Here is my testing report for missions 64 (Distant Haven) to mission 72 (Decisive Flash). As with last time I will send this in an email and post it on the forum in the Beta Testing thread. Any queries email me at
ghostbearco@hotmail.com.
In General:-
- In the mission select screen of the campaign I get an error pmc_fury.jpg not found. Ive uncompressed the PBO and the file is there and on occasion the picture appears in the mission window so I am unsure as to what is causing this problem.
- 10 men in a squad would help in some of the missions (64 and 72 specifically), also most armed forces operate in 10 men squads so this would be technically correct.
- I noticed someone in the forums was unhappy about chasing the last enemy soldier in some missions halfway across the map. Smaller end triggers or use of the allowfleeing command would help to reduce this.
Mission 64:- Distant Haven
- This mission ended early (To my relief) when I was hiding in a bush west of the buildings (Not the town of Chotain). The soldiers defending the buildings must have moved far enough away from them to cause the trigger to show the area there was clear. As I had already cleared the hill and Chotain it ended the mission.
- This mission is quite difficult.
Mission 65:- Noble Force
- This mission played well.
Mission 66:- Fiery Sword
- The notes section of the briefing was incomplete. I think it said put notes here or something similar.
- A retry point after the hill was cleared of AA forces. This isnt necessary if the player saves at this point but it may avoid immense frustration for newer players.
Mission 67:- Stell Warrior
- I enjoyed this mission due to the combined arms combat that took place.
Mission 68:- Silver Sabre
- Arrows needed in the breifing to show the player where his squad should go and where all friendly supporting units will be.
- Its not a bug but its worth noting that Bravo got nailed early, if they went wider or slower they could be more of an influence on the engagement.
- The Anti tank squad mentioned in the briefing got hammered before they fired one shot. I found thier bodies in La Riviera at the end of the mission. I used a LAW to kill both BMPS from about half way down the hill. If this squad moved in sync with the players team they could support each other.
Mission 69:- Shining Eye
- Please show the expected direction of the Enemies attack with arrows on the map.
- A side note. During this mission I disabled one of the hinds with an AA missile causing the crew to eject. The hind was moving low and slow and so when the crew ejected the helicopter landed intact and flyable (Hooray!). I ended up finishing the last of the enemy soldiers who got stuck in the hills outside the city by strafing them with the hind. This isnt a bug but an incredible stroke of luck.
Mission 70:- Shepard
- This mission played well
Mission 71:- Determined Fox
- Taking the LAW soldiers out of the players squad and replacing them with grenadiers would make sense in this mission given the nature of the task. (Clear the woods)
Mission 72:- Decisive Flash
- Im still trying to pass this mission. I opened it up in the editor and set the tanks to move in straight away as there is nothing on the beach that will stop them I couldnt see why they needed to wait for my squad to clear it. Its that part of me that loves tanks taking over again!
Conclusion:-
The campaign is playing well so far, you have done a good job in setting the missions up into a conherent story that is enjoyable to battle through. The format of your mission briefings is a big improvement over the original Fury Campaign.
P.S the last mission of the original campaign (Capture Sainte Pierre) was really good. The helicopter attack followed by a massed tank and infantry assault is very close to how an attack would be planned in real combat.
Sincerly,
Wallis DelVillar