Operation Rusty Bayonet: The Battle of Ia Drang

Check here for upcoming community-held events
Locked
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Pvt.LHeureux »

Event was AWESOME. Well organised. Briefing was chaotic as always, but in the end it went well :)

Being a medic was chaotic. I hope to do the same with Project Normandy.

One thing I should recommend is lowering the players count next time, 200 is too much, it's quite laggy. 180 might fit more.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Pronck »

Had no lag issues, but I got killed over 10 times, and killed only 2 GI's. I hope to see some recorded footage soon!
We are staying up!
Smuke
Posts: 877
Joined: 2007-09-25 16:21

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Smuke »

Good effort from the admins, player and the server. Well organised and considering the player count - very well admined. Thoroughly enjoyed our defence of Creek Bed before our final assault on US Command (Tacticool wins the round).
Image
In-Game Name: SmukeUK
Wild_Bill: Smuke, you are a true ninja!.
MeetTheKatze
Posts: 4
Joined: 2012-05-01 08:19

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by MeetTheKatze »

it was the first time for me and absolutely amazing!
perfect mod, perfect map, great community!
snake_rus1
Posts: 29
Joined: 2010-03-10 00:38

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by snake_rus1 »

Very nice! enjoyed this event a lot!
I would suggest allowing the use of squad chat in mumble though.
With 200 players u dont have most of the nametags above other players and its quite hard to communicate via local, while IRL u can distinguish ppl by their face :) but this has been discussed 100 times already :)

But there were also good things about local only rule! i really enjoyed it when i saw NVA platoon moving 150 meters away from me and I had to ran back to our defence line, find an officer and report enemy movement to him via local :)

Also, spawning on FOBs for US wasnt that cool IMO. The original rule with no FOB or rally spawns sounded very interesting.

Really looking forward to nother vietnam event :)
Tiger1
Posts: 354
Joined: 2009-05-18 10:19

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Tiger1 »

The 200 man ?player amount was perfect! Great event, im sure I speak for everyone who attended that we hope for more 200 player events in the near future.

Good job Oskar.
t
Folgore
Posts: 5
Joined: 2012-04-27 12:08

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Folgore »

I had a lot of fun yesterday. Thanks for organising Oskar!
ExeTick
Posts: 855
Joined: 2011-01-13 22:50

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by ExeTick »

I got a ctd middle when it was live and I couldnt come back.. I tried 3 times but BF2.exe stop working every time :P guess it was to many players online and to much activity on the server.
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Daniel »

Y not use the official feedback-thread?
VoodooActual wrote:YES! Recorded it all :D Like 370GB~ Footage
OMG r u crazy? :D 370 GB? U got a 500 GB Harddrive or even bigger?

I have no problems with my 2 TB disk btw.

snake_rus1 wrote:I would suggest allowing the use of squad chat in mumble though.
With 200 players u dont have most of the nametags above other players and its quite hard to communicate via local, while IRL u can distinguish ppl by their face but this has been discussed 100 times already
And yes, u can always (well, not in combat) open map, click on the dot and see his name highlighted white then... ;)

snake_rus1 wrote:But there were also good things about local only rule! i really enjoyed it when i saw NVA platoon moving 150 meters away from me and I had to ran back to our defence line, find an officer and report enemy movement to him via local
Nice, that's what I expected everybody to do... Was squad-mumble deactivated/blocked? Or did some still use it?
Republic_Commando
Posts: 72
Joined: 2009-06-28 16:39

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Republic_Commando »

Wasn't planning on attending due to other conflicts, but managed to show up late anyways. It was a load of fun, despite it being hard to coordinate with 22 other people in my squad. A common mumble channel would have been nice, when 10 NVA surrendered to us in E3.
They were just bait for their snipers who picked off a few of us, kinda frustrating that I couldn't communicate with them.
snake_rus1
Posts: 29
Joined: 2010-03-10 00:38

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by snake_rus1 »

"And yes, u can always (well, not in combat) open map, click on the dot and see his name highlighted white then... "

Indeed. that is what we had to do :)
Personally,I vote for more realism in PR, but I came to the conclusion, that name tags are necessary for normal comms with those, who are nearby. Lets hope the devs find a way to overcome this obstacle :)

"Was squad-mumble deactivated/blocked? Or did some still use it?"
It wasnt blocked. Just people following rules :)
For most of the game I didnt hear any squad mumble comms.
And if someone used it - everybody replied, that it is not allowed :)
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Kevokpo »

Pvt.LHeureux wrote:Event was AWESOME. Well organised. Briefing was chaotic as always, but in the end it went well :)

Being a medic was chaotic. I hope to do the same with Project Normandy.

One thing I should recommend is lowering the players count next time, 200 is too much, it's quite laggy. 180 might fit more.
I'm sorry for not taking part in the event, I came back very late from work and just could play for the last 2 hour, but I left earlier, because of the amount of players that were in the server, I know that someones did not have lag issues but the ones who don't have a very good PC (like me) can't even play I stayed for about half an hour and my fps stayed at an avarage of 10. Thats is why I left,
I have to say sorry to Oskar the event organizer , and also the squad I was enlisted, I don't like to leave my teammates behind.

I hope next time I can take part in the event.

cheers
Image
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Pvt.LHeureux »

And living in Argentina the ping has to be unbearable :S
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Kevokpo »

Pvt.LHeureux wrote:And living in Argentina the ping has to be unbearable :S
But the ping was not the problem I had about 280, I have played with higher ping without lag
Image
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Pvt.LHeureux »

lol 280 xD

I had 140~, I was getting some lag but the main problem was my computer I guess, I will lower the textures to medium.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rupeyuk
Posts: 4
Joined: 2012-04-29 20:35

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by rupeyuk »

first time on a big server game. Very impressed by the organisation and admin, especially as I joined as a "public" just before start and was totally green.

Was carnage in the firefights, very intense. Kudos to the skyraider pilot(s). Did a good job of keeping us NVA in the bushes :)

For me, performance was very good, which I was surprised about given the 200 connections!

Would definitely be up for more of this. Loving the PRV mod.

Thanks to all those who organised this.
Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Megagoth1702 »

The lack of name tags, the lack of "radio" comms to the SLs and the lack of people actually passing something down the line/not using proper comms lead to me leaving the game after 20 minutes.

Daym confusing... And once the firefight starts the "pass down the line" thing completely does not work. Oh well, like in real life. But there is no screaming, shouting in mumble. So yea... I guess it's a good idea, would work better with 64 players though.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by Pvt.LHeureux »

Megagoth1702 wrote:The lack of name tags, the lack of "radio" comms to the SLs and the lack of people actually passing something down the line/not using proper comms lead to me leaving the game after 20 minutes.

Daym confusing... And once the firefight starts the "pass down the line" thing completely does not work. Oh well, like in real life. But there is no screaming, shouting in mumble. So yea... I guess it's a good idea, would work better with 64 players though.
Well you can shout in your mic, it works :smile: but it can be annoying if you have people in the house :lol:
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
VoodooActual
Posts: 124
Joined: 2010-10-24 17:10

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by VoodooActual »

Video's uploading.. another 206 minutes to go. :(
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: Operation Rusty Bayonet: The Battle of Ia Drang

Post by UKrealplayER666 »

21 kills from the same position with the, quite frankly, amazing NVA sniper, im sure i annoyed quite a few American squads trying to get past the creak bed ;)
Locked

Return to “Events”