Tracuer 92 Report post Posted March 27, 2019 (edited) Wednesday Night 27th was the first (of hopefully many) Zeus mission using the Mod RHS US forces mod (RHSUSAF). Here is a quick debrief from one of the squad leads: The mission started after a few minutes of messing around with Zeus spawned vehicles, with our briefing given as follows: Chemical weapons held by Syndicate, vehicles may be available after a walk to the designated drop zone. After grouping up at the Vehicle drop zone, the squads mounted in HUMVEE's and assaulted the target compound. The initial engagement went as planned, the enemy scouts and forward positions were cleared quickly and efficiently. Moving on from there, the squads engaged the compound, facing heavy resistance and being forced to retreat and regroup. With a few minutes to re-organise the squads, the team attacked a second time, this attack being successful. The compound was now under US control and the last of the enemies were being cleared out. However, one of the enemy commanders escaped the compound. The escaping commander called in reinforcements in the form of paratroopers and ground assault, attacking the compound with force. US forces fighting hard to push the syndicate back allowed the enemy forces to regroup at another location with the escaped commander. After the dust settled, the US forces became aware of the escaped commanders location and set out to capture him. Splitting their forces, the US teams attacked the compound where the commander was hiding. Alpha was assaulting the compound while Bravo was moving south to act as a blocking force for any escapees and reinforcements. After a hard fight, with a few squads and vehicles halted and killed, the US forces successfully captured the enemy commander. Mission was a success. Debrief: Positives: Mission ran smoothly, US teams had plenty of enemies to engage that were not too overwhelming. There was a few breaks to re-arm and re-group, allowing the overall flow to feel good. Objectives were clearly set, but gave the teams enough freedom to come up with their own plan of action. Using the USAF mod gave a number of extra weapons, uniforms and vehicles. All in the US army 1990-2005 fashion. Teamwork was above the normal within the teams, with communication on group chat and direct, also with squad leaders communicating on the command channel. For an unorganised event, it ran smoothly, had a good turnout, was well rounded as a casual zeus mission. Negatives: Comms, even though separated between the squads, was still very noisy and overbearing. Lots of chatting over each other on the "group" channel and the unnecessary "side" channel use - suggested fix was to mute "side" channel, with possible future fix of using TFR mod (if allowed). View distance was a bit low, usable as infantry but for pilots or other vehicles it would be limiting. - Suggested fix is add something to adjust the view ingame (server code etc). Crag_r: "I was promised civies to shoot, there were non." BigRed: "Thanks so much for coming to the mission and starting this ball rolling." Our goal currently is to have a mission on Wed in a very casual feel, low limitations feel kinda like the I&A server, just with Zeus run objectives. While the Sunday missions be more organised and planned ops with a more formal approach. Please post any extra info, or feedback so we can fine tune the server ops to where we want it as a community. Edited March 27, 2019 by Tracuer 2 Share this post Link to post Share on other sites