Arma 3
[TG] Operation Pink Mist (CO-2)
19 Comments
ToddAndChips Jul 24, 2015 @ 11:16am 
Part 6

- Some kind of suppressed weapon for the shooter! The spotter had one I believe (not that he used it) but my rifle and pistol were not suppressed at all, so if we had to quietly dispose of any units on the way that we couldn't avoid, it would be a one man job. Suppressed sidearm would mean I could at least put a couple of shots into a guy's legs while my spotter went for vitals from a comfortable range.

That's quite a lot to read through but I figured if I'm going to make suggestions I might as well do it properly. Don't get me wrong - this mission was enjoyable and I will be upvoting it. I'm just a bit of a perfectionist generally speaking so thriving to improve an already strong piece of work would lead to it becoming a great piece of work instead :)

Thanks for the effort that went into this mission though, very enjoyable despite the slight lack of details!
ToddAndChips Jul 24, 2015 @ 11:15am 
Part 5

Couple of other things that could have done with a tiny bit of tweaking:
- Patrols would probably be better if they weren't linear. It was easy to evade them knowing they'd go back and forth between certain points rather than around in a circle or a figure of eight pattern. More patrols of less people doing this would certainly make more of a challenge and less of a cross country run.
- I quite liked only having one mag for the M230 or whatever massive dangerous rifle I was carrying, and only one mag for the sidearm sort of forces you to avoid conflicts at all costs. Only thing I would've liked is something that zooms in and allows for night vision while in use. My spotter had a rangefinder with NV capability, but I had nothing of that sort (no binoculars or anything like that, and my scope wouldn't allow NV usage). It's not a massive thing, I just felt a bit limited when it came to spotting patrols.
ToddAndChips Jul 24, 2015 @ 11:14am 
Part 4

So to go for full immersion, removing ALL task updates for the mission would probably be very cool (I've not made a mod so I'm not sure how possible it is to remove/hide them). I figure it would be much more realistic to drop in, move to the location off your own backs, locate and identify your target, shoot him with enough confidence that you know for sure you're aiming at the right guy, confirm that he's stopped moving and that half his torso is twenty feet behind the rest of him, and then move to the extraction point with no confirmation that you've actually done anything correctly until the mission is over. I'm sure that people would agree that, for the immersive aspect of the game, removing a popup saying "you've done it, nice job!" and adding some details that can be combined with a little common sense to identify a target with some confidence would probably be a vast improvement. I'm no sniper, but I doubt sniper missions involve any "hit and miss" element!
ToddAndChips Jul 24, 2015 @ 11:13am 
Part 3

As an alternative to the more CoD/Battlefield approach, you could push for the highly realistic experience and go the whole way rather than settling on a slightly unsatisfying middle ground. Firstly, a little more detail would be nice - there was no briefing at all and no details on the target's identity/clothing other than "guy in civvy clothing". Realistically there would be some way to assist in identifying which man's skull to cave in rather than a lucky dip. A photo would be cool, or at least a more apt description of the target.
Following on from the realism aspect, the only reason we knew we'd killed the right man is that the popup appeared saying we had to complete our next task. Basing this on the presumption that these orders being received during the mission would be sent from senior command, they would presumably only know where we had to be, who we had to shoot, roughly where our targets would be located, and where we had to extract.
ToddAndChips Jul 24, 2015 @ 11:12am 
Part 2

If this mission is designed to be a fun but not necessarily fully realistic operation, it might be plausible to add some more patrols between the landing area and the observation point. We only saw two on the way and they were rather easy to evade (linear back and forth progressions) - it was enjoyable in that sort of tense way, but it didn't really feel challenging to any extent. Personally I'd find it more difficult and tense to have to find a way between three patrols of two men rather than one patrol of six men. Like I said, this isn't necessarily realistic, but then large parts of the mission aren't anyway so it depends on which end of the spectrum you're aiming for.
The immersion is somewhat lost by the lack of detail on the target, so as far as the realism goes (what with the updating tasks telling us we've killed the right bloke), you might as well stick a big marker above him saying "THIS GUY" in neon letters.
ToddAndChips Jul 24, 2015 @ 11:10am 
Not a bad mission at all but it could do with a little refining in my opinion. Information didn't pop up at all to help us identify our target, it just said we need to confirm activity in the area and take the shot. Spent about ten minutes discussing which one of the identical looking men in civilian clothing was the identical looking high value target dressed in civilian clothing. As it happens, after we nailed some poor man in the back who we deemed to look the most guilty judging by the rear side of his head, the second man I shot was, by chance, the high value target we'd been searching for.

Couple of suggestions that one might throw out there based on what I've seen in the comments so far, which will follow in other comments cause character limits etc etc!

Xakura ∇ Mar 16, 2014 @ 9:08am 
As spotter, I spawned without extra ammo for rifle and GL. Other than that, nice mission.
Ecto Jan 22, 2014 @ 12:55pm 
sqad member suicides and dosent open shoute until he hits the ground lol
Ircghost Dec 9, 2013 @ 12:07pm 
Olly and TG Stuffed it bothers me that you both go into the defense through implying that we are up to some account CoD / Battlefield kiddies. We both fully realize that this is a military sim, we are both quite (Nick much more than I, I'll admit to that) experienced in the Arma / Flashpoint series.

The mere suggestion we are making is that the mission could be more intriguing by either decreasing the walking distance (If you would in theory take a silent (V)HALO approach you can land much closer in the night) or keep the same walking distance but add some patrols that you would have to decide on if you want to flank and ignore or engage them. Now it is just a long walk.
Again I like the idea of the information you get and the medium range assasination, I just think you can make it just that bit better by using one of my suggestions.
Nick Dec 9, 2013 @ 7:40am 
You don't have to worry at all. It's just a suggestion. You don't want to change anything? fine By me. Although a warning that a hike where nothing happens that covers more than 70% of the mission would be nice. Then at least we know what to expect. But don't worry. Just a suggestion.
✪ Stuffed  [author] Dec 9, 2013 @ 7:20am 
Yeah Olly, this isnt Battlefield or Call of Duty. :)
Olly Dec 7, 2013 @ 1:32am 
Don't worry about anyone complaining about the long distance. Arma is a military sim, not a arcade shooter. What do they expect? Parashooting in 100 meters from the overwatch position?
Nick Dec 4, 2013 @ 4:32pm 
A 2 kilometers walk would be cool with the added suspension of 5 guys in 2 k's. Please dont do this. In all seriousness the mission was too long for its purpose. Remove the extra hiking part and make repercussions for shooting the wrong guy at the funeral.

Oh, don't play this mission with people that don't have much patience. Friendly fire ensured when you do. Thanks Ircghost.
Ircghost Dec 4, 2013 @ 4:30pm 
Welcome to operation How to Hike part 1! Nice mission, but maybe you could shorten the walking distance by a lot.
CG-Delta Dec 3, 2013 @ 7:39am 
Fun mission. 2 points for improvement though. 1: I surgest you add a notification sound to the info boxes. When you are focused looking for stuff, the little black info box in the night, in top right corner can easely be missed. I missed quite a lot of info that way, including essential info on HVT so I ad to randomly pick out civis to get the HVT.
2: Where's the exfil?? No task, no map info, only the info box telling me to go there, and get the hell away as a squad is approaching.
✪ Stuffed  [author] Dec 2, 2013 @ 10:44pm 
Just to mention; If your NPC buddy goes down, you can revive him. Good job to farooqs revive for finally implementing NPC revive! :)
✪ Stuffed  [author] Dec 2, 2013 @ 2:03pm 
Oh wow, my bad. I forgot to clean up after I fixed the initial issues. Spawns should be correct now! About the intel hints, the triggers are as dodgy as ever in ARMA, and I don't think theres much I can do about it.. It works most of the time though!
TooTall Dec 2, 2013 @ 11:44am 
First off i must say i liked the mission. We had acouple of issues though. only the spotter spwaned in the air with a parachute and with an npc sniper in group who fell to his death. The sniper spawned at the vantage point on the ground and in another group. We never got the intel on who the target was but after a while shoot the most shifty looking one and got the task complete etc. Other than that it was a nice quick mission.
EightFour Dec 2, 2013 @ 6:06am 
Looking foreward to try out this one Stuffed!