Tested this one today with Shark attack and Swelego on Artak's server - OFPEC MP testingArmA Version 1.05BriefingHave played this one before in SP mode so I already knew what was expected of me. The briefing is fine, it's descriptive and the objectives are clear. Well, the final objective - the extraction - misses a marker and we weren't able to complete it but I'll write more about it at the end of the report. The map is a bit crowded with markers near the base. I suggest that you cut down the amount of markers in the base, maybe just one marker which points shows the enemy base. There is no need to add a marker for each objective as you can say that there is a lack of intelligence, or anything to prevent the map from getting crowded. The same with the extraction markers, there are three of them and one is enough for me.
MissionWe felt that the sniper was useless and decided not to use it after the first try went bad for us, we got eliminated pretty fast, not even being able to complete a single objective. On the second try I noticed that there are multiple insertion positions which adds up to the replayability although I think that there are only two of them. Nevertheless, it was worth is as the second time we assaulted the base was different from the first and we were more in control because of the advantage we got from the terrain. What we did notice was that there is no spectate script (for example Kegetys' spectate script) and a seagull can be frustrating when you want to know where all of your friends are. I encourage the use of a spectate script, people can even learn from those by watching the movement of someone.
Anyway, we chewed up a lot of the SLA soldiers inside before reinforcements were being called in. They took a while to get there, I suggest that you shorten their arrival a bit or let them come in waves. For example, two fast UAZs followed by two or three trucks full of men a few minutes later. Right now we were able to pull of all the objectives moments before the reinforcements got in the base.
The objectives are a challenge to complete, especially the one with the officers. They are pretty hard to find, but aren't all placed at random locations - I think that two of them are at fixed locations. This doesn't make the mission replayable, but was handy while trying to complete the objectives before reinforcements moved in. As I was tired of my weapon, being too soft for the longer ranges when we got detected, I changed to a AK74+GP25 but failed to find ammonition for the GP25 in the wooden shed behind the oil reserves. Would be nice if those would contain GP25 HE grenades, instead of only M203 HE's. The first three objectives all got ticked off as they should and you notify the player when an objective gets completed - well done.
Finally - the escape - having tried this in SP mode before I knew that we could get a hard time to end it. The same thing happened again, the mission didn't want to end. I ran west, crossed the bridge and used the radio. They told me to execute the evaction plan, but no long range recce patrol came up. I moved further west towards the Placco Paraiso (or some mountain overlooking a road) but I couldn't see friendlies and Shark attack and Swelego couldn't either with their seagulls. So we ended the mission right there, not wanting to waste more time. I haven't had the time to look in the mission editor, but I will do that sometime soon.
As you want this reviewed, please take a look into it.
OverallEnjoyable, a good challenge for a five-men squad. Sometimes hindered by the amount of static soldiers, the player has to move in order to kill once he enters the base. Before that the enemy just got slaughtered while trying to run out of the gate. The reinforcements could've been timed a bit better.