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FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Chitzena, Arulco
June 29, 2011 -- 1208 EST


With Jesse and Sam off running the new Arulcan militia through another set of combat training drills, Fiona peels one of the thick bandages from Dimitri’s shoulder to check the wound underneath.

“Looks like it’s healing up pretty well. How does it feel?”

“It feel fine. Good!”

As if to demonstrate, he tries to swing his arm in a large, slow circle, but the movement forces him to gasp in sharp, sudden pain. Fiona grimaces.

“I think there might be some damage to the joint. We need to have a real doctor take a look at that.”

“As long as I can shoot my gun and kill soldiers, I am okay.”

Fiona shrugs.

“As long as you can take the pain of that AK kicking into your shoulder, you can shoot all you want. Can’t promise you’ll hit anything, but...”

Dimitri just grunts and rubs the sore shoulder as Fiona packs up her supplies.

Just then, running boots from outside make Fiona snatch up her pistol, only to relax as Sam appears in the doorway.

“Fi, Dimitri – we got another squad comin’ up from the south. Blackshirts.”

As Sam jogs off, Fiona stands up and grabs her Steyr Scout.

“Well, Dimitri, looks like you’ll have a chance to test that shoulder out.”

“Good. I will kill those men until they are dead.”





With the enemies approaching from the south, Fiona sets up her bipod on the roof of one of the mining buildings, where it will afford her an excellent view of the main road into town. Dimitri takes up position nearby to cover Fiona’s flank. Sam conceals himself behind a building and sets up his bipod to watch the southwest approach, while Jesse hides more or less in the middle of the map to cover the center.




The setup works well, as one soldier walks openly in front of Sam’s machine gun.


“Too easy…”

Through her scope, Fiona spots three targets, and with a pair of quick headshots, eliminates two of them.




Fiona takes another shot to try and eliminate the third, but the soldier’s body armor easily defeats the hollow-point round, and she only succeeds in causing some bruising. Sam’s armor-piercing .30-06 rounds, on the other hand, punch right through it and drop him. Unfortunately, the BAR’s unwieldy nature means that Sam can’t get off a shot at the newly revealed blackshirt next to him. With his friend at risk, Jesse moves up behind the cover of a bus stop and makes the killshot.




Meanwhile, on the east side of town, Dimitri watches from concealment as a trio of blackshirts try to outflank Fiona’s deadly sniper roost.


“Yes… Just little closer…”

Pulling a grenade from his vest, Dimitri stands up suddenly and hurls it into their midst. Not only does the grenade hit, the impact also detonates a tear-gas grenade that one of the blackshirts was carrying, releasing the choking gas in their midst. He takes a couple of shots with his AK at the dazed soldiers, and one of them hits. Alerted to the danger, and with no more targets on the west side of town, Fiona changes position slightly and puts down one of the men.




With no more targets nearby, Jesse breaks from cover and charges towards the action. As he does so, Fiona continues picking off the choking, confused blackshirts with her trademark precision shooting. Jesse makes another kill, and as the smoke begins to clear, Fiona gets the last enemy. The attack is defeated, with the elite of the Arulcan Army not even managing a single shot at the defenders.







“Sweet merciful crap! Look at this! A vintage MG42!”

It’s a virtual LMG bonanza, with the loot screen revealing not only a decent American M60, but also a WWII-era German MG42 – a light machine gun famous for its ridiculous rate of fire. Sam immediately trades in his BAR for the MG42 and equips it with a 2x scope, laser sight, bipod, taclight, and flash suppressor. Other than that, the loot doesn’t have any big surprises. Sam and Jesse snag the sun goggles, Jesse grabs leg protectors, a KCB knife (with built-in wirecutters), and an expensive-looking gold medal carried by one of the soldiers, Sam takes the Guardian vest, and Fiona grabs a broken Gameboy (for parts). With reinforcements coming soon, they also fit the M60 with the available attachments and set it aside.




Next Episode: Freshmeat

FiddlersThree fucked around with this message at Aug 10, 2012 around 20:48

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HoldYourFire
Oct 16, 2006

What's the time? It's DEFCON 1!

MG42! Be still my beating heart. You cannot cross it. ACCESS DENIED.

(Joke stolen from one of the Company of Heroes threads).

Mister Bates
Aug 4, 2010


Those belts for the machine guns are all hollowpoints, right? The MG42 belts are blue when loaded and stack, so they're definitely HP, but what about the 7.62x51 belts for the M60?

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Mister Bates posted:

Those belts for the machine guns are all hollowpoints, right? The MG42 belts are blue when loaded and stack, so they're definitely HP, but what about the 7.62x51 belts for the M60?

The 7.62x51 are AP rounds.

SpookyLizard
Feb 17, 2009


Mister Bates posted:

Those belts for the machine guns are all hollowpoints, right? The MG42 belts are blue when loaded and stack, so they're definitely HP, but what about the 7.62x51 belts for the M60?

the sheer volume of fire that beast'll throw down range more than makes up for it shooting hollowpoints

that could shooting loving glaser ammo and still kill people.

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



SpookyLizard posted:

that could shooting loving glaser ammo and still kill people.

Glaser ammo would actually be highly effective because it does ridiculous amounts of damage versus unarmoured, and armour only covers part of the body and thus each hit has a percentage chance to hit an unarmoured part. Given the volume of fire, there's a good chance of getting such a hit, and 1 hit ought to be enough. Alternatively, if you don't get lucky, repeated hits will still knock the air right out of you and your enemy will be down and out for a good while.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


I just realized something that I forgot to mention -- that M60 has a rod & spring attachment (which speeds up the rate of fire).

Mister Bates
Aug 4, 2010


FiddlersThree posted:

I just realized something that I forgot to mention -- that M60 has a rod & spring attachment (which speeds up the rate of fire).



Seriously, the rod and spring mod is pretty much the most thing in the entire game. Stick it on a gun with three-round-burst capability and you'll never fire single shots again, and it lets even normally slow-firing guns spray lead with the best of 'em.

SpookyLizard
Feb 17, 2009


Orange Devil posted:

Glaser ammo would actually be highly effective because it does ridiculous amounts of damage versus unarmoured, and armour only covers part of the body and thus each hit has a percentage chance to hit an unarmoured part. Given the volume of fire, there's a good chance of getting such a hit, and 1 hit ought to be enough. Alternatively, if you don't get lucky, repeated hits will still knock the air right out of you and your enemy will be down and out for a good while.

I forgot to mention that dude is wearing EOD armor.

which has like 99% coverage

Also I think a sufficient hit can cause health loss but not bleeding (like how you can punch someone and make 'em lose HP but it won't bleed) and just do that enough htey fall down.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Voting Results are In!

It was fairly dominant on both counts, with Plan C (two-prong attack, with Michael, Ira, and mercs taking Drassen) coming in high with 9 votes versus Plan B (moving to San Mona) getting only 5. Plan A (turtle up in Chitzena) was interesting to nobody, especially myself, and is thankfully kicked to the curb.

As far as bringing in extra help, the Russian I-Team of Ivan and Igor Dolvich dominated with 8 and 12 votes respectively, with the next highest being a three-way tie at 3 votes each between Barry, Gumpy, and Grunty. MD, Haywire, and Grizzly got 2 each, with various others getting 1.

Unfortunately, despite the large number of votes he got, Ivan is still outside our price range at the moment, so I'll have to postpone that request (maybe until after we capture the Drassen mine?). Igor is doable, as is Gumpy (due to that great M.E.R.C. pay-as-you-go policy), but we only have the cash for either Grunty or Barry. And since one of Barry's biggest draws -- lockpicking/repair -- is now covered by both Michael and Gumpy, I'm going ahead with Grunty.

Thanks for voting! I'll try and knock out an update tomorrow morning, but if I run out of time, I'll definitely get one out on Sunday.

SpookyLizard
Feb 17, 2009


I've always used Barry for his amazing explosives skills. Your explosives is Fiona (and Gumpy, down the road). Unless they changed his skills or something in ANIMAS his whole point is to be an explosives dude. it's in his bio. He owns some serious bones with a mortar or C4/TNT/Etc.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


SpookyLizard posted:

I've always used Barry for his amazing explosives skills. Your explosives is Fiona (and Gumpy, down the road). Unless they changed his skills or something in ANIMAS his whole point is to be an explosives dude. it's in his bio. He owns some serious bones with a mortar or C4/TNT/Etc.

I'm having trouble remembering his skillset in vanilla/1.13, but in AIMNAS he's got the Engineer trait in addition to Demolitions, which is the level 2 version of the Technician skill that Michael and Gumpy have. It gives him ridiculous lockpicking and repair, which is where I typically get most of my utility from Barry.

Mortars, RPGs, LAWs and such are actually covered by Heavy Weapons now -- which Grunty actually has -- so that's taken care of unless he dies.

EDIT: Also, though Gumpy has the Demolitions *skill*, he does not have the Demolitions trait, so he's fairly limited in that regard.

FiddlersThree fucked around with this message at Mar 17, 2012 around 12:51

SpookyLizard
Feb 17, 2009


FiddlersThree posted:

I'm having trouble remembering his skillset in vanilla/1.13, but in AIMNAS he's got the Engineer trait in addition to Demolitions, which is the level 2 version of the Technician skill that Michael and Gumpy have. It gives him ridiculous lockpicking and repair, which is where I typically get most of my utility from Barry.

Mortars, RPGs, LAWs and such are actually covered by Heavy Weapons now -- which Grunty actually has -- so that's taken care of unless he dies.

EDIT: Also, though Gumpy has the Demolitions *skill*, he does not have the Demolitions trait, so he's fairly limited in that regard.

Yeah, I noticed that people hosed with Gumpy's Traits (Igor too!) in the latest 1.13 release (They gave Igor hunting! HUNTING! and that's it.) Gumpy had... like level one technician? And that was it? I dunno, somebody hosed with all that was working good and perfectly fine and made me go into to some .xml files by hand because they don't show up in the XML (another what the gently caress) and figure out the numbers for each of the skills. Cause they are jerks.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Omerta, Arulco
June 29, 2011 – 1209 EST






Michael leans over a workbench, tools spread out around him, fine-tuning the innards of a pair of night-vision goggles. As he finishes making a delicate adjustment, his radio crackles.

“Michael, do you copy? Over.”

“Yeah, Fi. I read you. Over.”

“How are things in Omerta? Over.”

“Quiet. How about you? Over.”

“Lively. We’ve had two goon squads come to try and pry us out, but we took care of them. Over.”

“Good. Any luck finding a dealer willing to supply us? Over.”

“Unfortunately, no. I tried almost everyone in my little black book, but the profit margins on the kind of orders we’d be placing are just too small, Michael. Nobody wants to waste their time. Over.”

“You said ‘almost everyone’.”

“There is one possibility, but he said he would only deal with you directly. Over.”

Michael closes his eyes and sighs.

“Please tell me it’s not Seymour.”

“It’s Seymour, Michael. Over.”

“… okay. I’ll try to get through to him whenever I can get back to a landline or satellite uplink. Over.”

“So what’s the plan, Michael? We’re pretty secure for now here in Chitzena. Over.”

“It’s vital that we keep that harbor open, so I’ll need you to stay put for now. Keep training up the militia. Over.”

“What about you and Ira? Over.”

“We’re going to open up a second front. Over.”

“You mean you’re going to take Drassen? I hope you’re not planning on doing it with just the two of you… Over.”

“No. I’m going to need you to put together a team for me. I’m going to need at least three more people to try and take and hold this city. Over.”

“I’m on it. Over.”

“Professionals, Fi. Over.”

“I’ll do my best, Michael, but you’ll get what I can pay for. Over.”

“… alright. Do your best, Fi. Over.”

“Oh, and Michael – I’m asking Jesse to take a little hike and bring you and your new friends a little present. He should be there by tomorrow morning. Over.”

“Is this a nice surprise? Over.”

“It’s a very nice surprise, Michael. Over and out.”


-----------------------------------------------


Omerta, Arulco
June 29, 2011 – 1932 EST


Michael looks up from his workbench as he hears the thump-thump-thump of a low-flying helicopter. Setting down his tools, he meets Ira in the yard.

“I guess they’re here? Strange… I feel kind of nervous, like this is some kinda blind date or something.”

“I know just what you mean.”

The helicopter dips low over the treeline, blowing dust through the streets of Omerta. Michael and Ira shield their eyes as the skids touch down in the center of town and the passenger compartment door slides open. Michael watches closely as three men debark with their weapons and gear and approach.



“Michael Westen? I am Igor Dolvich. It is pleasure to meet you.”

“Долвич? Приятно познакомиться. Ваша репутация предшествует вас.” *

Igor inclines his head.

“Мой дядя не верит мне, когда я сказал ему, что собирается работать на Michael Westen. Он сказал Michael Westen был легендой, чтобы напугать русских детей.”

Igor keeps a straight face, but amusement glints in his eyes.

“I’m looking forward to working with you.”

He turns to Grunty, who extends his hand for a shake.

“Pleased to meet you. I am Helmut Grunther.”

“Nyet – this one is called Grunty.”

Grunty grimaces and casts a long-suffering look at Igor, who grins back at him.

“Ja, you may call me Grunty.”

“Is there something else you would prefer?”

Grunty gestures to Igor.

“He vill never stop calling me zis silly name. It is less confusing, I zink, if maybe everybody call me zis name, Grunty.”

“Fair enough, Grunty. Good to have you onboard.”

Michael comes to the last of the trio, an undersized early-twenties kid with greasy hair and a massive .44 magnum on his belt. As he watches, the kid pulls out an inhaler and sucks deeply.

“Man, I never realished Arulco was sho hot.”

Michael glances at Igor and Grunty, as if for confirmation that this third member hadn’t simply boarded the wrong helicopter by mistake. They both shrug. Michael turns back to the kid.

“And you are…?”

“Tim Hillman, but everyone callsh me Gumpy.”

Michael gestures to the hand cannon in Gumpy’s holster.

“You know how to use that thing?”

“C’mon, man. I’m the number-sheventeen-ranked Call of Duty player in all of Pittshburgh.”

Michael’s face is expressionless. Ira leans in close.

whispered “It’s a video game.”

whispered through a facepalm “I told Fiona professionals…”

His face breaks into a sudden forced grin as he claps Gumpy on the shoulder.

“It’s very nice to meet you. I’m looking forward to working with you.”

“Jusht try to keep up, okay?”

“I’ll do my best.”

He turns back to Igor and Grunty as Ira makes her own brief introductions.

“I trust you’ve already been briefed on our situation here in Arulco. We have a rendezvous in a few hours with another member of our team, and then the five of us will be on to Drassen. But for now just sit tight, check your gear, get some rest, and let’s be ready to move at dawn.”





* DISCLAIMER: I don’t speak, read, or write Russian. This is just me running text through Google Translate, so if there are any Russians reading, please feel free to correct what I’ve got.


-----------------------------------------------


Chitzena, Arulco
June 30, 2011 -- 0243 EST






As Fiona and Sam sleep, Dimitri peels the bandage off of his shoulder and is delighted to find the wound closed and clean. He swings his arm in a few test circles, and the movement makes him grimace; Fiona was right. He’ll need better medical care to regain full movement in his shoulder.

Dimitri steps outside the A.C.A. office which has been serving as the rebellion’s Chitzena headquarters and runs into a member of the militia.


“Hey, Dimitri, we got more Army bastards comin’ up the road. Looks like they’re just reinforcing the checkpoint for now, but we got eyes on ‘em.”

“If dey move closer, let me know.”

The militiaman nods and disappears into the night as Dimitri pulls out his toolbox and sets to work cleaning and maintaining his gear.


-----------------------------------------------


Omerta, Arulco
June 30, 2011 -- 0448 EST


Exhausted from his all-night march, Jesse is relieved to see the wreckage that used to be the thriving town of Omerta appear out of the darkness.





His relief vanishes a moment later, however, when his night-vision goggles pick out the shapes of Arulcan Army troops picking through the rubble in search of Miguel’s refuge. For a moment he contemplates just shooting his way through, but he is already tired, and even Jesse is not quite reckless enough to challenge an occupied enemy position without even knowing how many of them are there.





Instead, he hunkers down low, sticks to the treeline, and stealthily works his way across town. Aside from a sticky moment where he hears movement just south of his position, Jesse makes it through undetected.



It’s still dark when he trudges wearily into the center of town, where Michael, Ira, Igor, Grunty, and Gumpy are making their preparations to depart.




“Jesse – good to see you.”

Jesse casts Michael a sour look and heaves a burlap-wrapped package off his shoulder and down to the ground.

“I really hope this is just what you wanted for Christmas, Mike, ‘cause there’s no way in hell I’m hauling that all the way back to Chitzena.”

Michael unwraps the burlap to find the hulking form of an M60E3 machine gun waiting within. His eyes open wide, and he glances up just in time to see Jesse drops two belts of 7.62x51mm on the ground next to it, then sit down heavily.

“Yeah, I think we can find a use for this.”

“Ja, I should zink so. Igor is—…”

“I CALL DIBSH!”

Everybody stops and looks at Gumpy, who is staring lustily at the M60. Grunty frowns.

“As I vas saying, Igor is an Angel of Death vith ze machine gun. I zink he should be ze one to use zis gun.”

“Igor?”

“Da. Is not so good as RPK, but… will do for now.”

“’Will do for now’? I hump this thing all night through enemy territory, and all I get is a ‘Will do for now’?”

“M60 is amazing gun. Is best gun in de world.”

“That’s more like it. Now what’s a guy gotta do to get a meal and a bed around here?”

“Miguel’s got some fresh supplies in the bunker. They’ll get you some food down there, and you can get some rest.”

“Thank God. I gotta preserve my strength for the whole drat hike back across the whole country.”

“’Whatever doesn’t kill us…’ Right, Jesse?”

“Yeah. ‘…makes us tired and annoyed,’ I think is how the saying goes.”




Not much change gear-wise for Michael or Ira. Ira does give up her pack for Igor, and Michael gives his AKMS to Grunty.




I selected the second equipment level for both Igor and Grunty, giving them a little bit better starting gear. For Igor, he slings his AKS-74U in favor of the M60, and Grunty takes Michael’s AKMS as his primary weapon. Nobody trusts Gumpy with anything yet, so he’s stuck with his .44 magnum for the foreseeable future.

Skills-wise, the new recruits are a nice batch. Igor has the Night Ops, Stealthy, and Auto Weapons abilities (the last of which will make him a beast with that M60), while Grunty has Heavy Weapons, Night Ops, and Deputy (which gives bonuses to nearby lower-level mercs). Gumpy just has Technician. No combat in this update – just getting the pieces in place for:

Next Episode: The Storming of Drassen

FiddlersThree fucked around with this message at Mar 19, 2012 around 12:26

SpookyLizard
Feb 17, 2009


What are Michael and Igor talking about in russian? I presume it's some sort of GREAT MICHAEL WESTEN stories but I'm just curious what you threw into google translate. And this is fairly common praise at this point but you have really goddamned nailed the writing for the characters. I keep hearing 'em in my head.

Mister Bates
Aug 4, 2010


I like how AIMNAS gives Gumpy a mechanical skill higher than the default zero. He's still pretty crappy in general to start with, but at least he can now be used for repairing things, picking locks, and disarming non-explosive traps in addition to planting bombs and clearing minefields (which he'll be doing a lot of in this mod, as the Army uses mines much more frequently than they do in the base game).

Agent Interrobang
Mar 27, 2010

okie-dokie, loki


SpookyLizard posted:

What are Michael and Igor talking about in russian? I presume it's some sort of GREAT MICHAEL WESTEN stories but I'm just curious what you threw into google translate. And this is fairly common praise at this point but you have really goddamned nailed the writing for the characters. I keep hearing 'em in my head.

Basically, Michael says he's heard good things about Igor, and Igor says that his dad Ivan didn't believe him when he said he was working with Michael Westen, claiming he was a story made up to scare children. For those not in the know, in the TV show, Mike is basically the Russian espionage community's equivalent of the Boogeyman.

Paingod556
Nov 8, 2011

Not a problem, sir

Mister Bates posted:

I like how AIMNAS gives Gumpy a mechanical skill higher than the default zero. He's still pretty crappy in general to start with, but at least he can now be used for repairing things, picking locks, and disarming non-explosive traps in addition to planting bombs and clearing minefields (which he'll be doing a lot of in this mod, as the Army uses mines much more frequently than they do in the base game).

Should mention that in 1.13 they gave an option in the XML to turn on 'train up from 0'. Keeping it off kept it like original JA2, which is what I assume you're implying (where Gumpy was incapable of anything mechanical...)

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

For the google-translated russian, well, that's what i used to read it back, so, that works out.

And... are you writing Gumpy with a phonetic version of seananner's 'nerd voice'?

SpookyLizard
Feb 17, 2009


Agent Interrobang posted:

Basically, Michael says he's heard good things about Igor, and Igor says that his dad Ivan didn't believe him when he said he was working with Michael Westen, claiming he was a story made up to scare children. For those not in the know, in the TV show, Mike is basically the Russian espionage community's equivalent of the Boogeyman.

They also believe "Michael Westen" is the codename for like a ten man special operations team. Oh you crazy Russians

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



But Ivan isn't Igor's dad, he's his uncle.

The only father-kids combo in the series were the Roachburns, but Leon, Gary and Sparky have retired leaving only... well... you know who.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


It's already been explained, but just to avoid any confusion.

Roobanguy
May 30, 2011


FiddlersThree posted:

“As I vas saying, Igor is an Angel of Death vith ze machine gun. I zink he should be ze one to use zis gun.”

Grunty seems to have gained some extra pounds.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Roobanguy posted:

Grunty seems to have gained some extra pounds.

He's also a master of disguise...

(fixed)

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


So I lied. This post was supposed to be the attack on Drassen, but the Queen's troops didn't cooperate. Instead, have another attempt to retake Chitzena, this one complete with Exploding Militia Action! Also, the OP is updated with additional NPC information.


------------------------


Chitzena, Arulco
June 30, 2011 -- 0612 EST


As Fiona and Sam push a new set of recruits through a lesson in combat basics, she is interrupted by one of the militia, who jogs over from the A.C.A. building.

“Sir, an enemy patrol is moving along the road to the south. Looks like they’re heading for the harbor.”

“Good – I haven’t shot at anyone in almost a day! How many are there?”

“Looks like eleven. A mix of regular Army and the Queen’s blackshirts.”

“Go wake up Dimitri, then I’ll need you to run up north and tell the militia up there to report to the harbor. They’re going to see some action.”

The militiaman salutes and jogs off. Fiona turns back to where Sam is still drilling the recruits and shouts to him.

“Hey Sam? Go get your machine gun! They’re coming for the harbor.”

Sam glances back at Fiona, then back at his recruits.

“Uh--… Alright, just keep working on that, then, and I’ll be back in… what? An hour?”

He turns back to Fiona.


“Hey, Fi – how many of ‘em are there?”

“Eleven.”

He returns his attention to the recruits.

“Call it a half-hour, then. And if you get bored, just--… I dunno… do some pushups or somethin’. Hey, Fi! Wait up!”





Three hours later…

“Alright. Looks like they’re on the move. I’ll cover the west. Fi, you wanna take east?”

“I think I’ll set up in that delightful sniper’s roost the Army left for me.”

“Dimitri, I’ll need you to cover my flank, alright? Make sure nobody slips up along this building and shoots me in the rear end?”

“This thing I will do.”

“Good. Then I guess we’re all set.”








The battle opens with some of the freshly trained militia disregarding not only the tactical instruction given them by Sam, Jesse, and Fiona, but also basic human self-preservation imperative, by taking cover in Queen Deidranna’s captured stockpile of tank fuel. The enemy is quick to exploit this by tossing a grenade at the nearest militiaman, who is incinerated along with several of his friends in a massive, spectacular explosion of fuel, jagged metal, and screams of agony. (editor’s note: I am aware that diesel is not very flammable, but this is Hollywood diesel, which explodes whenever dramatically appropriate )




As the flames die down, Sam lowers the arm he had raised to protect this face, peers through the small scope on his MG42, and finds a few targets attempting some sort of ill-advised amphibious assault. He is still a little shaken by the massive explosion, however, and the shots miss. He then takes aim at the nearer of the two targets and takes her down despite her cover. With no other options, he begins firing once again at the enemy in the surf, but the hollow point rounds do little against her body armor. All of the lead in the air does, however, force the rest of the amphibious attack force to crouch in fear.




From her perch, Fiona watches frustrated through her scope as Sam rakes the beach with lead. She checks her scope once again, but the southeast is totally silent.


“Screw this… You can’t have all the targets, Sam.”

She jumps down off the roof and sprints across the concrete deck towards Sam’s position, who, in the meanwhile, is tracking his MG42 with lethal efficiency. In a matter of seconds, three enemies have fallen to the fire the weapon is spitting. Hungry for action, Fiona dives down beside him, steadies her bipod, and squeezes off a killshot on one other foe still lurking out in the water.




Hearing shooting to the south, Dimitri circles around the building to find a dead militiaman and no enemy in sight. Fiona, not seeing any targets out in the water, stands and moves to assist Dimitri with clearing the south. She spots an enemy taking cover behind the tire stacks, and with a single accurate shot, puts him down. Dimitri advances to cover on the flank of the lone blackshirt remaining south of the building. Between militia fire and a single hit by Dimitri, the blackshirt goes down.




Fiona turns her scope out onto the water in search of the last two unaccounted-for foes, and finds them. She brings down one with her rifle, and Sam jogs forward with his weapon to get a shot at the last one. He goes prone as the militia lays down its own suppressive fire, lines up his shot, and pulls the trigger on a killing burst to end the battle.




Despite Sam doing most of the work, two members of the militia have learned from the battle, and are deemed experienced enough to wear the blue shirts of Miguel’s rebel fighters. Still, they mourn the seven of their companions lost in the fighting.





Not much excitement in terms of loot this battle. Fiona snatches up that remote detonator, which will be invaluable in making things explode. There’s an armor upgrade as Dimitri grabs the Twaron vest, and a few weapon attachments are replaced by better versions.




Next Episode: The Storming of Drassen (for realsies)

FiddlersThree fucked around with this message at Aug 10, 2012 around 21:22

The Cheshire Cat
Jun 10, 2008



A random question: Since the main characters have plot armour, have you had to redo any battles yet? It seems like nobody's been very badly injured (except Dimitri that one time), but that's only the stuff we HAVE seen.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


The Cheshire Cat posted:

A random question: Since the main characters have plot armour, have you had to redo any battles yet? It seems like nobody's been very badly injured (except Dimitri that one time), but that's only the stuff we HAVE seen.

A good question. I actually really haven't had to do much savescumming at all. I've gotten some lucky breaks here and there (like in the battle for NE Chitzena, when badly wounded Dimitri got an interrupt on the soldier that had Sam dead-to-rights, and then was completely unscathed by the follow hail of SMG burst fire), but mostly it's just been a case of high-level characters vs. low-level enemies.

Actually, one case where I did have to savescum quite a bit was at the very end of the first battle for Chitzena harbor, when Jesse dropped into the guard building at the end of the pier. The first time I played it was perfect -- Jesse got interrupted by the last dude in there and got badly (but not fatally) hit. Fiona had to sprint from cover in order to take out the guard through the window, then bypass the locked door in order to save Jesse's life. Unfortunately, I missed the screenshot, so I kept saving and reloading to try and get something close to that same result. From then on, though, all I got was either Jesse Gets the Interrupt or Jesse Gets Killed Outright.

I expect that, as the enemies get tougher, we'll start to see more casualties and closer battles (hear that, peanut gallery? start voting in some medics!)

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.


Good lord, those explosive barrels. Do they show up every time you're trying to defend that map?

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



Glazius posted:

Good lord, those explosive barrels. Do they show up every time you're trying to defend that map?

Blowing poo poo up is persistent.

radintorov
Feb 18, 2011


Orange Devil posted:

Blowing poo poo up is persistent.
This is actually something that has to be kept in mind in the game: if you cut a hole in a fence or blow up the wall of a building, the enemy can utilise them to their advantage. It's pretty cool, since AIs do flank positions, but in my experience it still comes down more to chance than actual artificial brilliance if the enemy mooks decide to use these entry points.

SpookyLizard
Feb 17, 2009


radintorov posted:

This is actually something that has to be kept in mind in the game: if you cut a hole in a fence or blow up the wall of a building, the enemy can utilise them to their advantage. It's pretty cool, since AIs do flank positions, but in my experience it still comes down more to chance than actual artificial brilliance if the enemy mooks decide to use these entry points.

This is why you should always have some pulling rear security and mine any fence-holes. Not right at the fence, mind you, cause when the first dude goes through it'll blow a bigger a hole, but if you plant it up around the area by the hole you can catch AI dudes being jerks

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



I still feel really bad about that mine that was just left sitting around in town.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Orange Devil posted:

I still feel really bad about that mine that was just left sitting around in town.

Er... Fiona clearly marked it with a warning flag that she plucks every time the enemy approaches.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


West of Drassen, Arulco
June 30, 2011 -- 1158 EST






Nighttime operations, performed with suppressed weapons and executed with precision and accuracy, can be very effective tools for eliminating opposition and gaining control over vital assets. The only problem is that, when you’re trying to inspire an entire island nation to rebel, they don’t really pack enough shock and awe to get really people’s attention. Sometimes, your objectives might be best served by going in guns blazing in a brazen daylight attack.

“I don’t know about this, Michael…”

“We have to make a statement. The Arulcans won’t be pulling off coordinated night-ops. They need to know that Deidranna’s forces can be beaten in a stand-up fight.”

“Zere is no need to vorry. You just stay close to Igor. No enemies should even get close to you two.”

“Da. Just cover me, and I will do all de killing.”

“What about me? Huh? You need me to shtorm the gate or shomethin’?”

“No. I have a much more important job for you. A vital role that could mean the difference between the success and failure of this entire operation.”

“Vital role, huh…? Do I get to kill anyone?”

“We’ll see.”





As the team closes in on the airport, Igor, Grunty, and Ira split off and bear north towards the same small storage shed that the group used in their first attack. There is a close moment as they catch sight of the gate guard, but by staying low and quiet, they are able to make it past unnoticed. Michael creeps forward and goes prone, preparing to take out the gate guard as soon as they go loud, while Igor, Grunty, and Ira clamber up to the roof and take up firing positions on the targets in the yard.




It takes him two shots with his Garand, but Michael brings down the gate guard with no trouble, and those shots are the signal for the attack to begin in earnest. From his hidden position on the roof, Igor opens up with a pair of close-range bursts from the M60 that end his targets in brutal fashion.


“Sho--… sho, Mike, when do I get to kill shome guysh?”

“Gumpy, I need you to kill every enemy that comes up from the south and west, okay? Every last one of them.”

“I can do that!”

Gumpy draws his hand cannon, crouches down next to Michael, and peers through the trees. He jumps in a moment of surprise as Michael’s gun bangs, dropping an enemy running up along the west side of the airport terminal.




Grunty jumps down from the roof and moves towards the north wall of the terminal, but is caught by surprise by a pair of blackshirt guards who has used the trees to screen their advance from Michael. Michael squeezes off a bad shot and nicks the biggest threat, but it’s Igor who is able to save his German friend with a careful burst from the M60 as Grunty runs for cover. Michael is able to take out a greenshirt coming to join the counterattack, Igor mows down a blackshirt, and Grunty guns down the last of the attackers with his AKMS.




Michael, Grunty, and Gumpy advance to the parking lot on the airport’s west side, and Michael spots a greenshirt debating whether to fight or flee with the guard at the southern gate. He ends the debate with a round into each soldier’s chest.


“Ira, I need you to make sure the roof is clear.”

“Roger that, Mike.”

The young woman takes a deep breath and jumps down from her position next to Igor only to climb right back up onto the roof of the terminal. She sweeps with her SMLE, but the roof is clear. There is a shot from below, however, as Michael spots a target in the cargo yard south of the terminal and takes him out.




Grunty and Michael move up to the windows to ensure there are no enemies hiding inside the building, but it appears clear. Meanwhile, Ira advances to the south side of the terminal roof and scans the area. She spots one target hiding far to the east. She raises her weapon, fairly sure she will miss, and shocks herself when the round actually connects, doubling the enemy over and sending him staggering for cover. Igor jogs over from the north and spots the badly wounded soldier. He casually lies down, unfolds his bipod, and guns him down. Soon after, Michael locates the final enemy taking refuge in the shipping center, and double-taps him with his pistol.




“Igor, can you take the lead on searching the bodies? I’ve got a phone call to make.”




Nothing interesting among the dropped gear. Igor takes the Delta Elite 10mm and Grunty outfits his pistol with the Trijicon Night Sight. Other gear is picked up here and there, like the Blackhawk backpack, extended ear headset, and some of the armor. Gumpy in particular picks out some gear, as he had arrived with no armor. With Igor having a handgun now as his sidearm, he sets aside his AKS-74U, which Gumpy surreptitiously snatches up when everyone else is distracted. Igor also pockets the Cuban cigars, and Grunty packs in those two cans of oil.



With a deep sigh, Michael connects Ira’s laptop to the airport’s antenna and prepares himself for the upcoming ordeal.

“Mike! Fiona told me you’d be calling.”

“Seymour.”

“So I hear you’re on an operation in Arulco. A little heat, huh? A little tropic thunder? How are you two, anyways? Still trying to fight destiny?”

“Seymour, we need to set up a pipeline to get some equipment into the country.”

“That’s what I like about you, Mike. Straight to the point. ‘Cause you’re a badass. No wasted movement, no wasted energy. You’re like a weapon, Mike. Like a–… Like a whip. Or a dagger. Hey, you killed anyone with that knife I gave you yet?”

“It’s far too nice a gift to actually use in a fight.”

“Good point. I’ve got mine mounted on the wall. I get a lot of comments on it. Lot of comments. Hey, what did Fiona do with hers?”

“Focus, Seymour.”

“Right, right, Mike. Sure. What is it you need, now? A Dragunov, you said?”

“No, I don’t think I said that. What I do need is a reliable source of weapons, ammo, and gear. Small orders, probably, but a lot of them, and on short notice.”

“Flying into where? Meduna?”

“Drassen. Shipping into Chitzena would be an option, too.”

“Alright, let me think about this. Lots of shipments, right? Lots of orders? Normally, I wouldn’t do this, Mike. Small orders, high-risk deliveries… It’s bad business, Mike. But because it’s you and me, man… We’re in this together. This goes beyond business.”

“So you’ll do it?”

“Of course I’ll do it. I’ve got some things to arrange, though. I’ll set something up for you. I’ll get you what you need, Mike. We gotta look out for each other, you know?”

“That’s right, Seymour.”

“It’ll take a little time to set everything up, though. I’ll be in contact.”

“No, Seymour… I'll follow up with you. I can’t receive–…”

“Keep an eye on your email! We'll talk soon! I got your back, Mike!”

Michael stares at the laptop screen and rubs his forehead as the connection goes dead.

A few minutes later, he rejoins the others.


“Come on. We need to press the attack before the Army can coordinate a proper defenses.”





As the group pushes south into Drassen proper, Michael immediately spots an enemy soldier in Herve’s bar. As he doesn’t want the alarm raised before the team is in position, Michael double-taps him with his silenced Glock. With the threat eliminated, Gumpy and Grunty move east, Michael moves west, and Ira and Igor climb up to the roof of the bar. As a soldier rounds the corner, Ira squeezes the trigger and makes the kill.




Enemy soldiers appear, running to investigate the source of the noise – right into Igor’s sights. He opens up with the M60, dropping three enemies and wounding another before Ira can even get a shot off. When she finally does, she drops her target, only to watch Igor mow down another.




With the Arulcan Army apparently figuring out the boundaries of Igor’s kill zone, uneasy quiet settles over the area. Michael creeps forward to try and scout the positions of the remaining enemies, and finds four enemies (including the one clipped earlier by Igor) in the center of town. He takes one shot, which punches through one foe – killing him – and continues on to badly wound the man behind him. He takes out another foe dashing towards him, and an additional enemy who ducks behind a building in search of cover accidentally ducks right back into Igor’s line of fire. He does not last long.




Michael advances closer only to find three more soldiers arrayed against him. Fortunately, Grunty has moved up to provide support and badly hurts one of them with a short burst from his MP5. Michael takes out the other two with well-placed shots from his Garand, and a few moments later, Grunty finishes the job he started with another shot from his MP5. Michael turns to the south where he finds the last badly injured foe trying to escape. One more squeeze of the trigger, and it’s over.







With his Garand down to 6 rounds, Michael picks up the AKMS and a couple of magazines as a backup. Otherwise, the only really useful loot pulled from this battle comes down to the load-bearing equipment likes pouches, backpacks, and holsters (though Gumpy does grab a tool kit).







“Hey Grunty – are you still carrying those cans of oil?”

“Ja. I have zem right here. Why?”

Michael answers the question by heading into the bar and buying a couple of bottles of high-proof alcohol from Herve…






Which he then mixes together to form the basis of a pair of Molotov cocktails.





“Now all we need are a couple of rags to stuff in the top.”

“That’sh sho cool… You know, I know a lot about bombsh and shtuff too. I downloaded the Anarchisht’sh Cookbook and read it, like, shix timesh. I even printed out a copy and brought it with me. Sho if you need anything blowed up, I’m totally your guy.”

“Actually, Michael, there is a place here in town that I think pretty much everyone in Drassen would like to see blown up.”

“What’s that?”

“You know Mary Lynn? The reality TV star?”

Michael stares at her blankly.

“She’s pretty famous, I guess. She has a clothing line, and the factory that makes it is over on the east side of town. It used to be a good place for jobs in Drassen, but over the past couple years the manager has started using child labor. It’s a sweatshop, Michael.”

“Why didn’t Miguel do anything when he controlled the town?”

“He tried, but they were under so much pressure from the Army that Doreen – the manager – just kept working the kids. And with food as scarce as it is right now, the kids’ only option is to go to work and grind away at making these clothes. Their families have no money.”

“Alright, Ira. Let’s go have a talk with this Doreen.”













“You’re those mercenaries, right? Well, I hope you’re aware that this is a private business facility. You’ll find nothing that concerns you, or your little war. We make clothing for a very fashionable celebrity-endorsed clothing line.”

“Let me be the judge of what concerns me, Doreen. And looking around your facility, I am concerned that your employees look a little underage.”

“Oh, I understand. Believe me, I was fooled the first time I saw them, too. They’re all a lot older than they look. It’s the exceptional working conditions. Keeps them looking youthful. See, I would never allow children to work in my factory. I love them far too much!”

“You know, Doreen, on the other side of this island, there is a woman who would just love to meet you. Not only is she a fantastic markswoman and an expert with explosives, but she also shares your deep and abiding love for children. She’s especially protective of those that she feels are being mistreated, and she gets very, very angry at those doing the mistreating.”

“She sounds like–… a very nice lady.”

“Oh, she is. I’ll also be sure to tell her all about you and the exceptional working conditions you have in this factory. I’m certain the two of you will have lots and lots to talk about.”

Michael flashes her a wide and very fake grin. Doreen gulps visibly.

“Of course, if you’re lying, and those are actually children working out there, then I don’t believe there’s a force on this earth that would be able to stand between you and a very long and agonizing death.”

“Are–... um… are you threatening me?”

“No, Doreen, I’m not threatening you. You built your house right on the coast, and I’m the newscaster warning you that there’s a hurricane on the way. Now, you can either nail some plywood over your windows and pray that you can weather the storm, or you can – and this is my recommendation – pack your things and get as far away from here as you can.”

Doreen looks pale.

“But either way, your definitely-of-age employees are all getting time off work to celebrate Drassen Liberation Day, right?”

“Oh… Certainly…”

“Very good. No offense, but I hope I don’t have the pleasure of ever seeing you again, and, if I were you, I would be in another country before the nice lady I was telling you about gets within rifle range of your factory.”

Doreen nods weakly.

“I’m glad we understand each other. Happy Drassen Liberation Day, Doreen.”


Next Episode: The Storming of Drassen, Part II

FiddlersThree fucked around with this message at Mar 25, 2012 around 23:00

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



FiddlersThree posted:

Er... Fiona clearly marked it with a warning flag that she plucks every time the enemy approaches.

Toddlers don't understand warning flags.

Rutkowski
Apr 27, 2008

But, I don't really know anything about hockey...


Small spelling error from the call to Seymour:

quote:

A little topic thunder?

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



There's also some mixing up of Gumpy and Grunty at the airport.

FiddlersThree
Mar 13, 2010

Elliot, you IDIOT!


Orange Devil posted:

Toddlers don't understand warning flags.

Arulcan toddlers do. They are very advanced for their age.

Rutkowski posted:

Small spelling error from the call to Seymour:

Fixed!

Orange Devil posted:

There's also some mixing up of Gumpy and Grunty at the airport.

I took a look through, but I think I'm missing this. Where's the mixup?

Orange Devil
Sep 30, 2010

Waar is da feestje?

HIER IS DA FEESTJE!



FiddlersThree posted:

Arulcan toddlers do. They are very advanced for their age.

This is a very interesting opinion to hold for a woman apparently very concerned with the wellbeing of kids.

edit:

quote:

Gumpy jumps down from the roof and moves towards the north wall of the terminal, but is caught by surprise by a pair of blackshirt guards who has used the trees to screen their advance from Michael. Michael squeezes off a bad shot and nicks the biggest threat, but it’s Igor who is able to save his German friend with a careful burst from the M60 as Grunty runs for cover. Michael is able to take out a greenshirt coming to join the counterattack, Igor mows down a blackshirt, and Grunty guns down the last of the attackers with his AKMS.


Gumpy should read Grunty.

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Rutkowski
Apr 27, 2008

But, I don't really know anything about hockey...


Also, since I haven't before despite following this thread from the beginning; I really like the style and storytelling even if I've only watched like half an episode of Burn Notice. Could be my JA2 fanboyness showing off, I am a bit annoyed that you went with the Wildfire maps instead of the far superious Urban Chaos map and mod.

No, I'm not saying that because I worked on UC and because the Wildfire creator is a jackass. <.<

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