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The beginning in the chopper where you are able to use the m60 or the thumper in the Huey to attack units on the ground is a nice touch. And when you actually get on the ground i love the idea of setting up a small base where you can rest and rearm.
However the mission starts at 5:00 and a couple minutes later its pitch black (this is probably why the rest stop was put in.) And the first time i found this scenario I was lucky enough to find the supply depot,medical post and radio outpost at the first 3 search areas i checked. But after I find these the other places to search making the search for the 3 camps harder. (edit:after playing the mod again i found out that if you look closely you can faintly see the places to search.)
but overall a great scenario and i love the use of the Australian equipment.
Moving through the J at dusk while I can hear the NVA Trackers firing off shots and running through the jungle right next to me was both terrifying and exhilarating.The subtle sounds of vehicles driving in the distance or the dogs barking also added a lot to the ambience.
Improvements would simply be a better-hidden arsenal, compared to the people having a meltdown in the comments I didn't think it was too bad and I really enjoyed being able to return to the RON and resupply, adding some camouflage around it would've done a lot for the immersion they speak about. Some improvements with the OPFOR waypointing would also be nice.
Amazing work, like usual!
Mods like "AI Can't See Through Grass", "Dynamic Camo System", and SOG AI really elevate this guy's missions a lot. This one is no exception. Hint: Think "Crawling Simulator", because that's what these guys had to do IRL.
I see the guy complaining about the Arsenal presence...I get it, but having no suppressed weapons is ROUGH if you're playing the TL. I grabbed a can for the 1911, a trap kit, and didn't look back! (Though I think HeadUp gives you a few too many mags to start, which just weigh you down...)
But this was a lot of fun! And like "Romp In The Swamp '66", I'd love to see this voiced and spun into a campaign. The Aussie chopper banter is absolutely hilarious XD
NOTE:
The trackers sabotaged the ambush prep so many times that i had to go ahead and prematurely detonate the claymores i had bcuz of them. I think its better to delete the tracker module once the main objective is completed or player has entered the ambush area.
I was hunting the stealth task which extended the mission playtime to upto 5 hrs, couldn't find the map or the HVT
When I saw the arsenal in the middle of the field, I vomited right into the monitor. who taught you to do this shit?
I’ve played all your missions and you do great work… some of the best out there!!!
The first one. I don't know why I, who was the server, got dark before the rest of the players. This is a comment in case you could check this strange behaviour.
Secondly, if you die... you're screwed, there's no way to respawn? It's a bummer if you die and the rest of the mission you're left to watch :_(
Third. I know the game explains it, but it does it very quickly and didn't give us time to "absorb" the concept. What the hell do you do if it gets dark and you want to "sleep" and have the day come? We remembered that you had to be all together and.... That's as far as we got, there was no way to make it work... whatever it was.
And again, thank you very much for the work :)
@cnice73 - I love your story man, it makes it all worthwhile! lol
I have just pushed a small update to improve compatibility with SOG AI, fixing a bug that was removing SOG AI actions along with the laager time skip actions. Thanks to the user who reported that to Johnnyboy on YouTube. I am also hearing the heli insertion bug that occurs when playing with SOG AI might be related to a recent update to the game, and that it may soon be addressed in a future hotfix from BI. Fingers crossed there.
@f.cyprowski - As stated above, not responsible for bugs or issues with additional addons like ACE or lambs AI. When you skip time, it checks to see if the unit is alive then moves them to a designated position and orders them to stop. If you order your units to regroup and they are not responding then it may be an issue with one or more addons.
If you are using pierremgi AI revive from the crate, there can be some rather annoying quirks, especially when using the player always leads script in combo. However, at least in my tests, if you wait long enough and never leave a man behind, you will either have a revived teammate and all will be fixed in time, or after enough time has passed and no one helps the teammate will die and the issue will eventually correct itself. The only time I’ve seen it break down is really aggressive team switching while multiple guys keep getting capped. In that case I’d just suggest reverting. Anyway, glad you dig the mission concept. Thanks for playing.
I loved how the missions were set up, it felt legit where you have basic intel on "possible" locations of objectives, so you have to ruck it through the hostile jungle with enemy all around you.
The presentation like briefing and music are on point and create an atmosphere that one would expect from a Vietnam themed game/scenario.
1. The insert is definitely buggy…. My #5 gets out of the helo every time before we leave the Aussie AO… luckily I have him hoof overnight and he makes by the AM to the RON sight.😁
2. My SOG AI is hit or miss on having the command option to heal all and place mines. All other aspects work…. I do switch out everyones load out at the Arsenal at 1st light. The load outs have First Aid kits and toe poppers so that’s not the issue. Maybe changing their loadouts throws it off.
The area you selected is awesome with plenty of vegetation and concealment. There are plenty of enemies as well… love the spider holes. The different traps and sniper platforms are great as well.
I’d like to start at the base with the Arsenal there to get a solid load out before heading out.
Overall….. a kick ass job !!!!!!!
The mission itself I didn't get very far in, as far as singleplayer testing. Kept running into patrols, and lost my way (playing on veteran). However the objectives themselves are a bit more interesting than the standard "shoot/explode this, clear that", and fit the SAS subject better.
Extra props to the scripted opening helicopter insertion where you get to support an airstrike as player!
Thoroughly enjoyed. Can recommend to singleplayer and cooperative groups!
Nighttime visibility is usually dictated by the terrain, and as far as I know it goes full dark, unlike some of my missions that either have a terrain using the night sky from Contact (Livonia) or heavy use of Recolor - these are night only. This one can and should be played at any time of day. It does go full dark, other times depending on the hour you can kinda still see, but the arsenal crate your patrol brings in has flashlights and state-of-the-art starlight NVG scopes. You should be able to go wild and experiment. Patrolling at night means slower movement but obviously will be easier to remain undetected.