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dhlrugby

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  1. Thanks for your work on this campaign its very evident you put a lot into it and have been very responsive to feedback. I do have some thoughts on the last couple missions. For mission 12 it might be nice to give grid coordinates once the HVT's stop so if you lose track, which is really easy to do, you can still locate them. More importantly, I think something should be changed to give the player a better chance after bombing waypoint 4 with the SU33 pursuit. They get airborne so quickly that they are basically already in weapons range when you are running in on the last HVT and still in A/G mode. Currently the AWACS support is RTB and unavailable by that time so you have no way of even knowing where they are except looking in the F10 map which is a bigtime emersion killer. I found it impossible to complete the mission as intended with a low level egress as even when I dropped on the final target within 30 seconds of getting the green light and then following the egress flightplan at low level using NVG's in full burner below 200' agl I was still getting murdered by the SU 33's every time. Turning to fight them with sparrow's is useless since you can only engage one at a time. The only workaround was to perfectly time a S to N run in on the final target and just keep flying north at high speed and taking a circuitous route around the SAM's and then back to base, which I'm sure wasn't really intended. I would consider at minimum swapping AMRAAMs for the outdated sparrows as that would at least give you a fighting chance to force the SU33's into a defensive posture and give you an opening to egress. Also, I would give a little more time buffer between the SU33 taking off so, if you do decide to fight them, you can do so from a more neutral posture. For the final mission I would suggest giving a little more time for the player to clear the air threats before ZEUS comes through. It's extremely tight as it is and the only way to really do it is fail enough times that you discover which AAA threats are killing the choppers then kill them 1st and ignore most of the others. It would be a lot more realistic to have ZEUS hold and give STRYKER discretion on when they should push (within a reasonable time frame) to give you time to prioritize the threats and deal with them. If you think this would be too easy you could always add pop up theats such as MANPADS that appear later on as the Compound is being assaulted and forcing the player to deal with them quickly. Again thanks for your work and I look forward to more of your content in the future! Cheers!
  2. If anyone's stuck on this you have to focus on the ground targets at waypoint 4, particularly the 2 groups to the right of the main group near the road. I forgot the direction but they will be to the right on your initial run in and they go untouched by your other flights that you push. If you can clear them of the zu-23s and btrs by the time the choppers come through they'll be able to get to compound charlie. There are numerous peripheral isolated zu-23s that you can leave alone as long as waypoint 4 area is clear. If it's not the choppers start deviating from their flight plan and get chewed up by the other zu 23s. Once zeus lands at the compound the rest is pretty easy as they'll egress the same way they came in. However on completing the mission back at the hangar with the big end campaign messages and flyovers I'm getting a mission fail and revert to mission 12.
  3. I think this (AAR becoming unavailable) may be a bigger issue with dcs right now because it happened in baltic dragon's raven one campaign on several missions when I replayed it a few weeks ago and I know those missions were originally intended to have it available for egress recovery.
  4. Thanks for the work on this mission and campaign looking glass. I’m proud to say I actually passed on the 1st try. I tried to strictly follow the published speeds and agl altitudes from feet dry on ingress all the way to feet wet on egress and used the pull up cue in auto bomb mode to time my pop up and toss Bombs on the targets and then get back on the deck. I got locked once or twice by a Sam site but never long enough to get shot at. I booked it outta there at low level and made it out in plenty of time to evade the scrambled fighters. The only issue I had was I would’ve liked to hit the tanker again on the way back but the tanker option was gone from the comma menu once I was feet wet. I managed to get back with a max fuel conserve but it was too close for comfort. Thanks for the fun but intense experience.
  5. I have to say there still seem to be major issues with this mission. Warlord and hammer are highly inconsistent in terms of attacking convoys, sometimes they do but often they just circle endlessly leaving you to do it all yourself which is virtually impossible even after you've attacked the lead vehicle in the convoy and it is stopped and they've acknowledged your hits on radio. And your wingman literally does nothing this mission, no option to have him attack a convoy he might as well not be there.
  6. This still appears to be happening. I tried this mission tonight and the AAA zu 23 truck drove right up charlie's ass when Warrior stopped the convoy, and when I killed him it killed charlie too and it was mission abort from there.
  7. I’m just running into a technical issue with this one. I get to Marshall on time and get the grid for the outpost from JTAC. I hit it square in the middle with a JDAM setting off multiple explosions and there are bodies strewn about and the trucks in front are smoking, but I never hear any confirmation from the JTAC or get an option to report attack complete. Not sure what else I have to kill to move on. Do I have to take out the all the peripheral trucks and AAA too? Or is there like one dude still in the compound that survived? It looks like from videos online most people get cleared after one drop. I only get a chance to fly one mission a night if I’m lucky so I don’t really wanna have to do it multiple times to figure out what’s going on.
  8. It was always after my 2nd attack run, I did manage to eventually evade it by forgoing the flare program and just manually mashing the flare dispense like a monkey on meth. Overall great campaign thanks for your work in designing it.
  9. It doesn't matter how many flares I pop out or how hard I pull (I've tried programs of 1 per second through 4 per second for my attack runs) I always get popped by a MANPAD within 2-3 seconds of Davy yelling "break." You know the A10 isn't a fighter jet and can only pull maybe 3 G's or so right? After this happening 4 consecutive times its just getting boring and frustrating as its down to the RNG gods I guess. This mission is pretty much making me want to quit the campaign.
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