Tide - MMG Assistant
wolfenswan wrote:To those that played the first A3 coop:
1. Did you notice any difference in AI accuracy as compared to the 2nd COOP/other A3 coops?
2. If you had a MSCO scope: Did you feel like you had an unfair advantage over the AI/your team mates and/or did it improve team work and FT effectiveness overall?
1 - I remember being shot at a lot, but never hit, which makes a good change from the usual laser beam accuracy of the AI. I didn't play the second mission for comparison, but based of previous A3 co-op it was a nice change.
2 - I had an MRCO and while I didn't get to do much shooting, I liked having it. Spotting and aiming in A3 is much harder than in A2 and I don't feel that magnified optic are as much of a power boost as they used to be. I was using the unzoomed mode far more than the zoomed as well, whereas in A2 I'd use zoom all the time. Given the changes in A3 regarding shooting and AI skill, it might be OK to see greater use of magnified optics in our missions. Also, the backup red dots on the NATO and CSAT optics are far better than their regular reflex sights!
Other than that, not too much to say about the mission. Came under fire from unseen enemies and got shot in town.