Seems to be working fairly well, aside from ASR_AI3 causing the defenders (including the officer...) to leave their buildings. Can be fixed though.
The strider might be a bit too powerful though I'd rather put more hostiles on the Juliet approach (figuring it's the primary direction of defense for FIA). I didn't expect the strider to ride first ahead of Juliet so there's that.
The enemy mortars were fun but I think didn't kill anyone? Which would be ideal. Though they could be made to shoot a bit more often, esp. on the hill in the SW.
Friendly mortars were maybe a bit too useful, given the visibility from up the hill. Maybe reduce it to a single mortar battery?
fa3_c64_Surfin
- wolfenswan
- Posts: 1209
- Joined: Wed May 25, 2011 4:59 pm
fa3_c64_Surfin
Folk ARPS Mission Making Template & FAQ
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".
Re: fa3_c50_Surfin
Feel free to cut the ammo. I think about half of the shells used were absolutely required for success. I think Bravo had some casualties to MTR, but not sure.wolfenswan wrote:Maybe reduce it to a single mortar battery?
[/allegedly]
Re: fa3_c50_Surfin
Actually, the suckiest deaths in Arma are mortar deaths since they are from far away and annoyingly random. IMHO they should be mostly used for ambience not with a target to kill us.
- wolfenswan
- Posts: 1209
- Joined: Wed May 25, 2011 4:59 pm
Re: fa3_c64_Surfin
Given this sunday's experience:
Either RNGesus really had it out for the players or the AI mortars could use a bit more randomization and/or slower frequency.
I just want to use them to keep players off the hill (though inside the bunkers you are safe ... mostly).
And maybe a better explanation on how the CO's mortars work, isn't that right audiox
Either RNGesus really had it out for the players or the AI mortars could use a bit more randomization and/or slower frequency.
I just want to use them to keep players off the hill (though inside the bunkers you are safe ... mostly).
And maybe a better explanation on how the CO's mortars work, isn't that right audiox
Folk ARPS Mission Making Template & FAQ
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".
Helpful tools and guides for mission-makers
Our home-brewn scripting guides, snippets and more
My ARMA3 Missions - to download select a branch and pick "Download ZIP".