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co14 Hunt Waldo v1.51

Started by Armitage, November 11, 2009, 08:42:07 PM

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Benny

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.
===============
Master of maybe

b00n

If we can keep the focus and pace that we had last night it'll be a breeze. :)

delankster

It is better to stay quiet and act the fool, than to say something and remove all doubt
[EMAIL=delankster@deadmen.co.uk]delankster@deadmen.co.uk[/EMAIL]

A Twig

Wacky Racers Pub Crawl on Friday, so shall not be present...
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


Doorman











     

b00n

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. :)

Tutonic

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?
Hero of the Battle Of Chalkeia
"Don\'t worry, none of this blood is mine"



A Twig

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...
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


A Twig

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
[N~@] - Ninja Association
Although we may fade from life, life does not fade from our memories


b00n

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.

Armitage

Do we think this missons has had enough play time?

Benny

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.
===============
Master of maybe

Zootoxin

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.

b00n

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.

Armitage

we did last night. but the chopper went down with the 2nd camp on board :angry: