well, i m considerable late to add me impressions on this and i m currently pretty low on time and motivation to do a 100% right now,but i can edit this accordingly ...
Ima start with a AAR from my pov :
Loaded in,took usual AT Rifleman of ECHO squad,noticed there s a difference in loadout now as there s the AA Rifleman too which in short comes down to the fact you cant multipurpose now anymore as AT by carrying AA launcher along with you.
Well,just adds to the challenge,right?
Got meself a Hunter HMG (no Arsenal access by vehicle spawn),drove over to main spawn and loaded 3 sets AT and 1 set AP for the current side mission (enemy Arty) way up in the North.
Wondering if Ryko has increased the "alive" timer for side missions as its a bummer to drive 10k then mission despawns,but he tweaked that accordingly now.
Arriving 2k off side and doing the scan up,no chance to hit arty pos from a comfortable angle+distance from safe positions.
Well,lets get close then.
(side mission activation notice came up on entry to mission radius)
First visiual contact i had was from 800m out which is a painfull distance to engage Sochors from as their commander gun will accuratly hunt you down after your 1st rocket launch is detected.
Thats where i noticed the arty mission had a way different setup than previous versions of I+A 3.x.
I counted 1 BTR,2 Madrid,1 FrIT GMG and about 2-3inf squads around the 2 Sochor s and the arty truck.
For amateurs,in order to eleminate all threats it requires between 7-9 Titans depending on which spots you hit.
Read above,thats close to my total loadout i carried there.
I fired 1 Titan into one of the Sochors in order to judge my calculations on ammo storage.
This is were i heard the enigne sounds of a incoming BTR and due to the elevations i had no sight on it,but i was quite sure it was coming towards me.
So i pulled back to a destroyed house structure that allowed me sight on the path i estimated the BTR coming from.
There he was,so i fired a locked quick one at him only to face him popping smoke and deflecting my missile then back to a low elevation again so no visual anymore.
Then i took small caliber frire from my 11 o clock pos.
Well,fkk it - the BTR was the urgent threat so i caught him as he was overcoming the hill top and thats were i nailed him,then run back to my Hunter HMG,kill the inf that was 200m off me by now and reload missiles.
The rest was a cakewalk after that,put 3 missiles into the arty position and sweep some inf with AP missiles when i took GMG fire from the FriT that meanwhile sneaked up in a fire positition and pretty quickly nailed me down.
(side mission complete notice - no points awarded tho as i wasnt counted "alive" - overall score after mission 1600 points roughly)
Wait for revive it is now,but no - thats not how it goes down anymore in I+A 4.
That FriT came closer and ended me.
Ice.
Cold.
Killa.
But hey,thats a plus.
Now,it was time to checkout how AO´s go down.
Same thing,get a Hunter,load 2 sets missiles in it and proceed to usual engage positions by AO (1200m off).
No clear sight on targets,lets change pos to closer (800m)
Fellow AT Rifleman already took most of the hvys,so its just MRAPs and shit.
(for more details check Rykos screenshot he added to gallery)
So its same procedure like every time,weaken inf patrols with AP,gun some down with HMG,then charge mid city and put down the rest.
First thing i noticed is there s civs now wandering in AO and a shitload of civ cars to make use of (trucks,sportscars,etc),even parked in garages.
But that feature seems to break after a few AOs as i didnt came over a 2nd AO with civ cars and civ and the like.
Medical feature > Jailbait got shot near my parking pos so i head over there and checked out revivng (now all units got the possibility) on him (which took forever as no medic) meanwhile a enemy single unit came from the countrysights and caught me with pants down.
So its 2 units waiting for revive now.
As time passed,more reinforcements of our side came by our misery and decided to help out.
But,none obeys the 6Prule so they havnt noticed that single AI too causing it to be able to lob a grenade from his launcher right into the 2 of us downed and the other 2 untis that were in act of reviving us.
1 AI = 5 dead Blufor units ...
Right on point i´d say with the AI tweaking,Mr Ryko.
*pads cat*
#end AAR 12/14/2018
Like said,ima add later some more things i noticed - like some bugs in medical revive and the fact that dead enemy units do not despawn (check screens,thats 2nd AO while 4th AO was played) or the point distribuition system and alike
the Jailbait incident :
all those dead bodys ...
who´s scared ?