New mission on the server. Same map I'm afraid, but having trouble finding an interesting mission on the main land.
But this should be fun. we need a good combat pilot at the start.
reporting for duty sir :)
Tomorrow if your around. About 8
snooker match :sad: sry
Pilot reporting for duty!
Well I can fly without crashing, most of the time...
What did you boys think it. I know we kind of stalled once we cleared the LZ. But do you think it's a keeper.
*note to you hot shot pilots. Can you figure out how to air lift vehicles.
Ahem. Perhaps we should post mission notes for people to read over before trying new missions? :flirty:
QuoteEveryone will respawn on the carrier. Since Strelka is cleared the pilot can load a supply box on the carrier, drop it wherever it is appropriate. Near the dropped box let the Engineer build your new respawn point.
The chopper can lift your technicals placed on the carrier. Flying skills are recommended for this mission.
Never leave the helicopter but on the carrier. It wont respawn until it is destroyed.
On the carrier you have access to special weapons (dependent on which class you are playing). Request your pilot to bring you to the carrier during the mission, so you can rearm there. When the airfield is clear you can build another spawn point, with your special weapons being available there.
After the LZ and Strelka are cleared, the commander can request artillery fire missions.
The Commander can use the Command module to command his troups.
Radio towers can only be destroyed by satchel charges.
Vehicles can be repaired at the Vehicle Service. Note that enemy vehicles can only be lifted when a friendly unit is assigned as its driver.
Chopper Spawntime: 30 seconds; HMMWV Spawntime: 5 minutes; LAV Spawntime: 7.5 minutes.
Troups are:
1 Commander,
2 Squads á 1xSL, 1xAR, 2xAT,
1 Squad of 2xMedic
1 Sniper
1 Engineer
I liked this mission a lot, mainly because I like flying, and there seems to be something for everyone here... if we can figure out how to do it properly...
And no, I can't find any info on exactly how to pick up vehicles. Maybe it needs a crewman or something?
Edit: Here's the manual for the big 35 player version of this mission, which takes place on the mainland. It has a lot of extra stuff but some of the info might be useful for this mission.
http://10th-community.com/index.php?site=files&file=38
Ok, I jumped on the server and figured out how to pick up vehicles. :thumb:
You need the MH60 Blackhawk, and hover fairly low over a vehicle. 'Load vehicle' appears as an action.
how come it didnt work last night??
the blackhawk was "parked" on the vehicles and still didnt get the option
ill be on tonight thou
I think it's 'fairly low' and not 'incredibly low'.. just need to adjust the height until the option appears. :)
Also managed to clear the beach and drop a supply crate, but as I couldn't change to engineer I couldn't construct the base. :(
Ok, so I like this one. I would add a caveat though. I think we should only tackle it with 10+ people.
The first couple of pieces are manageable, but the last grab for Waldo needs more people and some organisation.
We also need to look at sqaud based comms and squad leaders reporting in on the group channel.
This definitely needs more people and some organisation, though I think we missed a couple of bits from the notes, namely that if we'd had an engineer once the airfield was clear, we could've build a new spawn point and repaired vehicles. I also didn't realise I could airlift enemy vehicles if we can capture them, though since that invariably involves damaging them it wouldn't be much use until we had the repair facility.
We always seem to be short on Anti-Tank weapons so I like the idea of capturing a T90 tank, repairing it, and using it against the commies.
Just as long as OldBloke isn't driving it :narnar:
I think we are going to need a minimum of 1 pilot. 1 Engineer. 1 SL and 4 AT. But spawning at the air field would have made the end part a lot more enjoyable.
I am on Friday if we can get the bodies to have another crack.
The LAV is amphibious, but only does about 3 knots, so if you have a spare half hour ish, you can just drive off the end of the carrier and cruise in that way (I was bored the other day.....)
Quote from: Armitage;296669I think we are going to need a minimum of 1 pilot. 1 Engineer. 1 SL and 4 AT. But spawning at the air field would have made the end part a lot more enjoyable.
I am on Friday if we can get the bodies to have another crack.
I'm on....let's give it a go.
If we can keep the focus and pace that we had last night it'll be a breeze. :)
i'm on friday :)
Wacky Racers Pub Crawl on Friday, so shall not be present...
I'm in. :)
Another good attempt last night, but again we lost momentum while assaulting the airfield.
Some suggestions for effective gear loadouts: I was playing anti-tank last night and swapped the default AT weapon (M136) for a SMAW launcher. The SMAW has a shorter max range but you're unlikely to hit a vehicle at 1km+ anyway. The huge benefit is that you can carry multiple SMAW rounds easily, unlike other AT weapons. I swapped the default M4A1 CCO for an M16A4 M203 RCO which essentially gives you a full telescopic sniper sight and a M203 grenade launcher. I ditched my pistol clips (you'll never use them on this mission) for 6 HE M203 rounds and 2 M203 smoke rounds. This gives you:
Fairly accurate sniper rifle with 3-4 clips
Grenade Launcher with 8 rounds
SMAW Launcher with 4 rounds
... which is far better than any of the default loadouts. Using the 'save loadout' option on the weapon crates means you can spawn with this loadout for the rest of the game. I noticed some people using javelins, which are nice as they are long ranged and guided, however they do still miss and the limitation is a lack of ammo. This might be a good tactic if we can get squad leaders/engineer to pair up with Javelin troops and carry extra ammo for them.
Other classes can also pick up weapons/gear in the crates which improve their utility. :)
The M16 with an ACOG scope is very nice indeed, I would select it every time over the M4.
The M136 is a bit of a dog compared to the other AT weapons. It's not especially accurate and it wont knock out a T90 in one hit.
For this mission I reckon we're better off with 4 AT soldiers. 2 packing Javelins (these can pop a T90 tank in one hit, and they're guided so you can hit them while they're zooming about the airfield), and another 2 with SMAW's to take care of the light trucks, BMP's ('Nick Griffin') etc.
The priority targets should be the AA vehicles (Tunguska?), once these are down we can get the attack chopper in to strafe the runway.
I've not tried this so it may not be possible, but can we fill up a humvee/APC with ammo and park it behind the hill next to the runway?
Right, me and b00n played on tonight, after all else had bailed. Firstly, I think if there is someway we can delay setting up the mobile respawn base until we get to the airfield, it'll help a lot. Just choppering in full loads should make it pretty easy. It may be worth tasking someone to load up with Javelin's just to take out the AA at the left of the landing beach and at the village straight away to give the choppers more freedom.
Secondly, clearing the airfield isn't that difficult. Boon and myself loaded up with Javelins/SMAWs and took out the T-72s and Tunguskas, then b00n cleared up with the chopper, done. For the couple of respawns required in my case, I loaded up with as many Javelin's as I could carry, i.e. no primary weapon, and a side arm...
We got onto the final assualt and actually trying to capture Waldo, but it was getting late, so we left it for another day...
All in all though, I have to say I'm not a huge fan of this mission though, my fave is still the night time one :D
Checked the mission parameters for this mission tonight, there's an option to increase the possible respawn points. :doh:
Think you need to be an admin to change it though.
Do we think this missons has had enough play time?
I like it up until you clear Strelka. Then I get bored of it really quickly.
I think my favourite is still Silent Wind or grease the general or whatever it's called. Variety without being a mundane.
Quote from: Armitage;298574Do we think this missons has had enough play time?
Its just that run to the airstrip absolute killer!! and the size of the airstrip means we split up a bit too much.
If we could hold off pitching the tent until we can get closer to the air strip it would be ideal.
I had horrendous lag and connection problems last night.
Have we tried changing the mission parameters in the class select screen to allow more spawn points? I think that would be a big improvement.
we did last night. but the chopper went down with the 2nd camp on board :angry:
Can we ditch this mission now!? It's too long, we never finish it, and I hate the cutscene intro...
Quote from: A Twig;298915Can we ditch this mission now!? It's too long, we never finish it, and I hate the cutscene intro...
This mission doesn't have an intro... are you thinking of something else? Backdraft maybe?
We've never finished this one because we've never actually played it as it's intended to be played, ie. with more than one respawn point.
I like this mission and considering we've yet to play it 'properly' I don't think it's been given a fair crack of the whip.
Whoops. yeah cutscene is backdraft, damn lack of sleep and too many stimulants. Given the amount of times it's been played "improperly" then why don't we get on and play it properly?