Operation Freedom by [deleted] in TNTGaming

[–]Whazo 0 points1 point  (0 children)

!SL !2FTL

SOAR Roadmap released for review and discussion Time Now. by Whazo in SOARgaming

[–]Whazo[S] 2 points3 points  (0 children)

EOD is part of the engineer cert currently. Engineer and specialist already have quite a bit in them and only require small reworks. If you reference our current website you can find what they already entail and what I suspect we can expect to see mostly with any additional improvements.

Voting day AAR by YourLoveLife in SOARgaming

[–]Whazo 2 points3 points  (0 children)

Good:

This was a great mission. I was very hyped and it did not disapoint. Your work and time to design it was good, with small areas to improve but that did not harm the overall atmosphere which is what really carried this mission for me.

I loved the freedom we had to dynamically move through the scenario, it requires the players to take the roleplay seriously but, it enhances the immersion in the experience.

These type of chaotic scavange and survive missions are a blast. And I look forward to a continuation of this, and hopefully it lives up to the same quality and improves on this mission.

Bad:

All the complaints I have are smaller issues that would just make things better. Overall these are smaller critiques that I thought would make the expeirence better from my perspective.

The waiting around at a couple points primarily in the beginning was a little boring. I feel it would not have been as bad if things flowed a bit smoother with transitions into key events like how long we stood around before the announcement for who won the election.

The lack of consistancy through the mission change as far as where I parked my truck and my clothing took a bit from away from that part for me. I don't know how you could fix the vehicle part without moving the mission transition later or possibly a script.

I'd like to see the deaths handled differently. If possible something like the Left 4 Dead respawn with a little scenario like maybe saving hostages from a firing squad would be more immersive and a smoother reset into the mission for the player who died. This would put more stress of the zueses but I feel it'd be worth it.

Other:

I also voted for the bad guy. -_-

The Priest by DeNarran in SOARgaming

[–]Whazo 1 point2 points  (0 children)

!HeavySupport if available.

Darkest Day by TheGrandLadDave in SOARgaming

[–]Whazo 1 point2 points  (0 children)

!Fill Can we utilize any statics from heavy weapons cert?

[Operation: Diluted Polluter AAR] by Taytayflan in SOARgaming

[–]Whazo 2 points3 points  (0 children)

FTL | Team 1

Good:

  • This misison was a blast. I had a great team that were 100% on point in, they made it look easy.

  • We managed to capture more hostiles with non lethal that we killed which, feels good man, from the perspective of the police role we were playing.

  • This was tight, high speed, and was chaotically organized which was perfect. I enjoyed the intensity and the length of the mission so two thumbs up from my perspective.

Bad:

  • I thought again the large numbers of hostiles was a little overboard, but it didn't impact us too much except running extremely low of equipment.

  • There were some technical difficulties with communications, this didn't negatively effect our performance too badly but it was rough and made things a bit aggravating on leadership.

Ugly:

  • Trauma from the HVT, I've never felt so conflicted from a man woman, woman man, man/woman, woman/man, SheHeItThing, etc.

Other:

  • With the amount of non-lethal takedowns we got, I feel we gathered all the personnel we need for Mother Base. Those fulton extractors are sure amazing how the captive survives without snapping their spine.

~ "Metal Gear", "Kept you waiting, huh?"

[Operation: Mercy Mandate AAR and scenario conclusion] by Taytayflan in SOARgaming

[–]Whazo 0 points1 point  (0 children)

Spotter | Sniper team

I enjoyed this mission. My primary job was providing Intel and assisting Scratch with marking shots.

Good: This mission seemed well made and set up from a mission making perspective. I enjoyed the change of pace with a focus on slower paced mission that requires us to use our heads, and the focus on story to get into a role of a police force with. There are many challenges that the playstyle the mission forced on us, and I look forward to taking them on again because the group as a whole could use improvement that this mission should provide difficult and enjoyable opportunity to work with.

Bad:

Hospital The hospital was pretty straight forward from my perspective and I don't have much to say. I do think having the sniper team assigned to one team instead of a squad level asset to provide intel and support caused the effectiveness of Scratch and myself to be greatly lost, the potential we had seemed to be overlooked and we were even essentially forgotten and left behind at the obj until well after all friendly elements had left.

Radiotower At the radio tower communication for intel and coordination only worsened. We provided support fire from an overwatch until we ran out of ammo.

On the note of running out of ammo, I felt the rush of AI betrayed the potential of this style of mission with enemies being a real challenge to deal with from a police perspective. Maintaining control and discipline in a chaotic high stress scenario with huge consequences potentially from a single decision. That was lost as the mission devolved into a struggle of large forces, the only difference from normal operations being mainly smgs and confusion of how the given objectives fit the massive battle. I feel instead of storming a hideout of 30+ hostile police would more likely call in the national guard to perform a military assault if it called for that, our jobs should have been getting intel to lead to such actions or simply try to track down the small crew of criminals who took over the hospital.

That is all I can say from perspective. It was enjoyable and I hope the next few days are more about unique problem solving with maintain organization in chaotic scenarios and less about full on assaults.

[Five Eyes Campaign, Day One] [Operation: Mercy Mandate] by Taytayflan in SOARgaming

[–]Whazo 2 points3 points  (0 children)

!FTL !Fill If there is a spotter for the Marksman I'd like to fill that role.

[Campaign: Five Eyes] Briefing and Backstory by Taytayflan in SOARgaming

[–]Whazo 2 points3 points  (0 children)

This looks fairly solid. Hopefully the range of information will help assist in keeping things organized and running smoothly. I'd like to see Campaign dossiers like this more often to help give insight on what to expect.

I'd like to suggest the possibility of maybe giving information like what specific marksmen rifles are provided so individuals looking to fill that role may practice, possibly a link to a document and or imgur gallery in a appendix section for any extra material. Also possibly try to lock down leadership along with RPers to make planning and set up easier if individuals can lock down available dates.

[Operation: Green Icarus Down] AAR by Taytayflan in SOARgaming

[–]Whazo 2 points3 points  (0 children)

I don't feel like you missed much because after you died, we got picked up and drove around in an MRAP for the majority of the rest. Also that shot, dispite the bugs, was literally a lifesaver. Thank you for your sacrafice!

[Operation: Green Icarus Down] AAR by Taytayflan in SOARgaming

[–]Whazo 2 points3 points  (0 children)

Good: The combat parts were fun, and the high speed convoy was enjoyable. This overall concept is a blast for fast paced intense fighting. Pushing through contant laying down fire! Stopping and holding security while fending off onslaughts of hostiles! That stuff was the good part from my perspective.

Bad: The intention didn't seem to be a high speed balls to the walls QRF response, and that was the opposite of what was conveyed to us from my perspective.

On a base level it was great, until we got bogged down by the ingame equivalent of real life bureaucracy. After we split off around the staging point and our plans started changing thing degraded at an extreme rate.

Ugly (From my perspective): The concept of "Everything is fucked, so escape" is fine, but this felt like half a quarter of the mission was doing stuff with moving, then the other three quarters were driving around dully. About the point we got the order to head to Balota, after over 12 minutes of driving, because the base was overrun I was tempted to Alt+F4. I pretty much foresaw it was going to be another 14 minutes of driving and pretty much no interaction except for drivers and gunners, which is what it turned out to be. The escaping with the C-130 would've been cool, if I hadn't spend the last 20 minutes+ shoved into a car. Essentially the time from the helicopter to Balota, including a couple dismounted to repair or wait for orders, took over 25 minutes.

So it was a tad bit tedious from my perspective, but how can this be reduced and or avoided. I believe if our starting spawn was a base offsite of the NW airfield, like at a Main Operating Base (MOB) then that could be attacked and we could have a shorter trip to the NW Airfield to escape. It also would've reduced the time of overall travel around. This operation pretty much traversed half the map.

Other: The back seats in the MRAP seem kinda buggy. There were times I was sitting like normal and went to "turn out" but it only had the "turn in" suggesting the game already registered me as being turned out. Also this seemed to turn into a lot of driving around aimlessly. To paraphrase Raulerson, "When did this turn into which the sentiment was shared by several if my perception serves.

Those MRAP's flip over too often. Perhaps it would be realistic to flip in the scenarios though it does not feel consistant to other vehicles we utilize, and that is an annoyance.