Post things here
we weren't aware that melee weapons did 0 damage, so it was just awkward swinging with no music for a while.
To be fair sitting in the driver seat of those motherfuckers, you cant see SHIT, you cannot look beside or behind you and you cant hear shit outside of the extremely loud turret turning or the engine. So i couldn't hear that car until it drove RIGHT past usDID YOU HEAR SOMETHING?
So concerning this, NRAU was about as clueless as you were, admittedly I was pretty scared that ya'll were gonna Blitzkrieg us considering the vehicles included in the content pack, but we about just as surprised that only a singular T-55 was encountered.yet the MAA was expected to lay siege to a fortress with little intel on what the NRAU had for anti armor. Then refusing to allow for any aerial reconaissance ICly despite them being explicitly granted air support. The attacking side had absolutely no intel, and good reason to suspect that the rebel forces are better armed and equipped than the MAA. Even if you have total disregard for their individual lives, any commander would have been stupid to just order a full on assault and risk losing the entire army in the first engagement, because the enemy may very well outnumber, outgun them and be in a fortified position. So my commander character was sort of forced to keep the frontlines they pushed up to due to their lack of intel and support guns/armor. Which just ended in the admins having to make a chlorine gas event to remove the NRAU from their base.
So for this, only NRAU Directors and Moses had body armour, the rest of NRAU had zero armour. The rocket launcher was actually an item carried over from Day 1 and there was only one in existence, its just that he had multiple rockets. The machine guns actually broke, and even then there were only two, the first Pulse MG at the front actually glitched and broke which rendered it unusable, which left one last Pulse MG at the "Rotunda" line of defense.The second day's events had a similar feel at the end. When the staff tried to "balance" the MAA's push into the NRAU's bunker by giving them no body armor, and just 4 lethal grenades to deal with a force that equally numbered them, but had multiple rocket launchers, and several entrenched lines of machine guns. It just ended up in the staff having to suddenly spawn in synths to help the push, which felt pretty forced and ad-hoc. Then the end event where the event characters decided to stop the whole battle for a duel, then detonated the dam after deciding that it would all come down to a single /roll . It was unique, but made all the MAA PK's pointless (impactful still, but pointless).
I admit this one is kind of on me. Moses was practically delving into insanity due to how cornered he was and paranoid of Ramesses. The person repairing the dam failed one roll which caused a cascade of destruction, but Moses, without knowing that it already failed, try to get everyone out of the Dam, and then proceed to Martyr himself by sabotaging the repair efforts. However, I forgot that we were playing Gmod, and once I started shooting, people started rushing back in, subsequently after, queue the MAA massacring NRAU at the entrance when they heard gunfire, and NRAU doing the same to the MAA at the Control Room when they saw Moses dead.Then the end event where the event characters decided to stop the whole battle for a duel, then detonated the dam after deciding that it would all come down to a single /roll . It was unique, but made all the MAA PK's pointless (impactful still, but pointless).
As far as I know, its a shared sentiment that the ending wasn't very satisfying. NRAU was given even less firepower than the MAA and we had to resort to literal Vietcong and Iraqi Insurgent tactics to stave off the MAA. The duel at the end was meant to be a dramatic end but we kinda delved back into chaos. There were options for victory for both sides from what I was told, but it is what it is.I was about as unsatisfied as the NRAU were with how the battles ended and admins needing to force an outcome. It would of been a lot smoother and more interesting if we had a sufficient, but set amount of assets to use in an offensive against a very defensible and numerous enemy. Meaning that if we managed to lose the momentum and supplies so bad, we'd be forced to either finish the fight ourselves or keep it as a stalemate. The issue was not people wanting to preserve their characters so much that they refused to take risks. Considering how we all kept pushing despite seeing alot of chars get killed. But the fact that from the whole command point of view, it was a very unlikely chance to actually win any engagement with the little initial support we had.
There's a reason that some balanced FPS usually give the attacking team more tickets and artillery when they need to attack a fortified defending team.